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Nation Building Dispora; The Ashes we Breath

Klimino Zepehphor

Personal hackey sack to Newspaper weilders
@Melissa @Pat @Nepty @Cashdash25 @SpiralErrant @Heyitsjiwon @admiral9


Dispora


The Ashes we Breath


The dark gloom of the 3rd moon shines dimly downward through the smog above as you look around the decrepit, shattered ruins of the Industrial Hive complex once called Vendetta-27/A.


No one could tell you how many Vendettas there were, or how many 27s, it wasn't anyone's job to know. Now though, with the city looking like mounds of shattered glass thrown about a few good buildings left, it hardly mattered.


It had been months since the orbital bombings had stopped, since the wreckage of destroyed ships stopped raining from the sky like metal rain.


It took awhile once the war reached your planet, for people to truly understand how to react. Despite the warnings, despite the bombs and blasts coming down like some gods wraith, everyone still tried their best to churn out goods and weaponry for the Great Empire. No one really knew how to do anything else.


It took a surprising few weeks before it clicked, that people stopped trying to work, and instead hide and survive.


In between the bombings, people learned about the harsh reality of scarce resources.


And then they learned a dead man cannot eat your food, and given the processing plants, makes a good amount of it too.


You cant remember when the bombings stopped, when the ships stopped raining from the sky, but you do know it hardly mattered. This was just a longer, more permanent pause between the death by sky, giving way to death by your fellows, if you allowed it.


You planned not to.


And so begins your new destiny, among the ruins, abandoned by all you once lived for. You fight, you live, or you die. Nothing is sacred, nothing is dear.


Everything is despair. This is your and your mens Dispora, and as you breath in the ashes of your world and the people once thriving on it, you know there is no future but death.


And you will makes sure it isn't yours.


<><><>

GOALS:


In this game, you are the leader of a band of survivors trying to carve up a chunk of your former home into something livable, while trading or fighting other groups who are trying to do the same thing, however they see fit.


You will have to decide how to lead your small band of men, from pillaging to re-building, there are plenty of options.


In the end though, don't expect anyone else to let you have your way.


<><><>


MECHANICS:


in this game, you will need to gather supplies in order for your faction to properly function.


These are;


Food;


1 Food point will feed 30 Manpower for 1 Month(1 Turn).


Materials;


Items and useful Metals, these are used to build Weapons, Armor, Defenses, Machines, and more.


Special Materials;


Same as Materials only Rarer and used in more complex creations.


Manpower;


the number of people you have, these will be split into Squads of 10 when under 100 Manpower, and will increase by 10 per 100 Manpower(it is not expected anyone to gain a huge amount of Manpower though).


Arms;


Separated by type, this is your Weapons, both melee and Ranged. It will be a bit more Detailed a stat then most as it will break down into sections based off what you have.


Ammo;


Ammo, for ease of use, will be separated into 3 Groups


Small;


Medium;


Large;


based on average caliber, and for ease of use all guns that use one ammo group can use all of it from the group.


All of these Supplies can be gotten from Scavenging, pillaging, Trading, or if your lucky you may even be able to produce things yourself.


*note; keeping your and your enemies dead may be beneficial, Industrial cities have for generations in times of hardship used Processing Stations to turn their deceased into edible food, though even for such harsh environments this is highly disliked by most people, and doing so may result in bad moral over time.


<=>


Next up is Squads.


Squads are your combat and work groups, made to fulfill specific tasks.


Squads will be armed in 3 stages:


Armor-


Weapon-


Special-


with Armor and Weapon being what the entire group is armed with, and Special being dependent on what it is. Sometime with say Grenades, everyone may have one, or instead one person might instead be armed with an MG instead of everyone elses weapon.


Weapons may also hold two slots, such as a Melee weapon and Pistol, but this will slow down the Squad, and they will be much less likely to gain proficiency with the weapons.


You can also have a slot empty, which for later if or when you have workers, might be a better use of supplies(workers do not have to but gain benefits from being “armed” with Tools).


With these Squads, you will send them with Orders to fulfill Tasks such as scavenging, raiding, exploring, and more.


Later on, if enough of your Squad has survived for long enough in the same job, or after certain events possibly, a Squad can get Additions, ranging from being better at a task to special gear that doesn't take up the Special slot(things like this can be transferred but would take time to train the new Squad in its use). A Squad can have many Additions, however many might not be permanent and ones that are can be rare.


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COMBAT;


Combat is done based on the environment and the Players instructions to his Squads taking part, as well as how many each side has and their equipment. Moral also plays a major effect.


If one decides though, nothing is stopping one side from retreating or attempting to avoid a fight, but running away does not mean you wont lose any Manpower.


When a fight breaks out, both players will be given a basic map, giving them all the info they currently know, both of their own and the enemies Squad makeup and positions. They then give plans of action to what they wish to do.


Moral plays a major factor in Fights. All Squads have 5+1 per extra 10 as their base. Once Moral reaches 0, the squad will stop responding to orders, as they have lost all will to fight and will attempt to flee(unless in a position they cant flee from, in which case they will simply bunker down).


You can attempt to stop your Broken Squads from fleeing, but there is no guarantee they will listen.


Things such as facing superior numbers, losing too many squad members, getting pinned by large amounts of fire, seeing too many allied squads flee, or EVERY turn of melee will make a Squad lose Moral points. They can, however, be regained if the Squad successfully completes a Melee, is doing well in a firefight, or is outside of direct combat long enough.


<=>


MORAL;


Squads moral will also take place outside of combat, with things temporarily giving buffs or cuts to their base of 5. if it gets too low they might turn on you or flee, while upgraded moral might make them better workers or at searching the wastes.


<=>


TURN ORDERS;


every Turn in the Game is 1 Month, to which you may Give up to 4 Orders to try and accomplish that Month.


Please note which Squads you wish to have accomplish which Order, and put them in order of importance.


Note some things may have to carry over into the next turn depending on when it was started and how hard it is to complete(such as building fortifications with low worker numbers or churning out weapons with few people who know how).


The game is very freeform in what you can try to do and accomplish, though obviously there are limits to this.


<><><>


FACTIONS;


Your faction effects everything. It will affect how your people think, what you start off with, and what you specialize in.


::Faction Sheet::


Name-


Color-


Ethics-


Description and History-


You will also need to Create a Leader, who will have 1 special “Addition” he can teach or knows how to create to give your Squads, aswell as anytime he is in a Battle or taking part in a Project, there will be Bonuses based off your Faction Ethics and Rule.


::Leader::


Name-


Age-


Gender-


Description and History-


Special Addition-


you will also have Faction “Stats”, though these only really effect your starting Gear.


You will have 8 Points to spend on these:


Stockpiled Arms-(starts with base of 1)


Specialized Arms-


Stockpiled Armor-


Stockpiled Ammo-


Quality of Stockpiles-


you will have 5 points to spend on these:


Number of Followers-(starts with base of 1)


Quality of Followers-(Military based)


Specialization of Followers-(non Military Based)


you have 12 points to spend on these:


Starting Fortifications-


Starting Territory Size-(starts with base of 1)


Starting Local Production-


Starting Food Processing Plant Production-(due to smaller Processing plants having been in convenient positions around the city, being outside the “food” local area of the map does not inhibit being able to find such machines, only the size, quality, and output)


Starting Smith Facility Quality-


Starting Material Stockpile-


Starting Food Stockpile-(note you will always start with 3 Months worth of Food for your Starting Manpower)


Starting Special Material Stockpile-


Safety of immediate area-


Note no stat has to have points in it, you can leave them at 0, this just means it will be,well, nothing.


<=>


::FACTION SPECILIZATION::


every faction is unique, both in their history and “””government”””, but also in what they are good at doing.


Each faction is allowed 2 Pros but must also take 1 Negative.


Pros can be anything from, say:


“Militaristic”- Military Squads are hardier and have 1 extra Moral


to


“Engineers”- Specialized Equipment takes less Special Material and time to make.


Or for that second example it could produce high quality items.


The options are wide and varied, though I do ask you try and keep things somewhat simplified.


Note you must also take a negative, which must be 'equal' to your Pros.


Such as,say;


“Brutal”- Your original faction members are psychotic, making them unwelcoming to allowing non Faction members to join or live, as well as new members being rarer and harder to integrate.


Here the options are of course, quite varied aswell.


<><><>


Last but not least, PM me your starting location on the map. Keep this off your sheet and private though, as it will not be revealed til the game starts.


Once you have your sheet ready, PM me for review, then I once I have told you its good and finalized, you may post it and be considered ready to play!


<><><><>


the Empire of the Lost Star is old. so old in fact, its founding and even what its home system is has been lost to history. its name derives from the very fact they have lost their home system, to what is now only myths and legends though. The government is a military monarchy, to which the ruling family is raised to be general-dictators until their death or their son defeats them in single combat(but not to the death,usually). the Ruling Family is born and raised up on the ever moving and growing First Flotilla of the Empire, to which they rule from. most of the Aristocrats, those to became their direct underlings, are born upon the First or another fleet, or raised from one of the few Luxury worlds in the Empire.


things such as Earth and the history upon it were lost even long before The Empire of the Lost Star was founded. however all humans still originate from there, thus many cultures and races still share similarities.


The Empire of the Lost star is an odd mix of old Russian hardiness and coldness, but mixed with British humor and etiquette. their fashion sense is a similar mix, often taking Russian imperialistic themes with British hair grooming. hats vary.


race wise their genetics consist closest to that of Scottish and Slavic, but with some Indian thrown in.


The Empire of the Lost star has an odd way of looking at things. the lower classes of the Empire are actually highly protected and to a decent degree attempted to be fed and kept healthy. this is not because they care about them, but because a healthy well fed individual makes a better worker or soldier.


they are also considered a valuable asset at least in bulk, so they try to not let their holdings get bombed or blockaded. they obviously are not perfect at this.


to the average person in the empire, they will be born to their highly specialized planet,do a single job upon it, then die in a late retirement. almost never will a Industrial or Agricultural Citizen even see combat unless invaded, as there are Specialized worlds for training the troops of the empire.
 
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=Player Info=


Name- The Sons of the Empire


Color- Blue

Ethics- Deontological


Description and History- The Sons of the Empire are a collection of soldiers, civilian contractors, and government employees who had managed to survive through the war. Originally taking shelter in an underground bunker, they emerged to the city ruins and have done their best to preserve their old lives begin restoring the city.


::Leader::


Name- Captain Lothar Wolff


Age- 31


Gender- Male


Description and History- An officer in the Imperial Army, Capt. Wolff was in charge of the local military police and garrison. Rather than protecting the city, his role was more administrative. He ensured that production quotas were being met, people were devoted to the cause of the Empire, and that peace and order were maintained in the city. Then the war came. At first, Capt. Wolff did his best to maintain order in the city as high command promised that the orbital bombardment would end soon as the Empire had a fleet on route to liberate the sector.


But, the bombardment continued, and with no rescue in sight. Everyone began to panic. Captain Wolff tried his best to get people into safety, but few were willing to listen as it was too little too late. In the end, he managed to get some people into safety by guiding them to one of the few emergency bunkers available in the city. Since then, he has become the de facto leader of his group as everyone has taken to listen to him.


Special Addition- Defender - As a commander of a garrison, Lothar has extensive knowledge on properly building and holding a defensive position. Thus, Lothar is capable of teaching squads on how to maximize their abilities to hold defensive position and build them as well.


::FACTION SPECIALIZATION::


Brothers in Arms - The people in the group are not only devoted to the cause, but to each other as well. Before the war came to the planet, most of these people were friends and neighbors. This means that people will do their best at what it is that they do and not leave a job half done because doing so means that someone is more likely to die. Squads are more resistant to losing moral.


Moral Compass - Due to the group's strong moral sense, people who have proven to committed serious, hideous crimes (cannibalism, banditry, and cold blooded murder) are not allowed to join the faction like more normal citizens as such people have no place in the Empire. In fact, given the opportunity, the faction may either attempt to carry out justice through imprisonment and re-education or execution depending on the severity of the crime and the situation.


The Land of Our Fathers - Since many of the people in the faction were government employees, they had the opportunity to walk throughout the city and had to look at maps for their work. Thus, they know the city very well and are able to identify tactically superior locations to travel through and use.
Name- The Dog Angels


Color- Orange

Ethics- Survive and thrive (Chaotic neutral)


Description and History- The Angel Dog gang are described as a group of malcontents and anarchists. They'd call themselves entrepreneurs and self made libertarians. The truth is a little in between. Plenty of people chafe against the restraints of imperial lifestyle and for most little really comes of it. As you can imagine wannabe criminals are rarely successful but those that are have remained in the business for a reason.


The Angel Dog Gang managed to last long enough to have a name and colour (The gang's signature orange scarf) because they got organised, formed leadership and filled the roles others like them didn't. They worked out early not to try and take on the authorities openly like most riot groups tried. They stayed quiet and stuck to the shadows making a reputation as smugglers and black marketeers with a penchant for gunrunning.


This came into its own when the bombardment began and supplies started becoming scarce. The Dogs could get you what you needed, just don't ask them where they got it from. Then things got really crazy and the best the gang could hope to do was survive. The Angel Dogs holed up in their hideout to wait out the worst of it. Now they're coming out to find everyone else has been brought down to their level of thievery.


::Leader::


Name- Marion Novak AKA Lost Mary


Age- 28


Gender- Female


Description and History- A wiry woman with a freckle dotted face and frazzled hair which she insists is strawberry blonde. Marion has managed to get her hands on a short military jacket that she wears with all the confidence of a general as she slips through the dark under ways of Vendetta, usually covering her hair or face with a quaintly patterned scarf she treats as one of her prize bits of loot.


Marion is still young at heart, despite the bombings, at least she seems to be given how much inappropriate humor she uses. She's also someone who's ambition tends to outweigh her means. As the former second in command of the gang she took over when their old head (and founder) died in the blitz, so you can imagine that having the world start from scratch has done nothing to slow her ambitions.


Even before then Marion would usually lead jobs in the field and as a skilled smuggler was usually tasked with taking newbies under her wing to show them the ropes. When other gangs tried to move in on the Dog's rackets it was Marion who got sent to lead the gang to push them out. Marion despises being ordered around, her disdain for authority figures that weren't her meant she was probably always bound for a life of crime. But it's one she loves.


Special Addition- As something of the gang's old matron Marion would often train up new recruits and show them how to do the work without getting killed. This allows her to train others in stealth and makes her ideal at leading an ambush.


::FACTION SPECIALIZATION::


+Know these streets:The gang are local men and women and experienced smugglers. They know uncommon routes and can move stealthily through the ruined city streets.


+We'll find it for you:The Angel Dogs have a knack for getting their hands on things they shouldn't and now that society's gone to hell it's that much easier. Experienced gang members have a good eye for valuables and rare items, giving them a bonus to scavenging.


-Career Criminals:The Angel Dogs got into crime because they couldn't stand the idea of spending their lives in factories. Meaning they don't have much in the way of manufacturing skills. Origional members are less skilled in constructing and crafting things themselves.
Name: The Unbroken


Color: Yellow

Ethics: Survival


Description and History: Originating from various workers and their families taking shelter in a medical clinic, The Unbroken are bound together by common plight, most of them being poor factory workers and many mutated by radiation and pollution, they have little in the way of arms but a good supply of food and medical supplies and possessed of a strong determination to ensure survival for themselves and whatever family they have left.


::Leader::


Name: Matthew Ivanovich MD


Age: 47


Gender: Male


Description and History: Born and raised to be a doctor on one of the Empire’s many scientific worlds, Matthew has spent nearly twenty years running a health clinic for injured workers, mutants and other inhabitants of Industrial Hive Complex Vendetta-27/A. Despite his middling skill at his profession, his friendliness and professional manner made him fairly popular man within the community.


When the bombs started falling he opened the doors of the clinic to anyone who could make it, sheltering a large group of local workers and families and surviving off of the stores of medical supplies and scavenged food. Unwillingly elected leader of the group of ragtag survivors, he is vastly out of his league but nonetheless is committed to ensuring the safety of as many people as he can save.


Special Addition: Medical Training: Can teach one member of any squad basic medical practices, medic specialists can reduce the likelihood of death from major injuries and may get minorly injured back on their feet, even in combat.


::FACTION SPECIALIZATION::


Mutant Lovers: While normal humans are less likely to seek out to join this faction, mutant are more likely to. All new manpower is a bit rarer and rolls on the Random Mutation chart once there is enough to make a new squad. This counts as both our Negative and a Pro.


Medical Stockpile: Has a good supply of prescription drugs and clinic supplies left over from before the blockade. Can heal injuries and illnesses faster.
Name- The Bloody Handed


Color- Crimson

Ethics- Domination


Description and History- Formed of disparate elements of former military and police forces of the Empire, the Bloody Handed were pulled together by a core of special operatives left on the surface when everything went to hell. Now, with one goal and one purpose - to restore the empire through the power of their own arms. Their diplomacy is limited, their attitudes simple; stand beside them and be defended. Stand against them, and be destroyed. Small, for now, but powerful and well equipped - they are willing to do whatever it takes to bring back the glory of their Empire.


::Leader::


Name- Sargent Harry Barnett, 'Lancer'


Age- 28


Gender- Male


Description and History- A special forces Sargent for the empire, skilled in covert operations and infiltration. Ran a clandestine counter spy and anti-insurrectionist cell on-world, stretching from the very lowest dregs of Vendetta-27/A's workers to the highest echelons of its government. During the fall however, the majority of his agents were killed - be it by accident or through the destruction that rained down upon them all.


Harry moved quickly - he was almost lost his cool when his orders from higher up were cut and many of his connections were lost. But gathering his remaining men together, he took them and what equipment they had and began a violent effort to secure the area around their headquarters. Any who resisted their control, were summarily lined up and shot in the forehead - most often by the Sargent himself.


Special Addition-


Covert-ops: Members of this faction undergone rudimentary stealth training from an expert, and are thus more capable of avoiding fights - or laying ambushes.


::FACTION SPECILIZATION::


Dominion of our Empire: With an almost fanatical drive to rebuild the Empire, soldiers of this faction gain extra morale and are more likely to fight to the end.


The Burden of us all: The Faction will accept all people, as long as they believe in the glory of the empire and its return to what it once was, giving an increase to recruitment.


The binding word: The Faction relies heavily upon its charismatic if brutal leader, and should he be assassinated it is without a doubt inevitable that it will fall all together. Somewhat compounded by the fact that Sargent Barnett insists on fighting by his soldiers and working with his people at every opportunity.
Name- Collective Remnants


Color- (royal) Purple

Ethics- Militaristic (Grandisio Ferin ethics apply here too)


Description and History- The Grandisio Ferin collective is as ancient as the empire of the lost star, basing itself on a totalitarian policy of total racial purity any beings that are not qualified have long since been eliminated or stuck on labor worlds, the collective is based in a technocracy as all members receive education to the highest degree those that excel are rewarded in the system and the most technically qualified rule, this mentality of total superiority has lead to insular thinking in the past though but no one dares admit the greatest of species could ever fall so far and hence those rumours have long since died out.


::Leader::


Name- Anton Abbott


Age- 43


Gender- Male


Description and History- Anton Abbott, Commander of the 342nd Stormtrooper battalion under the XXLIV planetary assault group was the ranking commander of the marine assets aboard the “Elbe”, the cruiser class warship that had been tasked with bearing one of the countless assault groups intended to make planet fall and fight in the deadly conflict to establish a beachhead for the army forces to follow, and that it should have, if only it wasn’t for the fact that planetary ordnance had brought it down before even a single landing craft had been dispatched.


With the death of essentially all of the ship’s crew and the assault troops and what appeared to be the end of the invasion Anton was faced with a rather thrilling realisation, he got to receive all the honour for the conquest of this planet if he so succeeded, if it all went according to plan he could get this planets industry up and running using the bountiful slave material around and become a hero.


Special Addition- He can teach and knows how to produce military grade mortars with actually functioning and accurate indirect fire and capable of using different kinds of ammunation.


::FACTION SPECILIZATION::


Purity checks, The empire has a very strict threshold for what consitutes an intelligent organism, this is checked through measuring the width of the skull, the length of the arms in comparison to the legs and torso and measuring length of body hair growth, if any of those criteria are not met the creature is eliminated.


- For every potential recruit a D6 is rolled, 1 to 3 means he failed the check and is to be eliminated and recycled for consumption, 4 to 6 means he passed the check and can be absorbed into the unit for further training.


Drill sergeants, Anton abbott has experience in turning the most useless tools into soldiers befitting of carrying the arms of the collective and his policy of drilling recruits until they become useful has persisted.


-New recruits can rapidly be trained up to a higher quality making them useful additions to their team.
Name-The Monks


Color-White

Ethics-Pacifist


Description and History-Once the scribes of a past warrior culture, the Monks now tend to more humanitarian affairs. Although not all can be said to believe with them in faith- few can be heard to doubt their sincerity in charity aloud. Pacifists by nature, they only fight if completely unavoidable.


When all morality appears to have been lost, they now come bearing gifts without payment. They strive to restore a broken people, and, a broken city.


::Leader::


Name- Saqap (sah-kahp)


Age-15


Gender-Female (Although, as with all Monks, it's near impossible to tell with the heavy white facepaint, robes, and even her voice itself.)


Description and History- Much of her body is shrouded in the white cloth of the Monk order she was raised by, her frame suggests her as a young woman, or a boy before adulthood. Her face is rounded, as equally as feminine as it could be considered boyish, even if it's the only part of the body revealed other than the tips of her fingers.


Raised in the monastery since she could remember, she learned all that the Monks had to offer with enthusiasm. One day, playing in the catacombs, she uncovered an artifact that, upon being forced from her grasp, appeared to only respond to her. Spherical, like a basketball in size, it appears to be simply be an old spy robot that hovers above the ground. Although all hopes have been given up as to decoding the purpose of the machine or using it for any practical purpose, Saqap has adopted it as a sort of pet.


Being announced as Head Monk to the public at the age of 11, she had introduced subversive, but entirely peaceful ideals, countering the Empire's way with proposals of democracy outside the order, through underground means, and eliminated corruption within.


During the bombardments, the falling of the great starships, and the collapse of society, she was a voice of reason, the Monks renewed as a beacon of hope as it once was in a bygone age thought long past. Believer or not, all were shepherded in the monastery that sought refuge.


Special Addition-Meek. Can teach Monks to give them a slight boost in speed, a better shot at avoiding others, and, if all else fails, an opportunity to talk things through with words rather than lead.


::Faction Specialization::


+Disciplined Vegans. Consume 1 food point per 45 people each month instead of the usual 30. Cannot commit cannibalism or consume meat.


+Sacred Site. +1 morale for all squads.


+Saintly Services. Gives away 1 food point to civilians every four months. Traveling Monks preform burials upon request, going out of their way, even across the city, if needed, to help honor the dead, even if it is Collective. Adds a boost to recruitment and relations.
Faction Name- Yl Junyad (Saburi: The Soldiers of God)


Color- Black

Ethics- Religious Militants


Description and History- The religion of Sabur (as it is known in Vendetta 27/A) is an ancient practice whose origins are lost to the mists of time, but are rumored to come from the lost human homeworld. It is a way of life common and popular with the people of the hive complex (and indeed of many other worlds as well) for it’s message of equality, that all men and women are equal before God, regardless of station, and only differ in piety. The pieous will live forever in the gardens of Paradise, while the wicked will burn eternal, in the sulfurous depths of Hell. This of course, makes it popular with those who are used as chattel or human resources by the ‘heathen’ lords and government officials that rule them. People sleep easier with the knowledge that on the Last Day, these corpulent, corrupt men will be judged like all others, and likely as not, be condemned to The Fire for their crimes.


Yl Junyad was a group that existed before the invasion brought ruination to the world. It was self-described as a communal safety net for those who ascribed to the Religion. People would be looked after, or brought to prayer houses, and protected from the depredations of the pagan elite. According to the Empire, Yl Junyad was a planetwide terrorist organization, with ties to other larger Saburi militant groups in the wider galaxy. Maybe this is because Yl Junyad was always outspoken against the ‘pagans’ who worshiped the lords of vendetta 27/A, as well as most other religions that conflicted with their views (these were all dubbed “Yazirk” which translates to both “Paganism” and “Tools of the Oppressors”) and the fact that they engaged in active resistance, ranging from silent protests, to terror attacks, bombings and taped executions of the 'slaves of the state'. While it did better the lives of the oppressed Saburi, it also was undoubtedly a terrorist organization.


With the destruction of the world, the remnants of Yl Jund have banded together once more to bring the Word of God to the rest of the world. Now, there is no fascistic government to hold them back. Now, the time of downfall has ended, and the age of the Religion has come back to Vendetta.


(Long term goal, reunite with other extra-planetary Saburi factions, or factions friendly to the Saburi religion)


Leader


Name- Tamerlane Yl Voychev


Age- mid 30s


Gender- Male


Tamerlane joined the factory crews at a young age, like his father, and his father before him, and attained the rank of administrator of a portion of the city's weapons manufacturing district in his early twenties before he and his men were discovered smuggling military equipment to people in the slums. He was given a censure, and demoted to factory manager. His second offense, however, was far more severe, when it was discovered that he was actively aiding and abetting religious rebel groups by giving them information, supplies and safe housing, along with his employees. He was summarily stripped of his job, stamped with a dishonorable discharge from the service sector, as well as given a ‘traitor’ brand on his upper arm. Almost immediately later, he showed his true colors when he joined Yl Jund, a religious militant rebel group, and used his knowledge of the upper order’s military production capabilities to raid the weapons manufacturing district several times, eventually getting a substantial bounty put on his head as he gained military experience, and rose to command the city's Yl Junyad network, becoming a seasoned veteran. For several years, he commanded Yl Junyad, bringing it back from a somewhat dangerous group in the undercity to reconnect with the global insurgent network, and began staging daily attacks and operations, in a full-blown civil war. (Rumors that Yl Junud were at this time funded in part by the Grandisio Ferin Collective are as of yet unsubstantiated) Before anyone could collect the ever-growing bounty on his head, the planet was shelled into oblivion, thanks in part to both the orbital invasion, and Yl Junud's activity in destroying several planetary shielding nodes and killing the deputy commander of the local ground forces in a high-yield suicide bombing. Tamerlane, along with other religious adherents and members of Yl Junyad survived the shelling that followed in part thanks to the underground hideouts of their insurgency.


Now, with the military, and the controlling Higher Orders wiped out, it is time to stamp out disbelief and paganism once and for all, and then take to the stars, to join one of the far-flung enclaves of the faithful.


Special Addition- Gun Section


Tamerlane and his men can easily slap together a general purpose machine gun with adjustable barrels, to accept pretty much any caliber of ammunition, from pretty much whatever parts they have on hand. This skill is a holdover from their raids on the armory district, when they would steal components and build functional weapons out of them. As such, most squad have a pair of these modular guns in them.


::FACTION SPECILIZATION::


every faction is unique, both in their history and “””government”””, but also in what they are good at doing.


Each faction is allowed 2 Pros but must also take 1 Negative.


Battle Cry: Statements of faith of the Saburi religion, which have been used to the point of becoming an iconic battle cry of the Junyad (Most common are “Ahadyu Mawla” (God is our Lord) and “Sa’airul hadablaheib” (Let Rage the War Flames)


In battle, members of the Junyad can shout these battle cries, demoralizing the enemy and increasing their own morale.


The Straight Path


A significant majority of people who lived in Hive Complex Vendetta were “Faithful” AKA, adherents of The Religion. As such, the Junyad have a much easier time recruiting more people to join their ranks, appealing to one of the majority religions of the planet


Con: Death to the Apostate. The Junyad are not exactly under the radar. Before the war, their conflict with the Empire, across many planets and systems was the stuff of the headlines. As the war dragged on, they became more and more hardline. Now, those who support the Empire are seen by most adherents of the religion as almost subhuman, and fit only for the chopping block. Given it’s extreme attitudes, and tendencies to kill, maim or publicly execute these ‘apostates’ the Junyad suffers diplomatic penalties with all ‘modernist’ or ‘moderate’ factions, and cannot ally or trade with supporters of the Empire or those who worship humans or idols.


Notes on the Faction


Both Men and Women are seen as equals…so long as they further the cause. Men generally do this through military means, while women generally avoid combat, and pray, heal and administrate the camps and households, and defend them when the need arises. Both prisoners are permitted slaves of any gender, and can employ them or use them in any way they need. War brides and war husbands (affirmed rape of either gender) among the soldiery are allowed. The practice of homosexuality is societally frowned upon, but not punished per se.


Slaves can only be pagans. Making war on those of the Religion, who are not apostates, is forbidden.


All disputes must be settled by the Saburi Courts, who use The Qaytav, or “That which is read” one of the holy books of the Saburi religion to decide matters in the manner of the prehistoric prophets of the religion.


Most punishments are strict in nature, with many being meted out with lashes in equivelancy to the crime, and apostasy being punishable by beheading.


Slavery is tolerated, but it is seen as most virtuous to liberate yours in times of peace.
Name: Children of the Forge


Color: Gunmetal Grey

Ethics: Each individual is a cog in the machine, the machine's output is greater than the sum of each individual's input. Those who will disrupt the machine should be recycled in to something that will benefit it-- whether they be a part of it, or outside of it. The machine's output is to be respected, and each cog must lay its life down for the machine's sake.


Description and History: Formed around the Mechassiah, the Children of the Forge have risen up in a former metalworking plant (possibly amateur metalworking?) and hoarded supplies and machinery, though as a result they have been slow to gain actual human membership. A small cult, the Children are deeply loyal to one another, and coldly efficient to outsiders-- preferring to find the most efficient path to get what they want, without provoking an attack on "the machine" unless absolutely necessary.


::Leader::


Name: Mechassiah


Age: Assumed to have been in their twenties at the time of the initial bombardment.


Gender: Ambiguous. Damaged body may make the question no longer applicable. Accepts use of all pronouns when referring to them.


History: A remnant of the Old Empire's technology, a bionic person-- a human with most of his or her organs replaced with bionic parts, including a brain case... and yet remembers little to nothing before the bombardment. Having been on the edge of the initial wave of the attacks, their synthetic flesh was badly burned and their brain jostled about, damaging access to old memories. The core personality matrix robbed of memories had to develop a new ethical system, and based on the idea of efficiency over all, they developed the Children of the Forge ethos and became its messiah.


Physically, the body consists of a titano-ceramic skeleton with damaged synthetic flesh and bodily organs, covered by a well cared for jumpsuit and an impassive, expressionless mask to hide the hideous burns so as not to disturb their followers-- all must make sacrifices for the Machine, after all, and the Mechassiah will make theirs. What's more difficult to hide are the wires running from the base of the skull down the body connecting to various parts of the spine, a constant reminder of their bionic implants. To those outside of the forge-cult, Mechassiah's unmasked face is often viewed with complete terror, and this has been used in the past as a means to interrogate prisoners, leaving there to be a rumor that their leader is little more than a terminator with no regard for human life, though in truth they view human life as one of the most efficient forms of machine ever devised, and thus those that are willing to place themselves as "cogs in the machine" are valued quite highly.


Special Addition: Can train a squad to give a bonus to scavenging actions, causing them to give more resources.


Pro: Cult of Efficiency


-- Use resources slightly more efficiently, the bigger the project the more efficient they become.


Pro: Cultist Ties


-- Less likely to rebel or betray the group due to its cult-like nature and emphasis on everyone having a place in "the machine"-- and that place can change as their needs and abilities change.


Con: Cult of the Machine


-- Makes it harder to grow manpower, because their views disturb some potential recruits.
 
Dispora


Weaponry


this will be updated as new weaponry is introduced.


::::::Weapons::::::


<Small Ammunition>

>PipePistols;


-Single Shot, Break Action


a Makeshift gun made from pipes and scrap, these low grade weapons are easy to produce. Single shot, they typically are not not suited as a main Armament unless there is no other options.


Some have been known to be Revolver like, but only the highest quality ones seem to be able to pull off the extra complexity.


>PipeGuns;


-Single Shot, Break Action


A big Makeshift gun made to take Rifle Rounds and be Two handed, these are typically much more accurate then a PipePistol, an even a lot of Handguns in General, but still fail compared to other Long guns


>Pistols;


-Semi-Auto, Magazine


Handguns and Sometimes Revolvers of small Calibers, typically used as Sidearms.


>Shotguns;


-Pump-Action, Tube


A shotgun typically is used in closer proximity to ones target, though with slugs one can dish out longer ranged fire, this still fails in accuracy compared to rifled guns.


Some higher end Shotguns are known to be Semi-automatic.
<Medium Ammunition>

>Bolt Rifles


-Bolt Action, Stripper Clips


From the Clunky Lower end of things to the Smooth Actioned High Quality ones, a Bolt Rifle is the Standard Weapon of many Forces.


Accurate and able to put out a good amount of fire, they are also usually very reliable.
<No/Special Ammunition>

>Melee Weapons;


-No Ammo Required


Whether a Rusty pipe or a fine saber, these are the brutal Instruments of Melee Warefare, made to bash and hack enemies to death in the closest of fashions.
:::::Special Weapons::::::


<Medium Ammunition>

>Long Sniper Rifle


-Bolt Action, Magazine


A Sniper of Considerable Length Made of the Longest of Ranges and exceptional Accuracy.


>Low-End MachineGun


-Full-Auto,Belt Fed


a Man Portable MG made for Squad Support, Better at Suppression then Outright Damage in most cases.


Often has a Crew of 2 but is not Required.


>Vender Gun


-Full-Auto, Belt Fed


a Man Portable Gatling Gun Variant with short barrels , often fed via a backpack and fired more from the hip, as it is made to be used on the move more then MGs.
<Large Ammunition>

>Small Mortar


-Single shot. 2 man operated


a Small, More Man Portable Mortar, usually used by a team of 2.


made to rain accurate fire on enemies from above.


>AutoGrinder


-Semi-Auto, Magazine,2 man operated, 3 man move


a Semi Automatic Small Cannon Used to Get Rid of Light Armor and Cover, it is quite a big gun, being hard to move around vie personnel and being a bigger target for enemy fire.


>Grenade Rotor


-Semi-Auto,Break Action


A handheld Grenade Launcher holding multiple shots, Can Fire Rapidly and use Smoke and HE.


>GutGrinder


-Full-Auto,Belt Fed


a Full Auto Shotgun made to subdue Riots, it usually is fired from the hip and used for clearing buildings and Trenches.
<No/Special Ammunition>

>Kruger


-Single Use,One Shot


a Tube Holding a Single Projectile, these things are made to take out Tough armor Or positions.


>Demo Charges


-Single Use


a Sticky explosive made to be planted directly on walls, Pillars, or buildings to Demolish them.


>Rail Rifle


Single Shot, Recharge Time, 2 Man Operated, Material as Ammo


a Large Gun taking two Men to carry, this Magnetic Weapon is made to Bash holes in armor and Positions from a large Distance.


Its Recharge time can be a huge Negative though.
 
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i apologize for not getting the turn out yesterday, my internet suddenly went down a hole of hell, so ill be trying to get it out today.
 

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