Avatar of AtomicNut
  • Last Seen: 14 days ago
  • Joined: 9 yrs ago
  • Posts: 3361 (1.02 / day)
  • VMs: 7
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    1. AtomicNut 9 yrs ago
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Status

Recent Statuses

2 yrs ago
Current BERSERK LIVES
5 likes
2 yrs ago
1 year later... Still in denial. Also trying to set up a discord server.
1 like
3 yrs ago
Still in denial about Berserk. Also RL made me busy.
1 like
3 yrs ago
"Insert witty quote here"
3 yrs ago
If there is anyone out there... could you please tweak the RNG of the world?

Bio

I run on GMT+1 Schedule.

And coffee.

Most Recent Posts

<Snipped quote by AtomicNut>

What about a cold iron core jacketed with silver. Might be a bit expensive but I think I heard somewhere silver has decent enough friction which could make it a decent option for jacketing.


Off limits for now.
<Snipped quote by AtomicNut>

Cool thanks, I switched it out for a basically modern Jeep(Jackal I think) with almost the same weapons which exist today for some reason(straight up bolted onto the passenger window). Australia's recon vehicles are really freaking cool. In how large groups witches usually gather? Also do we get goober support or just the players? Like will we be traveling with NPCs? Cold iron seems like it'd be a major operation that'll require us to go deep into witch territory to cause as much damage and reclaim as much territory. Does that mean we'd be traveling with a convoy along with supplies, going on a road trip across Australia or is Cold Iron actually just a set of high risk, short term operations won't keep us away from civilization for too long each mission.


1- People are in the dark on how large groups of witches are. Variable. You will have to find out.
2- Support will be something I will handle on a case-by-case basis.
3- I will also handle the size of the operations on a case-by-case basis.
@Dumb1And1Lazy Jeep is okay. And that's the set limit. The only reason why I am allowing a jeep is because characters might need a transport. This is the start of the RP, remember. New GRAM members get some cool stuff, but not the really cool stuff. Move it to the CS sheet.

@stoneStringJust a couple of things before she is accepted. I like the sheet, though.
1- Europe is nowhere near current GRAM operation grounds (They're now secluded in Australia and New Zealand) so that part needs to be changed.
2- The war happened actually 30 years ago (date of Iron Wall) so Airi would not have been born while it was happening.
3-Silver won't be extra effective against all supernals, just some of them (the kind that pees on signposts and howls at the moon and dislikes vampires, mostly). Luckily silver does have purifying properties, so it will screw some witches' black magic. Cold pure iron is also another good anti-supernal alloy that works against other supernal types. Anyway, bottom line is: If there was a single unified weakness, fighting would have been much easier so it's a no go.

But since you're a witch character, nothing really prevents you from having enchanted anti-supernal gear. You need not to limit yourself to "iron movement" as you put it.

@TootsiePop haha. I told Mahz about your CS and he was like "damn that looks amazing".

Looking forward to seeing them in action too. :D


Suddenly i get the impression this is not casual anymore - so much detail Oo.
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I see, I figured standardization of equipment would make logistics easier but then again I guess GRAM's special forces so they'll just use what they want.

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How about mobile mortar artillery either in special weapons teams or mounted on vehicles, they've still got a range of like 2-3km as opposed to the 14km some pieces get? There's a lot of mortar choices but they don't last long since artillery, in general, uses up so many shells just to have effective barrages, especially when you need to range and walk it. Probably won't be that useful if we're going deep into enemy territory without a proper supply chain though since it'd likely run out after three or four engagements.

Also just updated my character backstory.


The equipment is standard. But it's not the standard we have in real life.

Also if you want artillery it will be a compact mortar at the expense of the jeep.
Unless your character is a magic user, the military has no use for brats. They're not that desperate.

Tech type is custom. USA, Russia and and the major European countries have been toast for over thirty years. So what's the point of it? It probably is a mishmash of all three.

Hmm, the armored vehicle i need to think about it.

Artillary support will be almost non-existant as you will be on the move and they need those pieces for defense in the strongholds.

Any major city in Australia and New Zealand should be just fine as a stronghold name.

Anyone can apply for GRAM as long as they're adults (Magic users are drafted instead). But it has a screening process. Also a staggering death rate.

Wait you said guns and factories are rare, does non-standard gear description mean we DO or DO NOT get guns. Like I know it's supposed to be for like magical equipment and homemade weapons but when you say "Other than the basic guns and rifles" does that mean we're assumed to have guns or that we cannot have guns.

Also you said non-standard equipment is melee and ammunition but can we also have vehicles since you said mad max.


I said -outside the Strongholds- GRAM does have factories. I only said outside the sphere of influence of Australia and New Zealand. You are assumed to get basic guns as you're soldiers.

Also the application is denied. It needs some working at its core concept. Unless your character is a magic user, it won't be drafted at six years old of age. They will be given education and social support instead. I don't know what Arcop is, and unless that is an acronym of a unit, or a place near Australia, it will need heavy editing.

The jeep is fine though.
Sorry for the double-post but the RP is live!
Greetings, Citizen.

Today, XX, XX, of the year 2XXX, you have been transferred to the Global Response Against Magic office.
Please see the attached documentation for the more technical details on Operation Cold Iron.
As of today, your family has VIP status and may apply for enhanced rations.

You have been selected from a wide array of prospective candidates to do all but one thing.
Fight. Fight for every stone, for ever patch of grass, for every trinket out there. Much has been lost, yet we endure.
You will be our hammer, the last torch. The last offense and defense against the great Enemy.
You are GRAM, and you will be bane of Witches.






In the year 20XX, the civilization that man has once known has been brought to heel due to an unknown, mysterious power which resembles the magic of legends. On year 20XX, the world awoke to an event known as the Walpurgisnacht- the Witches' Night. Seemingly out of nowhere and overnight, one in ten thousand women (and a much lesser proprortion of men) suddenly awoke powers that defied reality or comprehension. We call this phenomenon now Magic. The distribution of these powers was evenly spread, and much unrest happened in the weeks to follow. Spurred by the turmoil of change, governments fell, and those in poverty rose against in arms to loot the rich as one by one, the governments of the world fell into anarchy.

The apocalypse was certainly underway. The remnants of the most influential nations pooled their resources together to preserve what was assumed to be a critical decay of the current civilization and knowledge level, who would usher a new era of Dark Ages. All armies were mobilized, all stockpiles were used. Defeat after defeat, it seemed that these Witches and Warlocks were too unpredictable to rely on any kind of known tactic, and the surgence of supernals - magical beasts of old long thought to be myths- crippled these armies even further, by causing widespread supply destruction and disruption of travel. The nuclear option was in particular disabled by a being people now call the King of Monsters, and whose name is not known, but his appearance is. The One Eyed Wyrm.

Four great bloody champions of the Witches arose in this era, who would later be known as West, East, North and South.

And then the battle of Sydney happened. It is hauled as the single turning point of this war of attrition and decay, where the forces of the old world managed a decisive victory and secured a stronghold in the remote Australia, but at great cost. It was then when the Allied nations command shifted from defensive warfare to evacuation, and Operation Iron Wall was issued. A massive evacuation effort, where what was left of the armies was burn through so the remaining people could flee towards Australia.

Operation Iron Wall depleted half of the then remaining resources, but it had a resounding success. It also brought forth the first use of Magic in warfare against Witches, led by the loyalist witch Morgan, who displayed a prowess similar to the Great Four.

Much was lost then, but we yet endure. Australia and New Zealand are the last stronghold of our world's inheritage and story. Stepping forth from this point is venturing a land of survival of the fittest, of barbarism and decaying technology. Thirty years have passed since, and we have been unable to move forward past the foundation of the Global Response Anti Magic forces, or GRAM for short. While we were able to retain our technology, we live tightly packed and under a near-perpetual martial law.

The retaliation will commence now. Operation Cold Iron has just started.

















And RP is go!
To answer your question: I am too lazy to go into further details. Tech hasn't devolved as GRAM has been concerned (but they live in perpetual martial law). The rest of the world is a Mad Max funhouse where you're lucky if you have AKs and factories. Magical gears are crafted. The ones dones by witches and supernals have better enchantments but are quite old-fashioned. Weapons don't turn magical, they're made.

GRAM's enchantments are usually more limited due to both lack of magical users and magical resources, but they're high tech.
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