Hidden 9 yrs ago 9 yrs ago Post by Willy Vereb
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Willy Vereb The Wordy Engineer

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Welcome to Adaebis, a junction of space-time between dimension, a place worlds and cultures across the multiverse mix together! Jet fighters chasing fire-breathing dragons, Stormtroopers fleeing from daemons, elves befriending aliens. In the chaotic and wondrous world of Adaebis any of these could happen! Countless factions from untold number of worlds are inhabiting this planet. It' a world where romantic knights can meat dystopian survivors, a mold of people and cultures across from both time and space. Your faction is a newcomer, having just recently manged to reach Adaebis. Whether it was your achievement, an accident or even the act of divine; it doesn't matter. The fact is that you have established a fresh colony here. From this point on you must deal with countless foreign factions and their diverse cultures: diplomacy, trade, intrigue or often even war would follow your steps.

You're a freshly established colony within the world of Adaebis. You can pick almost any faction from existing media (barring the truly powerful ones) or design your own (albeit this would take much longer). Depending on how strong your "mother faction" is this would inversely effect the size of your colony. Weak factions may be initially struggling but they start with huge colonies and can grow exponentially stronger. Strong factions have tiny colonies but their power and influence could lead them to greatness. Adaebis is a world full of possibilities. Although don't let your ambitions to overwhelm you, there are powerful factions that prevailed in this world for long. Carelessness may draw the attention of these super factions on you. The objective of this game is the same as always, develop your nation, become stronger and spread your influence. The world of Adaebis is ripe with opportunities. Use your cards right and you may even become the sole ruler of this world!

Braving the New World (BNW) is an NRP which kinda unites my experiences here into a slightly different kind of game. Due to differing ideas in many NRPs there are great chasms between each nation's style and performance. Technology, culture and practically everything is rather insular in games. So why not make this an actual gameplay element? In BNW you start off as a tiny colony coming from a whole different universe and meet people and cultures that are unlike anything your faction experienced before. Similarly there's no risk of factions beginning as too powerful. Depending on how advanced or powerful your individuals are, you will start with handicaps. Grabbing too much land isn't an issue, either. Because you don't. Everyone stars as tiny blips on the planet's radar. I can detail it further but basically the game was made to fit these trends.





How to join this game?
You pick a location (either mark it on the map via an image editing program or just give me the zone's name), pick a certain faction (groups from existing media are preferred because it's easier), fill out the NS and you are almost done! The GMs may ask you further questions about your faction or ask you to fix a few things. If you are making a custom/original faction you need to fill out a more detailed NS (which is coming soon).




GMs:
- Willy Vereb

Players:
TBA
Hidden 9 yrs ago Post by Willy Vereb
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Willy Vereb The Wordy Engineer

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Well, while the OOC is up a few features are still missing.
I wish to explain how the game works and also add some other details.
BTW
@rush99999 I know I technically accepted your NS but you are a bit early.
I wished to make an index post in the characters section first. Also you may need to do a few fixes.
Oh well, dozens of NRPs can make do without an index so it may not be such an issue.
Hidden 9 yrs ago Post by Terminal
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Your map is broken.
Hidden 9 yrs ago 9 yrs ago Post by ActRaiserTheReturned
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ActRaiserTheReturned

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Faction Name: Cyrodil Empire
Origin: The Elder Scrolls
Faction Type: An Empire
Faction Rank: (work in progress, the GM will give you this)
Color: Red
Assigned GM: (Which GM is governing you and controlling the surrounding NPCs?)
Starting Area: To the Southwest.

Faction Introduction: Cyrodil's Empire spread across all provinces at one time on Tamriel. Now, Cyrodil encompasses Cyrodil, Skyrim, High Rock, and Hammerfell.They were busy investigating the disappearance of the Dwemer with Synod mages and then the entire country disappeared. The Synod claimed to have discovered a giant floating metallic sphere.

Faction Strengths:
Tech Level : IV
Although they aren't gun powder based at all, they have a variety of magic to help them in wars, and all racial strengths such as Nord, Redguard, Breton and Imperial talents. Their Orc population, although not as much as Humans, are spread out through all Provinces, so they still have a large Orcish population as well.They have Ebony, Skyforge Steel, Orcish smithing, Elven smithing, Advanced smithing (Plate mail, Nordic Carved armor), Glass smithing, Daedric Smithing, etcetera.

Faction Weaknesses:
They just reforged an Empire worthy of competing with the Aldmeri Dominion. They can be vulnerable to infighting when they let down their guard.
Hidden 9 yrs ago 9 yrs ago Post by Willy Vereb
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@TerminalStrange, I see the picture just fine.
Perhaps it's kept within my browser's memory?
Either that or as it tends to be at times with image sharing sites certain people may not see pics for some reason.
I go check it.

EDIT: No, I can see the image clearly even on different browsers.
Hidden 9 yrs ago Post by Terminal
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@TerminalStrange, I see the picture just fine.
Perhaps it's kept within my browser's memory?
Either that or as it tends to be at times with image sharing sites certain people may not see pics for some reason.
I go check it.

EDIT: No, I can see the image clearly even on different browsers.


Nonetheless, your map is broken. Most imagery (save for your map) is appearing just fine to me.
Hidden 9 yrs ago Post by Willy Vereb
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Willy Vereb The Wordy Engineer

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<Snipped quote by Willy Vereb>

Nonetheless, your map is broken. Most imagery (save for your map) is appearing just fine to me.
Well, supposing it potentially affects more people I think I'm going to add a download link after I upload the map somewhere. That's the best alternative.
The biggest problem is that most image sharing sites don't allow me to upload a 5250x2750 pixel picture with size above 5MB. that was previously the issue in the interest thread. So I searched for a different image sharing site but it seems to have problems, then.

Hidden 9 yrs ago Post by ActRaiserTheReturned
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I think aliens do require food. I'ts just that there's so much they can eat they can't practically go hungry.
Hidden 9 yrs ago Post by thorgili
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So Willy would you like me to post my NS in the CS page?
Hidden 9 yrs ago Post by rush99999
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@rush99999 I know I technically accepted your NS but you are a bit early.
I wished to make an index post in the characters section first. Also you may need to do a few fixes.
Oh well, dozens of NRPs can make do without an index so it may not be such an issue.


Sorry.



I think aliens do require food. I'ts just that there's so much they can eat they can't practically go hungry.


Here's what Xenopedia has to say about that:

Little is known regarding the Xenomorph's diet and it remains unclear exactly how they gain sustenance, or if they even require sustenance of traditional means at all.
Xenopedia
Hidden 9 yrs ago Post by 6slyboy6
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@Willy Vereb So I made a quick NS. I am not sure about the GM stuff, so I left it blank.

Faction Name: The Flame Dawn
Origin: Infinity Wars (TCG)
Faction Type: Empire
Faction Rank:
Color: Orange
Assigned GM:
Starting Area: Q3

Tech level: (I know this is not required, but just to make sure.) The Flame dawn has acces to modern day weapons, and an exo-skeletal armor that server as an armor, and has only as much mechanical help, to make it possible to move itself. They are allied with the Genesis, who provide them with futuristic technology, but keep most of the advances to themselves. They also use swords with guns, making them feraful up.close and personal. This makes The Flame Dawn stay at a level of technology a bit ahead of our time. Eg: Jet planes and tanks still, but better ballistics, armor, and equipment.

Faction Introduction:
The Empire of The Flame Dawn, is a fierce fighting force, led by an Emperor. Their goal is conquer the world by any means. When the rifts opened, and they started to conquer the Untames wilderness, many scientists started to research the fenomenons. After months they made a device that could open a rift to Adaebis. After a major force entered the rift, accompanied by workdrones from Genesis to help build up an outpost, an attack from the Horde rendered the device unusuable, without serious repair. The force has now setup an outpost, and started to work on manufacturing drones, and training soldiers. The enviroment is a lot like the Untamed Wildernbess, and therofore they are somewhat used to it.

Faction Strengths:
- Fierce warriors
- Veteran warriors went through the rift
- Has access to light mechanized forces
- Has drones to work, faster building
- Quick research due to Genesis

Faction Weaknesses:
- Unusual enviroment
- Scanners go haywire after a travel through the rift
- Not so good at diplomacy (It is a legion of soldiers after all)
- Lack of High rank officals
- Low morale due to being stuck in this world
Hidden 9 yrs ago 9 yrs ago Post by datadogie
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Faction Name: Ghost-Faction
Origin: Ghost Recon (Basing this off of GR: Future Soldier, however it will have changes made to suit the RP)
Faction Type: Militaristic state (Though turned into a country since 'The Event')
Faction Rank: TBD (work in progress, the GM will give you this)
Color: Light Blue
Assigned GM: TBD (Which GM is governing you and controlling the surrounding NPCs?)
Starting Area: I2

Faction Introduction:
The Ghosts, formerly known as Delta Company, 1st Battalion, 5th Special Forces Group, are a Tier 1 Special Operations Force of the United States Army, that partake in many operations ranging from special reconnaissance to direct assault. Their technology ranges from standard rifles with many customizations, depending on the situation, all the way up to unmanned drones, however the troopers themselves are very well trained and able to adapt to many situations.

Delta company were transported to Ardessen by the way of a chemical reaction that disrupted space and time beyond anything any scientist could even begin to comprehend. The entire company was locked down, loosely suspected of mutiny as they had defied orders in order to rescue a team trapped and captured. The entire company was set up in a military base in England, in the middle of some newly formed town, with the head men being lectured to. The gangup of such a vast amount of equipment and special forces men was a massive target for terrorists, so it was of little surprise that they were attacked by a bomb of some kind. It was made up of a chemical compound and mix that was meant to blow up everything within a few kilometers, however it instead made a disruption in space. In England, where the town once was, there was instead a massive crater. However, on Ardessen, there was now a large amount of men and women, as well as vehicles and supplies that had seemingly appeared out of nowhere.

Once realizing they were not on Earth, Delta company reformed and massed the civilians from the town. With the supplies and equipment they had, they built a small, wooden settlement, which they walled off, and expanded slightly to include hangars and warehouses for the vehicles. The company was cut down to one hundred men and women, the rest being put off as they were required to be a part of the general population. They renamed themselves Ghost-Faction, as they were no longer a part of a military but a military themselves.
(What are you and how did you end up in the world of Ardessen?)

Faction Strengths:
-Experienced special operations troops
-Has troops in the general population, meaning that if the Ghost-Faction were taken over, the new rulers would have to deal with some very serious organised rebellion.
-Has access to some VTOL (Vertical Take Off and Landing) aircraft, and light mechanized.
-Can be diplomatic
-The faction is able to call up at least fifty reserves of special forces that were integrated into the population.

Faction Weaknesses:
-Military skill is high, but numbers are few
-Though all previous knowledge was retained, as well as equipment required to do so, Ghost-Faction will not be able to manufacture modern day weapons and vehicles until they obtain the materials required to do so.
-Threats to the civilians can sometimes sway the mind of Ghost-Faction, as without the civilians the population would not grow.
-Is unable to replace lost equipment until proper manufacturing can be set up. Ammunition is able to be hand-crafted, but is very poor, sometimes resulting in damage to equipment when being used.
Hidden 9 yrs ago Post by Inkdrop
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Faction Name: International Search, Rescue and Security
Origin: Thunderbirds
Faction Type: Organization, Not Secret
Faction Rank: (work in progress, the GM will give you this)
Color: Blue
Assigned GM: Any
Starting Area: The map is not visible to me.

Faction Introduction:
The Traceys were on a normal mission, which for them involved a lot of explosions and fire. Thunderbird Two, with Thunderbird One off of her wing and Thunderbird Four in her belly, were flying to a laboratory where some mysterious anomaly had been reported. Once One and Two got there, pilots of both crafts found out that something had indeed gone dreadfully wrong.
The lab's fusion reactor had gone runaway and was now colliding particles at extreme speeds and quantities, producing several new elements as it started to melt itself. Thunderbird Two deployed Four, trying to block the intake as they had years earlier in Australia. Unlike in Australia, it did not work this time. Although about forty-five survivors had been taken out on helijet, they and the three Thunderbirds, along with Scott, John (Virgil had relieved him in Thunderbird Five), Gordon, and Brains, were caught in the detonation when the reactor breached it's containment and exploded.
Instead of being instantly vaporized, they were all spat out mid-air in a strange sky. Thunderbird Two nearly crashed and took out several helijets, but they all managed to land safely and start gathering ideas on what to do. It would have been best to get back to their time and place, of course, but that didn't seem to be happening. They just couldn't get it to work, even if they tried linking One and Two's reactors. The idea of returning was put on the back burner.
The new colony, designated as a new organization called International Search, Rescue, and Security, or IRSS, and built several huge radio antennas to receive any communications or any calls for help. A ramshackle base and living section has been built, as well as hangars for the squadrons of aircraft that are being built. There are three new squadrons... The Rok Squadron, led by Thunderbird (now Rok) One, is four aircraft all almost identical to Thunderbird One, save for their massively improved weaponry consisting of unguided rocket pods, a fifty caliber gatling cannon, and various countermeasures. Laser cannons are in the works for them but with such limited resources it is hard to get those operational.
Thunderbird Two is now Phoenix One, and leads the Phoenix Squad. In reality, only two other sister craft to Phoenix One exists, and IRSS is struggling to equip all of them with the proper amounts of equipment.
Condor Squad is simply the haphazard fleet of around eight helijets that evacuated the original lab survivors. They have only light machine guns as a self-defense measure.
IRSS is not looking for a fight, they are looking to help... however, they will help in whatever way they can, even if it does require breaking out the big guns.

Faction Strengths:
They are well organized and very intelligent people. Their machines tend to be top-notch, and extremely capable in their assigned roles. They rule the skies. Thunderbird Two came through with a lot of equipment in her belly, so while it is slow, IR&s can instantly begin limited production of complex machinery. Also, small-scale mining and refining is possible.

Faction Weaknesses:
They are very peaceful and will not fight unless absolutely needed, and with no more force than needed. They are also prone to falling into traps and sometimes will take on too much for their small group size. They also reproduce slowly, as typical of humans.
Hidden 9 yrs ago Post by Avalant
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HEYO! This sounds like a lot of fun! Shall be posting a CS very soon! Bout time I got back into the swing of things!
Hidden 9 yrs ago 9 yrs ago Post by Avalant
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Aaaand done!
For those who have played Metro: Last Light, I'm using the Redemption Ending as a jumping off point.

Faction Name: The Ranger Order of Polis
Origin: Metro 2033/Metro: Last Light
Faction Type: Helpful Survivor Group/Militaristic State
Faction Rank: (work in progress, the GM will give you this)
Color: Grey
Assigned GM: Any
Starting Area:
J1

Faction Introduction:
In the year 2013, an all out nuclear war occurred between the Russian Federation and the United States. Both nations nuked each other to oblivion, covering the world in ash and radiation. However, many still survived the fires of the nuclear war. In the city of Moscow, the Metro system doubled as a bomb shelter for many when the missiles fell. While the surface was practically uninhabitable, the underground provided amble shelter and protection from radiation and mutants alike. As 20 so years past, three major competing factions rose to rule the Metro how they saw fit. First and foremost would be the Red Line, a faction based out of the Red Square metro station. They were the largest faction of the three, yet the most ill equipped. The Reds as their name might imply, wanted to go back to the ways of the Soviet Union, preaching communisim and socailistic ideas to those living in the metro. Of course, people who lived in the Red Line would often be opressed under the steal fist ruler of the Red Line.

The second major faction of the metro would be the Reich. Born from the chaos of anarchy following the nuclear destruction, they formed around the core ideals of strict order in the hopes of keeping everyone together and organized instead of killing each other over the last can of beans. They sadly evolved into a literal copy paste of Nazi Germany, incorporating similar ideals of pure genetics, racism, and symbolism. They maintained a miltary presence and are always looking to grab new territory.

Finally, the faction at hand, The Rangers of the Order. Based out of the metro stations Sparta and Polis along with the recently discovered D6 military bunker, the Rangers are the smallest of the three, but are by far the strongest and most well equipped. They are made up for former members of the Russian Military and are the best fighters the Metro has to offer. Unlike the other two factions, they never expanded territory or spread ideology. They simply act as the guards of the Metro, protecting nearly any station from Mutants and Bandits alike. They have, however, clashed with both the Reich and the Reds before. While the Reich soon wisely learned to stay out of the affairs of Rangers, the Red Line grew more and more hostile towards them. You see, the Rangers also protect the few large "independent" station settlements of the Metro, such as Hansa and Polis, territories that the Red Line wants. On top of the discovery and occupation of D6, the Red Line began to build up a powerful force in secret to finally lay waste to the Rangers. A year later, 2034, the Red Line launched an attack on Polis and D6. Rangers fought valiantly, with the Reds losing five to ten men at the cost of one ranger. However, the Red Line's greatest advantage was its numbers, and soon the Rangers were overwhelmed. When all hope had seemed lost, a special kind of mutant race known as the Dark Ones intervened. They decimated the Red Line forces, defeating them so badly that the Red Line never recovered and spiraled into infighting between generals. As soon as the Dark Ones appeared, they were gone, claiming they would one day return to the Metro to aid humanity once more. With D6, Sparta, and Polis saved, the Rangers became strong once more, fully recovering and dominating the Metro line as a great peace keeping force. Led under the strong leadership of Colonel Miller....

However, as the wasteland of the surface reveals... there are more than just radiation to worry about. Supernatural events known as "Anomalies" occur in the darkest corners of the Metro and surface world. Tales of flying balls of electricity or rivers that could lead you to your destiny have been talked about by surface scouts and explorers. An anomaly usually does not occur near settlements and are rare, but one such anomaly struck the entirety of the Polis Line. Polis and Sparta along with D6 were suddenly hit by a wave of energy, and then... just like that, disappeared, leaving a smoldering crater where they once were. The Rangers and citizens of Polis found themselves buried beneath the ground much like their previous location, yet all metro lines leading away from the station were caved in. and yet, the surface access lead to a new, green world. One in which you did not have to wear a gasmask to breath on the surface....

Faction Strengths:
Highly trained and disciplined soldiers make for a strong fighting force. (They aren't nicknamed "Spartans" for nothing)
Very well equipped with the latest and greatest weapons and vehicles of their time. D6 housed tanks, APC, artillery, and even missile launching vehicles in its great storage depths.
Access to machine shops, factories, and underground farms of Polis, Sparta, and D6
The friendliest faction of the Metro, thus more willing to work with others than conquer others.

Faction Weaknesses:
Small fighting force. (Again, much like the Spartans of antiquity)
Very Xenophobic
Have not fully explored the surrounding area (only just arrived)
Can only keep 100 fighting Rangers on standby to scout and attack as they must use the rest of their resources to guard the Polis station and maintain the surface base of Sparta for now.
Hidden 9 yrs ago Post by Willy Vereb
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Faction Name: Cyrodil Empire
Origin: The Elder Scrolls
Faction Type: An Empire
Faction Rank: (work in progress, the GM will give you this)
Color: Red
Assigned GM: (Which GM is governing you and controlling the surrounding NPCs?)
Starting Area: To the Southwest.

Faction Introduction: Cyrodil's Empire spread across all provinces at one time on Tamriel. Now, Cyrodil encompasses Cyrodil, Skyrim, High Rock, and Hammerfell.They were busy investigating the disappearance of the Dwemer with Synod mages and then the entire country disappeared. The Synod claimed to have discovered a giant floating metallic sphere.

Faction Strengths:
Tech Level : IV
Although they aren't gun powder based at all, they have a variety of magic to help them in wars, and all racial strengths such as Nord, Redguard, Breton and Imperial talents.

They have Ebony, Skyforge Steel, Orcish smithing, Elven smithing, Advanced smithing (Plate mail, Nordic Carved armor), Glass smithing, Daedric Smithing, etcetera.

Faction Weaknesses:
They just reforged an Empire worthy of competing with the Aldmeri Dominion. They can be vulnerable to infighting when they let down their guard.
Elder Scrolls magic is much more convenient, powerful and widespread to be.
AoE spells are practically like explosive artillery. With sufficient prep and/or desperation TES setting offers people to do some rather massive things. Somehow they could hold up the meteor above Vivec City even after the Tribunal disappeared.
So I think they might be more between Tier 4 and 5.
If you don't abuse godly articrafts, special heritages and divine support then perhaps Cyrodil is indeed Tier 4, somewhat around the high end of that.
Otherwise I have to discuss this with my friends first. My knowledge on Elder Scrolls is kind of rusty.

@Willy Vereb So I made a quick NS. I am not sure about the GM stuff, so I left it blank.

Faction Name: The Flame Dawn
Origin: Infinity Wars (TCG)
Faction Type: Empire
Faction Rank:
Color: Orange
Assigned GM:
Starting Area: Q3

Tech level: (I know this is not required, but just to make sure.) The Flame dawn has acces to modern day weapons, and an exo-skeletal armor that server as an armor, and has only as much mechanical help, to make it possible to move itself. They are allied with the Genesis, who provide them with futuristic technology, but keep most of the advances to themselves. They also use swords with guns, making them feraful up.close and personal. This makes The Flame Dawn stay at a level of technology a bit ahead of our time. Eg: Jet planes and tanks still, but better ballistics, armor, and equipment.

Faction Introduction:
The Empire of The Flame Dawn, is a fierce fighting force, led by an Emperor. Their goal is conquer the world by any means. When the rifts opened, and they started to conquer the Untames wilderness, many scientists started to research the fenomenons. After months they made a device that could open a rift to Adaebis. After a major force entered the rift, accompanied by workdrones from Genesis to help build up an outpost, an attack from the Horde rendered the device unusuable, without serious repair. The force has now setup an outpost, and started to work on manufacturing drones, and training soldiers. The enviroment is a lot like the Untamed Wildernbess, and therofore they are somewhat used to it.

Faction Strengths:
- Fierce warriors
- Veteran warriors went through the rift
- Has access to light mechanized forces
- Has drones to work, faster building
- Quick research due to Genesis

Faction Weaknesses:
- Unusual enviroment
- Scanners go haywire after a travel through the rift
- Not so good at diplomacy (It is a legion of soldiers after all)
- Lack of High rank officals
- Low morale due to being stuck in this world
Alright, from what I see they appear to be Tier 7 to Tier 8. Albeit given it's a card game with likely limited role it may be better if you tell me more about the enemies they fight. What are the other factions?
On the other hand Genesis seems more like they supress technology rather than they'd help the flame Dawn to develop things faster. Fact their technology is "borrowed" also problematic.

Faction Name: Ghost-Faction
Origin: Ghost Recon (Basing this off of GR: Future Soldier, however it will have changes made to suit the RP)
Faction Type: Militaristic state (Though turned into a country since 'The Event')
Faction Rank: TBD (work in progress, the GM will give you this)
Color: Light Blue
Assigned GM: TBD (Which GM is governing you and controlling the surrounding NPCs?)
Starting Area: I2

Faction Introduction:
The Ghosts, formerly known as Delta Company, 1st Battalion, 5th Special Forces Group, are a Tier 1 Special Operations Force of the United States Army, that partake in many operations ranging from special reconnaissance to direct assault. Their technology ranges from standard rifles with many customizations, depending on the situation, all the way up to unmanned drones, however the troopers themselves are very well trained and able to adapt to many situations.

Delta company were transported to Ardessen by the way of a chemical reaction that disrupted space and time beyond anything any scientist could even begin to comprehend. The entire company was locked down, loosely suspected of mutiny as they had defied orders in order to rescue a team trapped and captured. The entire company was set up in a military base in England, in the middle of some newly formed town, with the head men being lectured to. The gangup of such a vast amount of equipment and special forces men was a massive target for terrorists, so it was of little surprise that they were attacked by a bomb of some kind. It was made up of a chemical compound and mix that was meant to blow up everything within a few kilometers, however it instead made a disruption in space. In England, where the town once was, there was instead a massive crater. However, on Ardessen, there was now a large amount of men and women, as well as vehicles and supplies that had seemingly appeared out of nowhere.

Once realizing they were not on Earth, Delta company reformed and massed the civilians from the town. With the supplies and equipment they had, they built a small, wooden settlement, which they walled off, and expanded slightly to include hangars and warehouses for the vehicles. The company was cut down to one hundred men and women, the rest being put off as they were required to be a part of the general population. They renamed themselves Ghost-Faction, as they were no longer a part of a military but a military themselves.
(What are you and how did you end up in the world of Ardessen?)

Faction Strengths:
-Experienced special operations troops
-Has troops in the general population, meaning that if the Ghost-Faction were taken over, the new rulers would have to deal with some very serious organised rebellion.
-Has access to some VTOL (Vertical Take Off and Landing) aircraft, and light mechanized.
-Can be diplomatic
-The faction is able to call up at least fifty reserves of special forces that were integrated into the population.

Faction Weaknesses:
-Military skill is high, but numbers are few
-Though all previous knowledge was retained, as well as equipment required to do so, Ghost-Faction will not be able to manufacture modern day weapons and vehicles until they obtain the materials required to do so.
-Threats to the civilians can sometimes sway the mind of Ghost-Faction, as without the civilians the population would not grow.
-Is unable to replace lost equipment until proper manufacturing can be set up. Ammunition is able to be hand-crafted, but is very poor, sometimes resulting in damage to equipment when being used.
Why can't you just make it the future USA from Ghost Recon?
This seems a bit overcomplicated there.

Anyways, I make further comments and additions some hours later.
Bye!

Hidden 9 yrs ago Post by 6slyboy6
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@Willy Vereb They are Tier 7. They are quite detailed, and have a nice lore. Other factions can be found here: infinity-wars.wikia.com/wiki/Factions
I am a bit tired to tell you all the lore, but for starters the Flame Dawn wants to capture their planet. They are a modern crusader army. Genesis industry is their ally against the other nations, and provides them with their technology (but not all) , as long as the Flame Dawn doesn't attack them. Later a rift opens and they enter the Untamed world, where a faction called the "Warpath" or "Horde" is resident. They fight for their lands as the Flame dawn uses the rift that opened to sent units through, and starts making bases. So in their universe there are Dimensional Rifts. Thought it would be good as a basis. And "borrowed" technology is a lot like what the Soviets did in WW2. They asked for German blueprints and then made their own designs off that. Technically they use almost the same tech that they were given, but they only get tech, that is already mostly obselete in the Genesis (Them probably being tier 11 in this system of tiering) . So in the Untamed world, they get use things they got from the Genesis, and if something is needed (such as a robot o clear the jungle) they ask for a blueprint, or a few test droids. But they usually depend on their own tech. That sums it up I guess. But also, how do you want a bunch of soldiers to become the "civilian" part of the FOB? Most nations here seem like military groups.
Hidden 9 yrs ago 9 yrs ago Post by Nerevarine
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Member Seen 4 yrs ago

@Willy Vereb, got one for ya

Faction Name:
The Brotherhood of Makuta

Origin:
Bionicle

Faction Type:
Secret Society

Faction Rank:
To Be Assigned

Color:
Muted Lime Green

Assigned GM:
TBD

Starting Area:
K5

Faction Introduction:
The Brotherhood of Makuta were created by the Great Beings of the Matoran Universe out of a lifebearing substance called Antidermis. The 100 Makuta, eighty-five male and fifteen female, were instructed by their creators to follow in their footsteps and create lifeforms who would be necessary for the universe to function properly. The species was organized under the name of Brotherhood of Makuta, the word Makuta meaning "ruler of beasts" in the constructed Matoran Language. Other sapient lifeforms were created by the great beings themselves, but the Makuta designed and brought to life the plethora of wild fauna and flora that inhabited the many worlds of the Matoran Universe.

Originally, the Makuta served as kinds of protectors of the other sapient lifeforms in their universe, being much more powerful than they, and over time the name of the species began to evolve into a title. Following a bloody civil war on the Island of Metru Nui, which ended through Makuta intervention, the species had their members assigned to oversee the many Island Worlds in the Matoran Universe. In this time they were a very well known group. Feared for their ambition and brutal methods of dealing with problems, but respected for their protection of the universe and the creation of its creatures. This changed following the events in the War of the Six Kingdoms.

The Six Kingdoms were ruled by the God-Kings known as the Barraki, who ruled with absolute authority as the chosen monarchs appointed by the great beings. They had begun planning to over throw the godlike being known as Mata Nui, who was controlling and preserving their universe. The Brotherhood entered into the war to end their plot, defeating the Union of the Six Kingdoms and imprisoning their leaders in the Maximum Security Prison known as the Pit. Though the uprising was crushed, this began to inspire ideas in a makuta known as Teridax. Long the second in command of the Brotherhood under the ancient leader, Miserix, he began plotting a coup to overthrow Miserix and form his own plot to take control of the Universe.

The plot succeeded, with the majority of the Makuta following Teridax and supporting his Coup (though not all supported his plan). The dissidents were killed and the old leader was shipped off to an abandoned Island to spend the rest of eternity in Exile.

Sometime following, the species underwent a collective mutation, the antidermis they were made from decaying into a state of pure energy. This forced the species to change their ways of life. The Makuta, formerly a biological species, now secured themselves in the most advanced armors their world could offer, killing or enslaving their creators to ensure the secrets would never be revealed. And employing teams of Toa bodyguards,called Toa Hagah, to protect them (6 Toa to a team).

At this point, the timeline diverges from canon. The Makuta find themselves transported into a pocket dimension via a malfunction of the method they use to move their island base of Destral across the universe. At this moment, the Makuta are still in their antiquity, 94 of the original makuta survive, protected from the outside world by their powerful Bodyguards and unending armies of creatures that they are able to create and bring to life from nonliving scratch.

Faction Strengths:
Due to their current state, the Makuta no longer have to eat, sleep, breathe, and cannot feel pain

The Makuta's army is endless and completely inexhaustable, as they are able to create new lifeforms from scratch and mutate existing ones they imprision into subservient beings.

The Rahi that compose the Makuta's armies range from savage beasts that must be controlled via reprogramming, to the intelligent and sophisticated Visorak Spiders, who fill the role of officers and are able to create complex strategies and direct other troops.

Maktua have access to a variety of powers, including the 42 Kraata Powers. the ability to generate Kraata from their bodies. They are also shapeshifters by nature; however, it requires a massive amount of energy to change form, which they can acquire by absorbing other beings by means of the Shadow Hand, a projection of their being that is capable of encapsulating and absorbing objects or other lifeforms by converting their mass into energy and using it as an energy source. Alternatively, the energy can be reconverted into matter and added to the Makuta's physical shell.

Each Makuta is protected by a team of 6 Toa Hagah, elite warriors who have control over the Elements of either Fire, Water, Air, Earth, Stone, Ice, Iron, Magnetism, Electricity, Plant Life, Sonics, Plasma, or Psionics. Each Toa is restricted to one element, and the exact composition varies between Makuta.

All Makuta have access to knowledge about the way the world works and the laws that govern the universe. This knowledge could be used to manipulate the environment into doing their bidding, so long as it adheres to the laws of physics.

Faction Weaknesses:

All Makuta were created with an innate character flaw that many view as a curse on the species. They all have immense pride in their abilities, lust for great power, and believe themselves to be superior to all other beings. This has made cooperation between them extremely difficult if not impossible except in the most basal of ways. Their organization and kinship is always peppered by internal conflict, which will almost certainly lead to Makuta being killed in huge numbers by their own hands.

The Makuta's creations and their Toa are functionally AI. It has been shown that they are capable of being controlled or reprogrammed. The Makuta themeslves, however, are not AI.

They are very few in numbers, and will only dwindle as time goes on.

If a Makuta's armor is broken, then the essence of the Makuta will slowly leak out, and eventually dissipate, killing them.

Their Rahi Armies and Toa Guardian's are biomechanical beings, and can be killed like any other biological being. In addition, unlike their Makuta masters, these bio mechanical lifeforms do require food and rest to survive.

The Makuta, for all their power, seldom engage in battle due to their importance, so they will very rarely ever be fought directly.

As their armies are composed mostly of wild beasts, they are very untrained and disorganized. However, their advanced weapons and natural defenses tend to balance that out.

Due to being composed of a kind of semiorganic metal, the Makuta and their soldiers are vunerable to magnetic weapons.
Hidden 9 yrs ago Post by Avalant
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Avalant

Member Seen 7 yrs ago

Alright, I think my NS is done. Will probably add some pictures and make it all fancy later, but the core is there.
Hidden 9 yrs ago 9 yrs ago Post by Monkeypants
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Monkeypants

Member Seen 8 mos ago

Imperium of man...
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