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Futuristic Broken Forces

Zab

Dimensional Traveller
Hey everybody! How are 'ya? Zab here!


I might be new, but that doesn't I don't have quite a bit under my belt.


Speaking of which, I'm considering pulling a 'Verse of mine into this site, see if people like it. It's a custom Universe of my own design, and more than a decade of work has been pilled up into it. Small tweaks here and there, filling in plot holes and the like. Fine-tuning the details with a laser pointer.


The RP is taking place here:


Casual - Broken Forces | RpNation.com - Best Roleplay Forum

War echoes across the stars. Humanity was seeded across a few multiple systems, and with it came separate cultures and viewpoints that clashed with one another. By the year of 2219, war starts off small, first a single planet, then a system, and then the rest of the Galaxy consumed by this conflict. A few years afterwards sees the climax of the war, a culmination of death, destruction, and hatred. Now, most of what remains is the leftovers, remnants still clinging to lives in this decline of life. Every side has not just lost their heroes, but much of their command structure, and even the leading characters of their factions.


This particular RP takes place in a small sector of five planets revolving around one star. Only one planet is fully colonized with large cities, the others are more wild. Factions own little land here, except for the metropolis that is under Union protection.


Players choose how they want to play, either representing a faction or going personal, and play for survival and conquest of the Sig Varnum system, through any means necessary. Players can either assume a command position over their factions, be a member of said factions, or play it by ear on their own.






Good and evil becomes blurred as fighting occurs on multiple fronts. War has broke out among a number of factions trying to claim the Galaxy for their own ends, and leaves every side worse off than they started when the fighting reaches its full potential. A summary, and then a longer explanation follows:

  • A Democratically-run armed force, aimed at protecting it's people with heightened armor and defenses. While technologically advanced, they lack in power and make up for in numbers of heavily-clad bodies to throw at the enemy, with mechanical suits of armor or walls of flesh and guns. Which outwardly, they appear to protect their civilians, their ranks are strife with corruption and greed. Bribes are commonplace, and their leaders and commanders tend to try to keep the war going, as to line their pockets and maintain positions of power, ordering the few brave ones that actually care about their people into the front lines. Being the most numerous, they are also the farthest-spread, containing many planets under their control. Their warships are crafted with thick armor, and contain multitudes of missiles and energy weaponry.


  • An Empirical powerhouse made up of almost entirely cybernetic forces, being commanded by a small group of cybernetically-addled, slightly brainwashed Humans. They machines are built single-purposely, sword-wielding ones for melee combat, guns for the marksmen, et cetera, with their models ranging from mice-sized to ones as large as buildings, playing the role of mobile factories. To make up for this flaw, the cyborg Humans become adaptable, wielding experimental technology and each of them retaining a combat style unique to their own, be it weaponry such as a blade that becomes the ironsights for a built-in railgun, or a shield generator that is shaped like a blade, mounted on the wrist. Their tendency for 'peace,' however, is offset by their warrior instincts, acting like angels of mercy. They are the most technologically advanced, and their ships reflect such. Though light on armor, they make up for it using heavy shielding technology, as well as implementing their large swivel cannons along their hulls.


  • A group of like-minded mages make up the leading party of the last major faction. Utilizing the strange 'magic' of this 'Verse, they command through respect and fear, for their will is absolute. Though smaller than the other two factions, their presence is well-known, as they bolster their ranks with Demonic influences. Demons, half shadow-half liquid creatures, are but a new arrival, and are almost impossible to defeat single-handedly, and without a massive stockpile of weaponry. Their methods work through stealing technology and imbuing magical properties upon objects. Though many of their forces are forced through threats or coercion, many are also a part because of the promise of power. That being said, their people tend to lead lives with little worry, as their forces, though as much as they abuse the people, do tend to leave them alive, and the presence of Demons do ward off invaders. Favoring power above most, their ships, while weak and decrepit, can unleash massive amounts of firepower.


There are, indeed, separate factions out to strike their own glory. These can range from militia, to pirates, smugglers, bounty hunters, and the like. There is actually a massive outbreak of these space-faring pirates raiding planets.





  • The Union. A massive, colonizing democracy that rules most of the stars. A united banner at which any type of sentient person is welcome, be it Human or Mutant. It is considered a haven, an organization that will protect its citizens from war, their soldiers laying down their lives to protect others. This sort of influence coerces people to join, as they will be safe and respected, no matter who they are.


    The Union was formed from the source of the conflict, on a planet long since destroyed and annihilated by war and combat. Fleeing the planet, their colonizing and expansionistic ways proved valuable, allowing many far planets to be conquered in very little time. With such a vast territory, the Union established a wide communications network, powered by planetary communication dishes, which allow for low-grade interplanetary communication.


    Generally speaking, the Union is the most influential government currently active. It is led by a group of individuals voted into office, whom convey and discuss on proper actions to take. They loom over the military and the planetary supervisors, calculating taxes and creating laws for each individual planet under their rule.


    Because of their colonizing nature, many planets are colonized, then left alone. Though almost all are technologically advanced, many have to rely on their own planet for life support, leaving their planets with large, futuristic cities with outlying fields and windmills, or a mineshaft with a gigantic drill with no fuel that leaves the workers to dig resources by pickaxe. In general, many planets have a certain influence on their design or culture, leading to radically strange ways of life. This also leads to grand structures, including things such as gigantic burial grounds, or sky-high spaceport towers. Completely civilized planets tend to have various factors, including bustling markets and cramped living spaces that stretch high into the skies.


    Military-wise, their strength lies in numbers. With so many worlds to recruit from, their numbers bolster by the day. Mass-produced armor and firearms are given to front-line soldiers, while more seasoned veterans are granted the cream of the crop. Several special division are within their ranks, some like fighter squadrons or mech suit pilots. Advanced in technology, mobile walker platforms are present as sort of mobile command bases.


    Because of their origins, many of the Union’s firearms are energy- or magnetic-based, due to their lack of knowledge on gunpowder’s inner workings. These weapons fling bolts of energy or launch projectiles aided by magnetism, respectively. For the most part, their weaponry acts as armor piercing, but there is rarely more rapid-fire weapons. That isn’t to say, though, that there is not variations of energy-based gatling guns.


    Technology-wise, the Union’s abilities are advanced. Their sub-light travel, the Thermolysis Engine, is standard, giving them a rather normal trip. It shunts their ships out of matter, pushing them forward through brute force. Their ships, meanwhile, are covered head-to-toe in heavy plating and medium-strength shielding. This, however, limits their movement, and prevents their ships from entering atmosphere less their weight bring them down. Due to this, transferring from ship to planet requires the use of either shuttles or planetary elevators. Lined along their ships are energy (or magnetic) weaponry, and massive amounts of missile pods. Union ships are equipped with simplistic Artificial Intelligences, used to simply give better information, or to help the crew with lining up shots or travelling through space. Cybernetics are present, but not common enough. Replacing lost limbs in a major Union city is a simple task, provided the monetary means are acquired, or else done through black market deals.


    The Vanguard stand as a solid vigil against the Union’s enemies. As decorated as they come, these battle-hardened warriors are more experienced than most, if not every soldier. Their long experience has earned them many prizes, some retiring to become trainers or even generals, and some staying to fight. Their equipment matches their service, usually wielding something extraordinary.


    However, not everything is as goodie-two-shoes as it seems.


    Many ranks within the Union are beset by corruption, greed, and the like. Soldiers look the other way for crimes, so long as they are paid. Betrayal is rare, but is present. Soldiers are sent to their deaths, as many more will take their place. So long as the fighting continues, the command structure will support itself. Jobs utilizing mass production and research benefit from this war, and without it, their monetary gain will slow to a crawl. A few of the Union’s forces are not even theirs, simply spies in armor, waiting to strike. Those few good soldiers are either sent on suicide missions or expected to not come back from the battlefield. The black market runs rampant through their systems, and if one knows where to contact them, then specialized goods are readily available.









The Sig Varnum system in one of the far arms of the Milky Way Galaxy contains a single star and five planets.





  • Sig%20Varnum_zpsfqrtuh2s.jpg
    Sig Varnum is the main star of the system. An orange main sequence star, it contains approximately the same luminosity of Sol, the radius and mass is slightly less than Sol's. It gives off around 5,100 K.





As for some concepts that are included in the 'Verse, here are a few:






  • Sub-light travel: Factions use their various methods of sub-light travel to move from one system to the next, some faster than others.
  • 'Magic:' Magic is present in a certain way. Some Humans have learned the ability to control the electromagnetic waves their bodies give off, and push it outwards. The resulting affect, depending on how the person projects their fields, comes out in different ways, examples being fire, ice, and much more. Their appearance is so closely resembling magic that it is commonly referred to as such. People who have, or are decedents of those who have come into contact or even lived with the mysterious crystalline shards have access to control over the electromagnetic energies their body produces. Magic does not have to be learned, no. Instead, the ability to produce a spell is 'felt,' and then pushed outwardly into a physical appearance. This knowledge of how the spell 'feels' and is produced can be taught or can be learned through testing one's own limits. Magic comes in three varieties:
    Spells: Spells are the most basic, and weakest form of magic. Usually cast with little ease, these small-time magical abilities are done with flicks of the wrist, extensions of the hand, and other somatic components. Things such as smaller fireballs, or launching piercing shards of ice are included here.
  • Hexes: At the middle ground are hexes. usually taking a small charge-up time, these require (usually, but not always) both hands and speaking components. In terms of strength, these spells are the middle ground, launching higher damage at the cost of small charging times. This includes actions like Human-sized lightning bolts, summoning ethereal blades, or even a mass horde of stronger, homing magpic projectiles.
  • Incantations: The top of the list lay the Incantations, the end-all be-all of spells. For the most part, they are large and unwieldy in combat, requiring much time and preparation, mainly mentally. most are done within circles of power, etched onto the ground, and these spells are the types that lay waste to armies. Calling in massive thunderstorms, causing earthquakes, and seeing the future are all examples of such magic. As such, most of these types of magic are lost except to those that try to find them for years, or through careful training.


[*]Reavers and Mutants: The Galaxy exists where Human DNA has shifted over time, one way or another. This responds in one of two ways; Reavers or Mutants, but never both.

  • Reavers: Because of the commonplace of magical abilities, some DNA has been afflicted by them, resulting in heavily stained strands. However, this manifests outwardly as very unique abilities, such as at-will magical abilities like fire or lightning, or even other abilities like summoning blades, instant teleportation, or becoming living liquid.
  • Mutants: When Human DNA becomes distorted or stretched, it forms different connections, resulting in mutant-like creatures. They, however, are not mutant in the same way that a grotesque abomination of flesh and limbs is, no. Instead, these are represented as Fantasy-style races, such as Elves or Dwarves, and are regarded as normal citizens as much as normal Humans are.


[*]Crystalline Shards: These purple-pink shards of crystal are the result of an apocalyptic-level event, resulting in the destruction of a planet that launched shards across the Galaxy. These shards are pure energy in solid form, and have the ability to contain vast amounts of power, be it energy or 'magic,' or even have the ability to contain knowledge itself.


[*]Cybernetics: As technology is a major factor, cybernetics are common as well. Replacing lost limbs is a simple task, though usually only larger metropolitan have the tools to do as such.


[*]Swords in sci-fi? Aren't guns more effective? Yes, they are. However, many developments have led to closer-ranged battles, and while you need to aim a gun, a sword's cut is less effected by accuracy when moving at fast speeds. Also, it has a lot to do with tradition.


[*]Guns in fantasy? What is this? Guns aren't entirely the same. Yes, there are modern-style firearms (although with futuristic advancements, mind you), which still use combustion-style firing with gunpowder and the like. a lot of firearms, though, are energy- or magnetic-based, flinging bolts of energy or magnetically accelerating objects, respectively. It happens when there are plenty of worlds that grow up without knowledge of how gunpowder works, and are forced to make their own style of firearms.


[*]Out-Of-Fighting content: The world isn't entirely made up with fighting. There's downtime, planning, et cetera, and not every moment has to be focused on fighting the other factions for power.


[*]Shield generators: For the most part, shield generators are large, bulky objects. Unless somewhere stated of a more portable kind, which is still probably low-grade, then shield generators are mostly immobile structures or mounted upon starships, where weight isn't a concern in space.


[*]Elemental weaponry: Elements imbued in weapons is a fairly uncommon sight, but still present. Swords sheathed in flames, compact submachineguns that fire ice pellets, the list goes on. Though a complicated process, it is possible.


[*]Holy: Holy abilities or spells come at a different angle than other elements. Holy abilities deal extra damage verses corruption or Demonic attributes, but deals little to normal Humanity.


[*]Realism: I tend to base this Universe heavily in a sense of realistic values. Magical or mechanical properties tend to have some sort of equation behind them, or information as to why it exists and how. Though I'll probably deduce that on my own, another part that is prevalent to the players is their characters themselves.Lose a limb, and unless somehow it doesn't affect the user that much, or is perhaps a cybernetic limb, then it'll probably cause blood loss, unconsciousness, and death. Shot in the head? Unless otherwise that there's some sort of armor or magical protection going on there, then that's probably death. You have to be careful with what your character does or reacts to.









As such, I will help anyone who wants to create a character. I'll happily help go over anything they want their character to be, to be able to do, and anything they can within their limits. You can PM me the details, if you wish. This is a simplistic, preliminary example.


It doesn't have to look as simple as this. I'm just still learnin' this place's codes and whatnot. Feel free to spice it up however you please. Put it in hot pink, if that's your style.


Biological Information and Appearance: This is just a summary of everything that every normal character sheet would have. Add sections for things like name, age, height, gender, eye color, hair color, weight, skin color, appearance (if you prefer to use a picture), position of left foot, anything you can think of to make a normal character.


Humanity: Full, Reaver, or Mutant. This is where you would list how changed your DNA is, allowing either a special ability, a fantasy-style race, or neither (Full Human).


Faction: The character's faction would go here.


Position: If applicable. Position within said faction, be it rank, title, or a variant of special forces.


Weaponry: A full list of weaponry for the character goes here.


Ability / Mutation: If the character is a Reaver or a Mutant, their respective attributes go here.


Magical Abilities: If applicable. List of magical attacks, spells, et cetera.


Cybernetic Additions: If applicable. List of cybernetic enhancements to the body.


Class: Class does not actually provide any important details. Rather, the character's class is a general term used to describe the character. Characters can be defined this way, and are allowed at most three classes to describe themselves. Classes are just key words, such as Hero, Mage, Blacksmith,Sniper, Berserker, et cetera.


The Universe has a rather in-depth backstory that would probably bore people and take much too long to explain here, really, but it is there, and I will expand upon each subject listed here, if there's enough interest. I've never gotten my idea to take off, unfortunately, as the previous places where this has been a Roleplay have never shown any interest.


Though, who doesn't love the cybernetic, sword-wielding, magic-slinging, multi-armed giant robot weaponmaster dragon-human cyborg from space?
 
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Bobisdead123 said:
Interested. Would you play as a character or a faction?
As a character. I tend to encourage choice and free roam, so the choice of what to do as a faction (if you chose one, you can strike it out on your own) is entirely up to you.
 
Zab said:
As a character. I tend to encourage choice and free roam, so the choice of what to do as a faction (if you chose one, you can strike it out on your own) is entirely up to you.
Alright, can't wait to hear more details of it.
 
And already, more people are interested than I've ever had before.


I'll gladly provide any information or answers to questions that are given, if anyone has any.
 
Are you allowed to be a pirate or leader of a faction (whether it be large or small)?
 
Bobisdead123 said:
Are you allowed to be a pirate or leader of a faction (whether it be large or small)?
Yeah, if a character is of commanding rank, then they're allowed to control forces underneath them.


If it's a pirate faction, I'd let the estimate total of members up to those that want to be there. For the major factions, I'll probably post a set amount that they have, so that it won't seem like one would pull them out of the immaterium.
 
you said i wouldn't be interested, but i'm pretty stoked about this thing here. Got the rough idea for a character to boot, but i'l only expand once more info is released.
 
I've divulged some more information regarding the major players in the war. The post has been edited.


But beware, wall o' text ahead. Wrote a good 3K words on the descriptions alone.
 
Hmn... Loyalist Empire ship captain, driven away due a struggle betweenthe militant and civil factions where he involved himself too much. While the issue has been settled, he is forced to live as something similar to a "non-official troop", unable to directly contact the major power bases of the empire, but still fighting for it, usually deep within enemy or unknown territory. Methinks this would be a good base to start building on.
 
Notingles said:
Hmn... Loyalist Empire ship captain, driven away due a struggle betweenthe militant and civil factions where he involved himself too much. While the issue has been settled, he is forced to live as something similar to a "non-official troop", unable to directly contact the major power bases of the empire, but still fighting for it, usually deep within enemy or unknown territory. Methinks this would be a good base to start building on.
That could be an idea, yes.


I was planning on something around a system of five planets around a star, one of which being a metropolis and the others of different climates and quality. The metropolis, of course, being controlled by democratic forces, and each other faction is a sort of newcomer to the area, and must play it safe with the numbers they have.


I'm entirely open to suggestions of changes.


 
I've added a bit more information to the RP, see if anyone likes it.


I've spruced up the summary a bit more, added a few more key points to the RP, and made a small informative character sheet maker.


If anyone has any ideas they want to run by, or wants some help with characters, I'd be more than glad to help.


Apologies, I'm still figuring out how the site operates.
 
Interested in this one! However, can pirates form truce or alliances with one of the three factions if deemed beneficial?
 
CoconutLeaves said:
Interested in this one! However, can pirates form truce or alliances with one of the three factions if deemed beneficial?
Most definitely.
 
Bobisdead123 said:
When will it start?
I'm starting on the final details at the moment.


It's not hard for me to create the RP; it's one I've done before, in different ways. It's a 'Verse I've created and modified over the years, so information is not hard for me to think of for it.


Problem is just understanding the site. Still new, y'know?


Plus, then there's the whole categories.


Now, I know my own abilities. I know I'll post in a few paragraphs, for the most part, but that would be my posts, not everyone else. So, I'm struggling to make it either detailed or casual, then. I know some posts would only amount to a single paragraph or so, conversations usually run that way.
 
Alright, got some stuff done.


Added the planetary bodies. If I add anything else, it'll probably be somewhere along the line of the RP itself. Possibly things like roving militia, space stations, et cetera, you get the idea.


Still getting used to it all. I'll look into how the Roleplays are managed and how character sheets are handled real quick.
 
I shall be here, watching, wakting, occasionally shooting at that stray cat that walks into, and then takes a dump on, the lawn.
 
If wanted, I could essentially play the role of Game Master, and play any sort of non-player characters.


I, personally, expected myself to come in with a character after a few posts had been made.
 

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