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    1. Inkdrop 12 yrs ago

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Bio

Hello! Welcome! Etc! I am Inkdrop! I am an eighteen year old male furry from Kansas, who likes history and technology, namely naval, aerospace, and space types. Sci fi and fantasy are probably my favorite genres, as might be obvious from those interests.

I do have a rather extravagant imagination and can come up with some very odd ideas. Sorry!

Most Recent Posts

Ah. That's cool. I did want some freedom on what my dragoness would look like. I don't have any other questions.
@Kacey Scott@GodOfChaos@KoL Alright. Three people will do, alongside me. Others can still join. I'll start work on an OOC and get that up sometime soon.
That was really good and I am super fascinated now.
In short, this roleplay will be like if Mad Max and Christine had a baby.

What has happened is that a small town, with a population of around four hundred, is caught in the middle of the turmoil of war. It's not a normal war. An alien ship from an unknown race dropped a probe into the atmosphere...
...and the machines came alive. Police cars suddenly turned on each other and ran innocents off the road. Airplanes began to strafe people. US Warships, conducting drug stops, turned their guns on harmless boats and blew them to pieces.

You are part of a small town, and now you are blockaded by the machines. There is hope. It seems that, for some reason, older vehicles do not become evil. They gain sentience, but they do not turn on their owners, and are in fact quite subservient. Now, how they work is all rather complex, so I won't tell that unless enough interest is generated. However, this RP will center on us, a group of people (or car, helicopter, bike, etc...) from this as yet unnamed town, trying to break the siege and join up with the National Guard unit which was able to stay operational despite their newest equipment literally running away from them.

Feel free to ask questions.
I'll probably take the role of breach-man on Blue Squad since I have no medical knowledge, even if it sounds like a lot of fun to be a medic.
@AristoclesYes, please. I already have so many ideas buzzing around for a character.
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.
I am still in on this, right?
I'm sorry about not posting. I have been busy this week. I can get a post up this weekend.
Guys?
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