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Turning the Tide

Turning the Tide

0 INK

The story of a band of soldiers sent to Europe shortly after the Cold War turned hot.

901 readers have visited Turning the Tide since Kansiov created it.

Copyright: The creator of this roleplay has attributed some or all of its content to the following sources:

http://en.wikipedia.org/wiki/world_in_conflict

Introduction

(This roleplay has limited slots. Please private message me before submitting a character sheet.)



Introduction


The beginning of zero hundred hour in the early morning of the 1st of December was one of banality and normality. Soldiers of the 3rd Infantry Division diligently peered through their optics for any signs of large activity across the Iron Curtain. Nothing.

Despite high tensions and border clashes between the FRG (Federal Republic of Germany) and the GDR (German Democratic Republic) after the killing of two NVA (National Volksarmee) soldiers by Werner Weinhold (who escaped to the FRG and was later acquitted for murder), Christmas of 1977 was supposed to signal another decade of peace; the reaffirmation of the Helsinki Accords was to take place in New York before the holiday recess- or so it seemed.

Behind the curtain, Warsaw Pact forces were massing, secretly, the largest invasion forces since Operation Barbarossa in the Second World War. With the Soviet economy stalling and Brezhnev's support in the Communist Party dwindling, Moscow gambled that a swift conquest of Western Europe would tip the balance of power in their favor, expand the USSR's trading bloc and regain confidence amongst their party members. They further gambled that the United States, mired by the scars of Vietnam and facing domestic issues of their own, would not have the appetite to intervene in an all out war.

Spearheaded by elite "shock" troops, the Soviets waited quietly in their assault formations. Despite repeated warnings of an imminent attack from intelligence, NATO commanders ignored suggestions to increase readiness levels; afraid that such an action would prompt a quick diplomatic retaliation by Moscow at the summit.

At oh-thirty-hundred hour, millions of Soviet soldiers emerged from their concealed positions; thousands of well entrenched artillery pieces behind them began to open fire on NATO defensive positions. With their guns loaded and their bayonets raised, the infantry began their charge in tight, crack formations, with armor following closely behind them. H hour had started. World War III has begun.

The Story

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"I, do solemnly swear that I will support and defend the Constitution of the United States against all enemies, foreign and domestic; that I will bear true faith and allegiance to the same; and that I will obey the orders of the President of the United States and the orders of the officers appointed over me, according to regulations and the Uniform Code of Military Justice. So help me God."

~ United States Oath of Enlistment


A week after the invasion, President Jimmy Carter and the Congress reinstated the Selective Service Act, drafting over a million able-bodied men into the armed forces. Nearly another million more volunteered, including Vietnam War veterans who were excluded from the draft. Much to the demise of Moscow, the United States was not ready to give up Western Europe without a fight.

It's the 1st of June 1978, the Soviets are on the outskirts on Frankfurt and closing in on the French border. You play as a US Army Soldier in one of the newly formed units sent to France to turn the tide of the war against the Soviets; a tall order for the men who were fresh out of training. For some, the call to arms was a patriotic duty. For others, being drafted into combat was their worst nightmare.

For roleplaying purposes, each player shall have one (or two) primary character plus an entire squad under their control. Character sheets are not required for these secondary characters.

Platoon Roster
Pending.

Squad Roster

A squad consists of a total of 10 soldiers.

x1 Squad Leader; armed with one M16A1.
x2 Fireteam Leaders; armed with one M16A1.
x1 RTO (Radio Telephone Operator); armed with one M16A1 and a AN/PRC-77 radio.
x2 Grenadiers; armed with a M79 grenade launcher, one M72 LAW and one M1911 pistol.
x2 Assault Gunners; armed with one M60 machine gun.
x2 Riflemen; armed with one M16A1.

Toggle Rules

1. Please do not God Mode:
- Do not control other characters that do not belong to you.
- No unrealistically lopsided encounters where your squad single handily wipes out an entire enemy company.
- Do not dish out weapons that your character does not have, or does not know how to operate.

2. Be Realistic when Creating a Character:
- This is a newly formed regiment comprised mainly of new recruits and conscripts. Chances are, your guy doesn't come from the Navy SEAL.
- No flawless characters. Everyone has strengths and weaknesses.
- This is an American unit, it is comprised mostly of Americans. There are no mercenaries in the US Army.
- Females do not serve in frontline combat duties. Sorry.

3. Roleplay Proactively:
- Roleplayers should take the initiative to move the roleplay forward, this includes creating encounters and incidents of their own.
- Just keep in mind that you are entitled to manage the "micro" picture on the ground, while the "macro" picture would be left to the GM (me).

4. Stay Active:
- Do not go missing halfway through the roleplay. If you have to drop out of the roleplay, just leave a message instead of disappearing without a trace.
- Try to post at least twice a week.

5. Keep Literacy Standards:
- Conduct grammar and spelling checks on all your posts.
- Type in at least two paragraphs. If you need to interact with a character played by another roleplayer, collaborate with him/her through instant messaging or private messages first before posting.

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Events

Soon™.

Game Master Controls

Welcome home, Promethean. Here, you can manage your universe.

Arcs

Arcs are bundles of posts from any location, allowing you to easily capture sub-plots which might be spread out across multiple locations.

Add Quest » Quests

You can create Quests with various rewards, encouraging your players to engage with specific plot lines.

Add Setting » 2 Settings for your players to play in

Settings are the backdrop for the characters in your universe, giving meaning and context to their existence. By creating a number of well-written locations, you can organize your universe into areas and regions.

Navigation

While not required, locations can be organized onto a map. More information soon!

Chapter 1: Operation Valiant Torch

Chapter 1: Operation Valiant Torch by Kansiov

June 3rd, 1978. Avignon, France.

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Collectibles

By creating Collectibles, you can reward your players with unique items that accentuate their character sheets.


Once an Item has been created, it can be spawned in the IC using /spawn Item Name (case-sensitive, as usual) — this can be followed with /take Item Name to retrieve the item into the current character's inventory.

Mobs

Give your Universe life by adding a Mob, which are auto-replenishing NPCs your players can interact with. Useful for some quick hack-and-slash fun!

Mobs can be automated spawns, like rats and bats, or full-on NPCs complete with conversation menus. Use them to enhance your player experience!

Current Mobs

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Spawns

Locations where Mobs and Items might appear.

Events

You can schedule events for your players to create notifications and schedule times for everyone to plan around.

Permissions

Add and remove other people from your Universe.

The Forge

Use your INK to craft new artifacts in Turning the Tide. Once created, Items cannot be changed, but they can be bought and sold in the marketplace.

Notable Items

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The Market

Buy, sell, and even craft your own items in this universe.

Market Data

Market conditions are unknown. Use caution when trading.

Quick Buy (Items Most Recently Listed for Sale)

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Turning the Tide

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