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Futuristic Wohlodt -- Land of the Weisse

EredtOgon

Junior Member
Note: Additional content has been added to this post.

Hello everyone. This is an RPG that I've had in the back of my mind for a long time now: "Wohlodt -- Land of the Weisse". The story goes something like this:

Eons ago, humanity became a space faring race and spread all throughout the stars. They mingled with other races, fought for dominance, and for a time, achieved it. They had a vast and sprawling empire through one of the richest and powerful regions of the Milky Way... or so they thought. At the dawn of another prosperous millennia, humanity announced it's presence far and wide throughout the milky way, alerting the galaxy's most powerful and advanced races to the presence of a presumptuous upstart. The elder races decided they didn't like humanity's tone, and galactic war promptly ended the ambitions of humans throughout the galaxy.

Now, all of that is in the past. The humans of the planet Ipsix 6751 have forgotten all about their illustrious history. The planet known as Ipsix 6751 is no more, and in it's place stands a little known world known to the local inhabitants only as "Wohlodt". Wohlodt is a former military outpost that once functioned on the galactic frontier. Some interesting facts:

  • Wohlodt is over 90% mountainous, and freezing cold. The central regions around the equator are temperate and of mild climate, but temperatures quickly fall to near inhospitable levels as one travels more than 15 latitudinal degrees north or south of the equator. The planet posses no fully connected oceans. There are only vast seas between the continents on the equator. The distant north and south areas of the globe are completely frozen over with mountains of ice.
  • Humans on this planet have progressed technologically. The planet is home to several strong republics and other forms of civilization, though the vast swathes of land between these more civilized regions may best be characterized as simply open wild lands. Though, for those with enough courage to brave the savage wild, there are also plenty of prizes: Remnants from humanity's old past and glory.
  • The planet still has access to some of the old world technology, and some of that technology has been deconstructed and used to help build the current tech environment. In particular, a worldwide UHF/VHF internet system surrounds the globe. It is controlled via government forces and members of the nobility, and is used extensively for military and scientific collaboration between the nation. Individuals may access the internet via any of the many terminal stations that dot the globe, so long as they have the right credentials, of course.
  • Locomotives and Aviation have emerged as the dominant form of transport! Trains operate as mass transit, and are government subsidized. The are bringers of wealth, and families who control them are very, very, wealthy. Airplanes, on the other hand, are used extensively by private individuals for transport to and from the provinces.
  • Because of the mountainous landscape, air power is seen as far more valuable than naval support. In fact, navies and the usage of ships is only lightly implemented. War between nations across seas is rare, as any sort of invasion is almost doomed to failure due to the advantages of a sound coastal defence. As a result, Nations with access to the coastline often form valuable trading relationships with their sister nations across the sea. This element of trade allows nations with coastline to dominate those without. The end result is that almost any republic or government of any real interest is along one of the 7 coasts along the equator.
I am curious if anyone would be interested in RPing within this world? I will have prepared 5 major plot lines by the start of the RP, but there won't be any pressure on you guys to follow along with them. If you want to progress in the plot, great! I'll be there as GM to help you guys along. Alternatively, if you just want to goof off and explore the world and it's lore, I have more than enough content to keep you guys entertained, lol.

I'm looking for a group of between 5 to 7 people. I also want to know if you guys would be interested in having a barebones minimalist ruleset. If so, it will be the ARM system, which was invented by R. E. Bridson, and can be found here: http://www.hoboes.com/pub/Role-Playing/Generic/ARM 1.2/

Some additional things you'll find:
  • Giant spiders! These are not the monstrous kind though. They live in the central regions of the continents and are quite intelligent, though be sure you don't visit them when their hungry. They just might invite you in to have some tea... gulp.
  • Terminator wolves! Cyberneticaly enhanced wolves, these puppies are left over remnants from the age of humanity's galactic past. In one of the stranger funding proposals, Ipsix 6751 was selected for a groundbreaking experiment involving grafting cybernetic components into organic tissue. The result was a race of hyper-intelligent cyberneticaly enhanced wolves that you really, really don't want to run into. No, I'm not kidding. They will hunt you. That's what they do. That's all they doooo!!!! (See what I did there? :D)
  • High tech weaponry! Much of the generator and battery powered infrastructure of the world before the collapse of humanity is still intact, for those who can find them and get them repaired. Individuals who do well in the RP will find the road to success positively littered with prizes. What sort of loot is up for grab? Why, I'm glad you asked! :D
    • High powered military assault rifles!
    • Sub-machine guns! LOTS AND LOTS OF SUBMACHINE GUNS!!! muahahaha.
    • Hover drones and surveillance turrets! Don't be scared, though. They just want to give you a hug!!!! with LOTS, and LOTS, of BULLETS.
    • LIGHT MECHS!!! OMGEEEEEEE!!! :D
    • And MUCH, MUCH MORE!!! :D
Can you tell that I'm excited? I'll put up a post detailing the major plot lines, and the races and civilizations available for you guys to choose from, shortly. By the end of next week, certainly. Also, if you have any more questions about what will and will not be allowed, please let me know. Thanks! :D

Current Slots
  • Penumbra
  • HighSanguinaryPriest
  • Destructus Kloud
  • Petroshka
  • Rhianni
  • __________________
  • __________________
 
Last edited:
EredtOgon EredtOgon
This ARM system looks insanely complicated. Can't we just rp this as normal?

Yes, That's fine. I've always wanted to do an ARM RP, but I'm aware it's not a common system. :D I've got a busy weekend ahead, folks, but I will have the major plot lines up by next Tuesday. I'll also have character classes and a bit of lore for you all.
 
Yes, That's fine. I've always wanted to do an ARM RP, but I'm aware it's not a common system. :D I've got a busy weekend ahead, folks, but I will have the major plot lines up by next Tuesday. I'll also have character classes and a bit of lore for you all.

But, but... I want the character sheet NAAOUW!!! >:3
 
This seems awesome. I'd love to join if you're still accepting new players.

Excellent! With Rhianni, that brings our total participant count to 5. There are two more slots open. I will be posting character classes, lore, the major plotlines, and character sheets on tuesday.
 
It's a little bit early guys, but here are the 4 major plotlines. I know I originally said 5, but I think this is plenty for you guys to whet your teeth on. Please note, there are probably typos. Ask any questions that you would like. I'll get a post up shortly about some basic rules and how I want to run this. The character sheets will be given out once I get the lore post up.

A Matter of Arachnophobia

Rukhov Madt is a top scientist within the Republic of Uryhk and a national hero. Unfortunately, he's also a double agent for the utterly corrupt and mercenary Stieghbav Generalissimo. A man of such intelligence often prides himself on his intelligence and force of will, however, and so, naturally, he was discovered by a woman, Karintlav Osser, daughter of one of Uryhk's own top military generals.

With his life on the line, Rukhov kidnaps Karintlav and flees to the interior of the continent. The wild lands. To make matters worse, he encrypted much top-level government research with an unauthorized private hashing algorithm. As news of Rukhov's betrayal shatters the country, the Republic suddenly faces another threat: Elandis, the nation on the opposite side of the country, appears very interested in offering Asylum to the two star-crossed lovers. And in waging war. The Republic of Urhyk now has several layers of it's own infrastructure severely crippled.

No time can be spared. A group of roundabout wastrels, expert inland trackers, and mercenary vagabonds are rounded up quickly to find Rukhov Madt and bring him and Karintlav Osser back, alive. Unfortunately, top level scientists have little experience with the interior, and the two of them seem to have gotten lost, deep in spider territory...

It's a hybrid rescue and protection mission. You will have to enter spider territory, and win over the trust of a local indigenous population to retrieve information on Rukhov Madt's whereabouts. You will then need to acquire air travel to a location deep within the mountains: An old world abandoned spaceport and drop-ship maintenance facility compound built deep into the mountains. It seems the place has acquired a bit of... arachnid culture, in humanity's absence.

Enemies: Spiders, old galactic era turret and drone security systems. Boss: Spider queen.
Loot up for Grabs: 2x Military Assault Rifles (RK-17H and S Models), 1x Personal Auto Turret Drone (Servo-G Model v0.5beta), 1x Access Key for use in the Call of the Cyber-Wild plot. Opens up the Alien Armory.

Call of the Cyber-Wild
A mysterious structure has been found deep in the cold, bitter far north of the continent. Cyber wolf territory. Classified military intelligence shows that the structure is very old, dating from the galactic-era. Preliminary scans show that the structure layout is not based off of a human life-form design, and that 7 levels exist buried underneath the monolithic compound. A group of explorers and expert wild-land vagabonds and adventurers are chosen to lead an exploratory expedition up to the compound... and investigate.

But these lands are not like normal wild-lands. Even hardened backwilds veterans shy away from the freezing north. The hyper-intelligent cyber wolves constantly stalk their prey with coordinated, galactic-era military tactics. They do not stop. They do not feel. They hunt. They kill. They move on to their next quarry. What's more, tales tell of a mad-woman who fled into the mountains, beckoned by a strange, haunting, alien voice.

This is a hybrid exploration and survival mission. The mysterious structure is actually a left over alien munitions and liaison embassy from one of the alien races that humanity once had trade dealings with. You will have to survive being hunted at all times by cyber-wolves as you cross a cold, rocky, cavernous terrain. Once you reach the outer perimeter of the compound, you will have to cross a galactic era super-highway bridge across a gorge of incalculable depth and darkness. (Think Normal U.S. Interstate, but 5 times bigger, 3 times taller, and with 17 highway lanes) What's more, there will be a galactic era sentry mech (A Havok-5 Mech, with Hellzone modifications. NOT. FUN. BIG. GUNS. ) waiting for you at the entrance, and alient sentinels within the compound.

If you have acquired the Access Key from the A Matter of Arachnophobia plot line, then you can gain entrance to the facility through the access bay doors rather quickly, and not have to deal with the Mech too much. Further, you can use the access key with the terminals inside to reprogram the mech and use it as your own personal badassmobile! If you do not have the access key, then you will need to disable or otherwise destroy the mech, and use it's fusion engines as a bomb to break through the solid concrete roof over the maintenance tunnels. From there, you'll have access to the compound.

It is possible that you will run into the Rusalkan lady, the young woman who ran half mad into the northern wastes at the beckoning of the alien voices. She is on the seventh level, and is hooked up to all sorts of alien probing equipment. If you manage to free her, she will prove invaluable in helping you against the sentinels, and will DEFINITELY help you get past the wolves on the return trip if you don't have the personal mech, that is. She is a very beautiful young woman, and is a potential romantic interest, if any of you vagabonds might be interested. She's yandere as all hell, though, so your mileage may vary, too. ;)

Enemies: Cyber Wolves, Alien Compound Sentinels (Big nasty purple fuckers that shape-shift). Boss: Havok-5 Mech Cruiser, with Hellzone Mods.

Loot up for Grabs: 1x Havox-5 Mech Cruiser, with Hellzone Mods, 1x Ekso-3 Matter Inducer(VERY COOL!!!), 17x Charge packs for Ekso-3 Matter Inducer, 2x Blackfire NOH-Gosts, 4x Recycling Grenades, 8x MR-Saigon Sub-machine guns w/Red munitions. 72Gib of Alien Porn, and 1x Remington Model 1875 Hand Revolver autographed by Wyatt Earp and the Billy the Kid's retarded nephew. (A goodwill gift from the local planetary prison warden to the Aurok Velian ambassador, who loved antiques and ancient wild west history. :3)

Note: No description of the porn is permitted, as per site rules, but you guys can have as much fun as you want with your respective character's reactions to the stuff. Hehe! :D


The Irish Survive WWIV?!?
War looms between The Republic of Urhyk, and the Godless, pig-suckling blasphemers of Elandis. So, naturally, business is booming between the two major shipping chains transporting goods through the wild central regions of the continent. Sadly, the two major locomotion houses hate each other, and are constantly at each other's throats in the competitive business of helping nations cut each other's throats. Who knew?


Your job is to help broker peace between the O'leary's and the Mcfinnegan's, who desperately hate each other. Or you can help one side take over and destroy the other, or you could play both sides and simply profit as much as you can. The shipping routes travel through cyber wolf territory in the north, and through spider territory in the south. Some things to note:
  • The spiders have access to a programming chip that allows the cyber wolves to be reprogrammed into loyal bodyguards. Unfortunately, you'll have to convince Old Man McFinnegan to abandon several month's worth of newly laid track.
  • The O'Leary's suffer from constant wolf huntings in the north, and hence often must resort to sabotage or railroad robbery to compensate against the McFinnegan's. Old Man O'Leary also has a lovely little daughter who is of marriageable age. You can try and hook her up with James McFinnegan, the son of Old Man McFinnegan, or you can steal her for yourself.
  • The McFinnegan's do get preyed upon by spiders, but they are more than capable of driving the spiders into the southern country side.
So! You ultimately have three possible outcomes:
  • You can help the O'Leary's completely cripple the McFinnegan's, get in good graces with the spiders, and acquire the programming chip from one of them. Doing this will make the spiders non-hostile in the A Matter of Arachnophobia campaign. Unfortunately, it will also limit your available loot, and will permit Rukhov Madt to escape to the north. You will then have to reclaim him from the alien compound in the Call of the Cyber Wild campaign. Also, please note that if Rukhov Madt and the Rusalkan lady ever see each other, they will fall madly in love and you will be left with having to protect a bumbling idiot/genius from two incredibly hot yandere psycho chicks. Good luck with that.
  • You can hook up Old man O'Leary's daughter with James McFinnegan, and the resulting marriage will unite the two railroad barons. The ensuing cooperation will lead to better defenses along the north, and a reduced Cyber-wolf presence, though they will still be hostile if come across. The Spider's will undergo no change in temperament towards you or your party.
  • You can help the McFinnegan's permanently cripple the O'Leary's. By doing this, the cyber-wolves move further south and hostile, and the Spider's are not pleased at the sudden increase in development through their territory, making them even more hostile. But if you do this, you will be handsomely rewarded with some of the most powerful weapons in the game, a metric ass-ton of money, and will be granted administrative privileges within the world wide VHF Internet system.
Enemies: Cyber-Wolves, Spiders, McFinnegan Henchmen and enforcers, O'Leary Henchman and enforcers. Boss(es): Old Man McFinnegan, Old Man O'Leary. (Who knew the Irish would survive world war 5? Go figure.)

Loot up for Grab: VHF Internet Admin Privileges, 20x BFG-I7 Anti-Aircraft Surface to Air Missiles, 3x Nervous System Integrable Exoskeleton Warpath Suits, 2x Packs of Unholy Rage Military Supplements, 1x GXR-Green Submachine Gun with Smart Ammunition and Jarvis virtual assistant, 1x Galactic Era hot pink Hello Kitty print swimsuit and box of chocolates, 1x Promotion to Noble Rank, with official title of nobility and nifty certificate, plus the ability to ride the railroads much further north and south than normal, allowing easier access to the space port and the alien compound in the A Matter of Arachnophobia and Call of the Cyber Wild campaigns.

First Time for Everything
All this huffing about in the backwilds takes a lot of time. And unfortunately, the Urhyk republic doesn't have much of that stuff. The Stieghbav Generalissimo has mounted the first ever successful coastal invasion from across the eastern sea!!!! Le gasp!!!! Not good. Not good at all. With the Urhyk republic quickly collapsing, our heroes return just in time. Or have they? Do they have the guts, the cunning, the equipment to take on the would-be Stieghbav empire?


This campaign will play out differently depending on how you and your team members performed in the other 3 campaigns. If you have successfully managed to claim the maximum level of loot from the other three campaigns, then the Stieghbav Generalissimo present you with a lovely opportunity to play with your new toys. You get to enter the city like badasses, curb stomp the Stieghbav Generalissimo, and become worshiped like gods and showered with all manner of accolades as living treasures of Urhyk.

Alternatively, if you return to the republic with *just* Rukhov Madt and Karintlav Osser, you will find yourself a far more difficult task ahead of yourself. You'll need to use cunning, brains, and every ounce of skill you can muster just to survive, let along claim victory. Are you up for the challenge?!

Enemies: Stiegbhav Infantry Grunts, Stiegbhav Politburo Agents, Elandian Special Forces Boss(es): The Stiegbhav Generalissimo (5x Big Bads, basically).
 
I vote we do 'The Irish Survive WWIV?!?' and and fuck over McFinnegan.

I want that cyber wolf reprogramming chip and it means we also get the Olearys and the spiders on our side (or at least passive to us) for further campaigns. We can get Rukhov Madt at the alien complex. Besides, dealing with two hot yanderes from killing some guy sounds hilarious. Ultimate anti-wingman mode activate!

But yeah, I just really really want that reprogramming chip for myself. xD
The mech is cool too, so perhaps we can still disable it and restart it for us, or even get that access key from the spiders to get it, if someone else does want that.
Oh, and if the two Irish dudes were gonna give us the best gear anyway, perhaps we can loot some from the Finnegan's anyway?

We could also do the whole uniting thing to get the best gear in the game, so perhaps we could attack and steal the reprogramming chip from the spiders?

Or, we could do the last campaign and get totally screwed over, that sounds fun too. xD
 
I vote we do 'The Irish Survive WWIV?!?' and and fuck over McFinnegan.

I want that cyber wolf reprogramming chip and it means we also get the Olearys and the spiders on our side (or at least passive to us) for further campaigns. We can get Rukhov Madt at the alien complex. Besides, dealing with two hot yanderes from killing some guy sounds hilarious. Ultimate anti-wingman mode activate!

But yeah, I just really really want that reprogramming chip for myself. xD
The mech is cool too, so perhaps we can still disable it and restart it for us, or even get that access key from the spiders to get it, if someone else does want that.
Oh, and if the two Irish dudes were gonna give us the best gear anyway, perhaps we can loot some from the Finnegan's anyway?

We could also do the whole uniting thing to get the best gear in the game, so perhaps we could attack and steal the reprogramming chip from the spiders?

Or, we could do the last campaign and get totally screwed over, that sounds fun too. xD
Agreed! It'll get us access to the north and south, which will expedite travel. I then suggest we do The Problem with Spiders
 
Kloudy Kloudy , You guys won't know that Rhukov Madt has escaped to the north until after you've gone through the A Matter of Arachnophobia campaign, so there's still ample opportunity to get the compound access code in that quest. :D

Not much longer now, folks. Expect the charsheets, lore, and basic ground rules later today.
 
Kloudy Kloudy , You guys won't know that Rhukov Madt has escaped to the north until after you've gone through the A Matter of Arachnophobia campaign, so there's still ample opportunity to get the compound access code in that quest. :D

Not much longer now, folks. Expect the charsheets, lore, and basic ground rules later today.
what about Arachnophilia
 
what about Arachnophilia

If the spiders end up being non-hostile, it's possible. They are intelligent and thoughtful spiders, in any case. Would you like me to craft a potential NPC suitor for you, Petroshka? Please note, explicit sexual content is against the ToS for the site, but I don't mind romance and similar so long as things fade to black when appropriate.

Also, putting in the finishing touches now.
 
If the spiders end up being non-hostile, it's possible. They are intelligent and thoughtful spiders, in any case. Would you like me to craft a potential NPC suitor for you, Petroshka? Please note, explicit sexual content is against the ToS for the site, but I don't mind romance and similar so long as things fade to black when appropriate.

Also, putting in the finishing touches now.
it was a joke XD
 
Petroshka Petroshka , lol. Oh, was that what that was? xD My bad. :D

Here are the rest of the materials, as promised:

Name:
Age:
Race:
Occupation:

Appearance:
Paragraph or Face claim. If you're going to use an anime face claim, for the love of god, don't use a well known character. I don't want to see Luffy or Roronao Zoro, or Naruto, or Sasuke, or Iruka sensei, et al. I WILL VETO SHEETS DOING THIS.

Bio: Paragraph

(Note: Give paragraph-level descriptions of your character's ability regarding the following stats. We're not using dice, here, people. ;) I need to have a very good idea of what your character's are capable of.)

Strength:
Dexterity:
Stamina:
Perception:
Fortitude:
Balance:

Equipment:
(You get to create 2 items with their own in-story lore for use in the RP. They need to match up with your class and bio, so no street urchins having portable tactical nukes or any BS like that. Character sheets need to be approved by me before they are accepted.)

Before I get to the lore, I need to lay out a few ground rules:

Scenes start with the GM coming in and giving an establishing post. I will set up the environment, give lore within the context of the post, and control all NPCs. Feel free to use my own posts for meta-gaming purposes, so long as that translates to character development. Still, I'm fairly lenient when it comes to meta-gaming.

Once I make the establishing post, the order in which you guys may submit your posts is as follows:
  • Penumbra
  • HighSanguinaryPriest
  • Destructus Kloud
  • Petroshka
  • Rhianni
On each of your turns, you have 3 days to get your post up, to request a 2-day extension, or to simply pass your turn in the accompanying OOC thread. Don't be afraid to pass. I fully expect a fair bit of passing to go around. That's perfectly normal. It's more important to keep the ball rolling through each of our turns than it is to make sure we all can keep posting on time.

As the GM, I will have the ability to post in-between your turns at my discretion. This may be the case if an NPC needs to interact with the group, etc. I also have the ability to close up the current scene, make any final remarks, and then move you guys to the next plot-point if necessary. That is to say, I can, and will, force the plot train to leave the station. I will give you guys fair warning before I do this.

:Edit:

Right, one more thing. I you are god-modding, or just all around being a dick, I can and will take control of your characters actions and the results of those actions. I don't think it's going to be a problem with you guys, but it's something you should know about. :D

Since we're not using dice, I expect characterization and storytelling to be at a higher priority for you guys, so I'll craft the lore with that in mind. Having said that, I want to give you guys the character sheets right away, so here's some basic race information so you guys can use it for your sheets:

Das Races
Elandian:

The Elandian's are a large seafaring monarchy on the western coast of the continent of Veictis. They have a complex religious and legal code, as well highly intricate and elaborate ceremonial rites. They follow a 5 month calendar of 80 days for each month, with the exception of the last month, which is 40 days long. Further, an additional week is always observed at the end of the year which is not part of the month. Weeks are 8 days long.

They are darker skinned. Having said that, the climate of the world isn't conducive to large amounts of melanin, so everyone is still fairly light skinned. No one's browner than your average upper class Mexican, so to speak.

Major industries are fish, textiles, and animal meat products.

Urhyk:

The Urhyk is a constitutional republic with a strong culture of formal debate and higher education. They are fairly advanced, and have made progress in the sciences, arts, astronomies, mathematics, and engineering. They rely on much trade between the nations north and south of them, and also on trade with the Stiegbav Generalissimo. Unfortunately, an air of distrust and active hostility exists between the Stiegbav and the nations on the East coast of Veictis. (Stiegbav is on the west coast of the next continent over.)

The Urhyk currently have a different calendar, which observes 10 months of 34 days. There is a leap year every three years with an additional month of 32 days observed.

Backlanders:

Backlanders are the various vagabonds, wastrels, salvaging men and women, bounty hunters, mercenaries, contract killers, what-have-though. They live in the interior lands of the continent, and general travel between the coastal nations and urban districts.

Your Own:

The world has a more or less basic fleshed out form, but what I have is a skeleton framework. Feel free to add your own lore to the world, your own races/occupations. So long as it more or less fits within the current feel of the world, go crazy. ;)
 

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