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Black Hearts and Dusty Blood [OOC|Signups]
Topic Started: March 1 2013, 04:58 PM (802 Views)
Idrius Ameral
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A Man and his "Dog"

Black Hearts and Dusty Blood

In the region of northern Baluchisa, a lawless arid desert, a desperate war has been claiming lives for four years. Whether it started because of ethnic tensions, religion, land rights, or simple drunken stupidity on the part of the two sides' leaders is hard to say; the only thing that is sure is that thousands have died in this regional conflict on both sides, as the central government tries to stomp out the rebel faction that tenaciously makes its home in the sandy wastes of the Megal scrublands and the foothills of the Izmal range.

But that is not your concern. You are a simple mercenary, hired by a combatant to crush the other side with raw force, a soldier that works not for loyalty, but cold hard cash. You don't care about the atrocities that both sides have committed, the villages burnt and the dead, only your next paycheck.

And in this case, that paycheck only comes when you've completed your most recent mission. A rebel raiding force, aided by foreign mercenaries, has recently attacked a government convoy near the small town of Ibata, and destroyed the convoy in its entirety. Government spies have learned the location of the base from which the revolutionaries struck, and a detachment has been dispatched to level the compound.


And that, members of the Isles of Liberty, is where you come in. You will play in this scenario as either a member of the rebel force defending the base, or a government soldier attacking the base. This won't be a pure RP however, oh no, every good RP deserves a twist; this will be a combination of character RPing, squad-based RPing, and a bizarre cocktail of luck-based rpgs and first-person shooters.

If you haven't been put off by this premise yet, please fill out this application. Explanations of what the various parts of the app mean are below as well.

Soldier Information
Name:
Side:
Physical Description:
Squadmates' Names:

Stats
Marksmanship Rating:
Reflex Rating:
Toughness Rating:
Agility Rating:
Nerves Rating:
Manual Dexterity Rating:
Equipment Rating:

Equipment

Miscellaneous Info



And the app explained

Soldier Information
Name: This is pretty straightforward; what do you call yourself. You can include callsigns, but having only a callsign will not fly.
Side: Government or rebels. No neutral parties.
Physical Description: Are you tall? Short? Skinny? Built? Black-skinned? Ginger? Missing your jaw? I think you all can figure this out.
Squadmates' Names: This is a quirky part of this RP. In addition to your main character, you will also be controlling two mooks- faceless soldiers of the local government/rebels that will aid your main character as they fight. They have dump stats, and will likely get chewed up pretty quickly, but keeping them alive can be useful. Put their names here, so I know what to call them as they die in your arms.

Stats This is the most important part of your app; I won't be rolling dice or anything to determine how you do, but I will be taking in to account these ratings to determine how well you fare as you fight. You have 35 Rating points to assign in the categories below.
Marksmanship Rating: Can your man clip the wings off of a fly with a pistol? If so, put a 10. Can your man put a thousand rounds from a machine gun into the air and not even hit the ground? If so, put a 0. This governs how accurate you are with ranged weapons.
Reflex Rating: Are you quick as a striking cobra when surprised? If so, 10. Do you react like a sloth? If so, 0. This governs how quickly you can adapt to the battlefield, be it stabbing a man that jumps in a window or blowing away a poor enemy that shows his face for a second. This also governs how quickly you can fire bullets.
Toughness Rating: Can you shrug off wounds that would eviscerate a bull elephant? If so, 10. Does a splinter incapacitate you? If so, 0. This governs how long you can keep fighting when injured, and how quickly your wounds will put you down for the count.
Agility Rating: Are you an Olympic sprinter? If so, 10. Are glaciers faster than your rate of movement? If so, 0. This determines how quickly you can move to new positions, avoid incoming enemy fire when you notice it, and get in the enemy's face.
Nerves Rating: Does ice blush in shame in a staring contest with you? If so, 10. Do you wet yourself when a car backfires? If so, 0. This governs how accurate you can be under enemy fire, and how quickly you can get over being shot at.
Manual Dexterity Rating: This stat deals with a host of minor skills, so I won't make up a witty comment about it. Essentially, this determines how good you are at giving first-aid, carrying other soldiers, moving equipment, and driving vehicles.
Equipment Rating: Are you decked out like the Million Dollar Man in enough ordnance to rival Hiroshima? If so, 10. Do you make Boy Scouts with water pistols look well-armed? If so, 0. This governs how much gear you can take, and how well outfitted you are.

Equipment Take the rating you put into Equipment Rating and multiply this by two. That is the number of Equipment points you have to spend from the table below.

Rusty Knife (0): A basic stabbing weapon, you might hurt someone if you put it through their eye. You can only take one of these, and it obviously need no reloads.
Pistol (1): A basic sidearm, small-caliber, and only dangerous at close ranges. It has six bullets to a clip, and comes with five clips.
Combat Knife (1): A stabbity device, nice for slipping between ribs. You can take up to two of these, and obviously again, no reloads.
Fragmentation Grenade (1): You pull the pin, throw it, and it goes boom. You get two for the price of 1.
Bangalore Torpedo (2): A small explosive device on a stick. Poke it through a hole in barbed wire, a wall, or under a door, then light it and run. One time use.
Claymore (2): Nasty explosive device, radio triggered. One time use, but large blast radius.
Medkit (2): A basic first-aid kit. Use this to stabilize yourself or your buddies, or wake up those who are unconscious. Unlimited uses.
Trench Shovel (2): A nasty close-combat weapon, also capable of digging trenches to keep your precious body out of the line of fire.
Submachine Gun (3): A standard useful close-range projectile weapon. Not accurate at distances, and has minimal armor-piercing capabilities. Clips of twenty, four clips.
Minesweeper (3): Lets you clear explosive devices, but not really good for fighting (other then clobbering others over the head).
Bolt-action Rifle (4): A nice ranged weapon, accurate, but slow to fire. Comes with thirty rounds.
Shotgun (4): This will maim anyone up close nicely. Double-guaged, comes with twenty shells.
Flak Jacket (4): This baby will catch shrapnel nicely, and maybe even protect you from a few ricochets.
Mechanic's Kit (4): Allows you to make simple repairs to damaged vehicles; you won't be fixing burnt out wrecks, but you might be able to fix a shot up radiator or two.
Assault Rifle (5): A death-dealer, highly useful for anyone. Only falls down with long range accuracy; otherwise a very handy toy. Thirty rounds to a clip, five clips.
Unguided Rocket Launcher (5): This thing kills light vehicles easily; it takes a while to fire, and won't hit much at long range, but its your cheapest way to disable most transportation. Three warheads.
Sniper Rifle (6): A nasty long range killer. Can penetrate a bit of armor, will go straight through most body armor. Bolt-action, twenty rounds. Highly accurate.
Light machine gun (6): Spits leaden carnage at a rapid rate; can mangle light vehicles with small arms fire, and will penetrate most body armor at close range. A box of three hundred rounds.
"Bulletproof" Vest (6): This will take most small-arms fire at long range and shrug it off, though up close you might not be so lucky. Don't expect it to stop high powered rounds though, or protect everything.
Guided Missile Launcher (8): Fires small deadly warheads that can punch through even tank armor; comes with four rounds, and locks onto large heat signatures. Can also fire without a target lock.
Heavy Machine Gun (9): This weapon needs to be placed to fire properly, but its large-caliber rounds will much through walls, doors, terrain, and almost all armor. Comes with six hundred rounds of high-speed goodness.
Mortar (9): Drops havoc on your enemies within a two mile radius. Takes a while to fire, but very very handy for softening up targets. Comes with ten rounds.

Miscellaneous Info If you feel like giving me a biography, or phobias, or something like that, go ahead. They aren't required though.



Furthermore, I should note a few brief rules.
1) I will, to a certain extent, be controlling what happens to your characters. Little things like if they trigger mines, if they lose limbs, etc, in order to allow us to avoid the normal situation of everyone shooting and no one getting hit. If you are not okay with this you probably shouldn't join.
2) I am not infallible. If you feel your main battle tank should have shrugged off a anti-personnel land mine, don't hesitate to TG me with your quibble.
3) I will be balancing teams as necessary; if people only apply for one side, you may get moved to the other side. I will consult you first about this, but it may have to happen before we can begin gameplay.


And now, on to the meat and gravy of the RP.

Only the rebels will know the layout of their base to start with, and the area around their encampment. The government forces will not.

Each rebel will be allowed to modify the defenses of the base in some way; I will be discussing this with each rebel via TG, so as to keep the modifications a surprise. As of now, the base is a simple central barracks with a mud-brick wall on the perimeter. Both are able to be stood upon, and have slight parapets.

Each government soldier will be allowed to modify the attacking force in some way; I will be discussing this with each rebel via TG, so as to keep the modifications a surprise. As of now, the attacking force is merely being dropped off by a government plane five miles south of the rebel base, with only the equipment they carry.




That's it. Feel free to apply, or ask me any questions you feel necessary.
Edited by Idrius Ameral, March 1 2013, 10:34 PM.
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Idrius Ameral
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A Man and his "Dog"
Accepted Characters

Government Forces
Devon Lebriane

Sir Harold Saxon


Rebel Forces
Miguel
Edited by Idrius Ameral, March 1 2013, 10:26 PM.
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Idrius Ameral
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A Man and his "Dog"
Victory Assessment Criterion

The resolution of this RP will be simple. For each enemy main character killed the other team will score two Victory Points. For each redshirt character killed the other team will score one Victory Point. For every enemy captured the other team will score half of a Victory Point. For each enemy driven from the map (a ten mile square area) the other team will score a quarter of a Victory Point.

The team with the most points when one team entirely leaves the map is victorious.

Also, I should note that you might want to keep your men alive; if this RP pans out, I'll make another one in the same continuity, and characters that survived the first round will receive bonuses in the second.
Edited by Idrius Ameral, March 1 2013, 10:24 PM.
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The Ruescher Empire
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TRE
Hmmm I think I'll join actually, I'll make my application after dinner
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Idrius Ameral
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A Man and his "Dog"
Glad to hear it TRE; I await your app with baited breath.
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pajaritos
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Soldier Information
Name: Miguel
Side: Government or rebels always fighting for the people.
Physical Description: 6ft short black hair, atheletic build age 22
Squadmates' Names: Jose, EagleEye, Quicksilver

Stats
Marksmanship Rating: 7
Reflex Rating: 8
Toughness Rating:7.9
Agility Rating: 10.
Nerves Rating: 8
Manual Dexterity Rating: 8.5
Equipment Rating: 10

Equipment
Medkit
Claymore
"Bulletproof" Vest
Combat Knife
Combat Knife
Fragmentation Grenade
Sniper Rifle

Miscellaneous Info

Miguel has no last name. He Speaks every regional language, he's an expert in Wu shu kung, he was put on the Pajaritian special forces team and is one of the best at hand to hand combat and he earned a masters in Computer science and linguistics. he's very skilled with technology.
He's a only child and no parents.
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The Ruescher Empire
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TRE
You are way over points there Paj. You get 35 total points. Reduce em down
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Idrius Ameral
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A Man and his "Dog"
pajaritos
March 1 2013, 05:43 PM
Soldier Information
Name: Miguel
Side: Government or rebels always fighting for the people.
Physical Description: 6ft short black hair, atheletic build age 22
Squadmates' Names: Jose, EagleEye, Quicksilver

Stats
Marksmanship Rating: 7
Reflex Rating: 8
Toughness Rating:7.9
Agility Rating: 10.
Nerves Rating: 8
Manual Dexterity Rating: 8.5
Equipment Rating: 10

Equipment
Medkit
Claymore
"Bulletproof" Vest
Combat Knife
Combat Knife
Fragmentation Grenade
Sniper Rifle

Miscellaneous Info

Miguel has no last name. He Speaks every regional language, he's an expert in Wu shu kung, he was put on the Pajaritian special forces team and is one of the best at hand to hand combat and he earned a masters in Computer science and linguistics. he's very skilled with technology.
He's a only child and no parents.
Hmm. Thanks for the effort Paj, I'll have to edit your form slightly to make it in the limits though. How about this?

Soldier Information
Name: Miguel
Side: Government. Always fighting for the people against the oppressors.
Physical Description: 6ft short black hair, atheletic build age 22
Squadmates' Names: Jose, Eduardo

Stats
Marksmanship Rating: 4
Reflex Rating: 7
Toughness Rating: 5
Agility Rating: 3
Nerves Rating: 6
Manual Dexterity Rating: 4
Equipment Rating: 6

Equipment (12)
Combat Knife (1)
Fragmentation Grenade (1)
Flak Jacket (4)
Sniper Rifle (6)

Miscellaneous Info

Miguel has no last name. He Speaks every regional language, he's an expert in Wu shu kung, he was put on the Pajaritian special forces team and is one of the best at hand to hand combat and he earned a masters in Computer science and linguistics. he's very skilled with technology.
He's a only child and no parents
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Mikhael Talleyrand
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Roleplay Administer
Posted Image
"Devon and his Squadmates during training."

Soldier Information
Name: Devon "Wildman" Lebriane
Side: Government
Physical Description: Devon is 5'11 tall weighing in at 165 pounds. He's well built but not overly stocky, relying on speed and dexterity to win fights. His cropped hair is a dark brown with specks of grey beginning to show at the temples. Devon's calculating eyes are a light green. Across his body and tanned skin there can be found many small scars mostly earned through battle and the occasional street fight as a civilian.
Squadmates' Names: Joran "Longshot" Countryman is a smaller man with a knack for marksmanship and eliminating far off targets. Devon's other squad mate Cody "Jugger" Miller is almost the exact opposite, a large man by anyone's standards Cody stands at a little over 6'3. The man excels in close quarters combat and close range engagements. All the members of Devon's squad including Devon himself are at home in extreme environments, as all of them have long backgrounds in the Neplesian Military, Devon and Joran being ex special forces.

Character Stats
Marksmanship Rating: 7
Reflex Rating: 7
Toughness Rating: 5
Agility Rating: 4
Nerves Rating: 4
Manual Dexterity Rating: 0
Equipment Rating: 8

Equipment
[1x]Bulletproof Vest (6)
[1x]Battle Rifle (5)
[1x]Combat Knife (1)
[1x]Pistol (1)
[1x]Claymore (2)
[1x]Fragmentation Grenade (1)
16 EP
Miscellaneous Info
Edited by Mikhael Talleyrand, March 1 2013, 07:06 PM.
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Harry64
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The Republic of Saxoiy
Soldier Information
Name: Sir Harold Saxon
Side: Government
Physical Description: 6ft, quite well built, late forties, well bred, dark brown hair which is in a comb-over, a few signs of age but all round in good health and fitness levels.
Squadmates' Names: Ambassador Tucker, Sgt Major Brown

Stats
Marksmanship Rating: 6
Reflex Rating: 7
Toughness Rating: 5
Agility Rating: 3
Nerves Rating: 6
Manual Dexterity Rating: 4
Equipment Rating: 4

Equipment

Combat Knife - SAS Shoulder Holster Knife 6.5"
Pistol - Webley Mk VI Revolver
Medkit
Officers sword

Miscellaneous Info

Sir Harold is of the Saxonise gentry. The Saxonise government has 'hired' him as a gentleman of Saxoiy to assist the government side in stopping the rebel faction which threatens to topple the current government. The Saxonise ambassador and a Sgt-Major of the Saxonise Vanguard have been made available to assist where they can.

Sir Harold is a gentleman in every sense of the word and will fight like one. He was trained and served as a Royal Vanguardian Officer which is Saxoiy's elite unit and royal/ government guard.

Posted Image
Sir Harold in uniform along with his 'Officers Sword'
Edited by Harry64, March 1 2013, 07:15 PM.
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