Hidden 9 yrs ago Post by Shoe Thief
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Three years after the government has fallen to the dead the remaining humans start to rebuild. Though rebuilding wasn't to bad, many resources still remained within the ruins of the old world. Colonies soon started forming across the wasteland, Some big, Some small, Some with weapons, some with a crap ton of food, and some with steady power. Though none are completely self sustaining in their current condition, and lack what they need to keep going.

So the basic idea of this RP is that you will be controlling one of these colonies and attempting to survive and rebuild. You will have to deal with shortage of Weapons, Ammo, Fuel, Electricity, and food. Other threats would include dealing with the dead, Other people and colonies, and traitors within your own colony.

Dealing with the other colonies can be done many ways. You can make peace and trade supplies, You can declare war and try to wipe them out, Or you can take them over and force them to work for you as a resource farm. No matter what action you do it will effect the moral of your people. Bad moral will lead to internal conflicts, Fighters refusing to fight, Civilians not working or acting as spies, and riots. Your people may even react to your decisions about another colony.

So that's what I have so far, Nation RPs are a new thing for me so I may make a lot of mistakes. If I do or you have any ideas let me know, I'm always open. I do plan to add more detail such as a... I want to say character sheet but I guess it would be Nation sheet... I'll have what ever they are up soon.
Hidden 9 yrs ago 9 yrs ago Post by KingTip
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You working on a NS? (also to answer your question, it is a NS, or Nation Sheet)@Remipa Awesome
Hidden 9 yrs ago Post by Shoe Thief
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@KingTip
Nation sheet I guess. Like I said, I am new to Nation RPs but I think I have enough of an idea to get it going.
Hidden 9 yrs ago Post by KingTip
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@Remipa Awesome

it is a NS, or Nation Sheet


Nation sheet I guess

Sorry, I meant NS stood for Nation Sheet. It might have been a little confusing.
Hidden 9 yrs ago Post by Shoe Thief
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@KingTip
Well makes sense now, I'll write one up Tomorrow after work.
Hidden 9 yrs ago Post by Lord Ashenwyte
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Could I join?
Hidden 9 yrs ago Post by Shoe Thief
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@Lord Ashenwyte
Sure, I'm putting a Nation sheet together in just a bit.
Hidden 9 yrs ago Post by Shoe Thief
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Nation sheet is up!
Hidden 9 yrs ago 9 yrs ago Post by KingTip
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Location: The Twin Cities of Hulton and Kyrad on Kyrad Island(I'm assuming this is a fictional setting.)

Name: The Republic of Kyrad

Government: Currently an official government is in place with Presidents elected every year, with no term limit.

Population: about 700 in each city, so a total population of around 1400

Agriculture: Water is not hard to get on an island, and can easily be purified. Farming, though, was not big on the small island. Hulton contained more farms than Kyrad, but until a large amount of farms are set up all around the island food is brought in mainly by ferry. A squad will sail to the mainland and steal food from abandoned farms or stores.

Army: Kyrad (The colony not city) has only a small militia (Around 200 men) for riot control, although the majority of the population are former gang members and the entire population could be mobilized if someone was invading.

Firepower: The militia has rifles and little armor. Grenades are also standard, although in low supply. Most civilians do own handguns, though, also because of their gang member background.

Technology: There were 2 solar plants before the war, one inoperable now. The residents have managed to hook up the remaining plant to a makeshift power grid that is mostly unstable. On cloudy days, electricity might cut out at around 1:00 AM until the sun rises again. Internet is not like we know, theirs is more of a local internet. Only people who live on the island can use it.

Transportation: Because of the urbanization of the Kyrad island, cars mostly were shipped out a while ago, people being content to walk places or take a 5 min bike ride to the other city.

Other supplies: Ammo is scarce now, the only new ammo coming in the nightly ferries that also bring food. But the thing that makes Kyrad special is that it was a large navy port with many military ships before the war. While gas may be expensive (Having to trade to get it from other colonies) Kyrad has managed to form a makeshift blockade along the coast, taking a tax if anyone from the rest of the world tries to get in, or if someone tries to get out.

Lifestyle: The best way to describe the life of a Kyrader: Thug-Life. The people left in the cities are mean to outsiders and seem to use so much slang it seems like their own language.

History of you colony: Riots were commonplace in the two cities before the war. Rival gang wars happened every other month. But as soon as the government collapsed, things got serious. Rival gang made peace and united to take over public utilities. Their goal: Independence. The Kyraders had developed their own culture compared to the mainland country. They practically had their own language. Their first target was the naval base. With no one guiding them, the Navy put up little fight against the large mob. They commandeered the Navy boats and formed a blockade around their own island first, so no reinforcements could arrive. Next they moved in and overthrew the local authority, installing an ad interim government for the time being. Eventually they evolved their political system to the current state. Unfortunately, after things had settled down on the island, some gangs split off from the government and started waging war to install themselves as a militaristic dictator. This is when the Militia was formed and a year long war was spent fighting it what was essentially a glorified gang war. This war was known as the 'Kyrad Civil War', splitting the island in two, the government taking the side of Kyrad, while the rebels took over Hulton. In the end, the government won. But the Kyrader's rebellious nature will not stay in check forever.
Hidden 9 yrs ago Post by KingTip
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@Remipa Awesome How do I look?
Hidden 9 yrs ago Post by Shoe Thief
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@KingTip
The population is extremely high for a post-apocalyptic Civilization. Like 700 might made up the total population of all the colonies in the area.
Hidden 9 yrs ago Post by Letter Bee
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Is this Casual, or Advanced?

Wait, forgot; I don't have the time to join; already have six RPs.
Hidden 9 yrs ago Post by Shoe Thief
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Well shit, I actually lost the RP for... too long. If I can get it jump started again I would like to lean to Advanced RPing, though I also have very little experience in their. So unknowingly it may end up being more casual then Advanced. Basically Would prefer longer post, paragraphs so we can get the RP going at a decent pace.

Jump starting it may be a bit hard so we shall see.
Hidden 9 yrs ago Post by Shoe Thief
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So, may end the thread for now. May try and get it going at some other point.
Hidden 9 yrs ago Post by DanialTP
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Location: National Guard Shelter 'Bravo'
Name: Bravo Guards Remnants

Government: The Bravo Guards are ruled by Chief James Harrison who directly rules them. A leader is selected among the high ranking guards if a Chief dies.

Population: 55 (25 Soldiers and 30 Civilians, the civilians being women and Children.
Agriculture: Trading, Scavenging
Army: 25 Guardsmen (Including Chief Harrison)

Firepower: The guardsmen have a small stockpile of assault rifles and some ammo. For armor, the guardsmen have pre-war National Guard armor that have been stripped of their pre-war nation's insignia.
Technology: The guardsmen have a flimsy generator in the bunker of the shelter that needs to be repaired frequently. All the computers in the outpost are not working or broken.

Transportation: The Guardsmen own 2 Humvees ( with no weapons attached)

Other supplies: The Guards owned a stockpile of weapons, ammo and light armor in the guard armory, though many of the Guards weapons are damaged or not in good condition as the guard outposts was handed surplus weaponry when certain weapons were phased out.

Lifestyle: The guards are no longer part of the National Guard so the armed soldiers mostly patrol the perimeter of the (small) guard outpost. The women and children live in the National Guard outpost building in the third floor (the building only has three floors, basement (where the armory and guard barracks is), first floor (canteen and common room) and the second floor (the residential floor with a few rooms to fit the 25 women and children).)

History of you colony: The guards were pre-war National Guards who lived and worked at the shelter. The guards were allowed to bring their families. When the bombs fell in a city not so far away from the outpost, the guards hid themselves in the basement and emerged out a few weeks later. The outpost was damaged but not severely. The guards tried to contact other outposts around the city but soon discovered that their outpost which was furthest from the city was the only remaining outpost. The guards soon knew they were on their own, so they set up a new independent community in their outpost. The surviving chief, Chief Edwards was killed while scavenging. The guards knew they needed a leader, so they selected the highest ranking officer, Cheif James Harrison.
Hidden 9 yrs ago Post by Shoe Thief
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Approved, Put in the character tab and I will start forging a map soon with the locations of the Colonies on them.
Hidden 9 yrs ago Post by Klomster
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Questions.

What is the tech level? Can i have like humanoid robots? Or are we talking a lower tech level?

What is the world? There's not much to go on for the moment. Should i assume its some kind of place in this world, or is it a fantasy world?

Will there be a map? It can be difficult to imagine distances without a map, especially when people don't get the same perspective as each other.
One could see a forest needing weeks to travel while another sees it as a small area with trees traversed in hours.
Both being confused when one walks through it in a day and then the gm ruling it takes three days to pass.

After these questions are answered, i shall consider joining. :)
Hidden 9 yrs ago Post by Shoe Thief
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@Klomster
Personally, I love answering questions. It helps fill in gaps I may have (Or definitely) missed.

Tech level is modern-ish tech, the human race is in the middle of recovering from the undead Epidemic.

The world is with in our world, more or less. Again it's 3 years after it was destroyed but other then that it is our world, our Earth.

I will be setting up a map, I want to know enough about the colonies that have joined before I set up a map. That way I know what has to be within the map before I make it and place the Colonies in it. Based on the descriptions for these bases that is how location will be decided.

If their are anymore questions ask them, I can have the details sorted out ASAP.
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Hidden 9 yrs ago Post by Klomster
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Interesting.

So will our colonies be close to each other? Or will it be really spread out.
I mean, if my colony is in old germany and one in west USA we wont be interacting much.
Or will it be like all of them are in the same general vicinity, and we will have to fight for resources after a while?
(The latter seems to be the interesting way to do it)

Is there an update time? Like, you want us to post this and that often? Or is it more like post whenever?

I dunno, i'm trying to come up with a faction, but seem to lack the motivation to do it.... :/
I was thinking an old army base, but the national guards sort of already took that niche.
Hidden 9 yrs ago Post by Shoe Thief
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@Klomster
The colonies are going to be close enough to interact but for the most part will be far enough that walking isn't really an option to get to one another unless someone was willing to spend two to four days walking. So we will be spread out but because it is years after the original outbreak scavenging is becoming harder and harder. SO interactions will have to be forced in some way, either with people coming across colonies, trade, or parties fighting over lets say a stockpile of canned goods. Hope that answers that question.

Now for post time I actually haven't thought about that a super lot. Personally I would just like it if people updated at least once every other day, though depending on what's going on I would get if it was done a bit more often or less often. I would like to try and avoid more then a post a day if possible. This is mainly to avoid like two factions beating the shit out of everything well no one is online.

As for places that's always been a tricky one. Though options are available, could be a walled off area in the forest, a camp site, a walled off city, or some other structure that you think if done right could be secured. I'm not going to be too picky on that, because after a while most places are able to be fortified if done right.
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