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Thread: The Continuum 2.0 Faction Submission Sheet

  1. #1
    Lords of the Omniverse LOTO's Avatar
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    The Continuum 2.0 Faction Submission Sheet

    Faction Depository

    The purpose of this thread is to serve as a universal catalog for the continuum's various factions. To sign up or ask questions, go to that Groups' individual thread in the OOC Forum or PM their leader.

    The following is the required content for Factions. Anything extra is welcome, but this information is the bare minimum. Order, format, coloration, whatever is up to the poster.

    Group Name:
    Group Allignment: Reason-Faith/Balance-Egoism
    Group Structure: Nomadic/Stationary

    Group Leader: OOC leader and IC leader

    Group Description: Here you must provide a detailed description of your group.

    Group Ability: We are allowing Factions to have a special power that benefits their members. This power can be anything from having extra npc guards that follow their members around or enhancing the powers of one of their members one tier above their current level. As long as it's reasonable it will be accepted.

    Group Territories: List the territories your faction currently owns. You are given one territory at the start of your faction. A headquarters for your faction. This headquarters can be anything from a castle to a small cottage or an elaborate dungeon. You must detail this territory as

    Name: Blank[Headquarters]
    Description: Describe what this territory looks like.
    Defense: Allowed 4000 OP to spend on initial defenses listed in the Currency Submission Thread.
    Last edited by LOTO; 11-15-2012 at 07:56 PM.

  2. #2
    A world of possibilities Crazy Scion's Avatar
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    Faction CS for the Police
    Group Name: The Cops
    Group Allignment: To create peace arcoss the land
    Group Structure: Nomadic and Stationary. The HQ will be stationary, but the roaming police will take land and establish outposts.

    Group Leader: OOC Crazy Scion IC leader ?

    Group Description: The world of the Omniverse was chaotic and out of control on the day it was formed. A faction of people decided to try to bring order to the chaos and started a force for protecting the weak and innocent from the madness. These cops aren't all about the humans, but an allover police for everyone and everything. They seek only to bring peace to the land and to stop the senseless violence and war. You receive a badge with your name and picture ID on it to prove your a cop. All Cops also are armed with stun rods, cuffs, pistols, and some have squad cars and bikes. NPC’s will manage the more mundane jobs of the police, like radio operator, patrol officers in the city, and any men manning an outpost for acquiring equipment and info.

    Organization rules –
    All members of the police force will be instructed to stop any and all acts of violence.
    All arrested individuals will be taken to HQ or the closets outposts to be transferred to the main prison.
    Lethal force is only permitted if capture is impossible.

    Group Ability:

    Faction Benefits: Include the ability to arrest people after defeating them. Members are provided with enchanted handcuffs that drain the strength of the captured, can bind incorporeal beings, and shock captive if they struggle to hard. If you get arrested by the police your character will get held in jail for a (to be specified) amount of time, but can pay for reduced sentence, make a plea deal, or try to stage a break out. Otherwise in the mean time you will be on the prison island in the Jail thread.

    Group Territories: The police HQ is located in a big sky scrapper in the center of Shanty town as a neutral faction, they welcome all to their ranks, have several outposts are located all over the land, and the Jail is somewhere in the ocean.

    Name: Police HQ
    Description: The police HQ is located in a big sky scrapper in the center of Shanty town as a neutral faction
    Defense: HQ guarded by

    Members: Leo, Carl, Recette, Fury
    Last edited by Crazy Scion; 11-15-2012 at 08:10 PM.

  3. #3
    Melon Oracle MelonHead's Avatar
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    Last edited by MelonHead; 12-04-2012 at 08:43 AM.
    MelonHead does not give out free Melons.

  4. #4
    Bitch Queen GrievousKhan's Avatar
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    Group Name: Thultanathar
    Group Alignment: Lawful Evil- Thultanthar fight primarily for their one survival and domination for resources. Their main current goals also include creating a haven for those races who face prejudice elsewhere, and to destroy those that oppose or endanger their own existence.
    Group Structure: Stationary

    Group Leader:


    Group Description:

    Group Abilities:

    Since their arrival in Terra Nova and inhabiting the Shadowfell, several technologies Thultanthar has come across originating from different realms have helped it only increase its overall might. However it still remains the masters of Nether energy and Necromancy, and thus are able to revive fallen allied members should a body be recovered mostly intact. Members of Thultanthar, aside from being able to call in add of Thultanthar's legions, are also able to make use of a variety of Magi-tech weapons created by Pure Nether force.




    Group Territories:
    Thultanthar


    Name: Thultanthar
    Description/defense: The lands of Thultanthar are now completely dead thanks to it merging with the Shadowfell, from its trees and forest, to its once beautiful and fertile fields and hills. Even the lakes, rivers, and near by bodies of water are no blackened, grey, and lifeless. Much of the land is now murky swamps and dead forest. Most of the land is a hostile, harsh world dominated by ferocious storms and electrifying skylines, with many other region is covered by rocky terrain and dominating canyons with some arctic-like areas. The place teems with hoards of goblinoids, Orcs, or Shadar and walking dead of both man and beast, with haunting ghost and specters wondering the land. It is a bleak, desolate place full of decay, death and eternal darkness.

    The City of Thultanthar itself is a great city of blackened stone walls and buildings, it's fortification's are the equivalent of a citadel. Thultanthar is a huge concentric nest of defenses, cunningly designed to support each other and to be abandoned by the defenders in stages so that the attacking force must fight for every square inch of ground. The outer walls and gates are formidable enough, but these are only the first layer of defense. Not to mention the legions kept within to defend it from attack.

    Defense: Five Bone Legions representing a standing force totaling roughly a force of 100,000 strong made up of various Undead forces. (


    Last edited by GrievousKhan; 11-16-2012 at 12:10 PM.


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  5. #5
    Gray Hunter Alphakoka's Avatar
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    Group Name: Traveler Guild / Thieves Guild
    Group Allignment: Lawful Neutral / Lawful Evil
    Group Structure: Stationary with small hubs in cities and other civilization or major roads.

    Group Tech: Varies and mixed. (Think FF)
    Group Leader: OOC leader: Alphakoka. IC leader: None

    Group Description: The Traveler Guild started as a group of people who deemed it's unnecessary to join a civilization but notice that they won't last long without any form of support. As such, the travelers banded together and formed the Guild as mean to centralize communication and trading, recruiting other as they meet in the road. The Guild also acted as an administrator for all the members paperwork such as permission and permit and set a base rule for all members. Unbeknownst to most, within the Guild there also exist a Thieves Guild that followed similar rule as the main Guild but whose purpose was to enrich themselves, among other things. Both Guild mostly acted as a mercenary group when they're not doing what they're doing.

    Group Rules:
    -Maintain neutrality when no offer came.





    Group Abilities:
    -Universal Permit: The travelers are capable of passing through low-clearance site, even military ones without actually having been assigned one by the owner of the site. Logically speaking, unless they have a reason to enter a place of importance (other than a city in general), they will stuck out and look out of place.
    -Misdirection: Thrice a week, the travelers are capable of getting themselves invisible for 5 minutes. Not as much of invisibility as convincing other that some things is more important than you, like that rock over there. (Pretty much ineffective against any observation device, or soulless automatons)
    -Temporary member: As long as they're doing a job for another faction, the Travelers are capable of using the abilities and equipment of said faction with the exchange they're unable to use Universal permit.
    -Mimic: Once a week for 24 hours, the thieves are capable of passing themselves as a member of another faction, useless against anyone high-ranking in said faction. When discovered, they can attempt to convince them that they belong to yet another faction. (So, using the Melony Templar as a template, thieves cannot fool any of the Seneschal, and has much lower chance in fooling Crusaders than fooling a Sergeant) (This skill is only for member of Thieves)
    -Hey, I just met you!: Members of the Guild is capable of acting as if they're an old friend even if they've just met with someone which would made the stranger that they're actually an old friend. Useless against PC.
    -This is crazy!!: The thieves are capable of inciting a riot, anywhere anytime with anything. Reduced effectiveness against PC in that the PC would only receive mild rage and irritation. Once used, need to wait two days for things to cool down before inciting another riot.

    Group Territories: Main HQ is in Shanty Town

    Name: Guild Central

    Description: A three floored stone complex that acted as barrack, training ground, gathering point and administration. The first floor had tavern in the entrance, the administration/job center behind it. The second floor acted as the training ground and armory and the third as barracks. Thieves Guild HQ located in the basement, accessible from the storehouse of the tavern.



    Defense: one tier 5 Windrider and two tier 4 Stormrunners. The windrunner is either in the training ground or perched on a makeshift crow nest. The stormrunners are usually moving around, mostly in either the tavern or administration.



    Note: No PC can join as Thieves initially.
    Last edited by Alphakoka; 12-04-2012 at 01:42 AM.

    http://alphakoka.minitroopers.com
    Credit to Harby the Australian Harbringer.



  6. #6
    Group Name: EMSF (Elite Maid Security Force)
    Group Alignment: Generally good. They serve as employees under Veltirinus
    Group Structure: Stationary
    __________
    Group Leader: Veltirinus, controlled by me.
    Other Members:Meow, a cat he who he'd like to spoil
    __________
    Group Description: This group is hired by Veltirinus to serve as security both from him, his guests, and his estate. Due to personal preferences in choosing personnel, almost all of his security are chosen due to their level of cuteness rather then actual fighting ability. They must also double as maids, meaning that they're trained to both clean up his mansion as well as crime. Despite the glaring security flaws in this plan, Veltririnus claims it's for the best and it has worked for him in the past due to making sure they're well trained. His security forces cannot legally make arrests, so cops are generally called in if a situation gets out of hand. In addition to these normal security forces, he can also hire other people as well (playable characters).
    __________
    Group Abilities:
    Battlemaid- Tier 1-The standard security forces. They're all trained in hand-to-hand combat and are equipped with different weapons depending on the scenario, although no higher tier weaponry. The most common weapons are machineguns, shotguns, and pistols. They don't wear armor and have no magical abilities. Due to being chosen based on cuteness, they aren't necessarily the best fighters although they do take their training seriously.
    Ninjamaid- Tier 2-Security forces with swords, stealth, and poison as their primary means of attack, but can also use other common ninja type weapons. Unlike the battlemaids, they wear all black versions of the maid uniform.
    Warriormaid--Tier 2-Security forces who show high potential. They often have some magical capabilities, although mostly focus on physical attacks still. These warriors tend to use weapons like swords more often then battlemaids would, but that's not to say that some still don't use guns.
    Technomaid--Tier 3-Android maids are in the research and development phase.
    (More types of security personnel will come out with time)
    __________
    Group Territories:
    Name: Elscapades Estate
    Description: Found in the link in greater detail. Veltirinus, despite what he claims, is not making any efforts to expand his "kingdom" at the moment.
    Defense: Hundreds of battlemaids live within the mansion itself, and more can be called in from outside areas when a threat arises. The second, third, and fourth floors have warriormaids; each higher floor having more of them. Ninjamaids can be found on any floor, but in far lessor amounts then the battlemaids. There are also eight helicopters equiped with Gatling Guns and some bulletproof cleaning vans that are used by members of the EMSF.
    Last edited by ImportantNobody; 11-29-2012 at 07:43 PM.

  7. #7
    Lords of the Omniverse LOTO's Avatar
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    @Alphakoka's Traveler Guild / Thieves Guild
    Quote Originally Posted by Alphakoka View Post
    Group Leader: OOC leader: Alphakoka. IC leader: Unknown
    Who is the IC Leader? Is there is no leader state there are none.

    Group Rules:
    -Maintain neutrality when no offer came.
    Clarify the bolded rule. It is too vague.

    Group Abilities:
    -Universal Permit: The travelers are capable of passing through low-clearance site, even military ones without actually having been assigned one by the owner of the site. Logically speaking, unless they have a reason to enter a place of importance (other than a city in general), they will stuck out and look out of place.
    -Misdirection: Thrice a week, the travelers are capable of getting themselves invisible for 5 minutes. Not as much of invisibility as convincing other that some things is more important than you, like that rock over there. (Pretty much ineffective against any observation device, or soulless automatons)
    -Temporary member: As long as they're doing a job for another faction, the Travelers are capable of using the abilities and equipment of said faction with the exchange they're unable to use Universal permit.
    -Mimic: Once a week for 24 hours, the thieves are capable of passing themselves as a member of another faction, useless against anyone high-ranking in said faction. When discovered, they can attempt to convince them that they belong to yet another faction. (So, using the Melony Templar as a template, thieves cannot fool any of the Seneschal, and has much lower chance in fooling Crusaders than fooling a Sergeant) (This skill is only for member of Thieves)
    -Hey, I just met you!: Members of the Guild is capable of acting as if they're an old friend even if they've just met with someone which would made the stranger that they're actually an old friend. Useless against PC.
    -This is crazy!!: The thieves are capable of inciting a riot, anywhere anytime with anything. Reduced effectiveness against PC in that the PC would only receive mild rage and irritation. Once used, need to wait two days for things to cool down before inciting another riot.
    Choose one ability to give to your members. You may choose a different ability for the thieves than a normal Travelers, but characters can only have one ability from this faction. (i.e. traveler's get universal permit while thieves get mimic.)

    Defense: one tier 5 Windrider and two tier 4 Stormrunners. The windrunner is either in the training ground or perched on a makeshift crow nest. The stormrunners are usually moving around, mostly in either the tavern or administration.
    Give a link to the descriptions of the Wind Rider and the two Storm Runners.

    - - - Updated - - -

    @ImportantNobody's EMSF (Elite Maid Security Force)

    Group Territories:
    Name: Elscapades Estate
    Description: Found in the link in greater detail. Veltirinus, despite what he claims, is not making any efforts to expand his "kingdom" at the moment.
    Defense: Hundreds of battlemaids live within the mansion itself, and more can be called in from outside areas when a threat arises. The second, third, and fourth floors have warriormaids; each higher floor having more of them. Ninjamaids can be found on any floor, but in far lessor amounts then the battlemaids. There are also eight helicopters equiped with Gatling Guns and some bulletproof cleaning vans that are used by members of the EMSF.
    Any special defenses? You have 4000 Omniverse Points you may spend on non-playable characters or weapons as a faction.

    Group Abilities:
    Battlemaid- Tier 1-The standard security forces. They're all trained in hand-to-hand combat and are equipped with different weapons depending on the scenario, although no higher tier weaponry. The most common weapons are machineguns, shotguns, and pistols. They don't wear armor and have no magical abilities. Due to being chosen based on cuteness, they aren't necessarily the best fighters although they do take their training seriously.
    Ninjamaid- Tier 2-Security forces with swords, stealth, and poison as their primary means of attack, but can also use other common ninja type weapons. Unlike the battlemaids, they wear all black versions of the maid uniform.
    Warriormaid--Tier 2-Security forces who show high potential. They often have some magical capabilities, although mostly focus on physical attacks still. These warriors tend to use weapons like swords more often then battlemaids would, but that's not to say that some still don't use guns.
    Technomaid--Tier 3-Android maids are in the research and development phase.
    (More types of security personnel will come out with time)
    How many npcs per member?

  8. #8
    Gray Hunter Alphakoka's Avatar
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    Quote Originally Posted by LOTO View Post
    Who is the IC Leader? Is there is no leader state there are none.
    Oh? Okay.

    Clarify the bolded rule. It is too vague.
    Follow the law of the place you're in.
    i.e.: Shanty City's law said, "no killing," they wouldn't. Singing City's law said, "Worshiping Gods other than ours is a crime," then they would either leave or put that action on hold.

    Choose one ability to give to your members. You may choose a different ability for the thieves than a normal Travelers, but characters can only have one ability from this faction. (i.e. traveler's get universal permit while thieves get mimic.)
    Shucks, can I exchange the 4000 OP for abilities?

    Give a link to the descriptions of the Wind Rider and the two Storm Runners.
    Meaning this will be on hold until I get your answer about the abilities before.

    http://alphakoka.minitroopers.com
    Credit to Harby the Australian Harbringer.



  9. #9
    Quote Originally Posted by LOTO View Post
    @Any special defenses? You have 4000 Omniverse Points you may spend on non-playable characters or weapons as a faction.
    How many npcs per member?
    I'll consider how to spend my points soon. As for the amount of generic NPC's for each group (not spending money on), I'm not sure how much everyone else has but I'd like to be kind of small in size, but still enough to put up a good fight. I'll say 8,000 battlemaids, 200 ninjamaids, and 50 warriormaids, but if that's unreasonable then I'll change it.

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