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Thread: Cybercide - OOC

  1. #1
    星が地上を歩く Asuras's Avatar
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    Cybercide - OOC

    IC
    Chat

    CURRENTLY NOT ACCEPTING ANY MORE PLAYERS
    My workload is killer at the moment, it will re-open for anyone interested whenever things calm down


    Title graphics by Silux

    cybercide
    cy-ber-cide [sai-ber-sahyd]
    noun
    The deliberate and systematic extermination of an artificial simulated entity, or group of entities.

    ===============================================




    After the full revealing of IBM's "Corona" AI system in 2063, several companies took off using stolen technology from the large corporation. One such company, WG "Worldwide Gaming" used the Corona's ability to generate fully sentient AI capable of both learning and emotion to fill their simulated universe. For many of centuries, the practice of to-the-death combat entertainment was both illegal and highly frowned upon. When WG gaming went to court over the rights of sentient AI created by a company in WG vs US Department of AI Technologies, it was decided that sentient, 'emotional' AI did not truly experience emotion in any sense, and were merely simulations. WG was free to start up their largest internal project, known as "SYNTH", a game with a perfect simulated fantasy universe populated by Corona-generated AI.

    Initially a game open to the public, SYNTH garnered so much popularity that it eventually morphed into a worldwide sport, meeting the popularity of soccer and promoting a sense of nationality in players. The original SYNTH was renamed and a new non-public version was brought into being. Star "Synthletes" from countries were trained and promoted in the worldwide game much like Olympian athletes. Seasons occur every two years, in which countries and their respective players attempt to win the SYNTH season. Their goal; the destruction of any number of simulated AI, with more points and "Kudos" being awarded to players who killed a powerful AI, or in a flashy way. Audience ratings are heavily monitored, and often influence the judges decisions. An entire simulated year occurs in SYNTH, though lasts a single month in the real world, with television programs highlighting important moments like difficult kills or deaths of players. The winner becomes an idol, receives a monetary prize, and is put into a hall of fame. Player deaths in SYNTH result in them being ejected from the season, and cause no biological or psychological harm.

    But you are not one of these players.

    You are an AI.

    Created to die.

    Incapable of escaping your world.

    You will play as an AI inside SYNTH, unaware that your world is actually a simulation. As far as you're concerned, you are a living, breathing individual in a normal universe. The appearance of "Death Gods" every 24 years is all you see when the real world's Players enter SYNTH for the month-long season (a year long inside SYNTH). Though they are gods, they appear to have quite mortal qualities, including mortality and the ability to be killed by normal means; many have been killed by the people of SYNTH. Nevertheless, they often return to life 24 years later. Their power is great in most cases, though there are plenty in SYNTH who can defeat them on their own. The world is a fantasy high-medieval setting, with magic and monsters present across the world. AI can kill each other, just as Death Gods can kill each other. Your purpose during the time of a Death God's arrival is simple:

    Survive.

    ==========================

    With this roleplay, I am going to try something new as a GM I've never actually done before; I'll be administering what I like to call "GM-Facilitated Player-Driven Plot". Let's call it GFP for now. Plot will be driven almost exclusively by the players; how they interact with others, where they go, what they do, so on and so forth. As a GM, I will supply NPC interactions where needed. In this sense, if players desire a certain setting to be played by me, the GM, you merely need to request it. I can come to understand what you plan to do, plan myself accordingly, and work along the way with the player.

    For example, two players have agreed to want a short plot in which the two are seeking a hiding Death God. Normally I would play as my character alone, and allow the two players to control NPC's as they wish. Not here, though a bit of control will be given to players over NPC's. I will follow alongside the two players, putting my own posts in where appropriate, as an NPC, as a monster, or as a Death God (I will also be actively controlling Death God movements and activities normally).

    So all in all, don't be afraid or hesitant to ask for me to "Facilitate" your desired adventures!

    ===============================================


    • Standard stuff, blah blah. Don't do it.
    • GM word is law, bow down before me, yadayada.
    • Technically, you can be anything you want, within reason. Your "power" so to speak, should not be over the top. Remember that your character should feel a sense of danger and despair before the Death Gods.
    • While Cybercide is described as a fantasy setting, SYNTH possesses several pieces of technology normally inconceivable for a medieval setting, including guns and trains. Their presence is seen as normal by the AI of SYNTH by way of false/untrue history forced by WG. They are uncommon, however.
    • AI are mortal in the truest sense, while Death Gods are not. You have a very good chance of dying if you encounter a Death God and they wish to kill you.
    • Please keep up posting if you're going to join. If I see you "drifting off" I'll call you out on it. Please do not join this without committing. If you are no longer enjoying the roleplay, please tell me. I would rather know why you are leaving than be left in the dark. Likewise, if you need to disappear for awhile for other reasons, please let me know.
    • Complete your CS and let me know when it's done. Once accepted, you're free to post in the IC.
    • Conversation in the OOC is perfectly acceptable, though if it becomes akin to spam, I'll need you to stop. Try not to let it get to that point in the first place. If you come back to find fifteen-dillion new pages of posts in the OOC, don't fret. Ask a fellow roleplayer if anything important was discussed.


    ===============================================


    Name: Your name of course! In a fantasy realm, you have total freedom in deciding this.
    Gender: Unless your race is considerably different from humans, this should be male or female.
    Age: I'll accept any age, though I expect you to act the part.
    Race: Again, I'll accept just about anything, so long as there is a 'human element' to it. You shouldn't be an amorphous blob that does nothing but absorb living things for food. If it is not a commonly-known race (eg, Elves, Dwarves) then please explain the race in sufficient detail.
    Appearance: If you prefer a textual appearance description, do so here. If you want to use an image, place it at the top of this CS.
    Personality: Give me three positive and three negative qualities. You are free to explain them in further detail if you wish. Personality isn't required.
    Short History: A good enough description to let us know from what background you come from.
    Abilities/Powers/Skills: This is likely where I'll be most critical. While I will allow the possibility of particularly powerful individuals, if I see that your writing capability or roleplaying history does not match in line with what I expect out of someone taking on such a responsibility, I will deny the character. Remember that not everyone is capable of great magic.
    Equipment: What are you carrying around with you?
    Other: Anything else.

    [B]Name:[/B]
    [B]Gender:[/B]
    [B]Age:[/B]
    [B]Race:[/B]
    [B]Appearance:[/B]
    [B]Personality:[/B]
    [B]Short History:[/B]
    [B]Abilities/Powers/Skills:[/B]
    [B]Equipment:[/B]
    [B]Other:[/B]
    Player Character
    Silux Ghoststalker Rahëú
    Disciple Cain Mathras Nomarutesh
    Inara Zaiabel Ircha



    Sanse Milfas - Linnestrad Knight
    Reliel Shisserin - Brevnir Knight
    Chog Hardor - Brevnir Knight
    Racia - Sick Girl
    Injured Girl
    Lord Vindraemel - Linnestrad Knight

    Elge Treesea - Forest Spirit
    Ciardha - Vampire Matriarch

    Malian Ollerus - Ollerus Royal Family



    ===============================================



    =Disciple Cain=
    Chapter 1 - A Spirit
    After encountering Vrakken, one of the twin Death Gods of the mountains, Mathras was miraculously spared death by the vampire-slayer. Boldly, he forged a deal with Vrakken, hoping to kill two birds with one stone; survive, as well as get rid of the vampires that have been tormenting him throughout the lands. Unfortunately, due to Elge Treesea's apparent betrayal, Mathras found himself surrounded by the very vampires he wished to eliminate.

    =Inara=
    Chapter 1 - The Sacrifice
    For unknown reasons, Zaiabel was chased out of Racia's room without mercy regardless of her help. Finding herself in a city that was most likely hunting for her, she decided it was best to retreat to another less-prejudiced location. In the morning, she encountered the Death God Ceafore, who in her presence proceeded to massacre several dozen innocent civilians in a fiery blaze. Rahëú and Chog managed to come to her aid before she too was killed, but failed to vanquish the Death Goddess before she escaped into the city.

    =Silux=
    Chapter 1 - Strange Nobles
    Once past the jungles of the Emerald Wall, Rahëú, Chog, and Reliel found themselves faced with a burning village. There, they rescued a surviving young girl, though Chog was left to assume Rahëú's kind were the culprits. However, once they reached the Outer District of Linnestrad, they encountered the Death Goddess, Ceafore, and discovered she was the culprit. Even the combined forces of Rahëú and Chog could not kill her, and she escaped with minor wounds.
    Last edited by Asuras; 04-09-2013 at 03:20 PM.

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  2. #2
    Mega Lesbian Silux's Avatar
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    "Tœká ëś ïá ækáń ńúeś ół tüllá' kæ tœká ëś ïá ækáń ńéiś. Thöræ vëhï ëś öé ół kœhłłá áhræ - ö mhëï óvé; ö hæúń örá ká fáoë."
    "There is no evil within our world, and there is no evil without. All darkness is in our hearts alone - a mere perception; a trick of the mind"



    Don't judge me. I know i'm an awful drawer, but I needed to get SOMETHING.


    Name
    Ghoststalker Rahëú
    (Ray-Hyoo)


    Gender
    Male.

    Race
    Kwanda
    Tall, powerful, lean and muscular. They are significantly more hairy than your average human, with a strong constitution and will to survive. They make excellent individual warriors and survivalists, and are also adept at moving through any terrain at speed. Average Kwanda height is 6'8" for males. They have naturally sharp, filed teeth and fangs instead of canine teeth on regular humans. They are incredibly short tempered and have eyes reminiscent of wolves.
    Despite these discrepancies, however, the Kwanda are humanoid and retain many traits and nuances found in the Human population.


    Age
    29

    Appearance
    Rahëú is of Kwanda noble birth. He is the descent of the mighty Ghostlord Arlöń and is, by virtue of this fact, strong of arm and steadfast of spirit. He is built like any noble Kwanda should be: tall, strong, imposing and utterly fearless. With teeth and eyes that are not dissimilar from those of the legendary Hell-Wolf Kæiöra, Rahëú has been referred to as the Beast of the Heartlands by common folk.
    He also bears many ritualistic tattoos that adorn mostly his weapon arm to signify how many kills he has attained to date.
    Rahëú stands at a titan 7'1".
    Rahëú is not a speaker of the common tongue (English) and finds it particularly difficult to pronounce words of said vernacular. He speak mostly in native Ghöækhálla (Gar-Halla). He can, however, say simple words in the common tongue, though such words are heavily accented and usually broken.


    Power / Abilities / Skills
    Rahëú is known far and wide for his sheer strength and force of will. He was taught to fight in such a way after his father had become frightened at the prospect of the bloodline being ended by the periodic appearance of the Death Gods, despite his thwarting of their last attempts on his life.
    He is talented in swordplay, pole arm combat, archery and remaining unseen within forested areas and jungles. There are some who rumour that he is capable of taking on the form of Kæiöra reborn, the Hell-Wolf of legend, though such rumours are unsubstantiated at best.

    -Strength-
    Rahëú is huge, even by Kwanda standards. His muscles and training match this gargantuan stature. He is often considered one of the most physically strong beings in all the lands. It has been said by the older and more experienced sages of the realm that he could overpower a Death God in a gambit of pure strength.

    -Hunter-Warrior-
    Rahëú has spent over two decades perfecting the art of killing. Despite his size, he is surprisingly nimble and dexterous. He is a master in swordplay and polearm combat, as well as being extremely proficient in 'Rækaliä', a hand-to-hand proficiency of noble Kwanda descent. He is able to tackle and kill the largest of game with his bare hands; let alone while armed.
    He is also well versed in setting up ambushes and stalking targets thanks to his years of training both in combat, and in hunting.

    -Tough as Fuck-
    The Kwanda people are naturally hard to kill. They have wills of iron and incredibly dense muscle, along with reinforced skeletal structures and a higher metabolic rate which allows wounds to heal a margin faster than those of a Human. Rahëú is no exception - he is very hard to put down, and nearly impossible to keep down.

    -Kæiöra Násïáh / Spirit of the Hell-Beast-
    As previously mentioned, Rahëú is, according to folk tales and old lords, a reincarnation of Kæiöra, the Hell-Wolf; otherwise better recognised within standardised Human communities as the 'Ghostcaller God of War' from times immemorial. Rahëú actually finds such rumours humorous, and does not believe himself to be host to the soul of a cultural 'God'... But the masses are persistent, and as each day goes past, the tribesmen of the Heartlands grow ever more confident in their conviction. If such rumours proved to be true, then Rahëú would be in possession of power far greater than he first imagined.


    History
    Rahëú was but a boy of six years when the Death Gods first made an incursion into his world. They had originally targeted his father, the great Ghostlord of the heartland tribes; as was their manner to make attempts on the lives of the most important and powerful warriors of the realm.
    Rahëú has been raised with tales of the cruelty of the Death Gods, the horror they were capable of instigating, and more importantly, how utterly immoral they were in their conduct.

    A pair of these mythical bringers of death had found their way into the Heartland Jungles in search of Rahëú's father, but found the boy on their journeys in his place, learning the ways of the jungle and discovering the ways of the Hunt.
    The boy was initially terrified as a knight in cimmerian black armour, adorned with a mysterious "1337' insignia, raised his blade against the young Ghoststalker. Rahëú would have lost his life that day, were the black knight not stabbed through the heart by his comrade in an apparent act of morality and passion. Rahëú still remembers the second 'Death' God whispering to him that no child should suffer death at the hands of leisure, before riding towards Arlöń's keep.

    To this day, Rahëú is unsure as to the true nature of the so called 'Death Gods', as the one who had saved his life had been put to death and made an example of by his father. Rahëú does not speak of this uncertainty, but feels it deep within his soul when the Gods are the subject of ill conversation.


    Equipment
    Furs
    Serrated Short Sword
    Serrated Glave polearm
    Iron Shield.
    Ghoststalker Cloak
    Masque of the Ghostcallers



    Last edited by Silux; 01-27-2013 at 08:59 AM.


    J u s t i c e R e v e n g e M e r c y D e s p a i r L o v e H a t r e d F r e e d o m P o w e r A n s w e r s




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  3. #3
    星が地上を歩く Asuras's Avatar
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    I love him. Accepted! Two people already finished and the OOC was posted just minutes ago. :L

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  4. #4
    Master Talespinner Disciple Cain's Avatar
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    Line breaks don't work properly on IE, which sucks, but here goes.
    ------------
    Name: Mathras Nomarutesh, but usually known as Athra
    Gender: Male
    Age: 38
    Race: Human

    Appearance: Mathras stands six feet tall even and is even built rather well thanks to his years of traveling and hunting on his own. His body bares the marks of old wounds, including four straight and jagged scars (likely from a clawed beast) across his front upper body, and a rather interesting scar on the palm of his right hand, shaped and discolored as if it were from continued reopening of the same wound. His wavy hair is cut to somewhat below ear level and left in whatever style it ends up when Mathras awakes each morning. His face is clean shaven (as he would always prefer) and still maintains some semblance of youth due to not bearing scars like the rest of his body, but his darkened eyes have begun to show age in recent years. Mathras is rarely seen without the dark red hooded robe he wears, partly due to habit and attachment to it, and partly due to how comfortable it is. With the robe is a plain, bronze colored cloth sash that holds the robe closed. Beneath the robe, Mathras wears a simple tunic and pants with leather boots. Held in his boot is a simple iron dagger, and held at his waist in a leather scabbard is a well-made steel sabre. The blade, guard, and handle show signs of wear but seemed to have stayed strong for a long while.

    Personality: Mathras is partly an introvert, as the person he has talked to most has always been himself. To others this is seen as a sign of 'insanity' apparently, but Mathras simply likes to think aloud... and perhaps also because he likes the sound of his own voice. Despite that fact, he rarely interacts freely with other people outside of the Mage's College and stays confined to his own quarters (given that few outside his clique seem to interest him enough to bother saying anything). He has still been known to be patient at least, enough not to blast away people he doesn't want to deal with, and fiercely loyal almost to a fault to his actual friends. A stranger being in trouble is a difficult subject, as he'll always weigh the trouble it would cause for him compared to the reward gained. If it can't be justified, he simply moves on rather than stupidly diving in front of danger to save a stranger. At the end of the day, Mathras is usually only looking out for #1. Aside from his apparent lack of altruism, he's also not terribly fond of women. He rarely gives his reasons why except for 'Never trust a creature that bleeds for several days and doesn't die', partially in jest but his aversion to them is entirely serious. He is paranoid about being in crowds, mostly because he hasn't made it to thirty-eight by not paying attention and his paranoia is warranted in some towns, but also because thieves have attempted to make off with some of his freshly brewed potions. Though Mathras prefers to keep a low profile, he does still document some of the more interesting characters he has met in his travels down in his trusty pocket book. It passes the time on long treks and makes for great memories too.

    Short History: Mathras spent most of his youth in the city where he learned magic at a Mage's College and learned his father's trade (alchemy) and began to practice them both in tandem. Through his youth he spent little time making friends and much more time experimenting with alchemical reagents to learn their properties and uses. Though his mother may have insisted that he go out to meet people (and get married and live happily and whatnot), Mathras' distrust of women (that weren't his mother or childhood friends) combined with his apparent lack of a sex drive caused him to be apathetic toward the idea of 'living happily ever after and in love'. Nearly ever person that has ever screwed Mathras over, got him in trouble, or caused him personal grief was a woman. Or perhaps that's just how he remembers it, but he's gone so far believing it that he's hardly going to change. After he left home at age twenty-two (having finished his training), he spent several years travelling and gathering rare reagents to stock up and practice his trade and continue selling potions. As the more valuable things became more dangerous to get, he decided to train his skills in more than just magic and alchemy in order to survive in the more savage parts of the world. He may have several tales to tell of his adventures and travels, but recalling them all in one account would be ludicrous so his history has been kept only to the most important details.
    Abilities/Powers/Skills:

    1. Swordsmanship. Though Mathras was never a soldier he was trained well in the use of a few bladed weapons like the broadsword, sabre, and dagger (coupled with other hand-to-hand techniques). He is capable enough to keep himself out of trouble, and strong enough to keep from being overpowered easily, but he tends to keep fighting with swords to a minimum if he can keep enemies at bay long enough with magic or clever use of potions.

    2. Alchemy. Mathras is a skilled alchemist and he creates his potions mostly so that he can sell them. From simply purifying water, to turning the imbiber into a wisp of mist temporarily. Turning invisible, providing enhanced strength, and even sharpening the mind and senses. All are very useful, but the ones that he tends to carry with him will generally explode, corrode, or disorient in some manner. Some have ingredients that are hard to come by, and are used rarely, but others are dime a dozen and great for the occasional quick get away.

    3. Magic. Mathras is also a skilled sorcerer, as magic is used in the creation of many of his potions. Most of his magic is evocation, which includes things like shooting sparks, flares, and raw magical force, hurling magical fireballs, and many other things like that. He dabbles in enchantment (thus the robes), though the magic is expensive so he does not often have a chance to practice, what with the lack of rare reagents.

    4.Athletics. Having spent much time *running* from encounters rather than taking them head on, Mathras has honed his endurance and speed over time to make sure he can move fast enough, for long enough, to get away from beings that would otherwise tear him limb from limb and scoop out his organs while he still lives.

    Equipment:
    He wears a dark, blood red, hooded robe that usually comes with either a black or a bronze-colored sash around the waist. It is adorned with arcane symbols on either forearm. The robe itself is enchanted with runes to protect the user, making the material it is made out of incredibly difficult to cut, but it does very little to pad the force behind blows. Also, it's wonderful for keeping warm in the your alchemical lab sub basement. Underneath that is a typical outfit, consisting of leather boots, cloth pants, and a long-sleeved tunic. Most of it is covered by the robe he wears, and none of it is fancy enough to warrant description.
    Beneath the robe is a steel sabre, the crafting of which was commissioned by Mathras and done by a blacksmith he knew through his father. It has a fine edge and is well-kept by Mathras. The handle of the sabre is bound with leather and the hilt has a red spinel socketed into it. It is his trusted blade and he has trained well with it, but he will normally use it as a last resort since his magic is fully capable of doing away with opponents at further ranges that he does not want to deal with. It is held in a leather scabbard that is otherwise non-descript.

    He also carries a steel dagger, which tends to be replaced from time to time as it may easily get lost, broken, or lodged into something. A very useful tool on it's own, as well as a useful sidearm for close range. Kept at the hip in a small leather sheath.

    He carries a black leather pouch held along the belt of his pants that can hold several vials in slots in and outside of the bag in order to carry alchemical ingredients. It is enchanted to allow it to hold more inside of it than it physically would be otherwise but still maintains a part of the weight of all the items inside.

    Mathras' trusty pocket book is a small, enchanted, leather bound book that seems to have an endless amount of pages due to it's enchantment. It allows him a quick reference for anything certain subject he wills to be upon the pages, though he'll have to flip through the pages after he has willed the subject upon them to find the right entry.

    Other: Mathras' survival against the Death Gods during his teenage years was mostly due to fortunate circumstances of his birthplace, as the Mage's College in his city is perhaps one of the worst places to attempt to assault due to the great concentration of magisters. Just thought I would note that.
    Last edited by Disciple Cain; 01-27-2013 at 02:40 AM.

  5. #5
    星が地上を歩く Asuras's Avatar
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    Already accepted you through PM's. Welcome aboard.

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  6. #6
    Master Talespinner Disciple Cain's Avatar
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    Thank you :3

  7. #7
    Chosen Undead Tomaru's Avatar
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    Name: Torrin Gale

    Gender: Male

    Age: 28

    Race: Human

    Appearance: He has lean features, gray eyes, short brown hair, and a short scruffy beard. He stands at about 5’5’’ and wears brown scholar robes. His skin his tanned, though, from going on numerous trips around the world.

    Personality: Generally friendly and optimistic. He loves learning anything new, is very inquisitive, and likes to tinker with new objects. Once he sets his mind to something he becomes very determined and likes to push his limits.

    Short History: Torrin was one of those obnoxious children that asked “why” all the time. His parents had to keep a close eye on him to stop him from tearing apart all of their valuables, or wandering off into dangerous places. Naturally, he experienced many scrapes, bruises, snakebites, and bee stings. Even so, he learned from all of his experiences and never suffered from the same injury twice.

    When the death gods came, Torrin knew more about what was going on than any of the other kids for he had read many history books about them. It was his ingenuity that saved many of his friends when they came. Most people trusted their fortresses and shelters for shelter, but Torrin led a group of children to a hidden cave he had found in his little excursions, and they survived the raid.

    Torrin was left an orphan, but his intellect was quickly noticed and he was adopted by a mage that was searching for suitable apprentices. He then lived a comfortable life in the castle, pursuing his studies in magic, but putting his own innovative twist on the art. He wasn’t satisfied with simple elementalism. Why was magic possible? What were its limits? Torrin pursued materialization to see just how far his magic could take him. His king recognized his abilities and allowed him to pursue his studies as he saw fit so long as he could return periodically with new knowledge for the kingdom. With the coming of the death gods nigh, Torrin wonders just what their limits are…

    Abilities/Powers/Skills: Torrin possesses an average level of elemental magical power for a mage, but excels in materialization. His magic allows him to produce any conceivable thing. The catch is that he must have an understanding of how that item works, or else it will be dysfunctional, and it requires constant concentration while said object is being formed. He can only utilize substances that he has already encountered. This ability can also be used to alter already existing objects, but runs the risk of completely destroying that object if it is broken. He is more skilled at swordplay than the average peasant, but stands no chance against any reasonably trained fighter.

    Equipment: A notebook, quill, and ink. He packs light since he can materialize basic supplies (including money, but that’s his little secret).

  8. #8
    星が地上を歩く Asuras's Avatar
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    Torrin Gale accepted! I'm envisioning a moment in which his studies into magic go far enough that he encounters an error...

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  9. #9
    Senior Member Valtyr's Avatar
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    Just to be clear, guns ARE available, correct? If so what kind of gun technology will be available?

  10. #10
    星が地上を歩く Asuras's Avatar
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    Guns are available, but rare. Automatic weapons (or burst fire) are non-existent. They're also not called stuff like "M1911" or "AR-15" as in our world, nor do they look the same.

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