Current
drugs, germs and steel. wait. no. that's not it.
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10 yrs ago
When you want to join an RP of a particular theme, but no threads for it exist, and you doubt it'd be all that popular if you were to make your own thread for said theme.
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10 yrs ago
well at least you're quite free to follow - or even participate in - my riveting discussions on which varieties of paint dry the fastest.
10 yrs ago
post regarding pokemon go
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10 yrs ago
Cuckold Joe is my rap name.
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Bio
Some fucking idiot who probably isn't worth thinking about all that seriously. He is a 23 24 year old doofus situated somewhere on the planet and studying International Relations at some university. He is fond of history, militaria, fiction, vidya, tabletop wargaming, comic books, and writing in third person. Oh, and he seemingly likes talky-walky animal people as well. We have no idea what the hell is up with that nonsense. He has diagnosed mental problems, so maybe that's got something to do with it.
He probably isn't a robot or a German IRL. However, we cannot be certain.
He likes a variety of different RPs, and is thus liable to show up anywhere, anytime. As a general rule, he isn't particularly keen on fandom RPs, but you never know; there may be some day be an exception.
Got it ready, I think. I'll post it in OOC for now. I'll relocate it to Char if you wanted it there all along.
"I'll show them power! I can do it!"
Basics Name: Zack Itzhak.
Nickname/Alias: "Cackling Zack."
Race: Nin'tah.
Gender: Male.
Age: 38.
Additional Info Personality: Zack has the boundless jolliness and positivity of a man who knows accomplishment. While he has always been something of a prodigy when it comes to the arcane arts, this innate talent of his has only been sharpened throughout his life. He has outlasted many of his contemporaries. Far from imagining himself above and beyond everything, Zack loves nothing more than to face new obstacles and opponents that actually manage to challenge him. Death threats thrill and amuse him.
While he undoubtedly has a high self-esteem, it has some how yet to cross the line to arrogance, as it is tempered with a realistic appreciation of the fact that there's still so much more he can achieve. However, he is something of a fanatic when it comes to building upon his skills and power.
He eschews pomp and wealth, and generally keeps himself to rather spartan living conditions, especially when compared to the fancy, gaudy robes and accouterments of other wizards of his stature. It is quite easy to mistake him for a commoner, for he does little to advertise himself. He lets his deeds and achievements speak for him, rather than self-promotion.
He comes across as quite callous and indifferent when it comes to any cause but his lust for ever greater knowledge and power. That being said, the power he endlessly seeks is more of a personal journey; he is no would-be conqueror or tyrant, and has yet to go out of his way to impose his will upon others.
He also has something of a sadistic streak when the mood strikes him. However, despite his immense power, he shows remarkable restraint towards the poor targets of these whims of his, and instead prefers to toy with them through other means. Such torments are never wounding or lethal, although frustrating and humiliating, certainly.
Appearance: A rather tall, somewhat slender canine male. He tends to wear a robe-length, greenish-grey wool coat; tan pants; black leather gloves; long cavalry boots; and of course the red scarf. It is almost as if his default expression is a thin smile of constant amusement. Slung over a shoulder and crossing his chest is a strap bound to a sack which carries his tomes. A bindle is wrapped around the head of his staff, which carries other items, such as provisions.
Height: 6'2.
Weight: 142 lbs.
Fight related Magic: Hexes. With particular emphasis on curses and conjuring dark energy. The taboo nature of his favored school of magic only serves to makes it more appealing to him, knowing he enjoys and embraces power that most deny themselves and cower away from.
Class: Warlock.
Weapons/Items: A relatively plain iron staff.
Strengths:
- A master, or quite close, in his particular school of magic.
- He is quite quick on his feet, as he'd have to be, given he wears no armor and isn't the toughest person around.
Weaknesses:
- Due to his overwhelming focus on his arcane abilities, his capabilities as a martial fighter are just about useless.
- It's not quite overconfidence, but his mentality where he sees threats as entertaining challenges to be overcome, rather than life or death situations, can at times cloud his judgment.
Techniques: It really depends. In most cases he tries to resolve situations efficiently and mindfully despite his overwhelming power, which in practice is a bit like guiding a sledgehammer to the precise structural weakpoints in a building to level it in as few swings as possible. If he is in a more toying, sadistic mood, he will prolong the fight for as long as he can.
I've decided I'll put together a character sheet and we'll see how things go, yeah? Quick question, though, do you want them posted in the OOC tab or the character tab?
EDIT: Was going to say I'm interested, but I'm really unsure of how much time I have for this on top of other stuff I've got going. We'll see eventually, I guess. Sorry!
Occupation/Service: 2nd SS-Gehenpanzer Korps ace pilot, currently attached to Europa Gruppe.
Race: Human
Personality: Although he is at this time one of the rising war heroes of the Nazi propaganda machine, he is a surprisingly straightforward, simple man behind this glamour. While it's nothing compared to what he could muster before he had seen war and killing, he remains some how easy-going, often cracking jokes to keep himself and his comrades sane. He has quite a mind for the practical, but isn't exactly what one would call an intellectual.
History: Given he grew up, as they would say, without a single political bone in his body, it is quite surprising that Felix Holtzer is now not only an exemplary member of the Waffen-SS, but also among Germany's most notable gehenpanzer aces. This is despite the fact his parents had prevented him from joining the Hitler Youth, and he had narrowly avoided being forced into their ranks when membership was made compulsory in 1936, as he was a year over their maximum age bracket at the time. He had, by all appearances, taken on the apathy, even disdain, towards politics that his parents had exhibited through their lives.
Before the war, Felix Holtzer lived a fairly unremarkable life, one that heralded little of his future - save for his inclination towards mechanics. For years Felix Holtzer worked with his father as an auto-mechanic in Berlin, more or less blind to (or willfully ignorant of) the tumultuous events occurring around them. This changed when the media was flooded with outrageous stories of the Polish government perpetrating, or at least turning a blind eye to, violent massacres and other atrocities against ethnic Germans living in Poland. Like many others of the time, Felix had no way of discerning fact from propaganda, and was swept along for its ride. The fact this supposed Polish aggression was an elaborate false flag set up by the Nazis themselves through "Operation Himmler" completely eluded him.
Regardless, these events shocked him into political awakening. For the first time he saw the concerns (and enemies) of his nation as his own. Through his voracious consumption of the Nazi state's media, he was soon able to give opinions (usually negative) on nations and nationalities he hadn't even heard of months before. Similarly, the Nazi's views on matters pertaining to foreign policy also became his own. Before he knew it, he had found himself recruited into the Heer. Perhaps ironically, his training was not complete in time for him to participate in the Polish campaign, although he did participate in the French campaign, where as a gunner in a Panzerjager I he already made something of a name for himself through his astounding (or rather supposed) accuracy. Transferred from the 521 Anti-Tank Battalion to the 605 Anti-Tank Battalion, Holtzer soon found himself participating in North Africa as well. They continued to perform admirably, even if still facing foes considerably better armed than they and faced with the trying conditions of desert warfare. Soon they, among many others of the panzertruppen, caught the eyes of the recently formed Gehenpanzerwaffe, who conspired to steal from their rival branch as many of their best soldiers as they possibly could.
The gehenpanzers were at this time exclusively the domain of the Waffen-SS. Not wasting any time, they skipped over the usual rigorous ancestral check-overs and other screenings of "purity" in order to get Felix under their command as quickly as possible. He soon found himself in a unit outfitted with the experimental Jagdgehenpanzer I "Geri." Unlike the more typical variant (The Gehenpanzer I "Geri"), this variant eschewed the typical short-barreled 75mm for a captured Russian 76mm, far more suited for anti-armor warfare. Despite heavy opposition to the Waffen-SS being fielded in North Africa, particularly from Erwin Rommel himself, the SS-Gehenpanzer units did manage to make themselves the exception. Particularly convincing were the threats to withhold these new war machines from non-SS units if they were not allowed to send their crews.
Felix Holtzer has proven adept at adapting to these new war machine, and has maintained his reputation for staggering accuracy. Among Allied armor crews he is feared as "Lucky Felix", and his own side refer to him as "Totes-Auge." Felix has already found himself among the first gehenpanzer aces in history, being able to account for 28 armor kills, 32 guns, and 30 trucks - and this is excluding his old tally from his days as a tank crewman. His likeness is already being used on propaganda posters for the Gehenpanzertruppen, now that they are finally opening up recruitment to all.
Felix, seemingly fated to never remain in one service for long, has recently found himself cherry-picked by the Europa Gruppe for their purposes. While Allied armor crewmen are undoubtedly relieved to have him vanish from the front-lines, Allied intelligence are more than a bit concerned as they ponder where he will make his next appearance.
Abilities: - Ace gehenpanzer pilot: He is estimated to be among the best marksmen the Gehenpanzertruppen has at their disposal. It is reputed, albeit by the unreliable, propagandistic Nazi press, that his present record is a tank kill at 1500 meters.
- Mechanically Inclined: Although he was already handy with machinery before the war as an auto-mechanic, his military training and the truly complex workings of gehenpanzers have only sharpened his skills.
- Infantry training: Like all panzer crewmen, he has also received basic infantrymen training in the event of losing his vehicle.
Equipment:
Although the gehenpanzer was formalized - with its cousin, the panzerklein - as a concept in late 1941, antecedents to these designs had been in the works for several years prior.
Ironically it appeared at times that more investment was given to Projekt Ritterbruder development than mainstream tanks. This was due to the reason that while tank production was limited by the terms of the Treaty of Versailles, those machines promised by Ritterbruder were a completely new war vehicle that conveniently escaped its limitations. That being said, to think "Ritterbruder" was for many years to think of an over-budget, under-performing farce that just wouldn't end. The first test-bed frames had to be tethered to the sorts of engines warships were outfitted with to even walk, and this was without any armor or armament. The "Salza", what later became panzerkleins, showed slightly more promise, given their more constrained size and smaller energy requirements, but even their more modest design still appeared decades away from seeing fruition.
This all changed with the development of the "Mjölnir" engines. With absolutely nothing about their history, design or exact function being public knowledge, these machines may as well have just appeared out of nowhere. For the struggling proponents of the gehenpanzer, among many other crackpots whose designs were far beyond the technological capabilities of the time, its very appearance was a miracle. For the gehenpanzers, now more than just a conceptual design, proper engineering studies and prototypical tests were conducted between 1937 and 1940. The first gehenpanzers on the field, the G-Pz I "Geri", were sent to North Africa in November 1941. Although these were not armed or armored for their intended goal of negating Soviet armored superiority (the Geri was primarily built for infantry support), they showed enough promise to start seeing service on all fronts.
It was not until the G-Pz II "Freki" that the design started to mature into its intended role. Benefitting from parallel developments with the Panzer IV's F2 model, the GePz II "Freki" were able to procure for themselves a share of the 75mm L/43 guns intended for their more conventional, treaded brethren. The Frekis entered the field in the summer of 1942 in two main models: the standard, which has one 75mm L/43 "arm" and another bearing a manipulator claw, and the Zwilling model, which eschews the utility arm for instead having two 75mm L/42s. Other differences between the standard and Zwilling model is that the Zwiling has reinforced, noticeably wider legs to support the additional weight from supporting not only two main guns, but two autoloading systems as well.
Felix, lucky as he is, pilots neither. Instead, through his appointment to Europa Gruppe, he has managed to secure for himself a prototype G-Pz II "Freki" Ausf. B, armed with the same 88mm gun found on the heavy Tiger tanks recently entering service. In addition to this, it is also uparmored and carries a 3.7 cm Flak 36 on its opposite arm, as well as a cupola mounted MG34.
G-Pz II "Freki" Zwilling Model
Armament: 1 x 88mm L/56 1 x 3.7 cm Flak 36 1 x MG-34 Misc: Two smoke dischargers, detachable feifel air cleaner unit. Notes: Allied armor crews have learned to spot Holtzer's gehenpanzer through its insignia, which consists of the popular cartoon character Felix the Cat.
- Gehenpanzer uniform. A jumpsuit designed to not only be form fitting and survive the rigors and dangers of the cramped fighting compartments of the war-machine, but also to carry some visual similarity to the standard panzer crewman uniform - Walther P-38. - Freki Fibel, a primer detailing the operations and usage of the "Freki" gehenpanzer. It is illustrated with humorous, often risque, cartoons.
Name: Doppelklinge. (He was formerly known as Erich Halberstadt. He is sometimes referred to as "The Prince of Turbojet.")
Age: 31
Gender: Male
Appearance:
Allegiance: Axis
Nationality: German
Occupation/Service: Project Zinnsoldat supersoldier. Honorary member of the Luftwaffe.
Race: Cybernetic Human.
Personality: Doppelklinge is a completely reckless thanatic fanatic. He often returns from missions highly damaged and in desperate need of repairs, repairs that, given his efficacy, the Reich is more than willing to foot the bills for.
History:
Prior to military service, Erich Halberstadt was merely a gliding enthusiast, who later received training under and worked for Luft Hansa as a civilian pilot. Halberstadt soon after joined the Luftwaffe when 23 in 1934, and in 1938 volunteered to serve on the side of the Nationalists in the Spanish Civil through the Condor Legion. Like many other pilots of the campaign, he first piloted a He-51 and later the warplane that would become the Luftwaffe's most iconic one throughout WW2, the Bf-109. By the end of this tour of duty, he had achieved 11 aerial victories, placing him among the Condor Legion's aces.
Despite this initial promise, it was not to last. On the outbreak of war against Poland on September 1st, 1939, he was transferred to a combat unit. However, an aerial accident, an air-to-air collision, occurred; his aircraft went down over the Polish wilderness, and he was assumed dead.
On August 1940, agents of what would later become the Europa Gruppe scored their first major operational success. They had successfully located Albrecht Frankenstein, the supposed descendent of Victor Frakenstein, who was hitherto assumed to be merely a fictitious character. When recovering Albrecht Frankenstein from his hideout in the Polish woods, they also brought with them two of his creations: Doppelklinge (Twinblade) and Panzerkopf (Tank-head). These two gruesome, although fantastic, works of science more or less acted as Dr. Frankenstein's resume, and he was accepted into the Reich's service.
Doppelklinge was soon revealed to be none other than Erich Halberstadt - or at least built from the remains of the person who had borne that name. By the time he returned to Germany, he was an entity consisting more of machine than man: his body was replaced with a crude assemblage of steel, pistons, wires and tubes. Upon his back he bore a massive, unwieldy engine that provided motive power not only to his mechanical body, but also to a set of two massive propellers taken from his aircraft and the one he had collided into, one on each arm. Europa Gruppe agents, who had witnessed this strange being in action against "Union of Armed Struggle" Polish resistance fighters, claimed he used these propellers in a truly grisly fashion against his enemies, either directly cutting them apart with them, or reversing their spin to draw enemies into them and messily blend them apart.
Employing the resources of the Reich, Doppelklinge has received a complete rebuild and with it numerous upgrades. Over the years his body has been brought up to production-standards with other Zinnsoldat cybernetic soldiers, even incorporating some of the principles of the Panzerklein series of powered armor into his design. His propellers have been replaced with robotic arms and hands. Despite their initial hesitance to continue to have him fight in such a gruesome manner, he has been given bracer-like turbine mountings purpose-built for shredding and blending opponents, with blades winding around the turbine cowling to slice enemies apart. These turbine bracers can also be used to blow enemies over or draw them closer to him. Additionally, inspired by the American H-42 "Hell's Angel" rocket pack, the Axis have built a turbojet jump-pack with which they have outfitted Doppelklinge - so that he may close to melee range with his enemies more quickly, as well as achieve short-range flight.
Doppelklinge's resurrection has led to a complete 180 in the personality of what used to be Erich Halberstadt. Previously he was known for his cool, level-headed professionalism. As Doppelklinge, he is a bloodthirsty berserker of a soldier. He appears to have a complete insouciance towards death, and lives for the thrill of combat. During some of his more slaughter-fevered episodes, he has spoken of his yearning to return to Valhalla, where he may once again dine and drink among the honored dead.
Doppelklinge today operates as part of Europa Gruppe, usually brought along for missions where they expect to encounter supes and other tough targets among the opposition; a task he has proven himself quite suited towards, given his reputation and infamy as something of a "Supe-Hunter" among the Allies.
Abilities: Zinnsoldat Supersoldier: He has enhanced strength, endurance and speed as part of his mechanical augmentations.
Berserker: Doppelklinge is a nightmare to face in close quarters battle, rending apart friend and foe alike. Nothing in range is safe.
Experienced pilot: Although he is no longer in an aircraft, his expertise does help him somewhat when making use of his jetpack, which he has proven to be an adept operator of.
Equipment: Full-body protection that is enough to resist concentrated small-arms fire and even some anti-tank weaponry. It also incorporates biological, chemical and environmental protective measures. Incorporated into his cybernetics are his jetpack and also his turbine-bracers, his central weapon.
Name: Panzerkopf
Age: Varies!
Gender: Male
Appearance: An ogre-like monstrosity of machinery and, intermittently, organic components. It is a towering mechanical golem of a man with a Panzer III turret for a head. Armaments-wise, in addition to that head, it has two colossal robotic hands with which to crush its enemies. Built into each of its wrists are two MG FF 20mm cannons. Those who have gotten close enough to take a better look have found that dulled, fading eyeballs, removed from their skulls, are situated at the view-ports and sights of the turret-head.
Personality: Panzerkopf's personality barely exists. It is a silent executor of its creator's will, and now Germany's alongside that. To the horror of Panzerkopf's maintenance staff and the soldiers it fights alongside, sometimes one or even more of the several brains its being consists of returns to consciousness, with quite frightful results. To ameliorate this, its vocalization unit has been removed; after all, it was of little purpose to begin with, and Albrecht Frankenstein was so sick of hearing complaints of its constant screaming!
History: Panzerkopf is yet another of Albrecht Frankenstein's creations. Its origins lie with two Panzer IIIs and their crews during the Polish campaign. Lost in the chaos of battle, the Panzer IIIs found themselves separated from supporting units. Both were easily ambushed and destroyed, and the crews slaughtered.
This would have been the end of the ill-fated tanks and their crews, if Albrecht Frankenstein hadn't happened upon the site of the massacre during his wanderings. Fascinated, he had the more complete wreckage of the two dragged back to his laboratory, an abandoned mining village, by his mechanical minions - corpses and all.
With ten dead panzer crewmen and a tank at his disposal, Frankenstein got to work. Components from all ten slain men were sewn together to form the organic inner workings, and the Panzer III was scrapped and its parts used to fashion a mechanical body. Additionally the abandoned town's mines and foundaries had been put back into operation by Frankenstein, who manned them with more of his reeanimated henchmen, and these were able to produce even more of the needed materials for his experiment. Additionally, abandoned mining vehicles and other industrial machines were cannibalized. The result of this macabre work was Panzerkopf.
When the Europa Gruppe came for Frankenstein, he "accidentally" unleashed Panzerkopf on them as a test. They successfully placated this mechanical beast of his, and he agreed to join them, taking with him his research and his two most favored creations - Doppelklinge and of course Panzerkopf. The rest were left behind, where they presumably continue to follow the doctor's orders unceasingly and untiringly.
Like Doppelklinge, Panzerkopf has received many upgrades over the years. He has benefitted in particular from expertise and technology developed through Germany's own gehenpanzer project, and by this point resembles something of a halfway point between a Zinnsoldat and one of the aforementioned walkers.
Panzerkopf has thus far mostly seen service on the Eastern Front, although it is only conservatively deployed. The story of its creation is by now well-known, and its comrades are all too aware that ten bodies of their countrymen are being descrated in such a way inside of its mechanical shell. Such knowledge is greatly disheartening and demoralizing to Panzerkopf's fellow soldiers, no matter how much the propaganda ministry tries to convince them all of Panzerkopf's great service to the fatherland.
Abilities:
Panzerkopf Crush!: Panzerkopf is quite mighty, capable of even crushing enemy tanks between his mighty fingers. Soldiers hit directly with his hands tend to get turned into fleshy gelatine.
German Steel!: He's about as durable as an actual panzer or gehenpanzer.
Self-sustaining system: He has an autoloader, although it's markedly different from those now commonplace in gehenpanzers and seen in some ordinary panzers. Reanimated arms inside of its steel hull, wired to reanimated brains, shift the shells and ammo where it is needed.
Equipment:
1 x 37mm main gun. 1 x Coaxial MG-34. 4 x MF FF 20mm (Two on each arm)
Name: Vergeltungswaffe "Fenrir"
Age: 36
Gender: Male
Appearance:
Allegiance: None.
Nationality: German
Occupation/Service: Former Waffen-SS.
Race: Werewolf.
Personality: Brutal, monstrous, seemingly absolutely mentally broken. It is said one of the only things that heralds his arrival are his mutterings in a fragmentary, only borderline comprehensible language that appears to amalgamate German with Old Norse. The only trail he leaves are scenes of ultra-massacre. Very little of the man that Fenrir once was can be observed in the present entity.
History: German intelligence learned from the Verspilles, the lycanthropic allies of the Italians, of a related breed of creature supposedly living farther to the east. Unlike the Verspilles, these beings were reputed to not only have remarkable regenerative capabilities, but could also 'infect' others through their bites and transform their victims into more their kind. Seeing the obvious potential of capturing these creatures and using them to recruit Germany's own werewolf army, the search was on.
Researchers were able to pinpoint further mentions of this supposed eastern breed in Herodotus's Histories. Although they receive only a brief mention, the Neuri tribe, which dwelled somewhere along the Southern Bug River, were reportedly lycanthropic. As (their) luck would have it, the Southern Bug, thanks to the advance of Army Group South, fell within German territory.
Elements of the SS-Ahnenerbe, Waffen-SS and even Europa Gruppe were sent in pursuit of any possible modern descendents of these beasts inhabiting the region. They were able to cross-reference the legends of the people living in these parts, whose stories corroborated what Herodotus had written all those centuries ago, and soon enough narrow down the search to just one isolated village.
With the reputation of the Nazis preceeding them, to the extent where even these isolated peoples knew of the tales of woe and horror left in their wake, they would not come peacefully. The contact with the village was a complete massacre - for both parties. After sustaining enormous casualties, only one surviving lycanthrope was brought into custody, and even this one was mortally wounded. Not wanting to let the operation go to a complete waste, they forced this lone survivor to bite one of their own. SS-Obersturmführer Johann Gericht was the soldier selected to receive the werewolf's affliction before it passed on. As the dying werewolf tried to croak a final warning, it was doused with the flames of a flammenwerfer and agonizingly euthanized.
The transformation was not immediate. Johann Gericht passed out and was loaded into the back of an Opel Blitz to be taken to a hospital not far out from their location. Although he was selected more or less arbitrarily, they could not have asked for a better candidate out of those present. Johann Gericht had long been a member of the National-Socialist movement, even before Hitler's rise to power. He had proven his fanatical loyalty to the party throughout the street battles with the Communists, and later in war on the battlefield of the Eastern Front. He drank deeply of the occult Odinist currents that increasingly gripped the SS and through it was starting to seep into the rest of German society. In physical terms, he was more or less the Nazi ideal made manifest.
When the transformation at last occurred, it was quite horrific. The transformations of the werewolves they saw in the field were reportedly neat and seamless; Johann's own transformation was not. His very flesh and bone snapped and contorted in fairly disgusting, worrisome ways. His new form messily burst free of his old shell, shedding it like a butterfly would its cocoon. The charcoal black fur was slicked and matted with an abundance of the blood his former human vessel. His muscle density and stature grew well in excess of what was observed of the Neuri lycanthropes. The whole affair was enough for the doctors and nurses tending to Johann to lose their lunches - despite being otherwise steeled against horror by what they had already seen in this war.
Despite this, High Command was optimistic. Although Johann just didn't seem to ever revert to his old form, and his mind was quite scattered, he did however obey orders, and that was enough in their consideration. After several operations, he was presented to the public as Vergelstungwaffe "Fenrir." It was a bold propaganda move, promising the people of Germany a new supersoldier so early. It proved to be exactly as premature as detractors feared it would be.
Over the course of his first week of operation, Johann lost what little was left of his mind. He would refuse to be referred to as anything but Fenrir, and would get lost in psychotic trances where he would spew forth hours of near incomprehensible speech, with repeated reference to "Ragnarok." Eventually he went rampant, slaughtered the entire unit he was attached to, and vanished entirely without a trace. Aside from occasional references to a seemingly unstoppable wolf-like monstrosity slaughtering whole masses of soldiers, regardless of their allegiance, and disappearing without a trace, neither Axis nor Allied intelligence have any idea of Fenrir's present whereabouts - or goal.
Abilities:
- Incredible Regeneration: No matter how messily he is torn apart by machine-guns, grenades, mortars, or even anti-tank rifles, he appears to some how completely reassemble himself once more by the time he is next witnessed. The most extreme case study demonstrating this ability of his comes from the Soviets. A bio-armor operator managed to remove his limbs and then, still overwhelmed with fear - even though his opponent was so thoroughly maimed - called in an artillery strike directly on top of the flailing, mewling remains of Fenrir. This was all for naught, given he was spotted again weeks later, fully intact. If not even massed 152mm fire can do it, what is the trick to killing this monstrosity?
- Claws 'n Teeth: They're incredibly sharp. Fenrir has had surprisingly few encounters against armor of any sort, and so his effectiveness against metal is unknown. But, what is known, is that his claws and teeth pass through bare flesh and cloth as easily as your hand would through water.
- Supernatural Agility: Fenrir is capable of incredible speeds, especially when moving on all fours. Fenrir can also leap incredible distances, as witnessed during his brief intrusion during the Battle of Stalingrad, wherein he was able to spring from rooftop to rooftop.
Equipment: N/A.
Name: Dr. Albrecht Frankenstein
Age: Not known with any particular certainty, but he appears to be well into adulthood. Maybe cut him widthways and count the rings.
Gender: Male
Appearance:
Sketch of the man taken from one of few Allied POWs to escape imprisonment at Castle Eisenthayer.
Allegiance: Axis
Nationality: Unknown, but has been extended German citizenship by the government.
Occupation/Service: Lead Scientist of Projekt Zinnsoldat, honorary officer of the SS, head of the "Reich Department for Human Enhancement Research." Kommandant of the Eisenthayer Research Complex.
Race: Human
Personality: His genial, unpretentious and happy-go-lucky nature obfuscates his completely callous disregard for the lives of others. Some concern is raised over his lack of genuine ideological or nationalistic commitment, and through that his lack of authentic loyalty towards the Nazi cause. It is often complained that the one reason he remains at their disposal at all is because it's only under the auspices of the Third Reich that he can not only carry out his research without persecution, but on top of that with any support he desires. The Reich practically bends over backwards to fetch for Albrecht all the funding, manpower, facilities and resources he requires for his ends.
That being said, his recent demands for the researchers and notes from Japan's own human experimentation programs are starting to try the Nazi government's patience; no matter how often the difficulties of such an endeavor are explained to him, he remains persistent. Another dream of his is to acquire for himself a superhero, but they just don't seem to ever get captured; it is much safer to kill them outright, more often than not.
History:
He's the one they call Dr. Feelgood, he's the one that makes you feel alright. He's the one they call Dr. Feelgood, he's gonna be your Frankenstein.
Although the truth in his claims have not and more or less cannot be verified, Albrecht Frankenstein purports lineage to Victor Frankenstein. This seems improbable, given the fate of Victor and his spouse in the novel - the very fact the story originates with a novel also throws a great deal of doubt onto his account, for that matter! Despite the best efforts of the Nazi government, who have scoured national archive after national archive, they have not turned up a single detail about the man. No familial records, no citizenship records, no academic records, nothing whatsoever. However, everything else appears to fit quite well. Like his supposed antecedent, he has a great knowledge of alchemy, chemistry, astrology, and many fringe sciences. In addition to this, he is also a mechanical genius - one that has accomplished truly staggering feats of science more or less on his own.
It is uncertain how he made his way to Poland, but he managed to secure for himself a long abandoned mining village. Using a wealth of bodies from the war that had broken out around him, he was able to accomplish the feat his great-grandfather was best known for: bringing back the dead. Soon enough he had amassed a small legion of absolutely obedient undead slaves - both German and Polish - to do his bidding. When asked why none of his projects have ended as badly for him as they did for Victor, he happily explains, "The trick is to lobotomize them first."
Once convinced to serve the Reich's ends, he was given his own research branch under control of the SS and made administrative and research head of the Zinnsoldat Program. Despite his dubious and extremely spotty record, he has served admirably thus far. Although he has shared extremely little of his personal history, he has proven very compliant in sharing the secrets of his science with his underlings.
He now presides over and operates within the Eisenthayer Research Complex, established on the grounds of what was once Castle Eisenthayer, situated in East Saxony. He in fact claims that the last Frankenstein, Baron Wolf von Frankenstein, for a time resided in this very same castle, but it is yet another tidbit that verification cannot be found for. Regardless, the castle is the heart of the Zinnsoldat Program, and processes several hundred "patients" per week. While it is mostly aimed towards the production of Zinnsoldaten for Germany, there is also an ever growing influx of prisoners of war, upon whom Frankenstein trials all manners of depraved, unethical research.
Abilities:
Absolute Genius: This hardly needs explanation by this point, really. In the fields of medicine, biology, chemistry, engineering and robotics, he is more less without equal.
Equipment: Walther P-38 for self-defense. Lucky scalpel for work.
- Given the rather small turnout of Axis characters (there's literally only one so far), it has been decided that this RP will instead be Allies-focused. However, you are still free to make and play Axis characters if you wish. The intro post will be edited to reflect this over the coming hours/day. To clarify what is meant here, the assumption will be that the PCs are all OUJA affiliated, and the Axis will be, by and large, GM-handled. As said, I do not mind the odd Axis character or two, but I'm no longer aiming for the full team vs. team approach I had set out with. Non-affiliated/mercenary characters are still fine.
- It has been decided that you can play as characters controlling NPC forces, although keep it reasonable. Squads of mooks are the norm, but if sufficiently justified, larger forces are also accepted. If you want to play as a character with NPC minions, such as a necromancer with zombies or what have you, this is also allowed. This also covers NPC crewmen for tanks and other vehicles, if you choose to play such a character. I'll probably update the CS to have a field dealing with this when I get around to revising the intro, but for now just handle it on your own in any way you feel makes sense.
Another day starts, another day ends. For about a month now you've been out here, scouring the desert - or rather, guarding those whose job it was to do the scouring. You swear you don't have any clearer an idea of what you're even out here for than you started out with. The briefing, when boiled down, essentially told you all that there was a castle named Montevoir, it was in the Levant, they want to poke around in it, and you guys are needed to protect them all the while. For miles around you are spans of empty desert. Far removed from civilization, all you have is the castle, the encampments, and a makeshift airfield.
Given the territory is under Allied control, these supposed threats you're meant to safeguard against have not, in any sense, manifested. But here you are. OUJA's "Task Force Valiance", under the command of Brigadier Morgan Stanton. You wouldn't be here if there was no real concern. In any case, you are all rotated between the several digsites, as well as the main team dealing with the castle itself, as if on a schedule that doesn't appear to actually exist.
Digsite Alpha: To the frustration of everyone involved in this project, it wasn't as simple as walking into the castle, checking all the rooms, and walking back out again. There is clear evidence of lower levels to the castle, lower levels that have been purposefully blocked off - presumably to prevent whatever was kept down there out of enemy hands in the event of the castle falling to them. Which, as history shows, happened: It fell to the Mamluks not long before Acre did in 1291; the last bastion of the Kingdom of Jerusalem. Lord knows that even with modern equipment, it is taking an extremely long time to tunnel through the rock and debris obstructing the path downwards. Explosives would make life a lot easier, but they're concerned for the structural integrity of the ancient castle.
Digsite Bravo: More promising are the efforts in a field to the east of the castle. Here the ground gives way into what appears to be the remnants of a tunnel that has caved in. Again, excavation is taking longer than everyone involved would like, but it is believed this will prove to be a more direct path to whatever is kept under Montevoir itself. If not, it's worth investigating anyway.
Digsite Charlie: The southernmost one. It has been stressed interest in this section is more out of historical concern than any pressing necessity. According to maps from the era, there should have been a secondary structure here, but it is obviously gone. Thus a dig is being conducted to discern the mystery of this disappearing fortress.
Presently you are all gathered at Digsite Alpha, which doubles as a barracks for you and the rest of the research team. The centuries-old halls are now lined with bedrolls and other amenities indicating modern, military habitation. A small radio buzzes interchangeably between the present hits and, more pressingly, wartime news. From listening to the radio in recently, you have learned:
- Naval fighting continues at Guadalcanal. Despite fears of the Japanese deploying their 'kappa' forces, these fears have yet to materialize. Fighting has raged for two days now. It is too early for any further details to have emerged.
- Fighting at the Russian city of Stalingrad is ongoing. The brutal street-to-street fighting has proven hugely costly to both sides thus far. For the first time, Soviet bio-armors and panzerkleins have met in direct combat, with greatly varying reports on the outcomes, depending on whose press you listen to. Given the risk urban environments pose to them, gehenpanzers have not been fielded.
- The last of the Vichy-French forces in Algeria have surrendered.
- An attempt on the Fuhrer's life has ended with him hospitalized, but, probably to your disappointment, in stable condition. Early information leaks, no doubt brought forward by Allied spies within Germany, have stated that the assassination plot consisted of an attempted bombing, and has cost Hitler his right eye.
- Churchill's words, said four days ago, retain a particular presence: "This is not the end. It is not even the beginning of the end. But it is, perhaps, the end of the beginning."
All around you are your comrades, in varying states of idleness. Perhaps it's time to have a chat, before you're moved out on yet another seemingly pointless relocation. Given the Soviets have proven less than enthusiastic about committing forces to OUJA than initially hoped, at least you're sure they can all speak English.
It is the year 1942. War has been raging across the world since the invasion of China by Japan in 1937, and the invasion of Poland by Germany in 1939. Countless countries have fallen, but none of the belligerents are any closer to definitive, final victory. With no end in sight, desperation has set in. All of the embattled powers have delved into the most esoteric, fringe minds at their disposal to devise for them new means and weaponry with which to wage and hopefully win this war. British druids smite German aircraft from the skies with lightning, highly-advanced German fighting machines lumber across the battlefield, Soviet bio-armor soldiers slice open enemy tanks with mere motions of their pincers, American super-soldiers jolt across the sky and bring the fight to the enemy like superheroes out of comic books. But with such awesome power being brought to the field, has Pandora's Box already been opened? What sort of a world will be left for the victors?
About the Game
Hello there and welcome to Secrets of War. This will be a pulpish military RP set during the Second World War, although with science fiction and fantasy elements. Inspirations include things like Wolfenstein, Dust Tactics, the comic Uber, Secrets of the Third Reich, Indiana Jones, Captain America, AE-WW2, and Weird War II. The first operation will be set in late 1942 and will take place in the Middle-East, dealing with a fictitious struggle between Allied and Axis agents over long abandoned crusader castles lining the Levant and the supposed secrets they contain. Depending on how things go, the RP may shift further along the timeline and to other theaters and operations. As the years go on, real history and this setting's history diverge quite a lot, and increasingly advanced weapons are brought to the field, with others revealing themselves to be dead ends and abandoned outright.
Players have the choice of making characters serving the Allies -or- Axis. They can also be non-affiliated sorts, such as mercenaries, mavericks, opportunists, or just the plain ol' unlucky ordinary folk caught up in the middle of all this mess.
Each nation has its own assorted super weapon and super soldier projects. While the Germans have some nasty things up their sleeves for sure, they by no means have a monopoly on the super-science and the occult. I'll give brief summaries of some of the major players below, although these are not to be taken as all-inclusive.
Nations
Through highly secretive means, American scientists have some how devised what has been dubbed by the press the "super serum." However, interestingly, it is not that the substance imbues its subjects with its powers, it merely unlocks something already found latent within them. The lucky ones end up with capabilities remarkably similar to those used by the protagonists of superhero comics, and have fittingly enough themselves been named superheroes, or "supes" for short.
Within the "supes" exist two further categories, the "icons" and the "reals." Icons are those selected for presentation to the public and receive constant media coverage, through propagandistic films, comics and radio shows. They are most immediately recognizable through their gaudy, flashy costumes. Such individuals, however, make up a very small proportion of Uncle Sam's superhero forces.
The majority are the aforementioned "reals." As it turns out, being able to sear off people's flesh, or turn them inside out, or make spines of chitin explode from inside of them, or countless other rather grisly fates, makes the public uneasy and is of sketchy legality. Those with more brutal, less presentable powers find themselves among the "reals." You won't hear about them on the radio, see them on the screen, or ever pick up comic books about them at the store. Aside from the mutants and the freaks, there's no way to tell them apart from an ordinary US soldier until they start flinging fireballs or throwing tanks. The "reals" are generally a really bad time for any poor Axis goon unlucky enough to get in their way.
Famous aviator, aerospace engineer, entrepreneur and film maker Howard Hughes has also made his presence known. Determined to in some way to contribute to the Allied war effort, he has been in some way or another responsible for the invention of an increasingly vast array of technological marvels that quickly find themselves in US military service. His most famed gift to the US servicemen is the H-42 "Hell's Angel" rocket pack, which is by now a common sight across all theaters in which the US is engaged. His H-6 "Zoomer" rocket fighters roar through the skies, although have attracted numerous detractors, who balk that these flying machines are much too dangerous and impractical for usage. The Hughes H-4 Hercules has been accepted into service and is becoming ever more commonplace.
While the Empire’s program of locating and recruiting druids paid off, chief among their successes being their harnessing of the powers of nature for many tasks such as altering the weather to hinder German plans or to summon air elementals to aid the RAF during the Battle of Britain, this was been met with consternation by many within high command. As a predominantly Christian nation, the very real powers these druids wield of their supposedly false religion has thrown too much into question. Information about the druids has consequently been kept in utmost secrecy for fear of the impact it would have on society at large for this reason. Regardless of these controversies, His Majesty's Royal Druid Corps have served the Empire splendidly and faithfully thus far. Rumors abound about their operations at the highly secretive military site established upon and around Stonehenge, although nothing conclusive is yet known.
The US has generously agreed to provide the British with some of their super serum, although shipments have been limited due to the u-boats terrorizing the Atlantic sea-lanes. There is also speculation that the US purposefully holds onto as much of this miraculous substance for themselves as they can, presumably to maintain their dominance in this area. No strong evidence of these perhaps paranoid claims can be produced, however.
Project Griffin is among Britain's more glittering successes in the field of super-science, but also a source of much controversy. Project Griffin has yielded the world's first personal stealth generator. Seeing the potential of these machines, the British immediately began forming specialized commando and spy forces outfitted with these devices and armed with prototype De Lisle carbines. While effective, problems quickly set in. The users of the Griffin devices often develop what has been termed "Griffin psychosis." It begins with paranoia, with users insisting on keeping themselves invisible as often as possible, and soon grows to them becoming violently enraged when ever be seen. This in turn leads to a form of disassociation where, knowing they are both some of the most dangerous men and women in the Empire, and also quite impossible to track or apprehend, they take on increasingly criminal behavior, without any regard for consequences.
"Porton Down" is a name increasingly whispered among circles. Many stories spread about what goes on behind the closed doors of what may well be one of the UK's most secretive military research facilities. For starters, Churchill's threats about the employment of chemical and biological weapons in the event of an invasion of the United Kingdom don't appear to be bluffs. More concerningly, there are rumors that entire levels of the facility have had to be sealed off and forgotten out of necessity. What is known for certain is that ever large military convoys are sighted headed in Porton Down's direction by the general populace.
German scientists have made enormous strides in technology, yielding ever more potent power sources. While the exact nature and origin of these staggeringly advanced engines for now eludes the Allies, what is known for certain is that they have exploited these advances to render previously implausibly sophisticated and energy intensive machinery quite possible.
The Germans have finally started to to sober up from their victory induced daze as Operation Barbarossa grinds to a halt. The offensive has fallen very much so short of expectations, and obvious deficiencies have been revealed in their present equipment and tactics. Consequently, the drawing boards were once again brought out and dusted off.
The most pressing issue they were faced with was that of Soviet armored superiority. While the T-34 and KV-1 were comparatively seldom encountered early into the war, the Germans could not at this time muster anything equal to either machine. Outside of the obvious issue superiority of armor and armament, another issue was that of numerical superiority. Both the vehicles and crew were available in such numbers that they were expendable. Germany could never afford such reckless usage of manpower. These future designs of the Germans thus called for a new breed of fighting machine. A fighting machine that not only was capable of matching, or better yet surpassing, the Soviet threat, but also one that could be crewed by only one man, allowing personnel trained in piloting such machines to be spread out in greater numbers than the usual five per one tank. "Projekt Ritterbruder" produced two separate but related revolutionary new families of weapons: The Panzerklein and the Gehenpanzer.
Panzerklein, initially code-named "Salza", refers to a series of roughly man-sized powered suits which were conceived of with the aim of providing the protection and firepower of a tank to an individual soldier. While a Panzerklein certainly cannot shrug off a direct hit from a tank in most circumstances, it offers enough protection to render most threats under a tank in scale ineffectual and the augmented strength afforded by the suit has facilitated the development of larger infantry use anti-tank weapons, among other weaponry. Multiply the threat posed by a lone Panzerklein soldier with such a weapon by the firepower of a squadron of such machines, and their threat to armor becomes readily apparent. When employed for anti-infantry purposes, they are the stuff of nightmares.
Gehenpanzers (lit. "Walking armor") are a family of legged vehicles (some varieties are also outfitted with arms), ranging in size from standing above tank height to rather colossal designs. They are capable of carrying heavier weapons than most tanks and are just as armored. While revolutionary, they have not fully replaced tanks, which remain the mainstay of Germany's armored forces. The chief issue is that of production. While a considerable amount were built by the war's end, priority remained with the comparatively less sophisticated tanks, as well as their cousins, the Panzerkleins. Mobility is also a problem. While issues with speed were anticipated and responded to by outfitting the Gehenpanzers with feet-mounted deployable tracks with which to glide across the battlefield, it was quickly appreciated that employing this for operational movement put too much strain on this system, often breaking it outright. Consequently movement between battlezones has become quite reliant on trains and other heavy vehicles, which greatly limit their availability.
However, in 1942, the full potential of both of these revolutionary new machines is far from reached, and they have not shown much of their future promise at this time. They are only beginning to see trial service in a handful of elite formations.
Project "Zinnsoldat" is also worthy of note. To the surprise and horror of their enemies, Germany has been fielding increasingly large numbers of super-soldiers surgically inter-meshed with increasingly advanced machinery. As far as Allied intelligence has discerned, the Third Reich has some how secured for itself the aid of a talented scientist who alleges himself to be the latest descendant of the infamous Victor Frankenstein. The veracity of these rumors matter little when the products of this research pose a prominent threat to Allied military forces. These mechanical supermen are among the few things the Axis can field that are capable of fighting US superheroes in man-to-man combat.
There are, of course, persistent rumors that the Nazis have also been delving into the occult, with a particular interest in unlocking the secrets of "rune magic." If they are indeed capable of such things, their own sorcerers appear to be kept even more secretly than even their British counterparts.
When the Bolsheviks rose to power in Russia, they had not only gained a nation, but the entirety of its secret documents as well. Among these archives was a wealth of documentation on the Tunguska event of 1908. As it turned out, what had caused the explosion was no meteor, but was instead an alien spacecraft which had crash-landed in that area. The Communist government proved eager to investigate, more than partly fueled by a yearning to give themselves any advantage over the perpetual threat posed by world capitalism.
The pay-offs for their curiosity were many, varied, and, for the most part, highly classified. The most well-known boon of their research are the suits of bio-armor that now equip much of their forces. These alien weapons consist of a beastly, crustacean-like outer shell and a soft inner space that adapts to the anatomy of its pilot, even if human, as they learned. These suits come in various forms; most are humanoid, some not so humanoid, some human-sized, some gargantuan. All of them, as the Axis forces have learned since their first combat encounters with them during the Battle of Stalingrad, are extremely dangerous. The extent of these bio-armor forces are a well-kept secret, and estimates of their true numbers are greatly varied and unreliable. Some tension has grown between the Western Allies and the Soviets over the latter's refusal to be more cooperative with information exchange, although they just as quickly point out that the former two have not shared any of their own super-weapons with them.
To avoid friendly fire incidents from fellow Red Army soldiers, unfamiliar with and horrified by these Soviet bio-armor troopers, their carapaces are often painted classic Russian green, with white stripes and red stars featuring prominently on their shells.
Another product of this research are a uniquely Soviet variety of super-soldier. Emerging from Soviet labs and onto the battlefields of Eastern Europe come the Soviet Psi-Soldati. They are immediately recognizable by the purplish tinge to their flesh and their unusually lengthy proportions. The most common speculation holds them to be some sort of alien-human hybrid, but the truth of this program is yet another thing the Soviet government keeps frustratingly close to its chest.
To the great but ineffectual concern of those in the Vatican, Italy increasingly distances itself from Christianity and returns to its Roman roots. The old gods have been rediscovered and thrust upon the population, and with them the accompanying traditions, superstitions and rituals of those times. The Fascist state has for the most part proven adept at suppressing dissenting voices, as it has with other enemies of its agenda. However, this sudden, dramatic transition was not Mussolini's doing, who is himself an atheist, but rather the machinations of an ancient, secretive society known as Novum Lumen. Novum Lumen has waited in the shadows for centuries and long committed itself to the rebirth of the Roman Empire. This occultist society became an obvious ally of the Fascists, who themselves proclaim Italy as the modern successor of the Empire, and had already sought its emulation through the ideology of romanitas.
Novum Lumen has been able to lend its expertise to the Italian state through numerous means. Through their continued dealings with the supernatural, they have kept track of many things long lost to history. Ancient Roman practices of divination, such as augury, have found themselves integrated into Italian intelligence agencies, if not always seamlessly. Novum Lumen has also held onto and maintained many of the Sibylline Books through its long history. Additionally they also carry on the ancient tradition of sorcery, even necromancy, and through it are able to harness lemures, restless spirits, to heed their beck and call.
Anticipating their future utility, the society has also secured for themselves mighty allies through their efforts to safeguard and ensure the survival of several breeds of creature long assumed to be only myth. Chief among these are the Verspilles, ancient creatures similar to werewolves that the Romans feared as a menace, but are now among their descendent's mightiest soldiers.
In terms of notable technological achievements, the Caproni Campini N.1 has managed to pull ahead of its inauspicious beginnings. With the help of German engineers, the Caproni Campini N.1 is gradually entering service as the world's first operational jet fighter. It promises to give the Regia Aeronautica a huge advantage over its contemporaries. Using some of the German's highly advanced power sources, experimentation with a wholly new weapon concept has ensued. The product of this work has been termed "raggio della morte ", or "the death ray."
It has long been held in legend that the gateway to Yomi, the land of the dead, can be somewhere found in the Shimane Prefecture, resting somewhere in the Iya area of Matsue. It is claimed that this entrance has at last been discovered, and that this is where the Empire of Japan's latest super-soldiers originate, although there are doubts and speculations. More likely, it is believed that these monstrous creatures that Japan now fields as part of her military originate with the deeply unsettling, highly unethical research done through initiatives such as Unit 731.
Regardless of the true origins of these beasts, they certainly exist. Answering to the euphemistically named "Office of National Intelligence", they bear the names and something of a resemblance to numerous monsters from Japanese mythology. The "Kappa" and "Oni" soldiers are among the most commonly encountered by US soldiers in the Pacific Theater, although numerous other varieties exist.
Amphibious, highly mobile, and extremely vicious, kappas are a threat to both land and sea based forces. They have ambushed numerous US warships from beneath the waves and left them adrift with all of their crew slaughtered or drowned.
True to their name, Oni are ogre-like entities with mountainous, muscular forms and incredible strength to match. They are able to carry crew serviced weaponry as ordinary armaments, and are devastating in close quarters combat. The Japanese have some how secured from the Germans several special purpose Panzerklein armors made specifically for Oni usage, rendering them even more deadly.
Rumors abound of ever larger, even more dangerous monsters the Japanese have at their disposal. These supposed colossal beasts are believed to be capable of leveling entire cities on their own, although how much of this is the product of a sensationalist media and a deeply demoralized public is uncertain.
As with many other nations, Japan has also dug into its hitherto ignored occultist elements of its society and began encouraging the revitalization of its own national forms of sorcery. Practitioners of Shinto magic have benefited greatly off of the patronage of the government.
As stated, these are not all-inclusive, are just demonstrative, and in reality all nations are to varying extents testing out basically everything they can. For instance, although there's no references to the US engaging in the occult in the above, you can be sure there's more than a few research initiatives delving into the arcane on their side of things. Additionally, just because a nation isn't on the list, doesn't mean you aren't allowed to play as a character hailing from it. If you wish to play as a soldier from Finland for instance, please do so. This is where an element of collaborative world-building comes into things, as you're free to make up your own details about the world. Wanna include some oddball super weapon program? Go for it. Got some mythological creature you wanna throw in that'd be lots of fun? Wicked! Of course, you need to run this stuff by me first, either in the OOC or PM, but chances are I'll like what you've got to offer me.
Character creation is actually pretty lenient, and chances are if you have an idea, it can probably be made to fit the RP in some way or another. This will either be handled by dropping me a PM so we can talk it out, or just submitting your character sheet and I'll check it out. As a follow on from this, you don't actually have to play as a super powered, magical, supernatural anything. You can play as a wholly ordinary guy with wholly ordinary equipment, and that's perfectly fine by me.
Finally, I feel it's worth mentioning that obviously there's some stuff you need to be mindful of and tactful about, given the subject matter. Some mature themes are a given, but please keep the site's rules and guidelines in mind at all times. So no overt racism, sexism, homophobia, and so on and so forth. As a final note, absolutely no glamorization or endorsement of any particular ideology or worldview is intended by anything I have written here.
Your Role
This all well and good, but what will your characters actually be doing in the RP? The assumption is that your character will be either under the command of Europa Gruppe if Axis, or the Office of Unconventional Joint Action if Allied. They are roughly analogous organizations: Both seek to draw from across their respective alliances the most talented or otherwise notable soldiers they can and forge them into a coherent, viable force to conduct special operations across the world to support their particular war effort.
In the first operation, your objectives are as follows.
Allies - Operation Fisher King: You're essentially on security detail for now, defending the eggheads and archaeologists poking around in said castles. In particular you're encamped around Castle Montevoir. You've been there for about a month, and it's starting to get tedious. But your commanders seem to have been given reason to fear Axis intrusion on your operations. Quite a serious one, given you're the sorts of folks they have on-board. They have also been frustratingly vague about whatever it is they intend to find. As a bit of clarification, while this is nominally a British operation, the US and even USSR have committed some soldiers of their own to the Office of Unified Allied Operations task force.
Axis - Unternehmen Otto Rahn: You're what the other guys have been dreading for all these weeks. You are presently based in Axis-occupied Greece, but this will of course change. You are part of a small, dangerous strike team that will be using highly experimental transport aircraft to, it is hoped anyway, bypass Allied air defenses and slip right in. Your job is firstly to harass whatever it is they're doing. Secondly, there is reason to believe that the Holy Grail, which has thus far evaded the Reich in its own search for it with Otto Rahn's research and their expedition to Montsegur, could be situated in any of the sites that have taken Allied interest. If this is at all true, you are of course tasked with retrieving it and bringing it, or anything else benefiting the Axis war effort, back.
Rules
They're pretty straightforward and mostly consist of basic good conduct, as well as the forum's rules and guidelines. You probably don't need me to tell you that godmodding isn't a cool thing to do by now. In short, don't be a bitter lemon, be sweet like Tutti Frutti. Character sheets go in the main OOC until approved, where they are then put into the character tab.
If anything comes up, ask, or debate it in OOC. If it gets particularly heated, please take it to PM.
Finally, the character sheet can be found here.
Delete the bracketed notes as you see them. They shouldn't be on the character sheet by the time of submission. Also delete these lines too! Name: Age: Gender: Appearance: (Note 0: Picture or written description is fine.) Allegiance: (Note 1: Axis, Allied, Other) Nationality: (Note 2: With sufficient justification, you can be an Axis soldier from an Allied nation, or vice versa. There's always traitors!) Occupation/Service: Race: (Note 3: If you're a human, just put human. If you're a superhuman, put that here. If you're a robot, monster, cyborg, or whatever else you feel needs noting, put that here. This isn't for... you know, -that- kind of racial categorization!) Personality: History: (Note 4: Historical timeline is roughly the same up until the present year, so you're quite free to use actual historical events and so forth in your character's backstory. Eg. veteran of the French campaign, participated in the evacuation of Dunkirk, fought at Brest Fortress, or so on.) Abilities: (Note 5: Skills and powers go here.) Equipment: (Note 6: Includes stuff like weaponry, equipment, uniform, and even the vehicle you crew, if applicable.)
Feel free to add or alter sections as needed. This is the first CS I've written, so it might suck.
Additional Things (Handy!)
To help those who aren't so up to scratch on this stuff, here's a few links. List of WW2 era firearms. The site also has a lot of vehicles and other weapons elsewhere. A Pretty Straightforward Timeline. There are obviously many differences in this setting's version of events, but you can mostly rely on this timeline of real historical events to set you straight until 1942. Table of ranks. It's mostly written around the SS, but it has Wehrmacht, British and US ranks as well.
Some fucking idiot who probably isn't worth thinking about all that seriously. He is a [s]23[/s] 24 year old doofus situated somewhere on the planet and studying International Relations at some university. He is fond of history, militaria, fiction, vidya, tabletop wargaming, comic books, and writing in third person. Oh, and he seemingly likes talky-walky animal people as well. We have no idea what the hell is up with that nonsense. He has diagnosed mental problems, so maybe that's got something to do with it.
He probably isn't a robot or a German IRL. However, we cannot be certain.
He likes a variety of different RPs, and is thus liable to show up anywhere, anytime. As a general rule, he isn't particularly keen on fandom RPs, but you never know; there may be some day be an exception.
I could be wrong. I could be right.
<div style="white-space:pre-wrap;">Some fucking idiot who probably isn't worth thinking about all that seriously. He is a <span class="bb-s">23</span> 24 year old doofus situated somewhere on the planet and studying International Relations at some university. He is fond of history, militaria, fiction, vidya, tabletop wargaming, comic books, and writing in third person. Oh, and he seemingly likes talky-walky animal people as well. We have no idea what the hell is up with that nonsense. He has diagnosed mental problems, so maybe that's got something to do with it.<br><br>He probably isn't a robot or a German IRL. However, we cannot be certain.<br><br>He likes a variety of different RPs, and is thus liable to show up anywhere, anytime. As a general rule, he isn't particularly keen on fandom RPs, but you never know; there may be some day be an exception.<br><br>I could be wrong. I could be right.</div>