STATUS:
Two days ago, Noble Arms is indisputably four years old, spread out across three threads, and the third thread is still ongoing and about to reach the endgame...
6 hrs ago
Current
Two days ago, Noble Arms is indisputably four years old, spread out across three threads, and the third thread is still ongoing and about to reach the endgame...
3
likes
11 days ago
Can't believe that I actually got an RP close to its endgame, btw...
4
likes
1 mo ago
Noble Arms is now either four years old, or three years and eleven months. The third thread had lasted for more than one year.
1
like
2 mos ago
New Interest Check, everybody!
2 mos ago
My Roleplay, Noble Arms: The ASEAN War, will reach its 4th year in June or July. It's been a long journey.
@Letter Bee Ah, because a faction I had thought of to explain the character I had in mind ran on that. It starts with a black market-esque science facility conducting morally questionable genetic expariments with bought/stolen/bastardized equipment and techniques and ends with a flotilla of genetic monstrosities pirating their way aimlessly through space. Kinda like reavers from Firefly, only grotesque and with some direction that I could explain.
I guess it depends on what you mean by "stable". I can explain it more in a PM, but I can take 'no' for an answer.
Clones that don't suffer health problems and degenerate.
Appearance: Alan Anderson is a black-haired, blue-eyed, and square-jawed man with a tall, commanding presence, and a facial set and nose that make him look regal. His build is well-muscled, not to the extent of a bodybuilder, but closer to that of a soldier, one with a lot of experience. Outside of battle, he prefers a black-and-white business suit, and in war, his face is obscured by his Power Armor (think Mass Effect, not Fallout), which in turn is immaculately clean, as well as painted in bright purple colors.
Starting Faction: Sphinx Domination
Skills: Alan Anderson is a brawler first and foremost, with immense strength and endurance only amplified by his armor. Able to hit fast, run fast, and dodge fast, he is also proficient in a wide variety of weapons both heavy and light, but prefers the former. However, he is also moderately skilled in military strategy and tactics, and also above average in charisma. However, his main weakness is that his charisma is limited to his own troops and those close to him, and he has a talent for uniting people against him, not a good long-term trait.
Standard Equipment: Power Armor, First Aid Kit, Assault Rifle, Shotgun, Combat Sword, Combat Knife, Grenades, Omni-Tool, Money.
Bio: Alan Anderson was born to the Royal Family of the Sphinx Domination, as the firstborn son and thus the heir to the throne. Lacking nothing in life, Alan learned to enjoy abusing his inferiors - mostly slaves and lesser nobles - from early on, and at the age of 15 to 16, had already fathered illegitimate children via unfortunate high-born ladies and low-born slaves. He also made sure that his younger brothers and sisters all met 'accidents', or were sent off to futile expeditions against the other factions, in order to ensure that he became the sole Emperor of the Sphinx Domination once he killed his parents as well. After he had done so, he began to prepare for the conquest of the rest of the Eliza Sector, only to find that he didn't have the strength to do so...yet.
Then, he was approached by a set of mysterious figures, part of an organization, nay, a force, that wanted to extend their influence into the Sector. If the Sphinx Domination gave his support to them, they would grant the Emperor technological power that he cannot even imagine.
When Alan responded that the entire point of the Sphinx Domination was that it was supposed to free Humanity from dependence on High Technology, the mysterious figures asked:
"Do you really believe that?" before promising him pleasure as well. That was when Alan resolved to listen, and what he heard was...enticing.
And so he resolved to aid these mysterious figures, for he knew this in his heart: that all ideals were useless except for Power and Pleasure, which are the only truths of life...
Skills: Par is good at negotiation and bargaining, but is best when operating technology both low and high. He can jury-rig vehicles, retrofit ships with advanced weaponry, and disarm explosives. Basically, anything to do with tech that isn't hacking or programming, Par can do well. Not merely that, but Par is also physically agile, able to run and move fast, as well as being moderately stealthy.
However, he does have flaws; Par does not have the strength and endurance for a prolonged engagement, nor the ability to handle weapons heavier than a sniper rifle, and when chased, can only outrace the enemy for a few minutes until he is forced to slow down. Basically, someone not fit for close combat.
Standard Equipment: Laser Pistol, Laser Sniper Rifle, Combat Knife, Omni-Tool, Repair Kit, First Aid Kit, Grenades, Money.
Bio: The son of Arthur and Miranda Rapids, the founders and current heads of the Guild of Free and Fair Trade, Par was born in safety and peace, but it was clear that he was not meant to grow 'soft' in safety and peace, and that while he would be taken care of, he was expected to give back to those who raised him, and do so honestly, as soon as possible. And, so, as soon as he can walk, Par began learning, not just academics, but also practical technology and the art of bargaining. Because of this, he was heading out on trading journeys with his parents and uncles by the age of 13, although he was still closely watched. At the age of 16, he was piloting his own ship, and two years later, he led his first expedition.
Now, at 19, Par is one of the Fleet Admirals of the Guild of Free and Fair Trade, and the designated heir to the Guild as a whole. However, his uncles have begun to complain that while Par's expeditions were bringing home enough profit to cover their costs, the boy himself was doing more than defend against the Sphinx Domination; he was actively sponsoring, even leading, various assaults on Sphinx assets and holdings, and was also arguing that the Guild needed to take a more active role in unifying the Sector, a thought that was anathema even to Par's parents, who, although good people, still hated the idea of losing profit in a bloody war. Par would, when confronted with such views, reply that:
"The Sphinx Domination is a threat to everyone who lives in the sector. They want to enslave us all, deprive us of our technology, and put us under their jackboot. They have to be destroyed, and we can do it. If we don't, there will be no profit in the long run, because then we won't exist, not as we are."
Even when people refused to listen, even when people didn't want to listen, Par continued on anyway, supporting mercenaries, smugglers, adventurers, anyone who can fight against the Sphinx, and even trying to reconcile with the other factions that contested control of the Eliza Sector...
Virgin Space: A Space Opera RP of Power, Profit, and Providence
The year is 2444, and the Human Federation has fallen. Having stood for 84 years as the unified embodiment of people's desire for peace and prosperity, tensions within the member states have caused a civil war of horrific savagery, splintering the Core Worlds of the Terran Sector into anarchy. Planets are blasted, countless people killed, cities burnt, and rage consumes all in an inferno.
This is not our story...at least not yet.
For in the faraway Eliza Sector, barely settled for more than three decades, the end of the Human Federation is greeted with apathy, even celebration; the Core had been neglecting the frontier. They can survive on their own, they think, they don't need Sol telling them what to do. And for a time, they were right; life was better without the Core; their worlds did survive on their own. But as the years passed, the various 'Independent Planets' began to bicker and feud with each other, devolving into war. Not helping was the various pirates, bandits, and deserters from the Terran Sector's 'Warring States' pillaging and plundering wherever they wanted. The entire sector had fallen into anarchy, same as the Core.
You are an individual, trying to make their way amidst the climate of hope gone rotten. Old or young, man or woman, hero, villain, or somewhere in between, you have multiple options, many ways to make a living in this sector. But something is happening, something is happening that would shake things up soon...
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Note: This has been edited.
Okay, OOC time. What is this RP? Is this an Open World RP, or a Party-based Game, aka a game where the PCs are in one group?
Well, it used to be a mix of both. Players, at one time could start in multiple places, and have multiple plotlines, but there would still have been (and there still is) a central plot and a central antagonist, and the majority of players would be brought together into one side as the number of options shrink. However, due to the lack of players, it's now just a single-party RP like any other.
That means that the 'villain' faction, the Sphinx Domination (see below) is now locked to Players, unless they request special permission.
Suggestions for a profession in the game:
- Soldier or official of one of the factions. - Bounty Hunter. - Trader. - Mercenary. - Smuggler. - Any combination of the above.
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1.) The Guild of Free and Fair Trade - Merchant-Adventurers who eschew Corporatism and the Corporate Structure, the Guild of Free and Fair Trade is an association of mostly honest men who seek to make an honest profit and improve lives with the power of trade. Wherever they go, the Guild builds schools, factories, roads, and spaceports, believing that helping the people of various worlds would end up profiting them in the long term. Of course, this activity would not go unopposed, so every Guild ship is heavily armed, and their transports are capable of bearing armies as much as cargo. Powerful, but not interested in conquering the whole of the Sector; they're not a Government.
Further Clarifications: As mentioned The Guild are not MegaCorps; they are an association of Mayors and Merchants who band together for mutual benefit. They follow the original tenets of Adam Smith, which abhor business domination and monopolies as being against the 'Enlightened Self-Interest' he so promotes. Not merely that, but they also provide food, education, and healthcare to their people because said people all work for them directly or indirectly. Despite this, the Guild finds being called a Government or Corporation an insult, and their leaders are not permitted any title other than 'Mayor' or 'Trader'.
2.) The Sphinx Domination - People who believe that Humanity's reliance on technology (Virtual Intelligences and the like; technology lower than that is permitted) should be kept to a minimum, even if it means that there is no alternative to ancient practices like slavery. Whenever they need the services that sophisticated computers bring, they use human brains removed from their bodies instead, when they need industrial produce or mining materials, they use human labor, no matter how inefficient. Despite this, their military, staffed by fanatical troops, is one of the strongest in the Sector...
Further Clarifications: The Sphinx Domination are not total Luddites, any more than the Imperium of Man from W40k are. They merely have no Virtual Intelligences, and only 2010s levels of automation. They also have computers equivalent to ours called Datapads (after Warhammer 40k's stuff). Not merely that, but their military technology does include Railguns with analog control, Lasers, Plasma Guns, and even Analog-controlled Power Armor.
3.) The Society of Steel - An army of cyborgs who believe that humanity should merge with machines to be more than themselves, the Society of Steel are the most advanced force in the sector, but also the smallest. Holding a relatively small section of space, the SoS can punch above their weight in offensive action, but are not good at defense. The Sphinx Domination hates them, but the two factions, in the absence of Advanced AI, both use human brains detached from their bodies in order to navigate their ships, although the Society of Steel sees this as a reward, while the Sphinx sees it as a punishment.
4.) The Gardeners of Gimloe - Expert terraformers, the Gardeners of Gimloe are a group of Techno-Hippies who use advanced 'green' technology in order to terraform worlds and fill them with life, which they guard jealously. Also a small force, the Gardners have less to worry about defense than the Society of Steel, as they can bolster their ranks with biological creations, which, though non-sapient, are still cunning and ferocious enough to be deadly. Ironically, the Society of Steel doesn't oppose this, as they regard biological improvement as the other side of the coin from their technological improvement. The Sphinx, however, opposes them, while the Gardeners themselves oppose the Guild as 'defiling' their worlds...
Custom factions are permitted, as long as they're only half as strong as the above four factions and below!
Tech Level is Mass Effect except that 1.) FTL depends on Wormholes, meaning that it's faster than in ME; you can easily colonize a hundred planets with enough people and ships, and 2.) True AI are impossible. Virtual Intelligences (VIs), yes. Androids, no. If you really need an Advanced AI, join the Sphinx or Society of Steel and have a Brain in a Jar.
Edit: No Psychics/Telepaths/Biotics/Jedi Either!
Edit 2: Clones and artificial monsters are allowed; but attempting to alter babies in the womb automatically fails; biological transhumanism is limited to gene mods for adults.
New Amsterdam - The Capital Planet of the Guild of Free and Fair Trade, it is the most urbanized world in the sector, where almost everyone has work provided by the Guild, and is paid fairly. Of course, 'urbanized' is a relative term; there is still plenty of unused land.
Sphinx Prime - A tropical world brimming with factories, mines, and logging camps, Sphinx Prime is a deadly planet deliberately kept that way in order to train the ferocious warriors of the Sphinx Domination, with large portions of the jungles being designated as 'off-limits' to industrial development or settlement.
Terra Nova - A world with a wide variety of biomes, it is the crowning achievement of the Gardeners, containing lifeforms from Earth and many other worlds living together in a functional ecosystem. This is their most populous world, and their capital, and acts as a source for most of the life used in their terraforming actions.
Core World 00 - The first, and most important world in the Society, it has the largest, most advanced planet-wide neural network and can direct their fleets from here if need be, though the conciderable lag that would be inherent in such a case would prevent direct control.
Vegas Station - A gigantic space station where members of all four main factions and countless minor factions can meet together in a neutral manner in order to gamble, lay around with courtesans, and do drugs. Basically, a den of sin, scum, and villainy. Ran by one 'Mr. Hut', which, yes, is based on both Mr. House and Jabba the Hutt.
1.) No godmodding, powerplaying, metagaming, etc. etc. 2.) Note, there will be sexual themes in this RP, but anything above nudity is forbidden, because I don't want us to get banned. 3.) No OOC feuding! If you must argue, be respectful. IC, meanwhile, you can hate each other as much as you like as long as it doesn't seep over to OOC. 4.) You can control NPCs when I explicitly say that you can control them. 5.) Please notify me if you will be gone longer than a few days, I myself will let you guys know if I will be gone. 6.) I reserve the right to kill off Custom Factions made by inactive Players, or fold them into a larger faction. Same for characters.
Name: Age: Appearance: Starting Faction:(If you're creating your own faction, please describe it here or in a separate post) Skills: Standard Equipment: Bio: