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My Playground

My Playground Open

Live in your world, Roleplay in mine... If I give you permission.

Owner: Crooked Thoughts
Game Masters: Crooked Thoughts
Tags: vivid-mind (Add Tags »)
Requires Approval: Yes

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Introduction

A blank slate waiting to be filled.

Rules

The GM of this roleplay hasn't created any rules! You can do whatever you like!

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View All »Characters

Character Portrait: Zombie Pulse Dead... but not dead? Whatever.

Visit »The Orphanage

These poor, unfortunate souls were once a part of this great world, but have been abandoned. Why don't you consider viewing their profiles and making a decision on whether or not you can roleplay them accurately?


Character Application

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Basic Information


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/ic Character Name

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Places in My Playground

My Imagination Thumbnail

0 postsMy Imagination

A Mind is such a beautiful thing to waste...

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My Playground: Out Of Character (OOC)

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Most recent OOC posts in My Playground

Re: My Plaground (Just a Test)

Actually, the only thing that applies to my RP is the information on the Intro Page. Everything else is irrelevant.


Re: My Plaground (Just a Test)

I have been eying over your Rp for some time since I got the PM, and I do like how intricate it is. However it did get somewhat confusing when I began reading through the stats and traits at how you could apply this to the game.
Also making a mutant would seem somewhat out of the question when deciding to play this game because the trait and abilities seem to nullify any kind of power the mutant might have. As well any human could be outfitted with some decent weaponry from the start and make this more of a modern war type Rp.

One other thing.
When I look at the character app sheet and those that already have characters it only serves to throw me off more. I can understand wanting a writing sample with the application but what is present at the moment does not even seem to have a character in mind.
When I return from business today I will attempt to apply one myself though I will be open for rebuttal on this subject.


[OOC] Playground Info

[justify]
A1ATTRIBUTES
Attributes are pieces of data or statistics that will be used to determines your characters mental and physical skills. They range on a scale from one to ten, ten being the highest and the number you want to strive for. There are seven attributes and each one effects different parts of your character, making them stronger or weaker in certain areas. Some only effect characters physically, while others effect them mentally.

Attributes also play a part in your skills and specials. For example, for each rank you gain in the associated attribute of a skill category, you gain five points towards said skill. Therefore making your proficient in the skill. For your traits, there are requirements which you must fulfill to acquire certain specials.

You are given twenty-five points to distribute between the seven attributes at your own discretion (plus all attributes start at rank 1, which is basically a freebie). Once you have done this, you may not go back and redistribute them, you also will not have a chance to gain more points. However, there are some specials that increase your attributes, plus once you choose your character's class there are some bonus stats given there.


Attributes & Ranks

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Strength: Also known as Body, Might, Brawn... it is a measure of how physically strong your character is. Strength controls the maximum weight the character can carry, melee attack and/or damage, and hit points.(5 points for every rank in Melee Weapons skill)


    Strength Ranking
    1. Wet Noodle
    2. Beached Jellyfish

    3. Doughy Baby

    4. Lightweight

    5. Average Joe

    6. Barrel Chested

    7. Beach Bully

    8. Circus Strongman

    9. Doomsday Pecs

    10. Hercules' Bigger Cousin

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Perception: Also known as Alertness, Awareness, Cautiousness... it is a measure of a character's openness to their surroundings. Perception controls the chance to detect vital clues, traps, or hiding enemies, and influence the accuracy of ranged attacks. (5 points for every rank in Explosives and Lockpick skills)

    Perception Ranking
    1. Deaf Bat
    2. Senile Mole

    3. Squinting Newt

    4. Unsuspecting Trout

    5. Wary Trout

    6. Alert Coyote

    7. Big-Eyed Tiger

    8. Monocled Falcon

    9. Sniper Hawk

    10. Eagle with Telescope

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Endurance: Also known as Stamina, Constitution, Vitality... it is a measure of how resilient a character is. Endurance influences hit points, resistances for special types of damage (poisons, illness, radiation etc.) and fatigue. (5 points for every rank in Unarmed and Survival Skills)

    Endurance Ranking
    1. Basically Dead
    2. Crumbly

    3. Do Not Bend

    4. Handle With Care

    5. Stain-Resistant

    6. Hardy

    7. Tough-as-nails

    8. Flame Retardant

    9. Bullet Proof

    10. Unstoppable

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Charisma: Also known as Presence, Charm, Social... it is a measure of a character's social skills and their physical appearance. Charisma influences prices while trading and NPC reactions. (5 points for every rank in Speech and Barter skills)


    Charisma Ranking
    1. Misanthrope
    2. Old Hermit

    3. Creepy Undertaker

    4. Peevish Librarian

    5. Substitute Teacher

    6. Cheery Salesman

    7. Diplomat

    8. Movie Star

    9. Casanova

    10. Cult Leader

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Intelligence: Also known as Intellect, Mind, Brains, Knowledge... it is a measure of a character's problem-solving ability. Intelligence controls a character's ability to comprehend foreign languages. (5 points for every rank in Repair, Medicine, and Science Skills)


    Intelligence Ranking
    1. Sub-Brick
    2. Vegetable

    3. Cretin

    4. Knuckle Head

    5. Knowledgeable

    6. Gifted

    7. Smarty Pants

    8. Know It All

    9. Genius

    10. Omniscient

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Agility: Also known as Dexterity, Reflexes, Speed... it is a measure of how dexterous a character is. Agility controls attack, movement speed and accuracy. (5 points for every rank in Guns and Sneak Skills)


    Agility Ranking
    1. Walking Disaster
    2. Accident Prone

    3. Oaf

    4. Butterfingers

    5. Under Control

    6. Catlike

    7. Knife Thrower

    8. Knife Catcher

    9. Acrobatic Marvel

    10. Walks on Water

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Luck: Also known as Fate, Chance... it is a measure of a character's luck. Luck influences anything, but mostly random items, encounters and outstanding successes/failures (such as critical hits). (10 free points in every skill for a rank 6 and 2 extra traits for a rank of 10)


    Luck Ranking
    1. 13-Pitch Black Cats
    2. Broken Gypsy Mirror

    3. Sickly Albatross

    4. Spilled Salt

    5. Coin Flip

    6. Stacked Deck

    7. Lucky 7

    8. Leprechaun's Foot

    9. 21 Leaf Clover

    10. Two-Headed Coin Flip



A2SKILLS
Skills represent the learned knowledge and abilities of your character. Every character starts with the same twelve skills. There are no other skills to choose from or bonus ones to earn. Instead you will work on increasing these base skills. Whether your actions are successful or not will be determined by your proficiency level with each skill.

Perfect = 100 - Good = 75 - Average = 50 - Poor = 25

You will have reached max proficiency with a skill, once you obtain 100 points. Just like real life, this is not easy to do. Perfecting a skill requires a lot of handwork and sacrifice. But, if you are willing to strive for it, then it is possible to achieve. All skills start with a proficiency of zero. But, you are given 100 free proficiency points to distribute as you see fit and character creation bonuses as well, which will help you reach that goal.


Skills & Associated Attributes
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Unarmed: Proficiency at unarmed fighting.
    Associated Attribute: Endurance



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    Melee Weapons: Proficiency at using melee weapons.
      Associated Attribute: Strength



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Guns: Proficiency at using weapons that fire standard ammo.
    Associated Attribute: Agility



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    Explosives: Proficiency at using explosive weaponry, disarming mines, and crafting explosives.
      Associated Attribute: Perception



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Lockpick: Proficiency at picking locks.
    Associated Attribute: Perception



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    Repair: Proficiency at repairing items and crafting items and ammo.
      Associated Attribute: Intelligence



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Medicine: Proficiency at using medical tools, drugs, and crafting medical supplies.
    Associated Attribute: Intelligence



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    Science: Proficiency at hacking terminals and crafting.
      Associated Attribute: Intelligence



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Survival: Proficiency at cooking and surviving in the wastes.
    Associated Attribute: Endurance



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    Sneak: Proficiency at remaining undetected and stealing.
      Associated Attribute: Agility



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Speech: Proficiency at persuading others. Also used to negotiate for better quest rewards and to talk your way out of combat, convincing people to give up vital information.
    Associated Attribute: Charisma



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    Barter: Proficiency at trading and haggling.
      Associated Attribute: Charisma



A3TRAITS

Traits represent unique qualities of your character. They are basically on-or-off qualities as opposed to attributes and skills, which are numeric quantities. These often grant the character your potential to gain or develop certain advantages or to learn and use certain skills.

You may have a maximum of five traits. The traits have a wide range of abilities, which can allow you to do anything from surviving in extreme radiation to becoming a cannibal. Some come at a price though, requiring you to have a certain amount of proficiency points in a skill and/or attribute.


Traits & Requirements

    Friend of the Night: Your eyes adapt quickly to low-light conditions.
    Requirement: Perception 6 - Sneak 30

    Heave, Ho!: All thrown weapons fly farther and faster for you.
    Requirement: Strength 5 - Explosives 30

    Hunter: In combat, you do 75% more critical damage against animals and mutated animals.
    Requirement: Survival 30

    Rapid Reload: Reload all your weapons fast.
    Requirement: Agility 5 - Guns 30

    Black Widow|Lady Killer: Has a certain way with the opposite sex.
    Requirement: Nothing

    Cannibal: You gain the option to eat a human corpses to regain health or treat it as a meal.
    Requirement: Nothing

    Entomologist: You gain the option to eat a human corpses to regain health or treat it as a meal.
    Requirement: Intelligence 4 - Survival 45

    Run 'n Gun: Increases accuracy with one-handed ranged weapons while walking or running.
    Requirement: Guns 45

    Demolition Expert: Explosives do 50% more damage, guaranteeing a injury or death.
    Requirement: Explosives 50

    Fortune Finder: Considerably more of what you want will be found when searching.
    Requirement: Luck 5

    Gunslinger: Increased accuracy with one-handed weapons.
    Requirement: Nothing

    Shotgun Surgeon: When using shotguns, regardless of ammunition used, bullets will pierce armor.
    Requirement: Guns 45

    The Professional: Sneak attack criticals with revolvers, pistols, and submachine guns instantly kill targeted enemies.
    Requirement: Sneak 70

    Toughness: Increase endurance by 1.
    Requirement: Nothing

    Commando: Increased accuracy with two-handed weapons.
    Requirement: Nothing

    Cowboy: Increases damage done by dynamite, hatchets, knives, revolvers, and lever-action guns.
    Requirement: Guns 45 - Melee 45

    Living Anatomy: Can sense health and damage threshold of any target.
    Requirement: Medicine 70

    Scrounger: Considerably more ammunition in stockpiles.
    Requirement: Luck 5

    Rad Resistance: +25% Radiation Resistance permanently.
    Requirement: Endurance 5 - Survival 40

    Rad Child: The more irradiated you are, the bigger the bonus to your healing.
    Requirement: Survival 70

    Stonewall: Cannot be knocked down during combat.
    Requirement: Strength 7 - Endurance 7

    Super Slam: All melee (except thrown) and unarmed attacks knock down your target down.
    Requirement: Strength 6 - Melee Weapons 45 - Unarmed 45

    Terrifying Presence: Can intimidate foes through dialog; closing dialog results in the foe fleeing.
    Requirement: Speech 70

    Animal Friend: Hostile animals become friendly and come to your aid against enemies except against other animals.
    Requirement: Charisma 6 - Survival 45

    Finesse: Increase chance of critical.
    Requirement: Nothing

    Nerd Rage!: Damage resistance increases and strength increased to 10 whenever character is close to death.
    Requirement: Intelligence 5 - Science 50

    Night Person: +2 Intelligence and +2 Perception between 6:00 P.M. and 6:00 A.M.
    Requirement: Nothing

    Slow Metabolism: Character can go longer without needing to eat, therefore requires less.
    Requirement: Nothing

    Ghastly Scavenger: You gain the option to eat Gholes to regain hit points.
    Requirement: Cannibal Special

    Hit the Deck: +50% defense against explosives.
    Requirement: Explosives 70

    Hematophage: Blood packs or human blood have healing effects.
    Requirement: Endurance 6 - Survival 70 - Medicine 70

    Piercing Strike: All your unarmed and melee attacks negate armor.
    Requirement: Unarmed 70

    Robotics Expert: +50% damage to sentries and robots, can shut down robots by sneaking up on them.
    Requirement: Science 50

    Silent Running: Running no longer factors into a successful sneak attempt.
    Requirement: Agility 6 - Sneak 50

    Sniper: More likely to hit the target's head when using a sniper rifle.
    Requirement: Perception 6 - Agility 6

    Splash Damage: Explosives have a larger area of effect.
    Requirement: Explosives 70

    Unstoppable Force: You do additional damage through enemy blocks with melee and unarmed attacks.
    Requirement: Strength 7 - Melee Weapons 90

    Iron Skeleton: Damage taken by limbs reduced by 75%.
    Requirement: Endurance 10

    Center of Mass: You do an additional damage when targeting the torso.
    Requirement: Guns 70

    Chemist: Items last twice as long.
    Requirement: Medicine 60

    Jury Rigging: Repair any item using a roughly similar item.
    Requirement: Repair 90

    Light Step: Floor traps or mines will not be set off.
    Requirement: Perception 6 - Agility 6

    Defender of Humanity: You do 50% extra damage with melee and unarmed weapons against non human targets.
    Requirement: Unarmed 50 - Melee Weapons 50

    Better Criticals: +50% damage with critical hits.
    Requirement: Perception 6 - Luck 6

    Chem Resistant: Can no longer become addicted to items.
    Requirement: Medicine 60

    Computer Whiz: Can instantly hack a computer terminal.
    Requirement: Intelligence 7 - Science 70

    Concentrated Fire: Instant critical injury when targeting an enemies limb.
    Requirement: Perception 9 - Guns 70

    Infiltrator: Can instantly pick a lock.
    Requirement: Perception 7 - Lockpick 70

    Paralyzing Palm: Can paralyze an enemy for 30 seconds with a unarmed attack.
    Requirement: Unarmed 70

    Explorer: All locations are and how to reach them are known to the character.
    Requirement: Nothing

    Ninja: Instant kill with melee and unarmed weapons on targeted enemies.
    Requirement: Melee Weapons 80 - Sneak 80

    Solar Powered: +2 Strength and slow healing rate while outside, from 6:00 A.M. to 6:00 P.M.
    Requirement: Endurance 7

    Spray ‘n Pray: Your bullets seem to magically miss friendly targets who are in the line of fire.
    Requirement: Nothing

    Slayer: The speed of all your melee and unarmed attacks is increased by 50%.
    Requirement: Agility 7 - Unarmed 90

    Rad Absorption: Character slowly absorbs radiation, therefore being able to survive in areas of low radiation.
    Requirement: Endurance 8

    Enhanced Sensors: Detect enemies at a very far range.
    Requirement: Nothing

    Regular Maintenance: The condition of weapons and armor never decays.
    Requirement: Nothing

    Search and Mark: Items, Firearms, and Ammunition within a short distance have a slight illumination that only you can see.
    Requirement: Nothing

    Spotter: Hostile targets are highlighted whenever the character is actively aiming.
    Requirement: Nothing

    Whiskey Rose: Can consume Whiskey and other alcoholic beverages and not have any adverse side effects or addictions, while raising your damage threshold.
    Requirement: Nothing

    Ghole Hunter: Higher chance of criticals when facing Gholes.
    Requirement: Nothing

    Animal Control: Higher chance of criticals when facing mutated animals.
    Requirement: Nothing

    Camel: Water items hydrate and heal you better, therefore making you require less.
    Requirement: Nothing

    Lord Death: Higher chance of criticals when facing all enemies.
    Requirement: Nothing

    Meat of Champions: +1 Luck, Strength, Charisma and Intelligence for 30 minutes each time a corpse is consumed.
    Requirement: Cannibal Special

    Power Armor Training: Ability to wear Power Armor.
    Requirement: Nothing

    Tough Guy: Take 25% less limb damage.
    Requirement: Nothing

    And Stay Back: Shotguns have knock enemies back.
    Requirement: Guns 70

    Hobbler: Your chance to hit and injure an opponents legs has significantly increased.
    Requirement: Nothing

    Junk Rounds: You can craft ammo using scrap metal and tin cans.
    Requirement: Luck 6 - Repair 45

    New World Chef: No matter the Ingrid, any meal cooked by the character becomes a delicious and nutritious meal, full of healing effects.
    Requirement: Endurance 6 - Survival 45

    Grunt: 25% more damage with pistols, SMG's, revolvers, light machine guns, frag grenades, and combat knives.
    Requirement: Guns 45 - Explosives 20

    Home on the Range: Whenever you sleep next to a campfire, you receive all the benefits and comfort that sleeping in a bed brings.
    Requirement: Survival 70

    Sneering Imperialist: +25% Damage and +25% accuracy when fighting cultists and raider enemies.
    Requirement: Nothing

    Tribal Wisdom: Characters can interact with raiders, tribes, and cultist on non-hostile terms.
    Requirement: Survival 70

    Atomic!: You are 50% faster and stronger whenever you're basking in the warm glow of radiation.
    Requirement: Endurance 10

    Them's Good Eatin: Any living creature you will become vital source of potent healing when consumed
    Requirement: Survival 55



A4PERKS

Perks are bonuses the player character can pick up in the beginning. There are seventeen in all and you are allowed to pick three, which will stick with you throughout the entire roleplay. Choose wisely because you will not be able to change them out or get anymore, once your character has been submitted and accepted. The perks are similar to the Specials, but are generally more useful. Some are even just like specials, so wise a person would pick these instead, therefore leaving you open to pick more unique specials.

Perks & Effects

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Light Weight: Your speed and endurance training has paid off, you are able to run freely without the hindrance of the weight you carry. You can also jump/fall from great heights and walk away without penalty, unless said fall would kill you.

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    Scavenger: You have a knack for finding ammo and supplies. Whenever you run across a dead body, they just happen to have the clip of ammo you need. The same can be said for other items you may be in need of: food, water, grenades, etc.


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Cold Blooded: You are undetectable by infrared and sentries, you simply go unnoticed. Gholes also seem to not be able distinguish your scent from their own, but will still attack you if seen.



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    Flak Jacket: Flak Jacket greatly reduces explosive damage and allows you to survive any indirect explosive attack. Also deflects fire damage and allows you to reset the fuse of a thrown grenade when you pick it up.


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Flatline: Chains together instant kills. Meaning you kill one enemy instantly and every enemy you target afterwards is instantly killed.

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    Full Metal Jacket: Your bullets have the power to stop enemies dead in their tracks, no matter the size. Your bullets penetration is also increased, meaning your bullets have the possibility to go through more than one target.


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Iron Lugs: Enables you to hold your breath longer when steadying a weapons scope. This offers a significant advantage to sniper class weapons.

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    Steady Aim: Steady Aim increases a weapons hip fire accuracy and also reduces shotgun spread. This is especially helpful when dual wielding weapons, since it increases the accuracy. Steady aim also keeps your shot accurate when in motion.


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Sleight of Hand: Gives a perfect, faster reload time. Meaning not only do you reload weapons faster, but you also do not falter when doing so.

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    Warlord: Allows characters to start with 4 weapons and 3 attachment per weapon.



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Tactical Mask: Tact Mask, filters the air making it safe for you to breathe. It also reduces the effects flashbangs or bright lights and reveals the location of flashed/stunned enemies.

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    Marathon: This extends your sprint time, but it doesn't increase your speed. Its almost like you can run without any need to stop.


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Dead Silence: Allows you to walk, sprint and jump completely silently, therefore you can sneak behind enemies more easily. You can also hear enemies better.

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    Still Life: Death is forever held off when you have this perk, however you soul is trapped in limbo until a medic arrives to bring you back.


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Skeleton Key: Hacking is as simple as breathing. You can now hack, rig, decrypt, how wire, etc... instantly!


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    Juggernaut: To a true soldier, pain has no meaning to you. You are able to soldier through anything, no matter what injury you may have sustained or obstacle in your path.


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Reconnaissance: Threats seem to glow in your field of vision. Whether it be a frag grenade, an enemy, sentry gun, laser field, or mine.



A1
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With your bare hands, a gun, or a knife; it doesn't matter, people die at your hands. Anything you can get your hands on becomes a weapon of mass destruction. Trained to handle any scenario, you are always prepared for the worst and expect nothing less. As a soldier, you are a combat specialist, no one is tougher. Your lethal accuracy is still present in suppressive blind fire, causing enemies to stay hidden or flee. A soldier isn't at home until they are in the thick of the battle, on the front lines, weapon in hand, and fighting for their lives.

Class Abilities


  • Weapon Training: You have been trained in the use of a variety of weapons. No weapon is foreign to you, as long as it has a trigger of some sort, you can use it. As a result you can use any weapon with basic proficiency.

    [Your character starts with basic proficiency in all combat oriented skills. Meaning Unarmed, Melee Weapons, Guns, and Explosives all start on 25.]



  • Adrenaline Rush: Once your adrenaline starts pumping, there is no stopping you. You are able to focus despite bullets whizzing past your head or explosions going off in your vicinity. You have have one goal in mind and nothing will stop you from achieving it.

    [Your character is able to enter a rage mode where they become invulnerable. This can only be activated once every combat scene and lasts for one post.]



  • Battle Hardened: You thrive in the heat of battle, it is your home. You've been trained to handle situations that make others nervous and flustered, or even scared. You are battle ready and hardened, therefore you are able to perform more efficiently.

    [Your character chances of succeeding in battle situations are increased.]



  • Bullet Craft: You are quite skilled with hands, they are not just instruments of death. You have been taught to craft useful items for you and your team. Bullets. During basic training, you learned how to manufacture ammo of types, even special rounds.

    [Your character can make any type of ammo with the necessary supplies.]



  • Resilience: To keep it simple, you're not a p****. The harsh treatment you endured during basics only made you better. It takes a hell of a lot to unnerve you. Furthermore, it takes a hell of a lot to take you down.

    [Your character gains +1 to endurance and strength.]


Class Specializations


Commando: You are a highly trained killing machine, excelling in all combat situations. Your survival instincts grant you an intense concentration that further increases your prowess. Commandos rely on lethal efficiency and precision strikes rather than brute force to eliminate their opponents. Your killing intent is ever-present, always forcing you to approach situations tactically.

    Storm: This is a unique technique that your character can use when indoors, breeching a room. Through any method of your choosing, your character can gain entry to a locked door. Once in, time seems to slow as they identify any threats before taking them out immediately and instantly. The only limitations to this, is your character's weapon. However, you may not use it twice in a row.


Guerrilla: To overwhelm and confuse, that is the way of the guerrilla. You exert control over the battlefield using traps, explosions, and other means so that your forces can follow through with their attack. Your tactics are devised mainly as a way for a few people to take out a large number of people. Some prefer to use traps, hidden from view in the middle of battle, ready to snap out and separate limb. Others prefer the simple elegance of explosives; they reason that their simple presence is enough to scatter their enemies.

    Trapsmith: Your are skilled in the technique of forging traps. With your knowledge of traps, you can create a trap from the barest materials. Somehow you always seem to find the bits and pieces needed to make traps, at times appearing to pull materials out of nowhere. With almost god-like intuition on the crafting of traps, you know the schematics for a number of traps. It takes one full paragraph to setup these traps and can only be performed once per post, as long as your character has the necessary supplies.


Character Bonuses Received

  • Unarmed: Starts on 25


  • Guns: Starts on 25


  • Melee Weaponsl: Starts on 25


  • Strength: Gains +2


  • Endurance: Gains +2


  • Agility: Gains +2



A2
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The scout is able to win battles by quickly disabling and killing enemies. These soldiers focus on unlocking alternate routes, and obtaining an advantageous position over enemies in combat. Scouts possess a mixture of combat and physical talents. They may gain specialist training with sniper rifles, wear light armor and have a variety of abilities that focus on crippling the enemy. They have the unique ability to cloak themselves using the shadows. Deadly at any range, scouts are equipped with a wide variety of weapons, equipment and abilities that can take down any enemy. When using sniper rifles, time slows down for a brief moment similar to the Soldier's Adrenaline Rush, allowing for easier placement of shots

Class Abilities

  • Stealth: Blending with the shadows is second nature; moving silently is done easily; you are nimble without thinking. Overall, your character has stealth and guile in spades.

    [Your character's stealth skill is maxed out.]



  • Silent Kill: Silence is key. Why bother alerting enemies to your position with a loud gun shot, when you could easily dispatch a squad or two with silent and stealthy kills. All you need is knife or sometimes, your bare hands are your only requirement; you always did love to strangle a ghole.

    [Your character's chances of succeeding in sneak kills is increased.]



  • Navigation: What is a scout without navigation skills? You know the land like the back of your hand. What may seem like just another tree or rock to one person, is a distinguishing land mark to you. You getting lost is just something that will never happen.

    [Your character acquires the Explorer special, no matter how many specials you have.]



  • Focus Time: Drawing in deep and heavy breaths, seems to slow down time. It allows you to focus, to line up the shot. Your weapon becomes perfectly still, any noise is canceled, as you give your full attention to this one target. Once you pull the trigger, the bullet flies straight and true to it's intended destination.

    [Character is allowed on instant kill per post, but must be using a sniper rifle]



  • Free Running: Your character uses the city and rural landscape to perform acrobatic moves, enabling you to move quickly and efficiently through its structures.

    [Character is able to make a path or find a route to anywhere, using their climbing and acrobatic skills.]


Class Specializations


Infiltrator Infiltrator are able to remain completely undetectable as they weaves their way to the heart of the enemy force. Expert at information gathering and able to hold their own in combat, they are highly trained to be dispatched alone for investigating events and carrying out secret missions. They are taught to develop a sense of independence in mind, allowing them to work alone with minimal correspondence, however, they can also put their abilities to great use in furthering the agenda of an entire taskforce or party.

    Investigate: The character can gain full intel on a target, structure, or area. The knowledge is gained by stealthily scouting the target, rendering the character completely undetectable unless hostile action is taken. This can be written out in a full post or shortened and condensed to just stating the action was taken. Either way, the character will then have full knowledge of the what they investigating. Giving them whereabouts of enemies, areas to avoid, structural weaknesses, blueprints, etc.


Assassin: Assassins remove problems with surgical precision as efficiently as possible. While every assassin is different, some favoring up close and personal kills and others striking at range, they are all deadly predators and skilled at exploiting their foe’s weaknesses.They hit where and when it hurts most, exposing vulnerabilities that allow others to do the same. For the Assassin, cold calculation matters more than raw speed or ferocity, and each victory can improve the odds of success in the next. While every assassin is different, some favoring up close and personal kills and others striking at range, they are all deadly predators and skilled at exploiting their foe’s weaknesses.

    Mark & Execute: They say bad things happen in three's and for assassins with this technique, it is true. Whenever there is a grouping of enemies who are are in close proximity of each other, the character can mark each of them for death and systematically kill each of them within seconds of one another. This cannot be tied in with Flatline and can only be used once per combat situation.


Character Bonuses Received

  • Melee Weapons: Starts on 25


  • Lockpick: Starts on 25


  • Sneak: Starts on 25


  • Perception: Gains +2


  • Agility: Gains +2


  • Charisma: Gains +2




A3
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Survival. You would be surprised what most would do in order to see another day. Survivors are hardy and tough people, who have managed to remain civilized, though there are some who have reverted to savage ways. But, what they all have in common is their will to survive and endure. Your average survivor is prepared for any and all types conflict. A wide range of talents and equipment, keep them well prepared for any event they may encounter. They are a nomadic group of people who simply live off the wasteland. No one knows the wasteland better than them, which is why most of them end up as military scouts or paid guides for search parties and expeditions.

Class Abilities

  • Radiation Proof: Spending so much time out in the wastes will make you accustom to certain things. Your body will begin to adapt to the different environment. Once such thing that survivors have built a high degree of tolerance to, is radiation.

    [Character has a permanent resistance to radiation.]



  • Iron Will: It can be hard to continue, some days you wake up and just feel like dying. With nothing to look forward to but another day of struggle, its hard to find a reason to go on living. The wasteland is not for the faint of heart, you need a strong heart and will to live in this cruel world.

    [Character can survive situations where they usually might perish.]



  • Survivalist: Its rough out there in the wasteland. Sometimes it can be days before you have your next good meal, or even a snack. Water can just as hard to come by, a clean source anyway. In order to survive, you have to learn how to go without sometimes and endure the pain.

    [Character gains the specials: Camel and Slow Metabolism, despite already owned specials.]



  • Intuition: Danger is everywhere in the wasteland, let your guard down for a second and you're a goner. You have to learn to look for signs, any good survivor can tell when a group of gholies are comin. Its sort of like you develop a sixth sense for danger...

    [Character can sense oncoming danger. (Approaching enemies, traps, etc)]



  • Lone Wolf: Being alone is just part of the job. You are better off alone, it can be a challenge just looking out for yourself without adding a few strangers to the mix. When you only have yourself to worry about, you can go all in and not worry about collateral damage.

    [Character gets a damage bonus when in combat scenes alone.]


Class Specializations


Wanderer: Wanderers are a rare breed. Few creatures are willing to walk the world for months or years at a time, perhaps with companions, but never with a home, never with more possessions than they can carry. But, many who have nothing left ind this to be the only option and travel until they can find a new home.

    True Neutral: Because you have no ties to anyone and aren't from around these parts, you have a cloak of neutrality. This puts you on common ground with all sentient beings, even beast will ignore you at least until a hostile action is taken.


Ranger: Rangers are an elite outfit, they are a volunteer special force renowned for their shrewd reconnaissance capabilities, their bravery and combat prowess. Some work alone others in groups, either way they are the only law in the wasteland that will go out of their way to help a stranger.

    Reputation: Because of your reputation as a ranger, most low ranking enemies will surrender and flee. Even some non-human enemies will recognize you and avoid challenge you. Another perk of being a ranger, is that you get a trusty steed that will present itself to you at your every beckon.


Character Bonuses Received

  • Guns: Starts on 25


  • Survival: Starts on 25


  • Sneak: Starts on 25


  • Luck: Gains +2


  • Endurance: Gains +2


  • Charisma: Gains +2







A4
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The Engineer is a tech specialist, able to quickly and easily manipulate the environment with specific talents, and repair or modify technical equipment. Their focus is on shaping the battlefield during combat, aiding the party, and debuffing enemies (disabling weapons and destroying cover). Engineers possess all different types of tech abilities, wear light armor and typically use small weapons. Their tech skills range from hot wiring vehicles, fixing electronics, rigging sentry guns, hacking computers, decrypting and bypassing old security systems. Engineers are the most effective class at blasting through enemy defenses and disabling opponents.

Class Abilities

  • Hacking: There are plenty of old world remnants still intact and in working order. Those things are now like treasures and like most treasures, they require you bypass some form of security. This usually requires someone with good computer knowledge who can hack terminals.

    [Character can hack computer systems, requires a well written paragraph to perform.]



  • Hijack: Not every vehicle is a piece of junk, sometimes all it needs is a little work. If the car is in really good condition, it may even just require a key. But, finding the key is a long shot, so a different route must be taken and the care must be hot wired.

    [Character can hot wire cars and other vehicles.]



  • Creation/Modify: In the new world, there are no more factories or stores where you can go and by things you need. Especially machines, everything is now hand made, with a few exceptions. Building and upgrading, is just one of the many other task left to be handled by engineers.

    [With the necessary equipment, your character can create and/or modify items.]



  • Rigging/Repair: You have to be resourceful now-a-days, when something is broken you don't throw it out. You either keep it around for spare parts, sell it, or repair it. The third option is the most commonly traveled road. Everyone has bit of knowledge in this area, but engineers are the true experts.

    [With the necessary supplies, your character can repair equipment or rig them to do certain things.]



  • Decryption/Bypass: All engineer know all the good loot is locked behind an electronically sealed, computer protected door. This requires them to bypass security systems and maybe even decrypt a code in order to gain access.

    [Character can bypass electronically locked doors and decrypt cipher.]


Class Specializations


Mechanic: New world mechanics are different from the old world counterparts. Not only are they responsible for getting machines up and running, but also making the wasteland ready. This means outfitting them with guns, wedges, and armor. Some have taken this a step further and created brand new machines.

    Maintenance: This unique technique allow Mechanics to get any vehicle up and running. Nothing is beyond their comprehension and no vehicle is too far gone to be brought back to life. Whether it is a subway car, train, plane, tank; they can fix it. The vehicle can even be made wasteland ready.


Operative: Operatives are masters of technology. Whatever your technological need they can get it done, no problem. It is all second nature to them. These individuals are assets to society and are highly treasured. But, they aren't delicate, frail individuals, to be kept indoors at all times. Combat is just as familiar to them as is a circuit board.

    Tech Master: With this technique operatives can perform all of their abilities instantly and flawlessly. They also carry around with them, a small EMP device capable of deactivating all opposing technology in a one mile radius. However this can only be used once per day.


Character Bonuses Received

  • Lockpick: Starts on 25


  • Repair: Starts on 25


  • Science: Starts on 25


  • Strength: Gains +2


  • Intelligence: Gains +2


  • Luck: Gains +2







A5
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A Medics main purpose is the healing and aiding of others. Modern medicine hasn't reverted much, you can still get the same treatment you could before the Flare. If anything, Medics are better than their predecessors. Without the aid of sterile environments and readily available supplies, they have had to learn to make due and compensate for what they are lacking. They are even required to perform complicated procedures on the battlefield, an environment the direct opposite of where these things are supposed to done. These intellectual beings and are not meant for combat, but are still equipped for basic self defense. Be warned, wasteland medics have been known to shoot first and heal later. Their accuracy is comparable to that of a snipers; steady hands is a major part of their trade. Finding a Medic in the wasteland is extremely difficult. In the cantons, however, they are a dime a dozen. Some even live on the borders and admit outsiders free of charge.

Class Abilities

  • First Aid: The world is much more dangerous than it used to be. Injuries are much more common and if they are treated quickly they can become fatal. This is where first aid comes in handy, though the techniques are simple, it cans till save lives.

    [Character heal other characters who have received minor - moderate injuries; healing effects take place overtime.]



  • Revive: Death is a concept that everyone becomes familiar with a lot quicker these days. But, when a medic is near you have nothing to worry about. They have the skills necessary to bring anyone back from death's cruel clutches.

    [Character can revive dying characters.]



  • Field Surgeon: Sometimes a bandage will just not due and surgery is needed. Medics also double as surgeons and are capable of performing these complicated procedures. In rare cases, they pair up with an engineer to attach new limbs.

    Character can perform surgeries and reattach limbs. Weapon accuracy is also increased.]



  • Diagnosis: Eventually, Medics reach a level where they no longer need patients to tell them wants wrong. One look is all it takes to make a proper diagnosis.

    [Character is granted the Living Anatomy Special, despite the number of specials they may have already.]



  • Immunity: Being around so much bad, two things are destined to happen: you either succumb to it or grow immune to it. Most Medics seem to be effected by the latter. Their immune systems are stronger than your averages human and can easily fend off foreign containments.

    [Character can no longer become ill, sick, addicted, diseased, or poisoned.]


Class Specializations


Scientist: Scientist are medics who heal through means of science and not medicine. Using chemistry and other methods, they create potions and salves which have great restorative effects or grant other bonuses. This type of medicine has swept across the lands. But, it has a down side, the products are highly addictive, forcing those to suffer from terrible with withdrawals when they go without. This is a risk many are willingly to take, the benefits are well worth it to them.

    Alchemy: All scientist keep the procedure to making these miracle cures a well guarded secret. The key behind it all is alchemy. Using this ancient technique of science, they are able to make concoction that have a wide range of effects: healing, acidic, poisonous, explosive, and so much more. With the right ingredients, your character can do the very same thing.


Miracle Healer: Some refer to these being as angels placed here by god, others say they are just highly skilled doctors. Whatever the case, these medics are capable of amazing feats. Miracle Healers are famous for their healing abilities. Their mortality rate is the lowest in the lands, some have never lost a patient. Some say that just being in their presence restores vitality and a simple touch can rid the body of all illness. Of course they do not possess powers, but they are incredibly skilled at what they do.

    Lay Hands: Characters with this technique can heal others instantly. There are no limits to this and no injury is too severe. Though for sake of the RP, characters can't have a broken leg one minute and a normal one the next. But, the medic does magically have any needed supplies to make everything better.


Character Bonuses Received

  • Medicine: Starts on 25


  • Science: Starts on 25


  • Speech: Starts on 25


  • Charisma: Gains +2


  • Intelligence: Gains +2


  • Agility: Gains +2







A6
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The hiss of a fuse. The sparkle of gases mixing. The sight of an explosion in a mushroom cloud darkening the battlefield. All these are things that saboteur deal with on a daily basis. The masters of their craft, saboteurs use traps to impede their enemies, dazzling them in countless ways and causing them to continue wondering where they are all the while forcing them to be ripped apart by the sheer power of the traps laid to cause them harm. It is a hard life as a saboteur--at any moment, you might light a fuse at the wrong time, fumble a lethal trap, or forget where you laid a mine half-a-minute ago. However, the adrenaline and mental challenge that awaits the saboteur is a lure that some find irresistible.

Class Abilities

  • Create Explosive: The ability to craft bombs out of premium or sub-standard products, is one that all saboteurs have. It takes them, but minutes to ready an explosive potent enough to level an entire city block.

    [Character can create any explosive they wish to with the necessary supplies.]



  • Sabotage: Its all in the name, name the target and watch it falter. Saboteurs are great at this, whether they do so discretely by tinkering with the inner working of the object or with a few well placed bombs.

    [Character can sabotage equipment.]



  • Dead Aim: Saboteurs are key elements in battles when you are out numbered. They have precise aim, not with a firearm, but with a grenade. One grenade can be the difference between victory and defeat.

    [Tossed grenades or other hand thrown explosives will always hit their mark.]



  • Cluster Bomb: Overkill is a word no saboteur knows the meaning of. Sure there may be too much gunpowder in that last bomb; maybe you don't need that much C-4 to destroy a building, but so what... as long as the job gets done, right?

    [A single explosive now packs the power of three.]



  • Lure: Like lambs to the slaughter, enemies always seem to step on your land mine or trip your claymore. It could be your tactical placement or maybe its magic, either way you've never waste a mine.

    [Traps and Proximity bombs always seem to lure in weaker enemies.]


Class Specializations


Demolisher: Many with a penchant for destruction and mayhem may become petty saboteurs, but only those most devoted to the creation of the intricate mechanical work needed to bring the traps to life become Demolisher.

    Demolish: This technique allows for any target you so choose to be destroyed. Building, car, sentry gun, person, just set the explosive and it will go boom. You may use this once every other post, character must also have the necessary equipment.


Grenadier: The sound of the grenade, the drop of the bomb, and the explosion of dynamite just excites you. You're not much one for planning, no. You prefer to buck up and throw whatever you've got at whatever in front of you. This is what makes you a grenadier.

    Big Bang: This technique allows for the character to summon an RPG to target groups of 5 to all be instantly killed.


Character Bonuses Received

  • Explosive: Starts on 25


  • Science: Starts on 25


  • Sneak: Starts on 25


  • Perception: Gains +2


  • Intelligence: Gains +2


  • Luck: Gains +2



A1WEAPONS

This sections will explain the weapons available for use in the roleplay. Be aware that this is just a general weapon list, so some weapons are interchangeable or can be completely subbed in. Maybe your character wants a sledge hammer instead of a bat, so that can be changed. Or maybe you want to carry around a chainsaw or mini-gun.


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Revolvers


Revolver: Revolvers are powerful handguns, for what they lack in both firing rate and reload speed, they make up for with damage and accuracy. A revolver is a repeating firearm that has a cylinder containing multiple chambers and at least one barrel for firing. The revolving cylinder typically chambers five or six rounds, but some models hold ten rounds. Since revolvers typically have slow reload speeds, its better to use the weapon at a distance. Due to its accuracy and medium damage at long range, the revolver also makes a mediocre sniper rifle. However, revolvers are also useful in close quarters. A bladed revolver can create a great shoot-slash combo,this can deal massive damage.

Magnum: A Magnum is a revolver that fires powerful rounds. Medium framed, accuracy, consistency, power and easy to maintain out in the field. A must have for any character, especially for close range finishing shots. The magnum revolver fires a large shell and has a high penetration factor. One round is fired with each pull of the trigger. It holds six rounds, however magnums only have a small supply of ammunition and can be hard to come by. Thus its use is limited and recommended to be used only on hard-to-kill enemies.

Magnums differentiate them from standard handguns because they can deal high amounts of damage to a single target. The Magnum delivers a large, heavy bullet with high velocity for a handgun. In its full-powered form, it produces so much recoil and muzzle blast that it is generally considered to be unsuitable for use as a police weapon. Rapid fire is difficult and strenuous on the users' hands, especially for shooters of smaller build or with small hands.


Hand Cannon: The biggest and baddest of all the revolvers, the hand cannon has an nearly unstoppable amount of firepower with piercing damage, meaning it can be used to bypass levels of armor. Hand cannons are powerful firearms that, while severely lacking accuracy, possess heavy recoil and low fire rate, boast the highest attack strength of any short range gun weapon. It chews through enemies with great ease due to its massive firepower. It only has five shots and ammo is rare, but each bullet is almost a guaranteed kill.


Pistols




Pistol: A pistol is a small or medium-sized firearm capable of being wielded single-handed. When distinguished as a subset of handguns, a pistol is a handgun with a chamber that is integral with the barrel, as opposed to a revolver, wherein the chamber is separate from the barrel as a revolving cylinder. Typically, pistols have an effective range of about 100 feet. Pistols are typically used as primary weapons, and are especially effective. Pistol ammo is very common, as are the weapons themselves, making pistol use less expensive. They have a moderate ammo capacity ranging from 7 to 35 rounds, faster firing and reloading speeds, yet only high critical chance and lower damage per shot.

Automatic Pistol: A machine pistol is a handgun-style, often magazine-fed and self-loading firearm, capable of fully automatic or burst fire, and normally chambered for pistol cartridges. Machine pistols usually have a lower range, more recoil, and higher rate of fire than submachine guns. To fix the recoil problem, a selector switch and the foldable foregrip allows the pistol to fire three-round bursts with each pull of the trigger. Designers limited it to fixed three-round bursts to allow it to be more easily controlled. Also, although machine pistols don't usually come with a fixed stock, most allow the attachment of one, as it helps absorb recoil and increase accuracy.

There are many tactics where machine pistols come into play, including room clearing, personal defense, close quarter battle and door breaching. Another advantage of using machine pistols is that they use the same ammunition that is used in standard-issue pistols. They tend to be fairly accurate and fast, with decent sized magazines and fast reload times. They deal moderate damage, but they have increased magazine sizes and fire rates compared to Revolvers. Your average clip can range from 15 - 50 rounds. The machine pistol is one of the most versatile weapons and it's power should not be underestimated.


SMG: Submachine Guns, are fully automatic guns which are very effective at close or medium ranges, but usually ineffective at longer ranges. A submachine gun, often abbreviated to SMG, is basically an assault rifle that sacrifices power and accuracy for a high firing rate and portability. They normally possess high rate of fire, high mobility, low accuracy, high hip-fire accuracy and moderate power, although there are a few exceptions. Clip size can range from 50 - 100 rounds. The sub-machine gun is recommended for use against tightly grouped enemies and for harassing larger enemies.

SMGs are categorized by their typically high firing rate, average accuracy and quick reloading time. They do roughly the same amount of damage as Automatic Pistols per shot, and serve as the middle ground between Pistols and Combat Rifles. SMGs typically suffer from very poor recoil handling when fired from the hip and for this reason short, controlled bursts of fire tend to yield better results than a sustained spray. Aiming down the sight is always recommended. With their high rate of fire, they tend to cause flinching, interrupting enemy aim and pinning them down.




Shotguns


Break Action Shotgun: Break-action shotguns have hinged barrels, and are reloaded by opening the hinge and exposing the breech, allowing for used shells to be manually removed and new ones to be inserted. Break-action shotguns usually hold two rounds (double-barrel shotguns), although single-shot variants can be found. These are the simplest type of shotgun design, and are likely to be fairly easy to find. Break-action shotguns are simple and sturdy, but their tiny capacity of two shells and the lengthy process of reloading won't do you any good if you have to take on a large crowd of gholes.

Break-action shotguns are usually as long as or longer than most rifles, making them among the most accurate of shotguns, but also making them difficult to maneuver in tight spaces. Shotguns (particularly break-action shotguns) are sometimes modified by shortening the barrel and removing the stock, making the weapon significantly lighter and more compact, at the price of a shorter effective range and poorer accuracy. Such a shotgun is said to be "sawed-off". Most break-open shotguns have their two barrels laid out side-by-side, but some have the two barrels one above the other, this is called an "over and under" shotgun.


Pump Shotgun: Pump-action shotguns have a single barrel above a tube magazine into which shells are inserted. New shells are chambered by pulling the pump handle attached to the tube magazine toward the user, then pushing it back into place to chamber the cartridge. This action simultaneously projects the most recently fired shell out of the ejection port.

Pump-action shotguns are the most common type of shotgun. They are often used by civilians for hunting, skeet shooting and home defense, and by law enforcement and military personnel in close quarters combat (such as inside buildings or in trenches or jungles) or for specialized purposes such as door breaching. (Shooting the hinges of a door to destroy it) A pump-action shotgun typically has a magazine capacity of 5 or more, and can be fired as fast as the user can pump the slide and pull the trigger. Reloading is a fairly slow process, as it involves inserting shells one at a time, but it can be interrupted at any time. Pump action shotguns are fairly common and are a lot more reliable than their semi-automatic and automatic cousins.


Automatic Shotgun: Automatic shotguns like their name implies can fire in automatic, firing in automatic would obviously waste ammo so it would be wise to keep it on semi-automatic. There are only a few automatic shotguns ever made and the only one that is not a prototype and is not on a drawing board is the AA-12 and USAS-12, but it is yet to be standard issue. these shotguns are usually automatic only or semi-auto and full auto and have a higher failure rate than conventional weapons. If found, gladly take it, but keep it on single fire.



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Rifles


Semi-Automatic Rifle: Semi-automatic rifles are a type of rifle that fires a single bullet each time the trigger is pulled, automatically ejects the spent cartridge, chambers a fresh cartridge from its magazine, and is immediately ready to fire another shot. They may be operated by a number of mechanisms, all of which derive their power from the explosion of the powder in the cartridge that also fires the bullet. Clips of ammo range from 15-30 bullets.

Considered overall the best rifle. For it being very common, loads of ammo. A semi-auto will most likely litter anywhere where firearms are available ranging from homes to gun shops. They are usually modestly accurate due to the semi-auto nature and is recommended you pick one up if you happen to find one. The advantages of the semi-auto rifle would be it's ability to automatically chamber fresh cartridges, allowing for a fast fire rate.


Automatic Assault Rifle: Assault rifles are known for their combination of decent stopping power, relatively high rate of fire, and good accuracy within the ranges infantry engagements are typically fought at (less than 300 meters), select-fire assault rifles are the standard infantry weapons of armies around the world. They are chambered in lighter calibers such as 7.62x39mm and 5.56x45mm. The lighter ammunition allows assault rifle users to carry more ammunition, and results in somewhat increased magazine capacity (30 rounds is the norm), reduced recoil and reduced weight. The downsides are somewhat reduced accuracy, range and stopping power.

LMG: LMGs are designed to provide an increased degree of range, penetration and destructive power against vehicles, buildings, aircraft and light fortifications over the standard rifle calibers used in lighter machine guns. A light machine gun may be a variant of an existing rifle design (with modifications—such as a larger capacity magazine, a heavier barrel, and a bi-pod for stability—to make the weapon more suitable for sustained automatic fire) or a unique design specifically for the purpose.

Even the "lightest" light machine guns will weight near or above 20 lbs. with the ammunition (usually 100 round clips). A light machine gun might just be useful as they tend to be more accurate in single shots than most assault rifles would be, they also are usually equipped with a stand of some sort (bipod, tripod) and most effectively, besides being a still useful Ghole killing machine, it will scare off raiders and other scavengers providing they don't have a bigger and more intimidating weapon.




Sniper Rifles


Bolt Action Sniper Rifle: Bolt Action Snipers are guns specifically made to kill enemies from a far range. They deal extreme amounts of damage per shot, fire slowly, and have a built-in scope of huge magnification. Bolt Action Snipers are very clumsy and difficult to aim with at a close range. This is because you must be using the scope for the gun to have accuracy. Magazine size range from 10 or 20 detachable box magazines.

Bolt action sniper rifles are a type of firearm action in which the weapon's bolt is operated manually by the opening and closing of the breech (barrel) with a small handle, most commonly placed on the right-hand side of the weapon (for right-handed users). As the handle is operated, the bolt is unlocked, the breech is opened, the spent shell casing is withdrawn and ejected, the firing pin is cocked (this occurs either on the opening or closing of the bolt, depending on design), and finally a new round/shell (if available) is placed into the breech and the bolt closed. Although most bolt action sniper rifles have bee replaced, the bolt action remains the dominant design in dedicated sniper rifles.
Because it offers an excellent balance of strength (allowing powerful chamberings), simplicity, and potential accuracy, all with a light weight.


Semi-Automatic Sniper Rifle: Semi-Automatic Sniper rifles are the predominant weapon of choice for long range precision shooting. With extremely high damage rates, a person can snipe at a group of enemies at a safe distance, methodically picking one enemy off after the other. This is made even easier with larger magazines of 10 and 20.

Semi-Automatic Sniper rifles are very good against most enemies, although a few may present some problems. Fast moving enmies can usually be difficult because they are armored and fast enough to avoid shots by bolt action sniper rifles, yet a marksman using a semi-auto can score a critical hit on one because of the higher fire rate. Any enemies getting into melee range can also be troublesome and are generally eliminated more easily with closer ranged weapons. Although any rifle with a scope can be considered a sniper rifle, but only true sniper rifle will have telescopic sights and more accurate manufacturing.


Anti-Material Sniper Rifle: An anti-materiel rifle is a rifle that is designed for use against military equipment (materiel) rather than against other combatants ("anti-personnel").

Anti-materiel rifles are similar in form and appearance to modern sniper rifles and can often serve in that role, though they are usually chambered for cartridges more powerful than are normally required for neutralizing an enemy combatant and can operate at a greater range. In general, anti-materiel rifles are chambered for large cartridges containing usable payloads like explosives, armour-piercing cores, incendiaries, or combinations of these.

Due to the considerable size and weight of anti-materiel rifles and the recoil produced by the employed cartridges dictates that these rifles are designed to be fired from the prone position. Bipods and monopods and muzzle brakes are used as accessories to employ these rifles as comfortably and accurately as possible. Firing from the (unsupported) standing position or in a kneeling position would be very uncomfortable for the operator, but still possible. This weapon, though built to be used against armored machines, is perfect for the use against some of the tank like gholes that roam the lands.



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Blunt Weapon


Baseball Bat: Baseball bats are large clubs of either wood or aluminum (Aluminum is the most recommended out of the two, due to the fact it takes longer to break). They have a long reach and can be found anywhere baseball is played (which is to say, anywhere in the United States), and most importantly, they have enough power to crack a skull open in one blow or if you need to cripple it, a good hit in the spine will do.

Spiked Bat: A wooden bat can easily be turned in to a deadly weapons if it is modified with harder iron nails. The Spiked Bat is useful for knocking enemies around in a hurry. It can drive enemies great distances or just smack their heads in. If you are skilled or lucky enough to find/craft the martial version of this weapon called a Kanabō, then you have a even better weapon on hand.

The Kanabō are constructed out of heavy wood, or made entirely from iron, with iron spikes or studs on one end. Kanabō type weapons came in all sizes and shapes with the largest ones being as tall as a man and a two-handed weapon while the smaller lighter ones were primarily one-handed and the length of a forearm. The purpose of the kanabō type of weapons was to smash enemies' armor, bones, and the legs of their warhorses.


Stun Baton: Stun batons are an unusual modern variation designed to administer an electric shock in order to incapacitate the target. They consist of an insulated handle and guard, and a rigid shaft usually a foot or more in length for delivering a shock. Many designs function like an elongated stun gun or a cattle prod, requiring the tip to be held against the target and then manually triggering a shock by a switch in the handle. Some more sophisticated designs carry a charge along the shaft's entire surface, administering a shock on contact. This later design is especially useful in preventing the officer from having his weapon grabbed and taken away by an assailant.




Bladed Weapon


Machete: Machetes are built for chopping through thick material, such as brush and wood, or as seen in many tropical third-world countries and slasher films, flesh and bone. A useful tool as well as a weapon, it typically requires several swings to penetrate the skull, or one very well placed strike. Reliable skull shattering weapons are typically two handed for additional power and control. And as with any blade, it can get stuck in the skull. If one can get enough torque on their swing and lateral positioning, hard slices to the neck may sever the spinal cord, permanently immobilizing the Ghole. All around, the machete is a useful weapon. Frequent sharpening may be necessary to keep the machete usable over weeks and months of usage

Fire Axe: It has a pick-shaped pointed poll (area of the head opposite the cutting edge). It is often decorated in vivid colors to make it easily visible during an emergency. Its primary use is for breaking down doors and windows. But, an axe can prove to be a very deadly weapon in the right hands. They are meant for cutting through thick, heavy material, which is why loggers and firemen alike still use them on a daily basis. They can easily split a ghole's skull in two with a single blow, and they have a long reach.

Katana: Katanas are the much-celebrated traditional sword of the Japanese people. They come in many sizes and all share the same basic shape. Once the weapon that samurai would live and die by, katanas are now largely show pieces and ceremonial objects. A well-made katana can be a highly effective weapon for battling gholes. Its light weight and a very sharp edge means that it can easily cut through unarmored enemies. The katana is not difficult to use, however, it requires a great deal of training and care to use safely and most effectively. The katana can easily behead something, it was famous for doing so and is also famous for cutting several bodies in half.




Knives


Switchblade: A switchblade (also known as an automatic knife, pushbutton knife, switch, Sprenger, Springer, or flick knife) is a type of knife with a folding or sliding blade contained in the handle which is opened automatically by a spring when a button, lever, or switch on the handle or bolster is activated. Switchblades are versatile tools, and may be used for anything from opening an envelope, to cutting twine, to slicing an apple or even for self-defense.

Butcher Knife: A butcher knife is a knife designed and used primarily for the butchering and/or dressing of animals. The butcher knife was a key tool for mountain men. Simple, useful and cheap to produce, they were used for everything from skinning beaver, cutting food, self defense, and scalping. However, although knives are not great against gholes, it is important to keep one on you, as they are great for utility purposes (cutting rope, food, fabric, etc.) and for fighting off raiders or other human assailants.

Combat Knife: A combat knife is a fighting knife designed solely for military use and primarily intended for hand-to-hand or close combat fighting. It appears as a weak weapon to use when the character wants to save ammo or use it as a last ditch effort to kill a ghole if the character has no ammo remaining. However in the hands of an expert, the Knife can be utilized as a very effective tool.



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Bow & Arrow


Long/Recurve Bow: A bow is a flexible arc that shoots aerodynamic projectiles by means of elastic energy. Essentially, the bow is a form of spring powered by a string or cord. As this string is drawn, energy is stored in the flexible limbs of the bow; the energy is transferred to the arrow when the string is released, projecting it much farther than a weapon could be thrown. The advantages of this weapon are outweighed by its flaws. They're silent and the ammo can be reused, which make it a great stealth weapon.

Cross Bow: The main advantage of a crossbow over a rifle is that it is extremely quiet, and when on a rooftop that is surrounded by gholes, it is a useful tool. When one realizes how well a ghole can hear a distant gunshot, this makes the weapon very useful for someone who doesn't want to confront an army. Also, it eliminates the main problem that the traditional bow and arrow has as a survival weapon: it does not require a great deal of training to use. And again, the ammo can be retrieved from the dead.

The crossbow also has a surprising amount of stopping power, capable of bringing down a large bear in one shot, depending on the strength of the crossbow and the size of the bolt. Some modern crossbows also allow for the addition of scopes or laser sights. However, it has a fire rate even slower than a long bow—loading/pulling the string takes a few seconds and requires a bit of strength.


Compound Bow: A compound bow is a bow designed to reduce the force required to hold the string at full draw, hence allowing the archer more time to aim with less muscular stress. Most compound designs use cams or elliptical wheels on the ends of the limbs to achieve this. Arrows used with compound bows differ very little from normal arrows. Shafts of arrows used with compound bows are usually made of an aluminum alloy, or carbon, or a combination of these. Due to the greater forces that a compound bow places on the arrow, wooden arrows may break when shot from a compound bow, possibly driving the broken shaft into the archer's arm, or the arrow may shatter because of the changes in force applied to it during release.



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Fist


Bare Hand: One weapon you will always have is your body and bare hands, and when crafted right can be a force to be reckoned with. Hand-to-hand combat is a lethal or nonlethal physical confrontation between two or more persons at very short range (grappling distance) that does not involve the use of firearms or other distance weapons. This can be effective against most gholes, though you must be either quick or strong to take down an enemy.

Note: This is the only weapon tier that does not need to be purchased. Therefore making Tier 2, Tier 1 and Tier 3, Tier 2.


Brass Knuckles: Brass knuckles, also sometimes called knuckles, knucks, brass knucks, or knuckledusters, are weapons used in hand-to-hand combat. Brass knuckles are pieces of metal, usually steel despite their name, shaped to fit around the knuckles. Designed to preserve and concentrate a punch's force by directing it toward a harder and smaller contact area, they result in increased tissue disruption, including an increased likelihood of fracturing the victim's bones on impact. The extended and rounded palm grip also spreads across the attacker's palm the counter-force that would otherwise be absorbed primarily by the attacker's fingers, reducing the likelihood of damage to the attacker's fingers.

Gauntlet: These are pieces of armor made to fit the arm. They are made for defensive purposes, but many have them modified for offensive capabilities. Some add metal spikes, knuckle dusters, blades, or even guns. There have even been cases where it has been taken it a step further and have pneumatic systems attached. Therefore creating a working, clunky metallic arm or leg.



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Hand Explosive


Fragmentation Grenade: The fragmentation grenade (commonly known as a frag) is an anti-personnel weapon that is designed to disperse shrapnel upon exploding. The body is made of hard plastic or steel. Flechettes, notched wire, ball bearings or the case itself provide the fragments.

Incendiary Grenade: Incendiary grenade is an antipersonnel grenade designed to create a fiery blast with a chemical reaction caused by substances like white phosphorous or thermite. Often, combat is not their primary role, an alternative use to demolishing equipment or creating smokescreens.

Pipe Bomb: A type of homemade bomb, consisting of low explosives packed tightly into a pipe. The bomb is usually a short section of steel water pipe containing the explosive mixture and closed at both ends with steel or brass caps. A fuse is inserted into the pipe with a lead running out through a hole in the side or capped end of the pipe. Pipe bombs are designed to incapacitate targets through the shrapnel caused by the fragmentation of the pipe causing pain in the target and eventually killing it due to blood loss of the wounds pretty much like a fragmentation grenade, although it can create relatively large explosions.




Floor Explosive


Mine: A mine is an explosive trap which is hooked up to a pressure pad and releases the explosive charge when somebody goes within range of the blast. When activated, the mine is placed on the ground, where it will lie dormant until an enemy strays too close, upon which its proximity fuse will trip, detonating the mine shortly thereafter.

Claymore: Claymores are anti-personnel mines created in response to the mass-wave attacks. Claymores are designed to explode and let out anywhere from 100 to 700 1/8 inch steel ball bearings metal projectiles at an enemy unfortunate enough to be in front of the 60° arc in front of the device and within 20-30(kill zone) 50-100(casualty/optimal infliction zone) yards radius of said zone.

Anti-Tank: Is a type of land mine designed to damage or destroy vehicles including tanks and armored fighting vehicles. Snti-tank mines typically have a much larger explosive charge, and a fuze designed only to be triggered by vehicles or, in some cases, tampering with the mine.




Launched Explosive


Single Shot Grenade Launcher: A grenade launcher is a weapon that launches a grenade with more accuracy, higher velocity, and to greater distances than a soldier could throw it by hand. This version can come in the form of standalone weapon or attachments mounted under the barrel of a rifle. Some rifles have been designed to fire rifle grenades, either from their muzzle or from a detachable muzzle-mounted launcher. Either way, you only have one shot, after that you must manually load another grenade.

Shoulder Fired Grenade Launcher: The man-portable grenade launcher can come in the form of a repeating weapon resembling a large revolver or pump-action shotgun. They fill the gap between the hand grenade and the mortar. Modern developments tend toward faster-firing grenades with a smaller blast radius to reduce collateral damage.

Shoulder Fired Missile System: Also called Rocket launcher or missile launcher, the wider international term for any weapon that fires a rocket-propelled projectile at a target, is a common name for a device that launches a rocket-propelled weapon which is small enough to be carried by a single person, and fired while held on one's shoulder.



A2WEAPON ATTACHMENTS

Below here are all the available weapon attachments you can have for your weapon. You may only have two per weapon. There will be no doubling up either. Meaning because you bought one silencer, all your weapons have silencers. However, you can recycle. You also may not take attachments off of enemy weapons and add them to your own, but you may replace them. For instance, if a bayonet breaks, then you may say that you took one off a discarded weapon. If you have any questions or would like an attachment that is not listed, PM me.

Scopes & Sights
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Laser Sighting: This allows for greater accuracy when firing from the hip as the usual aiming down the sight instead projects a slightly zoomed red laser for fantastic accuracy.


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Red Dot Sight: An alternate to normal Iron Sights that superimposes a reticule image on the target. A Red dot sight is a type of gun sight (a sub type of reflex sight) that specifically uses a red light emitting diode (LED) at the focus of a curved mirror, producing a red spot reticle as a precise aiming point.

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Holographic Sight: This is a standard red dot
holographic sight that assists with aiming especially in low light conditions. It is based on an EoTech holographic sight, and the holographic red dot reticle compensates for gun movement. It is best suited at close range. It does not zoom very much. It mounts to any rifle, submachine gun, or shotgun.


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ACOG Scope: The ACOG is a 3-4x short range scope
with an illuminated reticle(crosshair) that can be attached to most assault rifles. It provides the accuracy and range of a scope with the quick engagement of a reflex sight. It can be used in daylight or low-light.


Weapons Mounts
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Bayonet: A suppressor, sound suppressor, sound moderator, or silencer, is a device attached to or part of the barrel of a firearm which reduces the amount of noise and flash generated by firing the weapon.



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Shotgun: The Shotgun is a weapon attachment for assault rifles. It is pump action with a 7 round magazine. Unlike most shotguns, which fire eight pellets per shot, this fires only six pellets, so it is limited to close quarters for maximum effectiveness.

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Grenade Launcher: Is a device that shoots a grenade. The grenade shell has a safe arming distance of 5–6 meters and will not detonate unless it has traveled this distance before hitting a surface. Thus, shooting at nearby walls, ground or ceiling will simply cause the shell to bounce harmlessly away. This makes using a grenade launcher at close range very difficult.

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Flame Thrower: The Flamethrower is an under-barrel attachment for Assault Rifles. Each projectile or stream of flame eats up 4% of fuel in the 100% tank, meaning you have 25 "shots" total. The flame projectiles reach out to about 12.5 meters before fading out, almost the range of shotguns.

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Tactical Attachment: This projectile launcher is attached under the barrel in lieu of a grenade launcher and fires tranquilizer darts. Victims are rendered unconscious for a brief time. The character can then approach unchallenged for an easy kill or move past the helpless enemy undetected.


Misc.
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Silencer: A suppressor, sound suppressor, sound moderator, or silencer, is a device attached to or part of the barrel of a firearm which reduces the amount of noise and flash generated by firing the weapon.


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Heartbeat Sensor: The Heartbeat Sensor is an attachment used to track the movement of multiple targets around you. It displays the positions of people who are fairly close to and in front of the user. The sensor uses the electromagnetic field created by the heart to discern personnel locations. It also uses an IFF system to tell the difference between friendlies and enemies. Friendlies are blue dots and enemies are white.

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Tactical Light: A tactical light is a flashlight used in conjunction with a firearm to aid low light target identification, allowing the marksman to simultaneously aim and illuminate the target. Tactical lights can be handheld or mounted to the weapon with the light beam parallel to the bore. Tactical lights also serve a role as a method of non-lethal force, used to temporarily blind and disorient targets.



A3AMMUNITION

Besides the required ammo needed for your gun, there are other types of special ammo developed to be more effective against certain opponents or defenses. The bullets can be used in any gun. You are only allowed one type per weapon.

Ammo Types


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Anti Armor: Anti Armor rounds are made of a soft metal shell, with a small, high-density core. This allows it to be fired at very high speeds. Once shot, the core is released from the shell and penetrates armor on impact. With the improved penetration capability and aerodynamics, this is perfect for armor piercing.

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Shredder: Specifically designed to puncture on impact for maximum damage, these rounds are particularly effective against metal objects. This type of ammunition is derived from tungsten. The extremely dense and heavy metal, is about 1.7 times heavier than lead, and far more difficult to deform than steel. It is excellent for use in piercing type ammunition. Because of tungsten's great properties and strength, it is very useful for piercing deep into metallic targets.

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Deep Impact: Deep impact rounds are built of material that condenses on impact to penetrate armor, then shreds into shrapnel in the softer medium of flesh. They are widely considered unethical to be used against humans. So they are instead used against Gholes, especially the larger ones.

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Combustion: High explosives rounds are shells with an explosive filler. When fired, they explode on impact. The explosion itself is small, but can be enough to kill or injure with the right shot placement. This is accomplished by the increased air pressure, heat or blast fragments.

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Polonium: Popular with raiders, criminals and mercenaries, these rounds are coated with a highly toxic compound or made of irradiated metal. This upgrade stamps a large amount of radioactive material into every round fired, effectively poisoning enemy targets. Until removed, the target will begin to slowly die.

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Hammerhead: Hammerhead ammunition, also called squash projectiles, are designed to flatten on impact, increasing the amount of physical force transferred to the target. They hit with incredible force, often knocking opponents completely off their feet. They are great for attacking a charging target, because the force of the rounds hitting the target can knock them to the ground. This makes them perfect for shotguns.

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H.E.A.T: HEAT bullets are conical shaped rounds with explosive fillers. They penetrate the target with a high-temperature jet, using the Monroe effect. These incredibly powerful rounds can melt or burn through just about anything. Kills are achieved by spraying molten metal and metal fragments around once fired.

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Ricochet: Ricochet rounds can penetrates by means of kinetic energy along with with improved aerodynamics. They can then efficiently kill targets by bouncing around and hitting vital organs. The bullets have even been known to bounce off a hard surface.



A4Armor

There are many upgrades available but they all offer different things. As far as visual representation goes and actually altering your characters appearance to compensate for new armor upgrades, this is not a necessity. But for realistic reasons and keeping authenticity, it would be appreciated.

Armor Upgrades


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Melee Vest: The character is now protected against melee damage. Meaning physical attacks hurt less and their armor is better defended against slashing/cutting/stabbing.


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Bullet Proof Vest: The character is now less prone to acquire a fatal bullet wound. Being shot no longer means certain death, there is a chance for the bullet to be stopped. The same can also be said for arrows and bolts.


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Flak Jacket: The character is now better guarded against explosive damage. Shrapnel has less of a chance to wound and more of the concussion force is absorbed. Character may even survive direct explosions.


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Acidic Bile Protection: The character is now protected against the acidic burn of ghole bile. The material of the character armor stops the bile from burning through, once dry it is harmless and will easily wash off. This protection also works for other acidic items or chemicals.

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Radiation Protection: The character is now unaffected by radiation. Their mask filters their breathing air, clothing protects from the harmful effects, and gloves allows them to work with materials. This is similar to a NBC or CBRN suit.


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Flame Retardant: The character is now flame resistant. Their armor and clothes have a special coating that inhibit or resist the spread of fire.However, a character still shouldn't just go walking into burning buildings or set themselves on fire.


Weather Proof: Character resist the harmful effects of the weather.


Class Power Armor


Light: Must have a Endurance and Strength of 3, in return character can have 3 armor modifications. But receives a negative 1 to Agility.

Medium: Must have a Endurance and Strength of 6, in return character can have 4 armor modifications. But receives a negative 2 to Agility.

Heavy: Must have a Endurance and Strength of 8, in return character can have 5 armor modifications. But receives a negative 3 to Agility.


Re: [OOC] My Plaground (Just a Test)

I apologize Chris. I would have replied in a PM but lack the option of sending one for some reason. When it comes to filling out a template and fitting into the story—that’s why I checked the "Characters" tab and saw those two that looked more like descriptions of the writers rather than the characters. I'm new to this site so I just don't really have a good sense of how it works yet. Also, when I was working on my character, there wasn't a whole lot of clarity when it came to what I actually could choose when it came to race, play style and the likes although I do see it a little more fleshed out here in the OOC. Again, apologies and I'll remove my application.


Re: [OOC] My Plaground (Just a Test)

Firstly, I'm gonna have to tell you to chillout. I don't know if you meant it or not, but your post came off as rude and I took offense. Especially because you are calling the integrity of someone's character into question. Which, if you truly read them over, you would have gotten the impression that they were 'trying out'. Furthermore, if we were accepting characters, your character would be denied without having to spend much time on looking it over. You obviously didn't read much of anything or you would have used the correct character skeleton.

So, no we are not accepting applications. This is only a planning thread.

I would appreciate if you do not post here anymore either, even if you are only replying. If you have anymore questions, you will have to PM one of us.


Re: [OOC] My Plaground (Just a Test)

Are you not accepting applications yet? I've looked at the characters tab and can't even believe what passed as "approved." Seriously? I know the last post was yesterday so it can't be dead. If it's just not entirely planned out, that's fine. I just want to know the status of this.


Re: [OOC] My Plaground (Just a Test)

Ok, don't tell anyone then... lol


Ah, I completely skipped that question...

We have already covered that though, the bloodline abilities are the unique skills that each race is born with: Technopathy, Animal Traits, and Magic.


Two character? Nice.

I was thinking of having a NPC character, like my characters partner or something.

I was also thinking that maybe the ship has its own personality?


Yea we should, maybe post a little more info as well. Like the stuff on classes and races.


Re: [OOC] My Plaground (Just a Test)

Haha, I am doing no such thing! Nobody has to know... (^_^)

And, yeah, I'm probably just going to bite the bullet and make two characters. But one will probably only be a Wanted Role and such, so no big deal there. In other news, I finally buckled down and wrote most of the sheet today, so woohoo for that. Still have no clue what I'm putting under Bloodline abilities, but I'll figure something out.

Should we put an update in the Interest Check? Tell everyone it goes up around Wednesday, encourage them to share sheet drafts, so on and so forth?


Re: [OOC] My Plaground (Just a Test)

Slow down, you're making me look bad... >_< haha

But, so have I. I figure I will make the final decision by the time the roleplay is posted. I'm leaning toward the human or the ravein.


Re: [OOC] My Plaground (Just a Test)

Oh hey, no problem. I should be able to do the nature stuff today also and send it along, which shouldn't leave us with a whole lot more. Though I have been neglecting my character haha.

Which reminds me: bloodline abilities? What did you have in mind for those?


Re: [OOC] My Plaground (Just a Test)

Sorry I haven't been replying, just been a hectic weekend. I will be busy editing in the Majnun info as well any coding/design stuff. I think we can get the roleplay up by Wednesday, so I will try to set that as a deadline.


Re: [OOC] My Plaground (Just a Test)

And, here we go. I left the majnun part for you, as before.


Factions / Domains


The Sky Empire & The World Above

o Capital: The city of Atlantica, the grandest and most populous of the Sky Faction’s floating metropolises, Atlantica hovers miles above the North Atlantic states, a looming shadow on the surface of the barren desert.

o Population: All told, the Sky Faction governs over five-hundred thousand humans, a full third of which live within the confines of the Emperor’s city.

o Technology: The scientists and engineers of the Sky Faction are the best in the world, and, utilizing the power of steam technology, have managed to create massive war machines, transport vessels for ground, sky, and sand-ocean, as well as primitive androids capable of understanding human speech.

o Warfare: The Emperor maintains an impressive standing army 75,000 strong, supplemented by instruments of war that no other faction can hope to match. There are those concerned that such an army is meant not to defend, but to conquer, yet thus far the peace accords seem to be holding.

o Magic: The lack of innate magical ability has not stopped humans from blending mysticism with science, and creating the wide and diverse field of alchemy. Alchemists are responsible for some of the Faction’s greatest innovations. Engineers have also created gauntlet technology, capable of harnessing and bending existing cardinal elements for combat applications.

o History: The Sky faction is relatively newly come to the world, created only after the wars of the past. Humans acquired the technology to float their largest city away from the ground, abandoned their aspirations to empire, and ascended into the air. Since then, they have been ruled by an increasingly-dictatorial succession of Emperors. The current ruler, referred to most often as simply ‘His Majesty,’ is in essence the central figure in what amounts to an occult religion, so devout is the loyalty of his followers. Those who speak against him are quickly silenced, and rumor has it that he searches for a way to prevent death.

o Currency: The Sky Faction uses currency in gold and silver exclusively, which makes trade with the surface difficult and strictly regulated, but not impossible.


The Earth Tribes & The Surface World

o Capital: The Ground Faction has no particular capital; though the center of commerce is the beautiful oasis settlement of Rasharam. Outside of the settlements, which are gathered almost exclusively around bodies of water, there are scattered nomadic and tribal groups which display varying levels of hostility and isolationism individually.

o Population: The Ground Faction includes in its ranks around a million people, including ravein, exiled or Ground-born humans, and surfacing Majnun, though the last are significantly more difficult to find.

o Technology: There isn’t much in the way of technological advancement, and most of what there is comes scavenged or smuggled from the sky Faction. Occasionally, one might see a mech or bending gauntlets, as well as the occasional transport vessel, but even those are rare, and the majority of surfacers use raptors for transport. Non-mechanical weapons are the norm, and among at least the ravein, used to the near-exclusion of anything else.

o Warfare: In situations where it becomes necessary, the ravein can assemble their loose tribal system into a unit, and it would not be unfair to say that the allegiance of most ground-bound humans and majnun would lie with them, but organizing into anything resembling an army would be quite the effort, and take considerable time. There is little to no inter-tribal warfare, though some of the isolated nomadic groups will treat outsiders with hostility by default.

o Magic: The Surface world sees less magic than most; though some ravein are born with the talent for alchemy, a lack of instructors makes it hard to find a person with any expertise in the field. Likewise, the majnun aboveground may well have magic, and bending gauntlets are a possibility, but overall the exposure to magic is low, and some have a near-innate suspicion of it.

o History: There was once a time when humans and ravein coexisted on the surface world, but to say that such an arrangement was peaceful would be a grave mistake. There was a great amount of mutual enmity, and several conflicts, ranging from local disputes over water or other precious resources to large-scale wars encompassing entire bounded sections of the world. In time, the battles shifted in favor of the more innovative humans, and the ravein were subjugated beneath them. At that time, there was little contact between the surface and the underground, but the inherent and mighty magic of the majnun came to be a source of hope for the ravein, and they began to pay homage to the long-lived underground race as though they were gods. The circumstances of how the majnun came to heed this summons is unclear, but eventually they did, and another war was started. This time, the humans were pushed back, and took to the skies to escape the confrontation. It was not until some time afterward that the ravein obtained true self-mastery, desisting in their subservience to the majnun when it became apparent that though they were powerful, they were not without flaws.

o Currency: Due to the benefits of trading with the Sky Faction, the ravein do use gold and silver as currency, but the basis of their economic system is still trade, and it is more common to see surfacers bartering than exchanging coin.


The Underground & The World Below

o Capital: Writing
o Population: Writing
o Technology: Writing
o Warfare: Writing
o Magic: Writing
o History: Writing
Currency: Writing

Code: Select all
[center][color=#8B4513][size=300][b] Factions / Domains [/b][/size][/color][/center]
[hr][/hr][color=#CD6600][size=200][b] The Sky Empire & The World Above[/b][/size][/color][hr][/hr]
o   [font=MS Mincho][color=#B0171F][size=120][b] Capital:[/b][/size][/color][/font] [font=MS Mincho][color=#104E8B]The city of Atlantica, the grandest and most populous of the Sky Faction’s floating metropolises, Atlantica hovers miles above the North Atlantic states, a looming shadow on the surface of the barren desert.[/color][/font]

o   [font=MS Mincho][color=#B0171F][size=120][b] Population:[/b][/size][/color][/font] [font=MS Mincho][color=#104E8B]All told, the Sky Faction governs over five-hundred thousand humans, a full third of which live within the confines of the Emperor’s city.[/color][/font]

o   [font=MS Mincho][color=#B0171F][size=120][b] Technology:[/b][/size][/color][/font] [font=MS Mincho][color=#104E8B]The scientists and engineers of the Sky Faction are the best in the world, and, utilizing the power of steam technology, have managed to create massive war machines, transport vessels for ground, sky, and sand-ocean, as well as primitive androids capable of understanding human speech.[/color][/font]

o   [font=MS Mincho][color=#B0171F][size=120][b] Warfare:[/b][/size][/color][/font] [font=MS Mincho][color=#104E8B]The Emperor maintains an impressive standing army 75,000 strong, supplemented by instruments of war that no other faction can hope to match. There are those concerned that such an army is meant not to defend, but to conquer, yet thus far the peace accords seem to be holding.[/color][/font]

o   [font=MS Mincho][color=#B0171F][size=120][b] Magic:[/b][/size][/color][/font] [font=MS Mincho][color=#104E8B]The lack of innate magical ability has not stopped humans from blending mysticism with science, and creating the wide and diverse field of alchemy. Alchemists are responsible for some of the Faction’s greatest innovations. Engineers have also created gauntlet technology, capable of harnessing and bending existing cardinal elements for combat applications.[/color][/font]

o   [font=MS Mincho][color=#B0171F][size=120][b] History:[/b][/size][/color][/font] [font=MS Mincho][color=#104E8B]The Sky faction is relatively newly come to the world, created only after the wars of the past. Humans acquired the technology to float their largest city away from the ground, abandoned their aspirations to empire, and ascended into the air. Since then, they have been ruled by an increasingly-dictatorial succession of Emperors. The current ruler, referred to most often as simply ‘His Majesty,’ is in essence the central figure in what amounts to an occult religion, so devout is the loyalty of his followers. Those who speak against him are quickly silenced, and rumor has it that he searches for a way to prevent death.[/color][/font]

o   [font=MS Mincho][color=#B0171F][size=120][b] Currency:[/b][/size][/color][/font] [font=MS Mincho][color=#104E8B]The Sky Faction uses currency in gold and silver exclusively, which makes trade with the surface difficult and strictly regulated, but not impossible.[/color][/font]

[hr][/hr][color=#CD6600][size=200][b] The Earth Tribes & The Surface World[/b][/size][/color][hr][/hr]
o   [font=MS Mincho][color=#B0171F][size=120][b] Capital:[/b][/size][/color][/font] [font=MS Mincho][color=#104E8B]The Ground Faction has no particular capital; though the center of commerce is the beautiful oasis settlement of Rasharam. Outside of the settlements, which are gathered almost exclusively around bodies of water, there are scattered nomadic and tribal groups which display varying levels of hostility and isolationism individually. [/color][/font]

o   [font=MS Mincho][color=#B0171F][size=120][b] Population:[/b][/size][/color][/font] [font=MS Mincho][color=#104E8B]The Ground Faction includes in its ranks around a million people, including ravein, exiled or Ground-born humans, and surfacing Majnun, though the last are significantly more difficult to find.[/color][/font]

o   [font=MS Mincho][color=#B0171F][size=120][b] Technology:[/b][/size][/color][/font] [font=MS Mincho][color=#104E8B]There isn’t much in the way of technological advancement, and most of what there is comes scavenged or smuggled from the sky Faction. Occasionally, one might see a mech or bending gauntlets, as well as the occasional transport vessel, but even those are rare, and the majority of surfacers use raptors for transport. Non-mechanical weapons are the norm, and among at least the ravein, used to the near-exclusion of anything else.[/color][/font]

o   [font=MS Mincho][color=#B0171F][size=120][b] Warfare:[/b][/size][/color][/font] [font=MS Mincho][color=#104E8B]In situations where it becomes necessary, the ravein can assemble their loose tribal system into a unit, and it would not be unfair to say that the allegiance of most ground-bound humans and majnun would lie with them, but organizing into anything resembling an army would be quite the effort, and take considerable time. There is little to no inter-tribal warfare, though some of the isolated nomadic groups will treat outsiders with hostility by default.[/color][/font]

o   [font=MS Mincho][color=#B0171F][size=120][b]Magic:[/b][/size][/color][/font] [font=MS Mincho][color=#104E8B]The Surface world sees less magic than most; though some ravein are born with the talent for alchemy, a lack of instructors makes it hard to find a person with any expertise in the field. Likewise, the majnun aboveground may well have magic, and bending gauntlets are a possibility, but overall the exposure to magic is low, and some have a near-innate suspicion of it.[/color][/font]

o   [font=MS Mincho][color=#B0171F][size=120][b] History:[/b][/size][/color][/font] [font=MS Mincho][color=#104E8B]There was once a time when humans and ravein coexisted on the surface world, but to say that such an arrangement was peaceful would be a grave mistake. There was a great amount of mutual enmity, and several conflicts, ranging from local disputes over water or other precious resources to large-scale wars encompassing entire bounded sections of the world. In time, the battles shifted in favor of the more innovative humans, and the ravein were subjugated beneath them. At that time, there was little contact between the surface and the underground, but the inherent and mighty magic of the majnun came to be a source of hope for the ravein, and they began to pay homage to the long-lived underground race as though they were gods. The circumstances of how the majnun came to heed this summons is unclear, but eventually they did, and another war was started. This time, the humans were pushed back, and took to the skies to escape the confrontation. It was not until some time afterward that the ravein obtained true self-mastery, desisting in their subservience to the majnun when it became apparent that though they were powerful, they were not without flaws. [/color][/font]

o   [font=MS Mincho][color=#B0171F][size=120][b] Currency:[/b][/size][/color][/font] [font=MS Mincho][color=#104E8B]Due to the benefits of trading with the Sky Faction, the ravein do use gold and silver as currency, but the basis of their economic system is still trade, and it is more common to see surfacers bartering than exchanging coin.[/color][/font]

[hr][/hr][color=#CD6600][size=200][b] The Underground & The World Below [/b][/size][/color][hr][/hr]
o   [font=MS Mincho][color=#B0171F][size=120][b] Capital:[/b][/size][/color][/font] [font=MS Mincho][color=#104E8B]Writing[/color][/font]
o   [font=MS Mincho][color=#B0171F][size=120][b] Population:[/b][/size][/color][/font] [font=MS Mincho][color=#104E8B]Writing[/color][/font]
o   [font=MS Mincho][color=#B0171F][size=120][b] Technology:[/b][/size][/color][/font] [font=MS Mincho][color=#104E8B]Writing[/color][/font]
o   [font=MS Mincho][color=#B0171F][size=120][b] Warfare:[/b][/size][/color][/font] [font=MS Mincho][color=#104E8B]Writing[/color][/font]
o   [font=MS Mincho][color=#B0171F][size=120][b]Magic:[/b][/size][/color][/font] [font=MS Mincho][color=#104E8B]Writing[/color][/font]
o   [font=MS Mincho][color=#B0171F][size=120][b] History:[/b][/size][/color][/font] [font=MS Mincho][color=#104E8B]Writing[/color][/font]
o      [font=MS Mincho][color=#B0171F][size=120][b] Currency:[/b][/size][/color][/font] [font=MS Mincho][color=#104E8B]Writing[/color][/font]


Re: [OOC] My Plaground (Just a Test)

Heh, just this morning actually. We already had a lot of it discussed and plotted, all I had to do was decide where things should be and make sure it was diverse, then I had what you did to go off of... so it wasn't too hard.

But, ok. ^_^

Gotta take a break from all this thinking and relax, I should have some more of the info done and posted by tomorrow some time. Depends on fast everyone replies to my PMs in EGB.


Re: [OOC] My Plaground (Just a Test)

You clearly have thought this out much more than I did, so all of that sounds good to me. Still working on the info stuff, but it shouldn't take too long once I actually get a block of time to sit and work on it.


Re: [OOC] My Plaground (Just a Test)

Image


    Red Dot - Human City

    Blue Dot - Majnun City

    Green Dot - Ravein City


0 - RP Start - Compass Acquisition: I was thinking this is a more acceptable location, because the vehicle being used to transport the compass cannot travel across sand. It is more of a mobile fortress. I will add a picture below.

A - Random Encounter: A stop at a nearby city to discuss the plot and gather supplies. Then an uninterrupted flight to the next location.

1 - Physical Test - Nothing: This location is fine. I was thinking it could be where Japan is supposed to be, maybe in the mountainous area or the sand ocean, probably some temple in the midst of it all.

B - Random Encounter: None, uninterrupted flight to the next location. Maybe a small battle between some wild life creatures or bandits, where the pirates rescue a group of isolationist and are invited to the city in thanks.

1.5 - Ravein Fight - Sword: This is acceptable location as well. A ravein isolationist city encased by mountains in the middle of the barren wasteland.

C - Random Encounter: Uninterrupted flight to the next location.

2 - Intelligence Test - Element Gear: This will work as well, the location can be the small island that is supposed to be Lake Victoria.

D - Random Encounter: This will coincide with the agility test. Since the location of 3 will be both near the 0 and the human city they were they heading for, I figured their will be patrol ships in the area looking for people and ships similar to that of the description given. The crew will then end up being chased.

3 - Agility Test - Weather Gear: I was thinking that maybe the agility test would take place in the ship, and the obstacle would instead be make shift traps in some large mountainous cavern. The danger is increased as they are being followed and shot at by Sky Empire Troops.

E - Random Encounter: A stop at a nearby city to discuss the plot and gather supplies. Then an uninterrupted flight to the next location. Ship might need a few repairs, might require stealthy entry into the town because it is a Human City.

4 - Ingenuity Test - Time Gear: The location will be an abandoned underground city of the Majnun. The city is designed to be a maze, but there are probably creatures or something patrolling the streets that they will have to deal with.

F - Random Encounter: Will coincide with the test.

5 - Integrity Test - Reality/Space Gear: As you already know, the test takes place in flight as the crew becomes surrounded with mist. Once they have passed, the mist will reveal a mountain peak with the gatekeeper perched on it.

G - Random Encounter: A stop at a nearby city to discuss the plot and gather supplies. The crew is then encounter by the previous ravein king who has decided to take back the relics for himself, they must then out run his ship which will lead to the next.

6 - Endurance Test - Earth Gear: The crew lands in a the black sand ocean to take refuge from a raging storm, flight is possible but incredibly dangerous. Whilst waiting for the storm to die down, two sand worms appear and the crew must defeat them in order to pass the test. After passing they can either spot an island with the gatekeeper on it or, the gatekeeper appears on the ship.

H - Random Encounter: A stop at a nearby city to discuss the plot and gather supplies. Then an uninterrupted flight to the next location. Ship might need a few repairs, might require stealthy entry into the town because it is a Majnun City.

7 - Temperance Test - Heaven Gear: Some palace like location where the test takes place.

I - Random Encounter: a grand battle between the factions and the pirates.

8 - Final Test - Palace Entry & Eternity Engine: you know the details, will take place in the real palace.





Good point, and it has been added. I'm thinking humans deal in gold, Ravein in a mix between that and the barter system, but I've got no idea if the Majnun even have the slightest need of such a thing.


Humans - Ok, sounds good. I would think they are probably coins with the emperor's face on it or some symbol of the empire.

Ravein - Ok, sounds good.

Majnun - Yea, they probably just have some system worked out where they divide up goods and what not.

Also, just for consistency, are we capitalizing ravein and majnun or not? We don't capitalize 'human' so it seems a bit odd to do so, but I have been up until now haha.


No. We will not be doing that.

Since we don't with human, we shouldn't with the others.


Re: [OOC] My Plaground (Just a Test)

Good point, and it has been added. I'm thinking humans deal in gold, Ravein in a mix between that and the barter system, but I've got no idea if the Majnun even have the slightest need of such a thing.

Also, just for consistency, are we capitalizing ravein and majnun or not? We don't capitalize 'human' so it seems a bit odd to do so, but I have been up until now haha.


Re: [OOC] My Plaground (Just a Test)

Just a quick note to your memo, we will have to add currency to that list.


Re: [OOC] My Plaground (Just a Test)

Awesome. I will get to work on section 3 next, and then try my hand at writing history for the humans/sky faction at the very least. I will also attempt to code properly, and if (when) I fail I apologize in advance.

This is just a memo to myself:

Classes / Specializations
Warrior
CQB Specialist
Weapon Master
Marksmen

Mage
True Magi
Alchemist
Bender

Engineer
Mech Pilot
Technomancer
Saboteur

Factions / Domains
The Sky Empire & The World Above
Capital
Population
Technology
Warfare
Magic
History
Currency


Re: [OOC] My Plaground (Just a Test)

Well, if you'd still like me to give it a shot I will, but I think it's fine as it is. (^_^)


Naw, if you like, then its fine.

As for theme songs, I did a little poking around YouTube. How do you feel about this? Pretty much anything by that band seems to fit, actually.


I have a few I want to run by you, we can then make our decision after you have heard them. I will post them later.

Color schemes... well, it would make some sense to match what we've already got in terms of images and such, which suggests a lot of gold-browns, rust, deep red, and maybe some black for the sand?


Just what I was thinking and used.

Also, I'm about halfway through race descriptions and such, so should I send those by PM or post them here?


Already discussed... but good job on those. I will add the Majnun and add the design scheme to it.

There's no 5, because that one happens en route to 6, right? I dunno, I just sort of randomly picked locations, so if you have a method with more thought involved, by all means go for it. But I like that it's roughly geometrical. 1.5 is the Ravein they have to fight for the sword. I imagine some of these will be underground.


I will post my response to the map later.

Also, endurance test: they get dropped into the black sand ocean and have to not drown for a certain period of time, perhaps whilst being attacked by a giant sand worm?


Sounds good. Like for some reason the ship stops working and they must fend off a couple of sand worms.



Title



TITLE 2


Title 3


Term:

Writing

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Code: Select all
[center][color=#8B4513][size=300][b]Title[/b][/size][/color][/center]

[hr][/hr][color=#CD6600][size=200][b]TITLE 2[/b][/size][/color][hr][/hr]

[center][font=MS Mincho][color=#EEC900][size=150][b][u]Title 3[/u][/b][/size][/color][/font][/center]

[font=MS Mincho][color=#B0171F][size=120][b]Term:[/b][/size][/color][/font]

[font=MS Mincho][color=#104E8B]Writing[/color][/font]

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This is the basic design scheme I use. Its pretty self explanatory.

Title - that is used for headers, main titles.

Title 2 - is used for topics in the thread.

Title 3 - is used for sub topics under title 2

Term - is used for any terms or things I have to describe or define

Writing - is the most commonly used whenever I must, write, haha.

It all gets a little confusing though when pages full of the code and what not, especially since I am picky and like things to have a certain amount of space between it and look a certain way.




If you wanted to work on the transport/creatures or anything like that, I can send all the pictures I have gathered.


Re: [OOC] My Plaground (Just a Test)

Oh, also:

Image

There's no 5, because that one happens en route to 6, right? I dunno, I just sort of randomly picked locations, so if you have a method with more thought involved, by all means go for it. But I like that it's roughly geometrical. 1.5 is the Ravein they have to fight for the sword. I imagine some of these will be underground.

Also, endurance test: they get dropped into the black sand ocean and have to not drown for a certain period of time, perhaps whilst being attacked by a giant sand worm?