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Multiple Settings Calamity's Shadow/Extinction War Interest Checks (Steamfantasy/Mech Sci-fi)

MythyDW

Five Thousand Club
Hello! I'm rebooting two settings of mine that I would like to do! If you're interested in one, the other, or both, let me know!

The world of Meldena was born with a dark secret in its core: The Calamity. For eons the Calamity ruled over the world, its daemons roaming the land and feasting on the discord created by conflict. By the end, there were only two sentient races left on Meldena: Humans, and Dragons.

Dragons were the most powerful, blessed with affinity for magic and natural power. Humans, once considered the weakest, had outlasted the rest with ingenuity and their ability to unite. Dragons and humans soon came together and created the pact: an agreement between their races that imbued both with power yet unknown to their race.

Humans gained the ability to use magic and dragons gained the ability to transform into a human and hide among their population while still retaining their power. Eventually, the fight came to the Calamity. On the verge of defeat, the Calamity cut the continent of Lokanon in half and fell into a sleep deep within the ocean. The pact was thus invoked to bind the Calamity to sleep forever.

However, his daemons still existed. When conflict rages the daemons will manifest, the mere appearance of the shadowy, physical monsters weakening the bind. As well, the cleaving of Lokanon weakened the pact - the eastern Kingdom of Rhodia had been cut off from the dragons, and thus began to grow their technology. The Dragonkin of the west have lived under the dragons since the cleaving, wearing tattoos that react and glow to the presence and use of magic.

The humans found each other again, but the differences drew them to suspicion and eventually an action ignited a war. Thus was the Calamity awoke once again.
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The players in this RP will be able to create a human from the steamfantasy faction (Kingdom of Rhoda) - who have cylinder-based/bolt-action weapons (as well as fantasy weapons) and automata ; or the Dragonkin who wield powerful magic and enchanted gear. The PCs will be bounty hunters, going after corrupted humans and slaying daemons for coin - all while working together and helping people survive in a world growing increasingly more dangerous.
(Dragons will be restricted to GMPC most likely)

In this RP, there are three races that span a number of systems, all fighting together against an alien race that devours everything before it known as the Reus (inspirations: Tyranids, Zerg, etc)

Humans : Descended from an exodus from Terra, these humans were nomads for the longest time until coming across the Rani system and the cousin races. The technology they use to fight are WarTechs - heavy walking tanks based upon hard-hitting hardpoint weaponry - and infantry battle suits. (Inspirations: MechWarrior, Anthem)

Vohrani: The metal-impregnated cousin race of the Rani system, they have electro-sensitive tails that are used to manipulate their technology. For battle, they are heavily specialized both as infantry (as well as heavy warsuits), vehicles, and with the mecha-like machines known as Venatora. Their technology is flashy and effective, but specialized. (Inspirations: Gundam/Mecha (and Avatar to an extent))

Sairani: The other cousin race of the Rani system, they are a very empathic people with psychically-attuned horns. In battle they focus on versatility and support, with most units and machines able to do whatever is needed (they also have a heavy investment on AI) Their trump cards are the Aces and their Caraids - pilots and autonomous-able mechs that can fight in unison while piloted or separated. Every Ace is granted a unique AI for their Caraid, to which they grow bonded to. (Inspirations: Titanfall)

If you want to read more, check this out:
(Note: The Rani system is the home system of all three races - however, this is not the only system where the story takes place. The Rani have developed starwarp technology, which opens a gate to either a star’s radiation signature or, more commonly, a beacon. This allows for quick travel across large distances, and is how the Rani - and thus the humans - have spread)
Humans
Morphology

Humans are known to vary widely in terms of colorations, a holdover from the many generations on Terra. However, during their long voyage the humans began to develop a disposition for tall and thin bodies.

Average Height: 6ft
Average Weight: 200lbs
Society
History

Humans originally came from a planet named Terra in the system of Sol, but have long since left their ancestral home. According to tomes of history, centuries of conflict tore apart both the planet and the bonds of the people. Finally it would come to pass that a number (there is no official record of how many) of generation fleets were crafted and fled their separate ways. One of the last treaties made and upheld is said to be that no fleet shall contact another. And so it has been for generations.

By the time that these humans came across the Rani system, their culture had evolved and they had grown accustomed to space travel. They hadn’t expected to settle their fleet within the system, but having come into contact with not one but two sentient space-faring species they found themselves extremely curious. Soon they had allied themselves with the people of Rani, and found a reason to dust off their old war technologies
Government
The human government is made of a council of ship admirals, who together determine changes to the fleet by majority vote. Every admiral is chosen by the people of their ship, and is expected to represent their wishes to the best of their ability.
Culture
Human culture has varied significantly since the exodus. At the time that they reached the Rani system, it had settled into a community-centric culture where every member was expected to contribute in some way, and any crime against a fellow human was considered a crime against the ship. Any action that could bring harm to the whole ship - the lifeblood of a human community - was considered treason. Treason was inexcusable, and often saw the criminal disposed of.

When a human would come of age, they would take a shuttle to another human vessel - this vessel’s name would become the second half of their surname, where the first half was their ship of birth. The main reason for the pilgrimage was to keep the gene pool from becoming too stagnant, but there came to be other benefits.

It was a ruling by the admiralty board that saw the fleet become stationary within the Rani system, and since then the human culture has seen some changes. Many young humans, when they come of age, have begun to try their hand at living planetside. They will leave the fleet and settle on a Rani planet, learning how to live and eventually (usually) having a young one of their own. Some continue the tradition of the pilgrimage at this point, others do not.

Technology
War Technology
General Philosophy

Human battle tech was built on the philosophy of “Take a beating, and give one back.” Every piece of gear is designed to be able to work even after taking heavy damage, and in general will deal heavy damage to anything it is used on. As well, quick and easy maintenance means that often it is not the limits of the machine that keep a deployment back, but the need for the humans to rest.
Machines of Battle
While somewhat archaic compared to the technology of the Rani, human’s old battle machines are still as effective at routing the Reus. Their main ground forces alongside infantry are large walking tanks that are measured in the tens of tons. A focus on hardpoint-mounted weapons and internal systems, alongside heavy armor, means that these machines can weather a storm that would beat back most Rani forces.

Having perfected the art of battle long ago, ballistics, missiles and energy weapons are all on the table and loadouts can generally be swapped out as needed.

As well as the walking WarTech tanks are the human’s battlesuits. Categorized as Vanguard, Sternguard, and GI, these battlesuits are given to units that are proficient in close combat or heavy weapons in the case of Vanguard and Stenrguard. GI-class suits are a mass-production model that is less powerful but still enhances the abilities of the general infantry population.
Vohrani
Morphology

Vohrani are a species whose genome is impregnated with silicon, and as such have metallic ‘scale’ patches spread about their bodies. In addition, they have a tail which ends in an open, spaded tip - within the tip are feelers that are sensitive to electrical impulses. Their colorations are much more vibrant in terms of hair and eyes than that of humans.

Average Height: 5ft 5in
Average Weight: 165lbs
Society
Culture

The Vohrani are a very tech-savvy people, and most younglings learn the basics of their chosen craft at a young age. And most of these younglings will go on to focus on only that craft, be it baking or mechanical engineering. A people that praises both choice and skill, most of them are content to be good at their craft for a career and explore hobbies during their free time.

The Vohrani’s tail is considered one of the most intimate places, and will always be covered in a retractable metal shell unless it is currently in use. Letting someone see your tail is an honor reserved for your partner - even one’s parents should not look at a child’s tail without permission once it becomes active. These tails are used in everyday life, however, so the coverings have slots that will open when needed. A large amount of Vohrani technology will interface with one’s tail, allowing for quicker and more accurate transfer of information and instructions.
Technology
War Technology
General Philosophy

Vohrani are a heavily specialized battle force, with every squad having something they are best at doing. Assaulting, Sniping, Medical, every unit is formed and designated with each individual's specialization in mind. This is not to say that they will be found easy prey if the enemy forces their hand, but generally Vohrani offensives are built with each squad’s goal designed to bring about ultimate victory.
Machines of Battle
As befitting the specialized infantry forces, the Venatora of the Vohrani are machines built to be piloted for specialized roles. They are sleek, flashy, and expensive to build, but are powerful. They can be built for speedy swordplay, vertical sniping, or anything of the sort.

Because of the expense of Venatora and the experience needed to pilot one, other smaller battle machines and vehicles see heavy use under the Vohrani. Every battle machine, Venatora or not, has a plug for a Vohrani tail. This allows for quicker relation of information both ways.
Sairani
Morphology

Sairani carry skin of a red hue and colorations on the darker side. Their bodies are generally taller than their cousins, and lack the scales and tail of the Vohrani. Indeed, what makes the Sairani special is the horns atop their head and the empathic link that every Sairani shares with those around them.

Average Height: 5ft 10in
Average Weight: 180lbs
Society
Culture

The Sairani are a very empathic species with a psychic link to other nearby Sairani. This link is attributed to the horns of various styles that rest atop their heads, as the psychic resonance has been found to originate from there. As such, the Sairani are a very community-oriented people, with large families that tend to stick together. Thus a majority of the Sairani can trace their origins back to one of the original clans.

Along with this empathy comes the fact that crimes literally hurt the victim as well as those around them. This means that any crime committed carries a much harsher punishment than a human might get - however, the death penalty is a very last resort for unrepentant multi-offenders. Often a crime is committed out of desperation, and reformation is a truly powerful tool for the Sairani.
Technology
War Technology
General Philosophy

Sairani hold versatility and support in high regard, and this translates into their outlook of battle as well. Most infantry squads are outfitted to be able to carry out a multitude of tasks. In addition, specialized units such as snipers are more often called to support other offensives or defense operations. Battle Machines are also generally outfitted for versatility, able to do some of everything.

As well, Ace units are given powerful multi-weapons that are built while under stress vibrations from their empathic resonation. These weapons, a mix of melee and gun, are perfectly balanced for only that Sairani, and are often the only weapon they will use while in combat with their Caraid
Machines of Battle
“An Ace and her Caraid” is a well-known Sairani vid-series, and for good reason. The soldiers of the Sairani all receive basic training on the correct operation of the Mechanical Infantry units known as Caraids. However, only those that prove themselves are assigned one of these 30ft tall soldiers to be their partner. For not only is a Caraid a pilotable mech, but it is itself a self-aware, AI-ran soldier. The Caraid and their pilot are bonded using an empathic resonance unique to the Sairani, and from then on they are partners as much as any other with their squad.

In addition to the Caraid, AI features heavily in the machines of the Sairani. Each AI is shackled by an empathic resonator that amplifies the crew of the machine’s ability to communicate without words. Even infantry squads are given an AI shard connected to the unit's main AI, allowing for greater teamwork along longer distances.
Reus
Morphology

Reus are categorized as a devourer. They don’t have a single form - instead, every form is made to pursue a single task. From the destruction of defenses to even stealthy assassins, nothing seems to be beyond the biological horrors that are the Reus. Even when beaten back they return and do not seem to stop until an entire star system has been devoured and wiped clean.
 

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