Hidden 9 yrs ago Post by thorgili
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thorgili

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Sutternalt said
No, I'm not, as a matter of fact. Don't let that hinder you.thorgili - Accepted, though you should probably throw a link to one of the 40k wikis on your sheet somewhere.Enalais and Eemit, you're also accepted!


Sorry wasnt thinking :P
Hidden 9 yrs ago Post by Sutternalt
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I went mad for a moment and decided to play Princeton-Plainsboro Teaching Hospital from House, MD. XD

I'm excited to see this going; if nobody else shows up, I'm happy to start once Joegreenbeen posts his faction.
Hidden 9 yrs ago Post by Joegreenbeen
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Joegreenbeen Head to the Sky

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WIP

|Faction Name:Sporetopia
|Universe: Spore (Civ Stage)
|Summary in a Sentence: A city with walls protected by turrets, a happy rich (West)side, and a poor crime infested (East) side.
|Description: An average city transported to Mir when a government space exploration project goes wrong. Sporetopia is a normal, industrious city. Two forces battle for control of the streets daily, the official government ran by Mayor Dolt, and a crime syndicate lead by Thrack Bolgo. Their is a very small middle class and the rich are either criminals, politician, and, more often than not, both.
|Technology Level: Modern-Near Future
|Magical or other Supernatural Powers: None
|Magical/Technological Glitches: -Low on resources.
-Needs fuel for vehicles.
|Important People:
+Name:Mayor Dolt
+Role:Leader of Sporetopia and Diplomat.
+Description: Dolt is a selfish individual who has fooled himself into thinking that he always has the common welfare in mind. If it were not for his resources, and super efficient police squad, Bolgo would have taken Sporetopia long ago.
+Appearance:

+Name:Thrack Bolgo
+Role:Crime boss
+Description: Mastermind behind most crime in Sporetopia, Bolgo’s goal is to better himself through any means possible. If he had more resources the government of Sporetopia would be in danger of being ruled by this short-tempered criminal.
+Appearance:

|Hex Location: Next to one of the JP tiles.
|Terrain Type: City Scape
|Important Terrain Features:The northwest is normal cleaner and less crowded than the southeast.
|Important Structures: The City hall right in the center of the Sporetopia.
Hidden 9 yrs ago Post by Sutternalt
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I've updated the map - you should be able to recognize your symbol (hopefully). If you'd rather be someplace else, let me know - some of the locations were a little vague.

Looking good so far, Joegreenbeen. Though you should be aware that you're near Enalais's faction.
Hidden 9 yrs ago Post by DELETED324324
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DELETED324324

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Well he might get it to himself if things pan out. I got a job interview tuesday for my dream job. But if i get it i will be gone for six months to a year so if i am gone tuesday that means i'm gone for a long time so feel free to drop me. But if i don't get it i will gladly be back to post in this thread.
Hidden 9 yrs ago Post by Joegreenbeen
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Joegreenbeen Head to the Sky

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Can I wish you good luck without it sounding bad?
Hidden 9 yrs ago Post by DELETED324324
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I would appreciate good luck. But this already seems pretty concrete.
Hidden 9 yrs ago Post by Sutternalt
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Ooh, nice! What's the job, if you don't mind me asking?
Hidden 9 yrs ago Post by DELETED324324
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I didn't get it. So I'm here to stay.
Hidden 9 yrs ago Post by Sutternalt
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Oh, no! That's too bad, Enalais.

...On the other hand, I'm guiltily pleased.
Hidden 9 yrs ago Post by DELETED324324
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DELETED324324

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you and 8 other gm's
Hidden 9 yrs ago Post by thorgili
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cant wait to get this started :D
Hidden 9 yrs ago Post by Sutternalt
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I gave the "imported hexes" category some pictures. Or at least some links to pictures. Really, I probably should've filled out some more on my faction. Anyway, I'm working on an OP for the IC now (hmm, wonder if I can fit any more acronyms in here?). No particular rush, Joegreenbeen, but I figure that your sheet's nearly finished anyway.
Hidden 9 yrs ago Post by Joegreenbeen
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Joegreenbeen Head to the Sky

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Oh, don't wait for me. I am planning on "sprucing" it up sooner or later. I have all the basics.
Hidden 9 yrs ago Post by Sutternalt
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Alright, then, let's get this ball rolling*! Joegreenbeen, you're accepted.

Hidden 9 yrs ago Post by DELETED324324
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Hey sutter would it be cool for a faction change? My friend really wants in and all he knows is star wars. You can just replace the republic sigil with that of the UNSC's
Hidden 9 yrs ago Post by DELETED324324
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|Faction Name:UNSC (united nations space command)
|Universe: UNSC listings
|Summary in a Sentence: A small portion of the UNSC finds themselves trapped on Mir
|Description: In the wake of the human covenant war, a small section of the UNSC military finds themselves torn from their universe and thrust into another. They aren't armed well and most of these forces are most are freshly trained or haven't done anything sense the end of the war. The group is led by a single commander but this commander has a team of Spartans under her command.
|Technology Level: Advanced, they have rudimentary power armor and spartans are even equipped with personal shields, but other than that they aren't far from modern humans
|Magical or other Supernatural Powers: N/a
|Magical/Technological Glitches: All marines experience hud problems and motion sensor problems listing friendlies as enemies or vice versa, spartan shields are only half powered and they sometimes short out, they lack the ability to recruit meaning they might have to start conscripting other humans they find on the planet or make alligences
|Important People:
+Name:Captain Aaron Larris
+Role:Captain and overall commander of all UNSC forces on MIR
+Appearance:
+Description: Aaron was born on earth and found himself in command of the UNSC carrier "Vengeance" On a mission to meet with the commanding officer in charge of the base, about taking the spartan team and the two ODST teams to the shield world Requiem. That didn't happen instead the base was torn away from their universe and brought into another one. Seeing as he was a higher rank than the base CO he was put in charge of all UNSC forces that came with them.

|Hex Location: Where i was formerly
|Terrain Type: Forested grass land
|Important Terrain Features: Diverse landscape
|Important Structures:Command HQ, manufacturing plant that produces everything from vehicles to weapons, wall to keep predators out.
Hidden 9 yrs ago Post by Skylar
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Hopping in on this if there is still room.

|Faction Name: 1st Magical Expeditionary Force
|Universe: Strike Witches
|Summary in a Sentence: Magical girls with WW2 weapons and vehicle-legs.
|Description:
During the operation to retake Karlsland in a large-scale push against the Neuroi, several companies of witches were taken from their staging area in the Ardennes Forest and sent to this world. Now the 300-some witches have to face this strange new world, cut off from the one they knew and fought for.

|Technology Level:
Weapons are World War 2 level machineguns and munitions, with some heavier artillery modified to be handheld by individual witches. The strike modules are magitech equivalents to WW2 airplanes and tanks that can be worn by the witches on leg and backpack modules to amplify their magic and enable flight or tread mobility.

|Magical or other Supernatural Powers:
Every witch has the baseline powers of increased strength, reflexes, environmental resistance, and can form magical barriers to block incoming fire. In addition, each witch has a individual magic power related to their personal abilities or an elemental affinity.

|Magical/Technological Glitches:
Witch powers have been greatly weakened. While it extends the overall lifespan and endurance of a witch, their top speed, accuracy, and firepower has been reduced, and their individual magic powers are not as effective. Some inexperienced or weaker witches have lost their individual magic entirely, although everyone is still capable of raising a magic shield.
Striker support crews were not transported with the witches, making them reliant on the few mechanically skilled girls in the companies for all maintenance. Bad combination with complex Karlsland hardware.
Striker production and maintenance facilities are in short supply, and what little the 1st MTF has is mostly made for Liberion equipment, not Karlsland or Britannian gear.
Zero capability for replacing personnel losses. Better to lose guns, ammunition, and strikers than a single irreplaceable witch.

|Important People:
+Name: Colonel Catelin Abrams
+Role: Commander of the Bravo Company tank witches
+Description: Blonde, curvy, and energetic, Catelin Abrams is commander of Bravo Company Liberion mechanized witches. Her striker is a M4A3 Sherman with a custom 75mm witch cannon and Thompson submachine gun. Her signature magic is infusing her ammunition with runes to make it either fly straighter, explode more potently, or stun targets. Due to her gunsmithing experience, Abrams has found herself more involved in the workshops than on the frontlines to her annoyance and tries to get back to the frontlines whenever she can. But she is also acutely aware of the logistical issues besetting the 1st MTF

+Name: Sergeant Dorothy “Wardog” Collier
+Role: 1st Platoon Leader
+Description: 20 years old, mentally 40, the veteran Liberion tank witch has seen the worst of the Neuroi War and survived to tell the tale where many of her comrades didn’t. Tired and war weary, she was about to drop out on her 20th birthday before aging-out of the witch corps when the multiverse event happened. Unlike many other witches who faced serious weakening in the new world, Dorothy was given new strength and magic power to restore her to her physical fighting prime, and is now pressed to protect and guide the rookies of the 1st MTF as it faces an alien world. Her striker is a highly customized M4A3E8 “Easy Eight” Sherman land striker she calls Fury, with a 76mm anti-neuroi material rifle and shoulder-mounted .50 cal M2 machinegun, as well as assorted ancillary gear and conventional small arms Dorothy’s been collecting.

+Name: Ariana Covingham
+Role: Commander of Fox Company Air Witches
+Description: Britannian witch with platinum-silver hair tied in a bun. Never without a red beret and cup/thermos/flask of tea on hand. Uses a Spitfire air striker and Bren light machinegun. While her signature magic of 4D-spatial awareness has been greatly weakened, her abilities in air power coordination and concentration remain, and she now serves as the main logistical administrator for the 1st MTF and coordinator of air and ground forces when she does take the field.

+Name: Lyndis William Cannon
+Role: XO of Fox Company Air Witches
+Description: Britannian witch. With Covingham placed in a more administrative role, day to day operations and command of Fox Company now rests with Lyndis Cannon. Quiet and understated day to day competence and reliability define her command. While her command style is mundane and “dull” compared to the energy of Abrams or the ruthless precision demanded by Peiper, she has infused reliability above all else in the combined air witch forces. Uses a Spitfire striker with a Bren LMG.

+Name:Oberst (colonel) Johanna Peiper
+Role: Commander of Kampfgruppe Peiper, combined-arms mechanized/heavy tank witch company.
+Description: Blonde haired karlsland witch commanding a Kampfgruppe task force of Karlsland mechanized witches as part of the ground element of the 1st MTF. Commonly uses a Panzer IV auft-J command variant with backpack radio,75mm cannon, and MG34 machinegun. Has a Tiger II striker in reserve storage, but has discarded the cumbersome prototype superheavy striker since transition to the new world due to her reduced magic reserves. Has a serious personality emphasizing discipline and efficiency, but doesn't push her witches beyond what she knows they are capable of.

+Name: Hauptman (Captain) Mica Wittman
+Role: Karlsland Heavy Tank Witch
+Description: Young Karlsland tank witch assigned to a Tiger land striker. While only 14 years old and with little combat experience, she is a uncanny shot with the 88mm cannon of the striker and was already on a murderous killing streak against the Neuroi before being warped to this world. While her magic power of far-sight has been reduced in the transition, her aim with the 88 is still just as deadly. Outside of combat though, she is just a kid despite her rank, and quite out of her depth in casual settings or interacting with non-Karlsland witches.

(More characters to come)

|Hex Location: Near Kerbal Space Center
|Terrain Type: Forest
|Important Terrain Features: Large number of roads and blast craters. Covered in snow from when it was taken.

|Important Structures:
Witch Coven- a citadel castle modernized with WW2 equipment to be a base for strike witches. Contains comfortable housing and hangers for land and air strikers.
Supply Depot- a supply depot formerly part of a town at the hex’s edge. Contains large amounts of food, fuel, and strikers, but the ammo dump wasn’t taken with it.
Hidden 9 yrs ago Post by Sutternalt
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Sure, that works for me.

Enalais and Skylar, you're (re)accepted! Feel free to post IC any time. I myself am working on one for my faction.
Hidden 9 yrs ago Post by thorgili
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planning to get a post up soon :D
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