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Twilight of the Gods - [IC-OPEN]

a topic in Futuristic Roleplay, a part of the RPG forum.

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Twilight of the Gods - [IC-OPEN]

Tips: 0.00 INK Postby Aethon on Fri Aug 07, 2009 9:14 pm

OoC link:
twilight-the-gods-scifi-t27201.html
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The Beginning

History feed initiated...

2001. Terrorists following leader Osama Bin Laden attack and demolish the World Trade Center towers in New York, United States of America.

2003. U.S. backlash against the attacks reaches a climax as the invasion of Iraq progresses. The American economy begins to feel the strain of war.

2010. Following years of economic recession, the decline reaches a plateau. Economists assure the public that the cyclical effect of capitalism is in play, as it has been for the past century.

2012. The economy of America, and thereby the rest of the world, takes a small step forward, and a great leap backwards. Global depression strikes. The United States and China are hit the hardest: neither creditor nor debtor is spared by a cent of the imaginary trillion dollar debt. China immediately closes its borders, both on the Internet as well as physically.

2013. The power of the Internet and unlimited communication reaches head: revolutions occur almost overnight in South America. Civilian militias, finally united, through the web, in their desires for an end to corruption, drugs, and war, establish socialist-democratic governments with high-minded goals of social justice. Long-established military dictators and drug lords alike are cowed by the sudden fury of the plebeians, and cannot resist. Dubbed by their North American cousins as the "Second Revolution", a jibe at the failure of democracy in Latin America in the past, the new governments struggle to last longer than the time it takes for the peoples' passions to cool.

2014. The depression reaches its peak; frustrated European citizens pressure their world leaders to finally communicate their desire to form a more stronger union. The European Union assimilates all of Western and most of Eastern Europe, including Russia, and finds itself with a new name: the European Alliance. Their reasoning is this: in such an economic nightmare, what more harm could be done? Hope is sought out in solidarity. Meanwhile, talks between the newly-established, reform-minded government leaders in South and Latin America are held in secret, and for once without the interference of a now largely defunct United States.

2015. Alarmed at its sudden lack of political wealth, England repudiates its claim of membership to the European Alliance. An equally power-hungry United States of America eagerly accepts England's offer of political union; Canada, New Zealand, Australia, as well as South Korea and Japan, are sent offers of invitations. Mexico's government is toppled; the country descends into a state of anarchy and drug-running. North Korea continues to tighten its belt, but Kim Jong-Il's designated successor son is killed in an unfortunate plane accident.

2017. The United States sweetens its deal with Canada, and annexes it with mutual approval. Sensing an opportunity to expand their positions with the United States, New Zealand and Australia work out a deal with South Korea and Japan to create their own individual trade bloc in their corner of the hemisphere, with a nominal directorship positions of the United States and England. Japan, in a secret deal, negotiates an end to Article 9. By the end of the year, the depression has begun to lift.

2018. North Korea's Kim Jong-Il dies of cardiac arrest without designating a new heir; warlords threaten to tear the country apart in the ensuing bid for power. The United States, feeling renewed economic might, pressures South Korea and Japan to launch a joint force into North Korea. No nuclear weapons are discharged, and despite heavy initial resistance; surprised amphibious marine deployments find the native population cheering them with open arms. One by one, the remaining warlords are mopped up or slip into exile over the Chinese border. Historical tensions between the Koreas and Japan begin to lose substance over the results of the goodwill mission.

2019. China, after seven years of isolation, reopens itself. The Internet has not been unsuccessful: the diehard elements of the Communist Party are dead of old age or retired in their dotage, and the new generation, weaned on what precious little free exchange of ideas was offered to them in the past, as a group reject the Communist system. Rejecting the other extreme of capitalism that they claim has damned the United States, the interim government forms a socialist-democracy surprisingly not unlike that of the newly founded Federation of Latin American States. Puerto Rico and Guam sue for independence, and a sympathetic American public pressures politicians into accepting. Puerto Rico, Guam, and Cuba join with Mexico, who for the past four years has been receiving the bulk of its aid from FLAS, in requesting admission into the federation.

2020. An newly formed and idealistic China offers independence to Tibet; Tibet's Dalai Lama in turn refuses, and agrees to become a semi-autonomous region. Taiwan, largely desolate during the worst of the depression, is accepted into the arms of its Chinese brethren. Southeast Asian politics is in for a turn; the People's Army rushes forward in a war of social justice, toppling despotic dynastic rule, and instating similar social-democratic systems. India establishes a tight economic bond with China.
In the Middle East, years of diffusion of the ideals of freedom and self-determination has lead to the overthrow of governments built upon tyrannic religious rule. Though they are still very devout Muslims, the Middle East has come to believe that a less centralized government system may indeed be a happier one. The last part of the world untouched by revolution is awakened: Africa begins a healing process, not through war, but a well-organized system of relief by the global community, now able to help after having found new life after the end of the depression. The newly formed United Nations is chaired by these major players: the European Alliance, the Anglo-American Union, the Federation of Latin American States, and the People's Republic of the Federated States of Asia.

The year is 2249. Mankind is at its true zenith: though the years have been hard, and much blood has been shed in the name of "progress", the children of Adam can now proudly boast of having attained world peace. It has been two years since the Mozambique Accords were signed by all the leaders of humanity, two years since the nominal formation of what had already been in existence for nearly half a century: the Union of Terra, a world government. It is a large, bloated, and bureaucratic mass, but finally the world has become unified, regardless of creed, religion, and language. Enough time has passed for many to forget the troubles that plagued history--war, famine, depression.


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The Plot

On January 10, 2249, 8:00 TU (Terran Universal Time) all the vis-screens of Terra turned off, then flickered on, revealing the face of a man long-imprinted in the consciousness of all humanity for his development of the fusion power that was now powering the world. However, this man was supposed to be dead, an old man who had disappeared as quickly as he had appeared--he had been reported to have died in obscurity in 2149.

"Allow me to introduce myself. I am Aurelius Friedenlund." He sat stiffly on a wicker chair in a large drawing room, his fingers interlocked atop his lap. Turning his balding head a little to the side, he raised himself up in his seat.

Putting a gloved hand to the bridge of his round-rimmed glasses, he readjusted himself to face the recorder squarely. "Hello, humanity. I have been waiting for this interview for a long time now, longer than most of you can imagine. I am Doctor Aurelius Friedenlund, better known to most of you as the creator of fusion energy. For a century since I left this world, I have watched you. I have looked into the dark recesses of your heart, into the depths of hypocrisy and depravity. I have seen beyond the fragile mask of vanity you have chosen to hide yourselves behind. And I... I had hoped that you would learn from your mistakes. I have been disappointed."

"You exult in the peace that you believe yourself to have created. You understand that it exists, but you do not understand how, or why. Such a system is doomed to failure, and I have kept vigil over you, hoping you would come to realize that which I have known for a century."

"Your peace is a lie, and you are doomed to repeat what our forefathers have repeated for the millennia they have existed: war. So I, I will teach you despair. I will teach you the meaning behind your existence. I will teach you never to forget. As I speak, my agents are detonating the bombs they have placed in your major cities. Do not be surprised, they will be the least of your worries." With visible effort, Friedenlund stood up in front of his seat.

His eyes did not blink. "I declare war upon you, Humanity."


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The Setting

For those of you who have watched Gundam 00, this will seem pretty familiar: humanity has reached the future, but a man leading a mysterious organization arrives to muck it all up and declare war on humanity. I decided to take what I felt were the great, back-shuddering elements of Gundam 00, season one, and adapt it to my taste. What you see before you is this roleplay, given the cliched, but rather apt name, "Twilight of the Gods."

This is your classic mech roleplay, written in my desperation to find one to join. You will be asked to join one of four groups: Aurelius Friedenlund's organization, the Hohenhelm Foundation, which in its century of activity has successfully embedded itself on Earth, now known as Terra, but whose true home and base of operation lies on the hidden lunar colony; a Corporation, any amoral, profit-minded organization looking to further its own interests by either siding with the Union of Terra government or to secretly promote the success of Friedenlund's war; the Union of Terra, armed with the might of a whole planet but hindered by the other-side of that mighty coin, the bureaucracy; or a simple civilian observing the events that unfold.

Multiple colonies hubs exist in orbit around Terra, and not all, but most, are Corporation-owned; expeditions to other planets continues, in a small scale, but experimental terraforming plans have failed or have been deemed to expensive. The only known group on Luna, the moon, is a small, multinational forward research post. Not a soul realizes that the Hohenhelm Foundation's Titan colony lies beneath the surface of Luna, biding its time.


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The Factions

The Hohenhelm Foundation: Over the century, the Foundation has maneuvered its members into the ranks of high society and the elite. Despite such power behind the scenes, however, they must stay largely concealed and be limited to leaking information and clandestine supplies. The other members of the Hohenhelm Foundation are of its active arm, the Stahlgarde. This is the dedicated group of mech pilots/fanatics who seek to impose Aurelius' will and goal, augmented by the advanced research and technologies developed on its lunar colony, Titan, at least a decade beyond the most advanced of the corporations. Small group of elites.

The Corporations: Like Athenais Industrial, Gramont Technologies; the corporations are the major players of the world. It is often so that they are more powerful than the public seems to believe, or is comfortable with believing. Most corporations are wealthy enough to own or partially own and maintain a colony satellite in orbit around Terra, as well as field a small military. The technological capabilities of a well-endowed corporation is often far beyond that of normal civilian use, and probably on par with military levels. However, the military is often reluctant to field avant-garde technologies that it feels has not been proven or is worth the cost/trouble to obtain, and usually does not create entire squadrons of advanced wargears. As such, probable technological superiority to most, not all military units, but in much smaller numbers. Small, very professional militaries.

Union of Terra: The lumbering beast of this roleplay. The government of Terra is a sprawling bureaucracy keeping in check the entirety of the planet to the best of its ability. Its police force is adequate; its military force is well-funded, always advancing to keep dissent in check. Secret projects, of course, exist, just like any real military. Ranges from basic police, to high tech war gears.

Civilian: This is, of course, the most variable of all groups. It is my sincere hope that no real main character remains as one of these for long; any secondary characters, of course, are free to remain this as long as you wish. I would like well thought out, developed backgrounds, so if you feel the need to start your background as a civilians, by all means go right ahead. I eagerly await the development. You may begin in a colony hub, or on Terra.


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Miscellaneous

Technologies we find ourselves limited to: our mechs and large ships run on fusion generators; the Stahlgarde's generators seem to be more powerful and beefier than everyone else's, but there won't be any Trans-Aming going on. Lasers are usually used for construction purposes, the kind of lasers that don't go Star Wars "pew pew" but fire in lines, run on high energy, and have low cooldown rate. The main weapons here will be ballistic, propulsion based types: missiles and bullets, albeit very powerful ones. Missiles are not too heavy, but heavy enough that you won't be stocking up on griploads of them to fire like the Gundam Heavyarms; armor is powerful but lighter, metal alloys for most mechs. I will judge as necessary. Feel free to pitch any ideas via PM.
Hohenhelm (Stahlgarde) mechs will be expected to pack improved weapons and armor, but fighting ability beyond blasting your typical Stormtrooper victim bots, i.e. between characters, will probably come down to pilot ability just as much as mech specs.

Bullets are not the same gunpowder kinetic motion weapons that we remember them to be. Instead, power cells located in each weapon charges and wraps a metal slug in energy. The charged projectile is fired at a greater velocity, aim, and range. Power cells are, however, limited to a usually preset amount; most often around a hundred rounds, as a standard-issue cell. Railguns are now a feasible weapons technology, but the high drain in energy unfortunately limits them to large and unwieldy mech-held cannons and fixed placements on battleships and fortresses.
The only truly standard-issue military weapons that are based around lasers are fixed-beam swords and knives. These utilities, however, are high-drain, so either a very powerful fusion generator is needed to maintain constant use, or it must be sheathed and recharged after short durations of use. Therefore, it is common to see beam knives more often in use than their larger cousins, beam swords.

Shields are often heavily thickened and reinforced chunks of alloy; it is possible to coat them, like armor, in beam and penetration-resistant compounds, for greater effectiveness.

Thanks to the widespread use of effective ECM, missiles, despite achieving mach speed quite easily, are still difficult to use effectively. Instead, most missiles fallback on the tried and true; most are designed to explode in proximity and pepper the target with as much shrapnel and explosive residue as possible.


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Character Sheet

To join, PM me this sheet:

Name:
Affiliation: (You may choose either of the corporations I listed above or create a new one. If you chose the military, a rank is necessary; if you chose the Hohenhelm Foundation, you should furnish yourself with two names: a code/alias name, and your real name.)
Rank (if applicable):
Age:
Height:
Weight:
Physical Description: (pictures would be nice, but not required. Try to stay away from overly anime-types, please.)
History: (no "LOL, I HAVE AMNESIA." Please. Even if you do, keep that for the roleplay. And I hope you don't. That kind of melodrama is 1990's, or oft badly done.)
Personality: (Nothing as boring as an apathetic "I hate everything" cool guy. That means you, Setsuna F. Seiei.)
Abilities: (I will have this remain a very realistic, very grounded RP. I don't mean an ability to fly or shoot lasers, or break into a Swiss bank blindfolded. I want things this character can do that sets him apart from an average person, whom we will hold to be someone who eats, sleeps, drinks, watches the news and is worried/amused by world events, but doesn't feel any need to change his lifestyle over it. I don't want a laundry list, either.)
Mech: (This will depend on your affiliation and character type. You have a pretty free design with your looks and specializations; the Hohenhelm Foundation's researchers design mechs to suit their chosen pilots, who are born and raised, recruited at an earlier age, or approached while on Earth with a job offer and culled until the best remain. The Corporation mechs are always being used to test their own avant-garde styles and weapons; same with the military. Remember, you have a say in how you look and what you are equipped with, but your character itself is a pawn. Build a suitably relevant backstory for your mech remembering that fact.)
Mech Equipment:
Personal Equipment: (Includes weapons, particular style of dress, that special token necklace or ring that you have, you know? Also, black leather tightsuits are not nearly as frequently worn as roleplays typically seem to believe.)
Perks and Quirks: (Simple. A perk is like an ability, but something more instinctual that hinges on a good mix of your personality and who you are. I.e., you can have a trained ability to pick locks or hack, but a perk is something like a dogged determination not to give up 'til the alarms stop ringing and the guards' pounding feet are right by the door. A quirk is a similar peculiar trait, but something that functions more as a weakness. It could be an inability to stop talking in important situations or get nervous easily, or fart when you should be quiet. Yeah, it's endearing sometimes, but most of the time it's gonna get you into trouble.)

ALSO: I would like a link to your proudest RP post. I'm a very picky person, so as long as I'm God on this roleplay, I'd like to choose. Don't feel down if I ask you to wait to improve a little; this roleplay will, God-willing, go on for a long time, and will hopefully always have an opening.

Name:
Affiliation:
Rank:
Age:
Height:
Weight:
Physical Description:
History:
Personality:
Abilities:
Mech:
Mech Equipment:
Personal Equipment:
Perks and Quirks:


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Characters

Name: Steve Lee
Affiliation: Union of Terra Armed Forces
Rank: Captain
Age: 27
Height: 5' 11"
Weight: 175 lb
Physical Description: A sturdy looking man of Asian descent, with a well-formed face and body tightened by a few years of military rigor. Intelligent, large black eyes look out over a moderately sharp nose, nestled underneath long black eyebrows and lashes. His lips are small but full, his chin and jaw a fine compromise between angular and round. His chin and upper lip are always at a "barely grown" black fuzz, adding to the appearance of his youthful vigor. In short, he is better-looking than most, though no striking Adonis; his charm figures largely on his youthful aura. Despite the telltale signs of age here and there, he looks not a day over 20.
History: Born to a middle-class but hardworking pair of immigrant parents to the space colonies orbiting Terra, Steve grew up in a comfortable childhood. Instilled with patriotic memes and lessons of duty and obligation by his parents, he grew up well-educated, well-fed, and, most importantly, struck with a strain of intelligence that, though had trickled in his parents, had not been given the same opportunity to flower and grow. Armed with knowledge and a desire to do good, Steve applied and was accepted into a higher tier university, where he graduated onto the shining path of a medical career. When he was 24, however, and on a fast track to becoming a doctor, a minor space skirmish between Corporations that tumbled into his colony hub led to the loss of his parents and his fiancée. With nothing left to lose and an unfulfilled desire for vengeance that overrode his more peaceful and accepting personality, Steve volunteered for the military, which was always attempting to bring the power-hungry Corporations to line. Always hungry for an intelligent officer, the military passed him through testing, and, after finding his psychological frame more than fit for the neural links required to pilot a mech, shipped him to officer training/mech BASIC. His piloting and science/engineering scores being higher than most of his class, Steve was then shipped off to R&D's live-testing division. His friendly demeanor and the fiery passion it hid away did not altogether harm his eligibility.
After a few years of test-piloting and entering minor battles, he found himself a Captain, and pilot of the newly-designed ÆTHON.
Personality: At 27 and already a fully-fledged mech pilot, Steve nonetheless retains a youthful demeanor. Always equipped with an easy smile, his large black eyes hide behind them both a passionate side and an excellent analytical mind. He is often, however, hindered by his natural tendency to want to help and do good; though age has taught him that perhaps staying out of others' business is the wiser course of action, it does not stop him from actively taking an interest in maintaining a peaceful environment about him.
Steve is considered by most to be a useful, if not valuable asset; his ability to become friends with most men and his cavalier disposition towards women make him the sure life of any party or gathering.
Abilities: From his dropped medical studies, Steve still retains a good understanding of physical functions and properties, as well as the means to treat basic to moderate wounds. Steve is a good pilot, but an even better battlefield tactician; his moves are not wasted, and every action on the battlefield is a plan for the next.
Mech:
http://meganerid.deviantart.com/art/Inc ... -130861637
For size comparison, an average man is about the size of its head.
A prototype unit in final-testing phase by Union of Terra military forces, codename ÆTHON. Its design eschews overstocking on weapons; instead, it depends heavily upon its powerful forward boosters to maneuver the battlefield. The ÆTHON is a clever compromise between a heavy armor and agility, and the necessities of modern warfare--that is, it is designed to handle well equally in the vacuum of space and on solid ground, and to do it fast, without sacrificing an inch of armor plate. This theory of "Jack-of-all-trades" detracts overall from its ability to be rise above "great" or "good" in a single specialized arena, as well as cutting into a possibly larger salvo of weapons, accessories, and utilities.
Mech Equipment:
Standard military-issue machine rifle with proprietary new aiming software (link directly to pilot helmet/viewscreen) mounted onto overcarriage, integrated with scope
Standard military commando-issue beam knife
Personal Equipment:
Mobile assault-issue carbine/machine gun
Commando-issue handgun
Combat knife
Steel-grey mechanical ops military dress uniform
Form-fit steel-grey semi-armor, pilot suit + helmet
A plain gold ring on his left ring finger, in remembrance of his dead fiancée
Perks and Quirks:
Perk: Very sharp of mind, rarely do any details, either in conversation or of physical element, escape Steve's attention.
Quirk: Attention to detail and intelligence leads Steve to be a somewhat suspicious person. Though he hides this well, his suspicious and curious nature can sometimes lead Steve to do things he should not do, such as ask questions or investigate a matter further than it should be healthily. Couple that with a sense of social justice, and, well... trouble.

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Aethon
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