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Apis Dynamics Inferno Squadron awaiting Chronoshock.










The premise of this roleplay is simple. It is about war. Not the individual struggles or horrors, but the grand strategy. The movement and engagement of troops, the clashing of armies, and the deaths of thousands. All in the name of corporate greed. Greed that is no longer limited to a singular time period thanks to the development of time travel. The biggest game changer to ever rock the capitalist world since the advent of electronic trading. Now rival companies duke it out openly all across history, their null fields the only thing keeping them and their extremely destructive assets safe from the chaotic maelstrom of change that the space-time continuum has become. The three major players of which are Apis Dynamics, a company that operates more like a ruthless conglomerate of oil barons than a business thanks to its executive boards obsession with the fossil fuels of the past and the price at which they can sell them in the present, the Watterson Foundation, a group of corporate businessmen and women who seek to plunder the past of its cultural riches so that it may auction them off to the highest bidder, and finally CIN or the Cyber Intelligence Network. A corporation shrouded in mystery, whose only goal is to use the vast army of remotely controlled warbots, drones, and mechs armed with experimental weapons at its disposal, to mine the past for huge swaths of data.

It is over the armies of these three titans of industry that players shall assume command as they move deeper into European countryside during what would have been the final throes of World War 2, but due to temporal manipulations has shifted into an unrecognizable hellscape in which the weapons of the old world have merged with those of the new to create a sickening cacophony of never-ending violence.






  • Godmodding is sort of irrelevant in this, but don't do it regardless.
  • I have the final say in all matters pertaining to this roleplay.
  • Please take any and all personal disagreements to PMs.
  • Also please feel free to come to me with questions about any of the rules and I will clarify them to the best of my ability. Furthermore, if I somehow manage to mess up rule wise myself, please let me know and I will endeavor to correct the mistake. Might seem odd, but with the amount of thigs I have to focus on during the day it is quite possible for me to forget how my own system actually works. So, once again, do not hesitate to point such errors on my behalf out.


I won't be adding a Discord server for this regardless of how well it does. The OOC is there, and players actively conversing in it keeps the RP itself visible enough for new members to circulate in to replace any old ones that might have left for one reason or another.









Chronoshock: A colloquialism for time travel that gradually came into use after the technologies invention due to the bright fracturing of localized spacetime that emanates from travelers when they are sent down or upstream.

Upstream: A phrase used by time travelers, and time active civilizations in general, to refer to the present or future depending on when you are.

Downstream: A phrase used by time travelers, and time active civilizations in general, to refer to the past and history as a whole.

Null Zones: Shimmering fields of varying sizes that are projected by NFG's, Null Field Generators, to keep corporate assets safe from the ever changing nature of time. These can be seen with the naked eye and, depending on the strength and size of the generator in question, from up to two miles away even in bad weather.

Null Field Generators: The tech responsible for the creation and projection of the aforementioned zones, these generators range in size from that of a small house to no bigger than a wristwatch, with each carrying a proportional amount of strength. This means that while a larger generator might be good in protecting a base from the chaotic shifting of the fourth dimension, a smaller variant would be better served mounted on the wrist of a corporate agent.

E-Nade: The portable EMP devices used by Apis Dynamics and Watterson Foundation soldiers during engagements with CIN forces.

Kinetic Nullification Fields: Experimental shielding technology employed by CIN forces, it negates the propulsive or kinetic force of incoming objects, rendering them harmless so long as it remains active. As for the range, it generally depends upon the size of the drone or facility in question, but can be anywhere from several hundred to a couple of feet in diameter. This size constraint also necessitates the use of multiple KNFs in larger machines and structures so that all vital areas are covered.

Development Points (DP): Points which can be generated each action phase in lieu of calling in reinforcements, development points are used in the construction of various facilities during play.




















Phases
~~~~~~~~~~~~~~
Gameplay will be split-up into three different phases, each of which are listed below.

Movement Phase: The first phase all players start off in. It is during this period that the movement of troops across the map is handled. This phase ends when all players have finished their respective movements.

Combat Phase: This phase is entered once movement has concluded. During this phase players will engage their troops in, and conclude, skirmishes with the armies of other corps/players or the GM and co-GM's in the case of clearing out neutral armies from territories. This phase is ended when all players have finished their respective battles.

Action Phase: Once combat has ended players will enter the action phase. In this phase, all actions unrelated to combat and movement will be made. Such actions include and are currently limited to rolling a d3-or "Reinforcement Die"-to call for x amount of reinforcements or receive x amount of development points for the construction of vital facilities, or fending off neutral ambushes by rolling a d20 against the GM-or co-GM as the case may be-and then rolling a d10 to determine attack severity if the roll fails. This phase, like the others, will conclude when all players have posted their respective actions. Additionally, only ONE action may be made per player. So a player who wishes to call in reinforcements must take the whole action phase to do so. The same goes for the one who wishes to use their d3 for the generation of DP or development points instead. Furthermore, if a player is ambushed, it takes up the whole phase as well, regardless of whether or not said ambush was actually successful.

Dice
~~~~~~~~~~~~
Reinforcement Dice: A singular d3, this die serves as the primary method of calling extra troops or generating development points each action phase, each of which are preset. With a 1 equaling 5 ground units (infantry)/DP, 2 equaling 10 mobile support units (vehicles)/DP, and 3 equaling 15 aerial support units (aircraft)/DP respectively.

Ambush Dice: A singular d10 that players roll if their "saving throw" against a GM or co-GM ambush has failed, with each range of numbers representing the overall severity of said attack, as follows...

1-3 Minimum.

4-6 Mild.

7-9 Heavy.

10 Severe.










Note: The field of battle will be updated as play progresses. Also keep in mind that the numbered list represents neutral forces on the map. Natives to the time period and the like. Each continent will have one unit of whatever color army the list numbers. So Northern England, being colored orange, will have one unit of ten troops waiting in its borders.

Link to the full image for those who need a more detailed look: quantum-immortal.net/other/images/Eur…




Neutral Force/Territory List


Neutral forces are equipped with standard WW2 era equipment, but can have scavenged upstream tech on them at times. Do note that your starting territory will be devoid of neutral forces, as they will have been eliminated upon arrival.
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Ideas


1. Dystopian cyberpunk world in which dreams have been made into a paid commodity. One that is owned by megacorps and policed by government licensed individuals known as Lucid's. Private dreams and nightmares must now be bought, as infants are operated on upon birth in order to remove their natural ability to dream, thus ensuring their future servitude to the corporations years later. As for the contents of such, they depend strictly upon the purchased implant, with each being replaced in an unpredictable manner due to the varying needs, monetary status, and personality of customers. The one thing that they all share however, is the fact that the customer themselves cannot control the dream, merely experience it. Lucid's on the other hand can freely manipulate each individuals dream at will thanks to their specialized RACs, or Remote Access Chips. Something that allows for greater expediency when solving or preventing crimes, but also increases public resentment as well.
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