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    1. SyrianHamster 12 yrs ago

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11 yrs ago
The fishes aint biting like they used to.

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Nephriel said
I'm also interested, but I'm wondering how often you'd like posts. Between work and things I can usually only post about once a day if they are long and detailed posts like these, other times I can manage two or three... it depends on the day.


I'd say 1 a day is the staple diet, and what I myself aim for across the board. So you should be fine :)
Alright, I've modified the existing version and here is the draft:

Where Angels Fear to Tread (Community Revived Edition) Interest Check

EDIT: I probably should have gotten Primal's explicit permission before I went and did this. My bad. Primal, if you're not happy with me building on your idea (although credits are given to you!), then just say the word and I'll shut it down.
This RP has been taken over by yours truly, after Primal Conundrum had to unfortunately step down. To existing players, you will see many changes here. To new players, give it a read and see what you make of it all :) I will revert/change things that you guys aren't happy with, but for the time being this is the final product as it stands.

There may be a few things that need expanding on, if so please shout them out. However, I think all in all we're pretty good.

Where Angels Fear to Tread


A Sandbox High Fantasy RP


Community Revived Edition (Originally Concieved by Primal Conundrum)


Prelude


Eulona is a continent recovering from the ravages of a thousand-year war. Kingdoms and Empires, with power so splendid, have crumbled into dust over the centuries. Graveyards and monuments to fallen warriors outnumber the living; where once mighty cities stood, there are now only moss covered rocks marking their existence. It is a wounded land, full of wounded peoples.

There are no nations these days, just scattered villages and fortified city-states. There is more legend than actual knowledge of the world, most old records having been lost to the indiscriminate flames of war. Even accurate maps are hard to come by- Eulona is a dangerous place, and being a cartographer is a risky occupation.

Now, the races of Eulona are scattered, living under a shroud of sometimes wilful ignorance of the world outside their little area. Exhausted from the thousand years of constant warfare, of the killing, the raping and the pillaging, the peoples of Eulona no longer seek to venture beyond their borders. They are more content to simply fortify what they have, to avoid confrontation, and to build a brighter future for their children.

More systems of magic have been lost to war and senseless destruction than currently survive, though who knows what ancient traditions lay buried in the depths of crumbling ruins from a bygone age? For those who seek it, there is treasure of all sorts to be found in the decrepit corpses of forgotten civilizations, be it wealth, knowledge, or power. In a continent of ruins and graveyards, a courageous adventurer stands to benefit immensely, should ever they stumble upon things once thought lost to the world.

You are one such adventurer, though you know it not in your current predicament. Within the borders of Eblistan, you were about your business as you would be any other day, before you were set upon by the Calpih’s men. Beaten, stripped, tortured and thrown into a dungeon far below Eblistan Citadel’s surface, you are left to wonder at your predicament. Some of you may be political prisoners, or hapless victims of an unfeeling system of law, some of you may be genuine criminals deserving the dark and dank of the cells that now contain you.

One thing that ties everyone together in that depressing machination of shadow of stone, however, is this: you are all sentenced to be executed come sunrise. So it is then, that you have two choices.

Escape and live as a fugitive, or die wallowing in your own filth before the mercy of an executioner’s axe relieves you of your suffering. Another victim of a violent world.

Far off in the dungeon, the heavy clunk of a gate’s mechanism sounds. The guards are coming. For you all.

Rules


    - God modding is compulsory… hahaaha… but no seriously, no God modding as per the usual. God modders will be put to death by a GM-spawned dragon from the fiery depths of some forgotten religion.

    - Decent spelling and grammar required. You don’t need to be a university professor, but we don’t want any one-liner warriors, or people who can’t tell the difference between ‘accept’ and ‘except’. If you are unsure whether you fit our desired criteria, link me to your works elsewhere on the guild. I will let you know in due time.

    - Custom races are accepted, although fantasy vanilla races are the defaults. Elves, Humans, Dwarves, Gnomes, Orcs etc inhabit Eulona, but there is plenty of room for customs. Custom races cannot be sexy vampires or deviant furries. If you are unsure whether or not your planned race falls under “sexy vampire” or “deviant furry”, put forth your proposition in the OOC. All custom races will be liable to my analysis, so that I can ensure we have no 3429ft walking robots or OMG SO POWERFUL ethereal beings blowing up stuff.

    - Eastern themes are allowed, i.e Samuraiesque warriors. However, I have little love for anime teenagers running amok and getting steamy with each other. Eulona is a big place, with many cultures, so I will be lenient here. Can’t stress enough about the ban on anime teenagers though.

    - Fights between players, should they arise, will be decided by the players in question. Where agreement cannot be reached, I will get angry. This is a story, a roleplay, not the chronicles of how awesome your guy/gal is. Characters die in books, and they can die here too. If an impasse is reached, and my scorn is not enough to shift it, I will dice roll the battle. The results will be SET IN STONE AND I WILL MURDER YOU IF YOU GET UPSET.

    - In the event that you graciously accept your character as dead, for whatever reason, I will of course allow you to re-enter the RP as another character. The way in which you re-enter, will be democratically decided in the OOC.


Character Sheet


I'm not aiming for the CS to be too complex, but you're free to add more information if you'd like- just make sure that all the points in the basic layout are present. If you feel like adding a link to theme music to help set the tone of the character, that's totally up to you.

Upon acceptance, your character will be added to the top of the first OOC post with a link to the sheet’s location.

Post your sheets right here, in the OOC.



The Known World


Here is where we will keep the known lore of the world. We’re starting in the dungeons of Eblistan Citadel, and you’ll find the map of Eblistan here. You will also find Eblistan’s history. As the world grows, I will update this section to include new maps and lore. This is all freeform however, and we all share a degree of responsibility and creative license of what the land outside of Eblistan looks like, and contains.

Eblistan

Eblistan’s History

Eblistan – The Rise and Fall of an Empire












So Boerd said
Skylar, in case my meaning was unclear, 47 men are looking for your group, on a mission of peace.


Don't trust him. He murders people. He might look all adorable with his pink unicorn profile pic, but IRL he's a sadist.

RUN, before it's too late!
Primal Conundrum said
This looks like it might need to stay on ice a bit longer than I intended- enough things have started suddenly happening IRL for me that I don't have enough reliability to run an RP right now. Long story short, I'm suddenly finding out that I have a relatively short time to pack up my life for a relatively long trip to move to the other side of the country. As much as I really like these characters that I'm seeing here and I want to RP with all of them, I don't feel that I could do an acceptable job running the RP right now.If you guys are still interested when my life calms down in several weeks, I'm hoping to get this or at least a similar RP going again- I'll probably work with a couple of you (Steel Fist and SyrianHamster, looking at you two) to make a more clearly defined world so that we avoid some of the hiccups that we ran into this time. I've only ever really run RP stuff in real life at a table with dice, so I'm not all that great at doing it on a forum- that's probably really obvious to everyone right now.Now, one alternative, and one I'd be happy to try to help with in any way I can, is if someone else decided to run this thing. Let's be honest, the world pretty well doesn't exist outside of what SyrianHamster has come up with, so that leaves a lot of room for creativity. I'd be happy to help with world design and coming up with story stuff, I just lack the amount of time required to guide a forum RP along any sort of a story arc.So... that's all I have to say, I guess. I'm sorry about this, and assuming that nobody wants to just randomly pick up running an RP that they never set out to create, I hope I can get this going for you all in a few weeks!


That's a shame, but thanks for coming out and laying things on the table for us. We've come a long way with this thing, at the very worst I'll just archive the character sheets and plot, then we could revisit it another time.

Steel fist said
Well, I lack of time to GM it, but if SyrianHamster would like to be a GM, I'll cooperate :)


Son, I'm GMing 2 already, am part of 1, with an interest thread floating in the void garnering support. I just don't know.

Hell with it, GMing an RP of this style doesn't require much actual GMing, I don't think. So let's have a look at what we got, and see what direction this fellah is going to go in.

So we'll keep the starting in a dungeon idea, forcing the characters from all walks of life to work together to escape. That's an awesome idea, time tested and solid.

Now, with the sandbox idea, I think I'll go on to create some loose form of a story - just to make our characters move. For example, they're all considered (wrongly or rightly) fugitives of Eblistan, and will need to escape the country before they are captured.

Hmhmhmmhmhhmm....

I tell y'all what, I'll go away with what we have so far, and release a "Community Revived" version, with credits going to Primal for its original conception. Stay tuned on here, as I'll post the links for when the thing is up. We'll most likely have to go through the same process, after I have released my modified version, i.e interest thread, OOC, then IC. Though the process will be quicker, I am a GM known for his efficiency in getting things moving.

I'm going to need at least 24 hours to get the ball rolling on this though, I'm a busy man, but never too busy to rekindle good ideas.

EDIT: Primal, if you simply wish to have a character in the Community Revived version, you would be most welcome. I'll feel bad if you're not part of it in at least some way.
Vanguard Medical Staff Survivors



150 Survivors
    - 90 Scientists/researchers of varying fields.
    - 45 Medical staff, including doctors and nurses.
    - 15 Security Staff

Base Camp


With a storm fast approaching the island from the north, Dr. Kyle Jackson has wasted no time in organising the survival effort. A well educated man, he has read several books on living in the wild, and knows exactly what must be done to secure both his safety, the safety of his colleagues, from the elements. However, he hasn't much of a practical mind, and nor have many of those in his group. This lack of basic know-how has stalled the creation of simple tools, and stifled attempts to erect any form of permanent shelter.

For the time being, Kyle's group have resolved to take cover under the thick jungle canopy to weather the storm. However, these conditions are not ideal, and two his people have fallen victim to a venomous serpent that they accidentally happened across. The snake was killed, and a sample taken for analysis; it is hoped that an antidote will be created it short order. It has served as a bold reminder to the survivors that under every leaf, awaits potential death.

What meagre food rations are in place, will last less than day. Already, there are plans to scout further afield for a food source, and the group are merging their intellectual might to piece together what they know of the island and its habitat. It is assumed that the fish off the coast will be similar to those from the homeland, but as for land based animals, it remains to be seen whether they will be able to offer sustenance.

Crash Site Locked Down


Although fairly sure that the infected on board the downed Sky Ship have been dealt with, Dr. Jackson has ordered the remaining members of his team's security detail to stand watch. They have done this begrudgingly, but for the time being the wreck has been secured. To allow just one carrier of the plague to escape, could spell doom to the survival effort. There is no telling what damage could be done, if an escaped plaguer reached a local tribe and spread the disease further.
Hello, when I first joined this guild, I made an RP centred around tactical squad based combat with a healthy serving of horror/sci-fi. During its development, it got good praise, but upon its release nooooooooooo-one actually joined it. I feel this is because it went from an "arena" based, run and gun RP to much more fully developed product; therefore the audience simply wasn't there to entertain it.

So I thought I'd post it here, and see if anyone has any interest. It may be a bit rough around the edges, and I intend to revisit it to add some polish.

F737 – The Fall of City 29


Tactical Squad Based Combat RPG


“...breaking through containment... blown the Astura bridge... enemy is unidentified, say again... requesting immediate assistance.” – Distress call from City 29's Municiple Military Headquaters, Isis 7. 04/03/2421


The year is 2421, and humanity has unknowingly triggered the long and bitter road to his extinction...

Reports were initially sketchy. An unidentified illness broke out amongst the population of the vast industrial metropolis of City 29, situated upon the barren surface of Factory World Isis 7. Chief medical officials were baffled by the illness, and immediately requested the presence of their off-world superiors as the victims started to mount.

Within 24 hours of the first recognised diagnosis, 10% of the population was suspected of being infected. Initial attempts to identify the illness were hindered by a misunderstanding of what medical staff were dealing with. What appeared to be a neuro-virus was soon established to be something else altogether: a parasitic fungal organism. Batteries of antifungal medication were applied to the victims, but astonishingly these only served to accelerate the rate of the fungal spread.

Symptoms were typical of a fever: joint pain, headache, sore throat a cough and general lethargy. Over the course of a day, the victim would quickly deteriorate into a semi-comatose bedridden state. Blisters would form on the undersides of their arms, and around the backs of their necks. It was quickly noticed that these blisters did not harbour pus or blood, but some form of fine dust that appeared to be produced by the body itself.

27 hours after the first recognised diagnosis, the first victim died as a direct result of the fungal infection. It had spread to her brain directly from her lungs, and had closed down her vital organs despite medical science's best efforts to keep them operating. The resulting autopsy confirmed the planetary Government's worst fears: the fungal infection was airborne.

After a brief conference of the Interstellar Government's top medical bodies, the parasitic fungus was named the Hangor Fungii, designated F737.

Despite the rapid deployment of respiratory protective equipment to the civilian population, in just three days after the first fatality it was confirmed that over over 40% of City 29's inhabitants had contracted the infection. Hospitals quickly crumbled under the huge pressure of caring for 20 million people that they could not cure. Police stations were transformed into makeshift bases for the local military as the First Ministers of Isis 7's Government attempted to use their iron fist to maintain control over a situation that was well beyond their understanding or manipulation.

Airborne spores started to spill from the blistered skin of the fallen, and like a deathly green fog, they spread throughout the city. It was at this time that the local Isis 7 Security Forces commanders issued orders to their men to begin burning the dead. The fires destroyed the infected, and their spores, but there were too many bodies to be dealt with effectively, and the death toll continued to rise.

Law and order quickly fell to ruin, as panic drove the population wild. Rioters and looters took to the street. The local military responded with live rounds and isolated cases of 'shoot on sight' death squads, and it wasn't long until the civilian population were forced to fight back out of need to survive the bullets and the infection. Gun shops were raided; sympathetic police turned over weapon caches to their neighbours and some soldiers defected to join the civilians. Running street battles broke out, and the security forces found themselves facing heavy small arms fire in the maze of streets and alleys that were City 29's residential sectors. As human fought human over house, pathway and street, F737 mutated unnoticed in the chaos.

The massive white tents set up outside the hospitals as impromptu morgues and soon to be bonfires became the official ground zero: the dead began to stir. Their bodies, rigid from rigor mortis, crinkled like plastic as they gained their feet. The few unfortunate witnesses that were within these tents of death were quickly set upon by clawed hands and jagged teeth.

The military and their law enforcement companions realised too late what was happening. The infected evolved quickly; at first they were just men and women, running in a crazed blood-lust towards the nearest non-infected human with an expression of glee hard set into their pale grey, blister ridden faces. A burst from an assault rifle would send these freaks back to their slumber. But not all of them stayed in this vulnerable state for long.

Monsters, sprouting several heads and limbs and standing over ten feet tall, appeared from the midst of the chaos. They screamed like banshees, and charged their adversaries with a suicidal rage. It took several bullets to bring these creatures down, and when they did finally fall, their flesh would burst open to release a thick cloud of F737 spores. Those soldiers who had lost or damaged their gas masks would quickly succumb to this new breed of the fungus, and turn on their comrades within minutes.

In a bid to prevent the spread of the infection, Isis 7's planetary Government hastily mobilised its remaining military and enacted a quarantine of City 29. This move came far too late in the game however, and was pointless anyway, as the clouds of spores emanating from the bodies of the infected had started to leave the city and sweep across the entire region. Populations deemed at risk of the spores' path were ordered to evacuate, but Isis 7's infrastructure was not designed for such a contingency and many were left to their fate as the roads jammed and the airways became restricted by the enactment of no-fly zones.

Realising that they had blundered, the First Ministers of Isis 7 hid from their Interstellar superiors the fact that the situation on the ground was out of control. Having dealt with the crisis that was F737 first hand, they were in a position of strength: if they had acted with conviction and courage, then perhaps the consequential disaster could have been avoided. Instead, terrified for their own lives and coming to the conclusion that they would not survive the outbreak without outside intervention, they chose to be vague with the Interstellar Government.

Swathes of medical data were withdrawn from the Interstellar Network, and figures relating to the infection rate of F737 were sliced to make the situation appear less dire than it really was. When queried about the sudden removal of information, the sudden changes of statistics regarding the crisis and an apparent media blackout on the surface, the First Ministers played a rogue card: Isis 7 was under terrorist attack, and that the insurgents were using the outbreak of F737 to mask their actions. The Interstellar Government promptly scrambled for a response.

Battlegroup Gamma of Earth's Home Fleet was two days away by hyperdrive, and was the nearest military force capable of launching combined arms operations on a planet's surface. Equipped with four H Class battlecruisers, seven general purpose transport ships and an Enfield Class carrier, Battlegroup Gamma had enough combined fire power to obliterate a planet's surface via a nuclear barrage – an unintended but vital oversight.

By the time Battlegroup Gamma arrived in Isis 7's orbit, the situation on the ground was dire. City 29 had gone dark; cities 17, 21 and 34 were reporting similar fungal outbreaks to those experienced by City 29. Admiral Morgan Hallow, the senior officer of the Battlegroup, was both disturbed and confused by initial satellite imaging of City 29's streets. There were fires, but no one was tackling them, and there were crowds in the streets, marching with impunity towards what appeared to be military roadblocks. A visual enhancement revealed that something was not quite right with this picture; these were no ordinary riots, and the fires did not fit the profile of a terrorist attack. It was as if two entire armies had warred with each from one end of the city to the other, leaving crowds of jubilant spectators in their wake.

Yet, the ageing Admiral knew these to be strange times and did not read the situation for what it was. Several terrorist groups had garnered sympathy across the colonised solar systems of man's fledging empire. Some fought for revenge, some out of warped moral righteousness, and others for religious gratification. He deemed it perfectly possible that the population of City 29 had risen in support of whatever was taking place on the surface.

After relaying his findings to the Interstellar Government's High Council, he received orders to retake City 29 from the hostile population, regardless of the cost. This was to be the first time in twenty two years that a military force operating under the Interstellar Government had been authorised to use lethal force against civilians.

On the 4th of March, 2421, a small armada of drop ships, varying in shapes and sizes, descended upon City 29 from all directions. Their hulls contained 10,231 battle hardened and combat ready marines with orders to force the city's population to return to their homes under the pain of death. An order that was gawked at by soldiers whose task more often than not was to protect civilians from the exact actions they were themselves about to commit.

The drop ships landed at their assigned targets: parks, the roofs of residential complexes, car parks, large shopping centres and other places where the civilian population was likely to be thickest. They also made for the major law enforcement stations and local military barracks in an attempt to reinforce them – or in the worst case scenario, retake these structures from the insurrectionists.

Immediately, the vanguard of this attack force encountered the green fog seen from space. Thanks to First Ministers' attempts to conceal the severity of F737, Battlegroup Gamma's leadership was ill informed of the danger this fog presented.

Dozens succumbed as they were enveloped by the spores. They clawed at their faces, screaming and laughing in a fit of madness whilst their comrades looked on in horror and confusion. Gun fire erupted as chaos ensued, and force cohesion almost broke there and then had it not been for the marines' discipline.

Orders and advisories were quickly and efficiently sent out over the intertwined Battle Net to alert the marines of the apparent dangers that the fog posed. Gas masks, mandatory equipment for any marine heading into war, were equipped and the airborne spores ceased to be a problem; it was just one minor but terrible and bizarre footnote in what was surely about to be another glorious combat operation from the marines of Battlegroup Gamma.

As these heroic soldiers pressed their way into the city, they stumbled upon the civilian population they were to subdue. The people of City 29 were no longer people, they were monsters; corrupted flesh, blister ridden and deformed. Some had a giant oily, snaking tentacle for a head, whilst others had six muscular arms jointed in several places. There were some that were as tall as a small house that snarled and drawled a green corrosive goo. Others were bent over backwards, and their black lifeless eyes stared at the marines from between their blistered shins.

Stunned, confused and terrified into inaction, the first combat parties were torn to shreds in seconds by their horrifying attackers. Gunfire filled the air of City 29, as mankind's best fought against the twisted machinations of an unknown power.

Meanwhile, spurred on by the arrival of much needed reinforcements, Isis 7’s battered security forces renewed their attempts to defeat the infection militarily. Communicating with Gamma Fleet’s Battle Net, local commanders began to coordinate their efforts in tandem with the marines. Convoys of armoured personnel carriers sped out of their besieged bases, and unloaded their soldiers at designated areas to alleviate trapped marines, or to create choke points against the infected. These men and women, although partly responsible for F737’s unchecked advance, were brave and battle tested by the previous days of horrifying street battles. They were essential to the Interstellar Government’s hopes of cleansing City 29.

And as rifles blasted infected flesh, and snarling faces joyously bathed in blood, the growing presence of civilian militias began to weigh in on the battle. Wary of both the marines and the security forces, who were more likely to shoot them than to see them as allies, these militias fought for and against themselves in a terrible struggle for survival. Caught between the advancing pincers of Isis 7’s security forces, the patchwork islands of marines and the ever growing tide of the infected, they hoped beyond hope for a way out of their certain doom. To them, the message was coldly clear: they could return to their homes, as advised by the broadcasts from Battlegroup Gamma, or they could report to their local quarantine zones, as advised by their local authorities. Both were a death sentence, and not one they were willing to accept.

Welcome to City 29, the beginning of the end…

Game Summary

In this game, you play as a 3 man squad or group, depending on whether you are military or civilian. This may sound daunting, controlling 3 characters, however it is only as complicated as you make it. There will be no need for in-depth descriptions of your squad members, only their names and their assigned weapons and items. Two of these 3 may not mean anything to you, they may be mere cannon fodder for your protagonist to serve alongside, or they may be one coherent unit. This is above all a combat RP, relying on the use of squad and group mechanics to engage and overcome the various situations that the war-torn City 29 offers. Will you charge your men and women, bravely with bayonets raised, into the smoking rubble of a factory complex? Or will you establish yourselves on a vantage point, and hope against hope that you have enough ammunition to keep the horde at bay? Maybe you’ll link with a larger task force and take part in a major combined arms operation to retake an area of City 29. The choice is yours, ultimately.
In this rp, there are four factions, each with their own objectives and squad layouts. Choose one, form your squad, and head to the battle zone.
As the battle rages, I will trigger events at certain intervals. These events range from a surge of the infected presence, the arrival of an aerial strike group, the deployment of additional friendly ground forces to an impending nuclear bombardment of the city.

Factions

City 29 Law Enforcement Agency

Default Apparel: Navy blue tactical BDUs, bulky riot jackets and Kevlar helmets.

The stalwart men and women of City 29’s dwindling Law Enforcement Agency (LEA) are the everyday police force that has for so long maintained order in the monotonous day-to-day running of the city. As first responders, they have suffered horrific casualties as a result of the infection, but have not yet become extinct. Bolstered by weapons from the Isis 7 security forces, and equipped in riot gear and gas masks, they valiantly attempt to rescue trapped civilians without the backup of their military-based cousins. Operating from the few remaining LEA precincts that are still active within the city, their objectives are simple as they are heroic, if not ultimately doomed: to protect and to serve the populous, to the bitter end and beyond.

City 29 Civilian Militias

Default Apparel: Civilians of City 29 wear standardised white body overalls. Through the course of the outbreak, they will have picked up odds and sods from the Security Forces and ELA, making them seem like they’ve come back from a military surplus jumble sale.

The weak die, and the strong prosper. Such is evolution, such are the people of City 29. Armed to the teeth with squandered weapons from dead Isis 7 soldiers and LEA officers, these militias fight for survival. Penalised from the offset by the marines, who see them as armed terrorists, and targeted by the Isis 7 security forces who have fought with them since the fall of law and order, these bitter men and women have no room for compassion or heroics; just cold rationalism. They have faced the brunt of F737, and know humanity has no hope unless it gets practical and quickly. Their objective is the very foundation of their existence: to escape City 29, by any means.

Isis 7 Security Forces

Default Apparel: Green digital camouflage battle dress, helmets of all shapes and sizes, some with attachments and some without.

Weekend soldiers. Rookies. Lightly equipped and poorly trained in comparison to their Interstellar brethren, these men and women were the trembling hammer and the brittle anvil of Isis 7’s government’s attempt to destroy the infection. They have paid dearly, and of the original 100,324 active combat personnel at their initial deployment, only 26,434 remain in the fight. Those who did not desert to look after their families, or who did not run out of sheer terror, became the symbol of Isis 7’s hopes, of mankind’s hopes. Tried and tested through the terrifying battle that they have hopelessly waged against the infected, the remaining soldiers are committed to the cause.
With the arrival of the marines, they hope they can undo their earlier mistakes of allowing the infection to gain the upper hand. To do so, they are prepared to lay down their lives, and the lives of their civilian population. Their objective? The complete and total annihilation of infected carriers. From their isolated bases across the city, they prepare for one final counter attack with the aim of achieving this objective; no holds barred, no soul spared.

Gamma Marines

Default Apparel: Black jump suits, various helmets with visors and attachments.

Thrown into the meat grinder by pencil pushers, such is the way of Gamma Marines. These warriors are humanity’s best, renowned throughout the Empire for their bravery and resolve. They blundered into this mess, but they have reacted quickly; as any proud commander would expect. Ordered to put down an insurrection, the marines are well aware that they are putting down much more than a few angry-minded terrorists; they are putting down humanity’s greatest threat. Although gravely outnumbered by the infected, and lacking the heavenly sanctum of a fortified base unlike the soldiers of the local armed forces, they operate from where ever they happen to be at the time. Until Battlegroup Gamma can get its head in the game, along with the Interstellar Government, their orders have not exceeded the following: restore control of City 29 to the Interstellar Government, through use of any level of force.

From launching ambushes against the militias, to actively engaging the wall of infected flesh, humanity’s best plans on accomplishing those orders, no matter how shitty the situation and its apparent predetermined outcome.

Weapons - Created by Tearstone.

Available to all factions.

H17 7.62mm Assault Rifle – Basic infantry rifle, with a 60 round capacity. Accurate range of 400 yards. It is of bullpup design, is made of some plastic and therefore light but makes for an ineffective melee weapon without bayonet. Simple iron sights, no scope. Battle tested, rugged, good in close quarters, or at a distance. Upgradable with foregrip, laser sight/designator, tactical light, advanced combat optical gunsite (ACOG), holo site or aim dot site. May be fitted with M320 grenade launcher attachment, but will forgo all other attachments if used.

M96 High Calibre Marksman Rifle – Effectively a medium to extreme range sniper rifle with a 10x telescopic sight and is effective up to 4500 yards on open terrain and line of sight. Urban environments should see much shorter ranges. Capable of firing 20mm rounds, it will pierce 16 inches of masonry and several inches of metal or armor. Designed primarily as an anti-materiel weapon it can be relied on to put down most of the infected in a single shot. However, it suffers from having a 5 round magazine, and though it is of a semi-automatic operation, it will suffer in a close quarters engagement due to its lack of ammunition and size. Heavy and made of compound metal, it can be used as a club or staff if need be. It has a barrel length of 1.24 meters (49 inches) and a total length of 2 meters (80 inches). Also has folding bipod, as it’s really needed.

M333 Precision Marksman Rifle - Effectively a standard performer sniper weapon, it features a chambering of .308 caliber or 7.62 mm (same size) and can reach targets at 800 meters with a 10x scope. Typically uses a match grade barrel and match grade ammunition to reach such distances. Has a light, smooth trigger pull, and fairly standard ballistics. Light weight, rugged, reliable, accurate, and quiet, this is one of the preferred rifles for the aspiring sniper. 10 shot single-stack box magazine (could fit a larger one), integrated suppressor, folding bipod, and can forgo the 10x scope for a compound site that can do 4x magnification as well as thermal when a second piece is added, allowing the marksman to shoot through smoke, gas, or perform in low-light conditions without extra gear.

T19 7.62mm LMG – Basic light machine gun. Four feet in length, and weighing 25 pounds, it is a beast of burden. Firing at a rate of 600 rounds per minute, and boasting a magazine capacity of 200, it is a sure fire killing machine. This fire rate cannot be sustained for long, before the weapon barrel will overheat and warp, which can cause a catastrophic failure. Can sustain fire at 100 rounds per minute without overheating. 200 rounds per minute, or short bursts can be sustained for much longer, and reduces risk of overheating significantly. Needs to be deployed on a bi-pod for effective distance accuracy (100-1500 yards), it is a clumsy weapon for close quarters engagements and can be prone to over-penetration. Simple iron sights, no scope. Loud, and is powerful enough to serve as mild anti-aircraft, can rip the infected in half or in pieces.

M320 GL - Grenade launcher - A long running standardized design for a single-shot rifle grenade launcher in 40mm caliber. Can be used as a rifle attachment, or be detached and used as an independant weapon system. Fires 5 to 7 rounds per minute depending on the operator and conditions. Range (point) - 150 meters, Range (area) - 350 meters, Range (maximum) - 400 meters. Includes day/night sight and LRF for improved accuracy at distance. Can fire high explosive, smoke, or illumination, or flechette rounds.

AAM-4 - Anti-Armor Missile 4 - AAM-4 is a 90-mm unguided, portable, single-shot recoilless smoothbore weapon designed to take out armored targets with HEAP rounds. Is also designed to do structural damage to buildings, and may be useful for creating barricades (if conditions are right). Accurate to 500 meters. Not recommended for this engagement.

MGL-200 - Multishot Grenade Launcher - Shoulder-fired six shot grenade launcher with 6 rotating chambers. Maximum range is 400 meters with 375 being typically accurate. Can fire 3 rds a second in rapid fire mode, and can maintain 18-21 rounds per minute in sustained fire. Like the 320, can fire Hi-Explosive, smoke, gas, or illumination. Designed as a force multiplier with instant short term heavy firepower. Useful for demolishing light armor, or large contingents of soft targets. Not recommended for urban or close quarters environments due to collateral damage.

MS-12 - Semi-auto/full auto military shotgun in 12 gauge is a beast of battle. It features a 10 round box magazine or 20 round drum magazine, with clear plastic polymer sides for quick evaluation of remaining rounds. Has a range of 30 to 100 meters with most forms of ammo. Can use buckshot, slugs, frag-12, or less than lethal rubber baton rounds. Micro-grenade warhead rounds can be requested for requisition but are fairly non-standard. Iron sights only, but may be fitted with tactical flashlight. 400 to 450 rounds per minute at full auto. Weighs in about 15 pounds when loaded with drum.

Officer's Sabre – A ceremonial weapon sometimes worn by officers in the field. Sharpened by lasers to ensure a lasting and durable cut. Human flesh to this weapon is what paper is to scissors.

Items
Tactical High Explosive Charge – Static bomb, triggered manually on a timer or instantly from a remote. Five hundred yard blast radius, traditionally used to level enemy structures. Security Forces/Marines only
Heavy Explosive Grenades x 2

Flash Bangs x 2

Fragmentation Grenades x 2

Smoke grenades x 2

Battle Net Radio x 1 (Allows users to contact Fire Teams with designated call signs/frequencies, and to call for NPC reinforcements – if any are in the area.) Security Forces/Marines only

Military Grade Walkie-Talkie x 1 (Allows users to contact other users within a local area. Can get confusing as communications channels are limited, and there is a helluva lot of chaos going down. Aprox 1000 yards range.)

Laser Sharpened K17 Combat Knife x 1 – 11 Inches long and cuts through people like a hot blade through warm butter.

Sidearm - Takashi Systems .45 HSC pistol - features class II laser which can project a laser point beam for precision shooting or a short white cone of light for tactical lighting. Features gyro stabilization to counter the twist and recoil, single-shot or three shot burst fire, 21 shot doublestack box mag, can have threaded barrel for suppressor, short picatinny rail on top, accurate 100 meters. It’s a tough, reliable, and very nasty combat pistol.

Reinforced Body Mesh – A light grade armour covering the arms, chest, back and legs. Designed to resist sharpened points, shrapnel and the other perils of the battlefield. It weighs 10 kilograms, and is composed mostly of concentrated plastic fibres. Due to its stiff nature, it can make movement sluggish.

Night Vision Goggles x 1

Satellite Uplink Display – A portable computer, varying in styles from fragile tablets to heavily armoured briefcase sized laptops, these babies allow combat forces to see the action from Battlegroup Gamma's position high above. Security Forces/Marines only

Target Painter – Surrounded on all sides? Why not scream “BROKEN ARROW” repeatedly over the Battle Net whilst painting everything in sight with this handy pistol-shaped laser pointer. If there's someone free in the sky with a ready-to-go payload, you'd better take cover, because helps on the way! Requires a user to designate a stationary target, or area, for thirty seconds. The target will then go 'live' for all of the bombers and fighters operating in the area, and they will respond as and when they can. An aerial strike group must be present for an airstrike to take place.-- Security Forces/Marines only

Vehicles

Players may invent their own vehicles, within reason. As this RP is fast becoming its own universe that is consuming my soul/time to create. However, here are three basics to be used:

AX Roadbreezer – The Roadbreezer is a lightly armoured military jeep used widely by the forces of the Interstellar Government. Ranging in colours, weight and armaments, they are versatile and ideal for off road adventures but suffer from offering their occupants questionable protection from enemy fire.

BTR 2412 – The BTR 2412 is a current generation Armoured Personnel Carrier. Plated with twelve inch thick composite alloys, twenty-five feet in length and ten feet wide, she is the mainstay of any Mechanised Infantry force. There is a top turret positioned at the front of the vehicle that can be easily accessed by the crew inside, and is usually the home of a mounted AAM-4, M320 GL or T-19. The BTR 2412 has various models, some with tracks, some with sets of wheels and there are even hovercraft versions, but all share the same robust 12-man chassis.

Type 79 Peace Bringer Drop Ship – A triangular hulk with a swollen belly, containing its payload of marines or vehicles. Lightly armed, but fast, she’s able to deploy and evacuate within seconds, making her a vital asset for Battlegroup Gamma’s marines.

The Infected

Again, feel free to conjure your own horrors, within reason. F737 is highly unstable and constantly evolving - all manners of creation are possible.

Runners – Blood crazed, fragile and yet blessed with super human strength. Their fingers have turned to claws, and their teeth to fangs. They charge their enemies with high pitched screams, heedless of the dangers. They will sometimes vomit into the faces of their victims, to secure a quick infection. Not so scary when few in number, but humanity’s single biggest threat when amassed. They feel no pain, and fear nothing. A scratch, a bite or vomit will transfer the infection within seconds or minutes. Kill them, kill them quickly.

Hulks – Muscular giants, horribly deformed and covered in fungal blisters. They stand anywhere between six and sixteen feet tall, and possess massive strength. However it is slow; I advise running and gunning these things into the floor.

Nightmares – Hunched over backwards, and scuttling up and down walls, these will appear to be the less harmful of the infected. Do not be fooled. If they get hold of you, you’re finished, they will literally bite your head off with their enlarged and dislocated jaws that do not present until they have their prey cornered.

Octoids – Heads replaced by several fungus spewing tentacles, they wander aimlessly, and often alone. They detect movement through sound, and are incredibly hard to kill owing to the apparent lack of vital organs. Fire works best, but if not, total dismemberment is a close second. They restrain their victims and pump them full of the F737 with stings located along the length of their tentacles, instantly turning them into Hulks.

City 29 Layout

City 29 is a sprawling industrial metropolis, surrounded by barren wasteland. With a population of 60 million, she is Isis 7’s biggest city, and one of the Interstellar Empire’s biggest industrial installations.

Hundreds of factory complexes are separated by dozens of crowded residential areas, creating a deadly tight woven maze of chemical choked alleys, roads and high streets. In an attempt to prevent her increase in size, massive skyscrapers were erected to house the expanding population. There are currently 121 of these, each with anything from 80 floors to 250. The city’s central districts are home to more conservative housing schemes, mostly individual houses for the rich with towering walls and strong gates.
To power this massive feat of human engineering, there a several gigantic installations dedicated to the task. They vary in the use of fuel from installation to installation. Nuclear stations are found on the city’s outskirts, designed that way to dampen the event of a disaster. Huge concrete monolithic Hydropower plants have been built along the entire width of the eastern end of the Astura River (approx. 20), which cuts City 29 into two north and south parts. Towards the north of the city, where the land climbs steeply towards lifeless grey mountains there are a dozen or so thermal plants.

The Astura River, as mentioned, spans the length of the city and beyond, and is on average twenty miles wide. The waters are calm from the hydropower plants onwards, but otherwise very fierce. It has been sterilised and made drinkable, and provides the city with most of its essential needs. Four bridges connect the north and south ends of the city. Starting from the west, there is the Astura Bridge (blown), Kranton Bridge (barely passable/heavily bombed), Saviour Bridge (full of abandoned cars and infected, so far bombing runs have been ineffective and it is still fully operational) and East Bridge (intact and held by a large sized marine landing force). These bridges may be further damaged at any time, either by a player or myself.

City 29 produces everything from light bulbs to space station compartments, and the almost innumerable factories will testify to this. Careful where you tread, some are more hazardous than others.

In the recent days, the local armed forces have destroyed swathes of the city with bombing runs, small arms and artillery. Some of these areas have become raging fires, spreading in all directions. You would do well to steer clear of these, too.

The Battle

Thousands of soldiers, marines ELA and civilians are fighting for their lives in this city. Security Forces tanks and BTRs storm down the main road ways, obliterating everything as they go. The Gamma Marines launch impromptu raids against prominent militias, and against hordes of infected deemed to be a high threat. ELA make ‘hit and run’ attacks against the infected, pulling out innocent civilians in the process whilst trying to avoid being turned into the very enemy they are fighting. The militias have established various power bases in certain areas, whilst others run from spot to spot trying to survive. In short, it’s Hell out there.

High in the sky, Security Forces bombers and fighter craft strafe the city, but they are too few to make a real impact. Call for an airstrike, and you may be answered, or you may not.

Meanwhile, the infected have become the defacto rulers of the city. They number in the tens of millions, and are constantly looking for prey. On the plus side, they have so far shown no higher brain function and are not actively coordinating their attacks. Hordes of them roam randomly, and each encounter between them and mankind has so far resulted in nothing but their outright victory, no matter how pyrrhic.

Squad Sheet

Squad Affiliation: LEA/Security Forces/Militias/Marines
Squad Call Sign and Frequency: Security Forces/Marines only – Call signs are what your team are known as, something such as Bravo Alpha, or Big Pappa, Rolling Thunder etc. Frequencies are 4 digit numbers (i.e 4213), which will be posted on the starting post for reference. This will help players coordinate without using God mode.

Squad/Group Leader:
Name:
Sex:
Rank: (LEA/Security Forces/Marines]
Weapon:
Item:
------------------------------------------------------
Squad/Group Member 1:
Name:
Sex:
Rank: (LEA/Security Forces/Marines]
Weapon:
Item:
------------------------------------------------------
Squad/Group Member 2:
Name:
Sex:
Rank: (LEA/Security Forces/Marines]
Weapon:
Item:
------------------------------------------------------

Squad Vehicle:

------------------------------------------------------

Here’s a dummy verision:

Squad Affiliation: LEA
Squad Call Sign and Frequency: NA

Squad/Group Leader:
Name: Mike Richards
Sex: MALE
Rank: Senior Law Enforcement Agent
Weapon: H17 7.62mm Assault Rifle
Item: Smoke grenades
------------------------------------------------------

Squad/Group Member 1:
Name: John Hammond
Sex: MALE
Rank: Law Enforcement Agent
Weapon: H17 7.62mm Assault Rifle
Item: Reinforced mesh
------------------------------------------------------

Squad/Group Member 2:
Name: Claire Akman
Sex: FEMALE
Rank: Law Enforcement Agent
Weapon: H17 7.62mm Assault Rifle
Item: Reinforced Mesh
------------------------------------------------------

Squad Vehicle:
Armoured black patrol car.
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I've put us in a semi-dream world. Go crazy and show Antonius what happened :)
Antonius lost the connection; the world before him vanished and was replaced with a blurry image instead. Whether he looked left, right, skywards or down at his feet, he saw nothing but a man holding someone else on some roadway of an Imperial city - the vaguest rise of Champion's Tower told him at once it was Crimson Sky - the capital. Try as he might, he could not dismiss the image; it seemed that Rinack's power was beyond him, even in his weakest state.

No. He is bluffing. I can force my way through this, not away from it.

With a great expenditure of energy, Antonius stepped forwards and through the image. The din of a distant battle sounded from far off, but gone were the fields of green occupied with the Empire's soldiers and the savagemen. He stood on one of Crimson Sky's main thoroughfares. People rushed this way and that, about their daily business. Something was off though; their clothing told of a bygone fashion, and as he looked towards the Emperor's Grand Palace, he saw construction towers and scaffolding. He had gone back in time.

Not back in time. I am in Rinack's mind. Odd, that he has chosen this place as his last mental defence.

"Show yourself traitor, let us get this over, and quickly. I'll afford every mercy I can provide in ending your life," shouted Antonius. The people passing him paid no heed, as if he were not even there.
Pasta Sentient said
The mass slaughterings should be avoidable if I play my cards right; my worry is more on the lack of agriculture from trying to industrialize. Those famines hurt big time :/


As Gandhi once said, or maybe not, I think he did, but anyway:

"It would not be progress for India, to simply import the unhappiness of the West."

He was referring to rapid industrialisation. He wanted India to revive local trade and skills, to avoid mass industrialisation and city-concentrated demographics.

If he saw what that country had become, the poor old boy would be turning in his grave.
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