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    1. TJByrum 10 yrs ago
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I was on vacation for a week, but I am back! I need to get caught up on my classwork, but once I do I will work on the OOC and IC in my spare time. I will ping everyone who is interested whenever it is ready.

Sorry for the delay everybody!
I got a good bit written today, but I need to revise the OOC before I post it. I work every day until Thursday, but I will definitely have the RP up by then!
Interested! But I'm curious as to the mechanics behind the level up and gear, do they have a mechanical/stat effect or are just there for cosmetics and a rough "you should be able to do X with Y" type of way?

I'll throw my hat in here as well, sounds interesting.

Same question as Clocku'.


There's no system, mechanics, or numerical values involved when 'leveling up'. After completing a mission you can just add something new to your character's repertoire.

For example, you might start the role play with basic armor and a rifle. After completing a mission you might want to add a grappling hook to your armor. Or maybe your character learned how to hack terminals. Perhaps you want to add a new weapon to your inventory, or add a scope to your rifle. You could install a shielding technology system to your combat armor. You might modify your rifle to shoot anti-synthetic bullets. Maybe you just want to add "Renowned Chef" to your character's skills.

EDIT: I will look over the skills of each character prior to a mission and be sure to include opportunities to use those skills. If your character is a good hacker, you can bet you will find a terminal to hack to advance the mission or provide an advantage to your team. If you have Agile as a skill, then there will be parts of the mission that only your character can traverse. You can come up with almost anything within reason. Engineer, Doctor, Demolitions Expert, Intimidator, Mechanic, Pilot, Lockpick, Martial Artist, Weapons Specialist, Salvager... If I see it in your skills list, I will work it into the mission.

@Guccicorn Noted!

That's enough people for me. I will start working on this as soon as possible and tag you three in the post when I am finished!
A couple of years ago I managed to gather a decent community for this idea, and we got to a promising start. Unfortunately, personal circumstances hindered my ability to keep it going, so the role play fell into inactivity. I have made just a few changes and I am happy with the setting and narrative backdrop. Firefly, Mass Effect, and Futurama served as inspiration, but The Outer Worlds really helped me realize the lore. I am looking for up to three players to participate in a 'prologue' of sorts. Bear with me, as many names are placeholders.

Corporate Space! is a futuristic sci-fi role play. It takes place in its own star system, which we will call the Zeta System. Human colonists arrived here about three centuries ago and settled on the planet Corvais, which is now a massive metropolis. Corvais and its immediate colonies are protected by a powerful military and governed by the Committee. The Corvais faction occupies about 1/3 of the galaxy.

Various corporations - or Corps - cater to the needs of the massive and growing population throughout the system, but most credits are made on Corvais. The Corps own and operate an array of space stations, mines, manufacturing facilities, and more - harvesting raw materials and churning out anything from basic necessities to weapons and war machines. Legitimate business practices occur throughout Corvais space.

The rest of the galaxy is collectively known as 'lawless space' - regions of the Zeta System not yet controlled by the Committee. There are independent colonies throughout this lawless region that do not abide by the laws and regulations of the Committee. The Committee attempted to subjugate these break-away colonies, which sparked a system-wide war. The 'rebels' formed a loose alliance and are now referred to as the 'Revolutionaries'. Despite the initial success of the Corvais military, the Committee was forced to sue for peace when a mysterious party detonated a bomb on Corvais itself. The Revolutionaries deny involvement on the terrorist attack.

The Corps do conduct business in the lawless sector... where they can use less-than-legitimate business practices - including slavery - away from the prying eyes of the Committee. The Corps finance their own personal armies, and sometimes fight over territory and resources. The lawless region is rampant with pirates, slavers, mercenary outfits, outlaws, salvagers, and much more.

Our characters are freelancers looking for work. More often than not they are contracted by the Corps to accomplish various tasks throughout the lawless region, but jobs can come from anyone and take place anywhere. The potential 'Second War' serves as a backdrop to the narrative. No, there are no 'aliens', yet; the only sentients in this system are Humans; the potential arrival of aliens serve as another backdrop to the narrative.

Characters begin with very basic weapons and combat armor, and a single skill. After every mission the characters 'level up' - or unlock a new weapon, gadget, ability, skill, etc. As the host, I will make note of character skills and include opportunities to use them in the missions. Perhaps your character is a smooth talker, a hacker, or a demolitions expert; you can expect to find opportunities to persuade, hack, and destroy.
Jed Connors



DESCRIPTION Jed Connors is a 29 year old white male, standing six feet tall and weighing 145 pounds. He has dark brown hair and a rough beard. His skin is sun-kissed and has dark green eyes.

PERSONALITY Jed is prejudiced against nonwhites, but also against poor whites, despite being a poor white himself. His slave-owning family lost their wealth and influence after the American Civil War, which explains his dislike of Northerners. Jed is driven by the ideas of 'Southern honor and chivalry', and seeks to restore his family's wealth and influence.

BELONGINGS Jed carries a twin set of Colt revolvers, his weapons of choice. He also wears a crucifix around his neck, although it does not possess any special traits at the moment. He is typically seen wearing a duster coat and hat.

SKILLS/ABILITIES Jed is a proficient marksman with his revolvers. He is also well-connected with the white population in the county, which helps extract information from them.

BACKGROUND The Connor's were originally Protestant immigrants from Ulster, Ireland who procured land in America shortly after the Louisiana Purchase. With the help of slave-labor the Connor's hauled bales of cotton to the ports in New Orleans. Over time they managed to obtain more land and more slaves. Their wealth and large estate cemented their social status in the rural Louisiana countryside. They became staunch supporters of the Democratic party and quickly sided with the Confederacy in 1860.

Jed's uncles and cousins joined the Confederate Army to protect the livelihood, wealth, and influence of the family. As Connor's father was the oldest son of the clan he remained on the plantation to attend to its affairs and never saw actual combat. The plantation was untouched by the war, but the destruction wrought on the family and the abolition of slavery ensured the fall of the Connors.

Jed's father and mother continued to live on the plantation, but never managed to retain their wealth or social status. The Connors plantation fell into disrepair and the fields were overtaken with weeds. Eventually the Connors sold the property to the bank and moved into the city, where Jed spent his adolescence.

Jed had always been an excellent shot with his uncle's revolvers, who had been killed during the war. He had joined a number of posses in the county on manhunts, including some less-than-good-intentioned manhunts. Now, Jed hangs around Zollie's Retreat, taking up offers to hunt for man and beast alike in the swamps.
The Dead South


This is a 1x1 role play for TJByrum and Grain of Sand


The Dead South is a supernatural, Southern Gothic, investigative role play. The year is 1890, and the events take place in a fictional Louisiana county. The characters attempt to solve various cases which are composed of several scenes, only progressing to the next scene by locating a core clue. The goal is to reach the climax of each case and resolve the investigation.

Call of Cthulhu, Hunt: Showdown, and the GUMSHOE system serve as inspiration for the role play. Literary works by William Faulkner and Flannery O'Connor are examples of Southern Gothic literature that also inspire the setting and characters. Additionally, music by Tyler Childers and Cole Chaney influence the role play.

As Wikipedia puts it, the characters in the role play are 'flawed, disturbing, and eccentric'. There are elements of hoodoo, mystery, suspense, the supernatural, eldritch creatures, occult influences, decaying/derelict locations (such as old plantations), and grotesques situations. Scions of rich, aristocratic white families have lost their wealth, influence, and social status ever since the end of the American Civil War. These individuals cling on to the idea of an idyllic south, where Southern honor and chivalry remain a constant. There are elements or pride, prejudice, poverty, crime, and violence.

Locations
Zollie's Retreat: Zollie's Retreat is the name given to a local saloon. It sits on the edge of the swamps, and is just north of the city, making it a central hub for investigators and hunters operating in the county.
Zephyr's Mire: 'Zephyr', as the locals call her, is a supposed devil of the wetlands. No white man who has ever ventured to her domain has ever returned.

Case #1: The Disappearance of Lily Doucet
Description: George Doucet, an African-American logger, has reported the disappearance of his daughter: 9 year-old Lily Doucet. Local authorities have been notified, but George is not optimistic about their investigation. George is offering a reward to anyone willing to find his daughter and bring her home safely.
This is a very basic, very simple, fictional 'role play' focusing on geopolitics. It will get more complicated as time goes on, but for now we will start with something simple.

Imagine the time period is the mid-late 1800s. In this part of our fictional world, the Hazamai Tribe and the Djumananti Tribe were recently granted autonomy from their colonial overlords. However, there are some disagreements over the border of both tribes. In this region, the Hazamai and the Djumananti claim the territory on their respective sides of the Kulazan River. However, there is an issue concerning the Kulazan Delta.

THE ISSUE: The Kulazan River splits and forms a delta as it feeds into the Hazamai Sea. The newly-established countries of Hazamai and Djumananti are petitioning for ownership of the territory lying within the delta. The international community recognizes the advantages of the delta's fertility. The International Council (you, the players) must decide which tribe is granted ownership of the Kulazan Delta. This will have important consequences in the future.

i.imgur.com/NVJQ4lk.jpeg



Questions? Culture, religion, history, sentiments, etc - I can provide more info if necessary. Ask in this thread and I will respond when I can.

The issue is of serious concern and the International Community must decide by 12pm Wednesday Night.
Happy pink lady!
In Nuke'em 3 yrs ago Forum: Spam Forum
This is a very basic forum game. All you have to do is PM me your nation's name to opt in (flags and other info are optional), as well as one of three options:

Build a Nuke: Build 1 nuclear warhead, which can later be launched against an opposing nation to destroy it.
Dismantle a Nuke: You may dismantle as many nuclear warheads as you want within a single turn.
Launch a Nuke: Launch as many nuclear warheads as you want within a single turn. Specify who you want to Nuke.


The goal of the game is for everyone to have 0 Nukes - or for one nation to be left standing. You start with 0 Nukes. Once I have enough players (a handful, hopefully) I will post again to reveal everyone's responses. You will then be able to review it and can message me again about building, dismantling, or launching a Nuke. Every 'turn' that you survive will improve your prosperity. All it takes is 1 nuclear attack on your country to revert prosperity to 0; you also lose all of your nukes, essentially starting from scratch again.

This thread may also serve as a discussion board for the players, or to ask me questions.

Current Nations

Nuked Nations
Well damn, y'all.
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