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Since Konohagakure’s founding by the Senju and Uchiha, the village has become home to an extensive amount of extant clans— some of which being composed of former warband allies of the aforementioned clans, whilst others finding themselves amongst the hierarchy.











Hyuga Tsugumi (84- )



Aburame Iketani (26- )
Hyuga Atsuhiro (50- )
Lee Keiru (53- )
Namikaze Kazuhiko (63- )
Sarutobi Atsuo (68- )
Senju Yaguruma (28- )
Uchiha Chiaki (63- )
Yamanaka Inokaru (42- )



Namikaze Ayano (87- )
Shimura Irasaki (85- )
Yamanaka Inotachi (63- )



Aburame Koyomi (84- )
Iburi Satoshi � (69- )
Kagetsu Kitanai (84- )
Namikaze Yoshiharu (85- )
Senju Hidorama (48- )
Senju Hotsuma (85- )
Senju Kureha (50- )
Senju Madarame (80- )
Uchiha Shinatobe (88- )



Hatake Toshiro (84- )
Senju Midori (73- )
Taketori Yuudai (64- )
Yamanaka Inokari (87- )



Murakumo Mikoto (101- )
Namikaze Fukushu (101- )
Uchiha Tensai (101- )









Hyuga Takahiro (� - 61)
Sarutobi Shinichi (39 - 112)
Senju Idarama (� - 34)
Uchiha Kazunari (39 - 101)
Yamanaka Inoiko (22 - 84)



Lee Kintaro (51 - 101)



Aburame Suguru (50 - 92)
Hyuga Ashitaka (77 - 101)
Hyuga Toshinobu (74 - 101)
Kohaku Miyuki (69 - 101)
Kurama Tomokazu (80 - 101)
Lee Akagane (80 - 96)
Namikaze Haruka (64 - 105)
Sarutobi Himeko (68 - 101)
Senju Takurama (71 - 101)
Uchiha Narumi (81 - 112)
Uchiha Ryoji (62 - 101)



Lee Kintaro (82 - 98)
Lee Tetsuya (84 - 101)
Hyuga Yukio (80 - 101)
Namikaze Daijiro (88 - 101)



Lee Buronzu (90 - 101)







Yo, we've got Genin Teams!






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D I S C O R D
C O L L A B - P A D







This is a conceptual roleplay set in the Naruto Universe within the framework of an alternate universe.

What this means though, is that for the most part canonical characters and events are absent from this continuity. There is no Naruto Uzumaki, and as a byproduct there are no events surrounding that character and Kishimoto’s original timeline in this roleplay. This allows a fresh interpretation of the base universe, new ideas to flourish without needing to cross reference every specific fact, and of course creates a constantly building continuity as mysteries and legends unfold before our very eyes. This is a role-play that does not exist with official canon, however while this is so events have branched similarly to some effect. Core characters from aforementioned official canon have been removed from play but their clans continue to be shaped similarly.

Players will begin with an academy student in Konohagakure that is awaiting the results of the genin exams. This is, in part, due to my belief of what Naruto is about as a setting. Basically, I believe at the heart of it that Naruto is about the character's growth as a genin, the camaraderie they create with their friends, the bonds that deepen through experience, and ultimately the path they take. So all CS’s should be marked “genin” level unless you are applying for a jonin-sensei. Players are encouraged to have as many characters as they can handle, but remember quality-over-quantity as well as to be mindful of many characters. I would personally prefer players to have no more than three characters at the start.

With that said, the RP itself will be as equally plot and narrative-driven as it will be character-driven. I take influence centrally from the first Naruto series in this regard. Character development is central to a good story and at the root of it this is just another collaborative story loosely based on the Naruto setting. I will explain more when the OOC goes up in the subsequent weeks, but I wanted to get our momentum going early. If you have questions, concerns, threats, or thoughts it would be apt to voice them!









Otsutsuki Hagoromo, the Sage of the Six Paths, and the prophet of ninshu.

It is said as the offspring of Otsutsuki Kaguya that the enlightenment of chakra gave him understanding that no other man could comprehend and is the one who repurposed mundane thieves, monks, and ronin into one entity. The places he visited were said to be the ancestral beginnings of the great ninja nations of modern day. Hagoromo however, despite his complex understanding of chakra and ninshu theory he never found the time or vitality to continue his line as such the Otsutsuki Clan would die with Hagoromo, but to that point there was also sort of men that he would call his children— his ten disciples; one of which that would continue the teachings of ninshu whilst the other nine would meet a fate that nobody could perceive: the biju.

The origin of the biju (or tailed beasts) is something deeply rooted into shinobi mythology and are important in conjunction with the early stories revolving around the prophet of the shinobi arts, Ōtsutsuki Hagoromo. Various sources cite the biju as beings sent to punish man for trying to challenge the gods while others claim they were always a natural force in the world. Whichever the case, the Sage and his disciples set out to bring peace to the realm and many of them were sacrificed to stop the world from collapsing from the sheer power of the biju. It is said that the sage himself died alongside nine of his disciples against the biju. The canonical and literal aspect of this story is unknown and it has many interpretations, but it is the foundation for all “fairytales” of the biju that are used to scare young shinobi into behaving properly.

The one surviving disciple, continued to instruct until he too died which decades after his death brought forth the shinobi era.



Also known as the “Warring States Period”, the Konton Period was established following the disappearance and speculated death of Otsutsuki Hagoromo’s sole surviving disciple and the last known ninshu Sage, Tsuchigumo Musashi. After sixty-three years of spreading the ninshu philosophy, teaching the basis of chakra, developing kenjutsu, and forging a variety of swords a loss was felt when Musashi vanished; a disappearance that made many people believe he had passed on. Outside of his teachings (and the teachings of his master), Musashi only left two legacies— his clan and his legendary shinobi swords.

The Tscuhigumo Clan’s temple on Mount Katsuragi and village that would in time become known as Yamagakure would become meccas for the Ninshu faithful— and as Musashi was known as a philosopher, prophet, disciple, and swordsmith it would in time lead many shinobi to travel to the locations for a variety of reasons. However, despite what was to come the Tscuhigumo Clan refused to be loyal to a daimyo or interact in any war; devoted to the beliefs of their founder.

Beyond the Tsuchuigumo Clan and the Swords of Musashi was the legacy of his teachings amongst three cultural factions— the monks, samurai, and shinobi. Outside of the monks, the factions would find themselves in a completive society where minor lords and people with power needed quick solutions to their problems. This would lead to infighting amongst shinobi clans and rivalries between the samurai clans and for several hundreds of years this continued constantly as a statement of humanity’s sins and false sense of virtue. This would continue until four individuals came to prominence amongst the shinobi in the realm that had become known as “The Land of Fire” following a conquest by the Hono Dynasty. These shinobi would lead to the centralization of the village that was renamed Konohagakure following the end of their rivalries and the rest would shortly become history.

These shinobi— Senju Idarama, Uchiha Ranmaru, Hyuga Takahiro, and Sarutobi Ujimasa— would set a precedent for the future.



Known as the current era (CE), the Fukugen Period, was established with the foundation of the major shinobi villages and their alliances within the elemental nations they called home.

The era has been for the most part defined as a time of restoration, change, and rebirth following the devastating warring states era that defined not only the shinobi world but the imperial world as well. Unfortunately, it seems the Fukugen Period is more than willing to repeat the mistakes of it’s predecessor. For the last several years, Konohagakure has been in a tense peace resulting from the peace accords signed by the major shinobi nations— though this hardly is absolute as other major conflicts are beginning to take shape that could bring another great war. It is here in the one hundred and twelfth year of this era that Konohagakure struggles with maintaining neutrality when rivals, enemies, and even allies alike are beginning to see how much they can encroach on before Konoha joins the conflicts outright.

What does the future have in store for the world?







Summer, 112 CE
Present Date.

Summer, 112 CE
Sarutobi Shinichi dies in his sleep, taken by old age; the Elder Council begin talks of his replacement before in the succeeding weeks coming to a decision. Hyuga Tsugumi is elected, she is the youngest Hokage in the history of the village.

Winter, 112 CE
Shimogakure supports the claim of Yuki Hideki to restore the Land of Frost despite the province being held by the Land of Lightning. Despite being grounds for war, Daimyo Yamazaki Tadanobu knowing full well of his father’s mistakes in the previous war, decides to hire a missing-nin group to solve the problem for him rather than risk Kumogakure’s shinobi or his own personal army.

Spring, 110 CE
Jashinism replaces Ninshu as the dominant philosophy and religion in Yugakure, a sentiment that caused religious extremists to spread in the northern regions. A small neighboring shinobi village, Otogakure, rejects this violent change which ultimately starts a war between the Rice Daimyo and the Hot Water Daimyo.

Winter, 109 CE
The Water Daimyo, Mikami Yasunari, begins to distrust Kirigakure after a violent coup d’état occurs on the previous Mizukage and thus ending the reign of the “Bloody Mist”. Following the successful appointment of Hozuki Chigetsu as the new Mizukage, Lord Yasunari appoints his most loyal retainer (Yuki Izanami) as a personal envoy and representative to operate in Kirigakure. In turn, Kirigakure begins to believe the Mikami Dynasty doesn’t have their best interests at heart and distrusts them.

Winter, 107 CE
Uzushiogakure is attacked by a powerful group of unknown shinobi— the Uzumaki Clan’s blood paints the halls of the village’s shrine and home. There are survivors, but the blow sets a dangerous precedent. Senju Midori flees Uzushiogakure and returns to Konohagakure with her surviving children, fearful for a second attack.

Autumn, 101 CE
Following the accords, the Elder Council of Konohagakure looks to begin rebuilding by electing a new Hokage to succeed the late Uchiha Kazunari. They look to revitalize and choose father of Sarutobi Atsuo, Shinichi, a veteran statesman and diplomat to lead the village forward. He accepts.

Summer, 101 CE
Daimyo Hiryu Yoshiyuki of the Land of Fire and others sign an agreement that ultimately becomes known as a set of peace accords that end the conflicts between Konohagakure, Iwagakure, and Sunagakure. This becomes known as the end of the Shinobi Great War following the defeat of Kumogakure at the hands of the ruthless tactics of Kirigakure. As a result of the end of the violent conflicts ending several lands result to isolationist or classist policies to protect themselves as they look for ways to defend themselves in the future from external hostilities and insurrection. Some nations are critically damaged and their infrastructure crippled. Rebuilding begins.

Spring, 101 CE
A violent and bloody spring occurs at what becomes the tail-end of the war— Konoha continues to be the epicenter of the conflicts:

The Day of the Fallen Leaves — Due to their involvement in defending Sunagakure and The Land of Fire, Konohagakure is brutally attacked in a massive shinobi raid led by Iwagakure’s most notable ANBU operative, Bushou Eikichi. Eikichi’s tactical strike team assault the village just before the break of dawn with information that the village’s central threats are away in Kirigakure, Kusagakure, and Sunagakure thus leaving the Village Hidden in the Leaves an “easy” target. Konohagakure’s losses are high and the battle becomes iconic when the Hokage, Uchiha Kazunari, faces off with Eikichi himself. Eikichi uses his mastery of the Eight Gates to eliminate the Hokage and several key targets but ultimately dies when he unlocks the final gate of his technique.

The Night of the Red Dunes — As the majority of jonin and ANBU operatives are assigned to the capital of The Land of Wind, Sunagakure is attacked by the lead ANBU operative of Iwagakure, Kurai Heishi, with a strike team similar in composition of the one sent to Konohagakure. The elderly Kazekage, Chikamatsu Kazuhiza, personally dies on the frontlines while several academy students and non-shinobi flee. Kurai Heishi orders his “face card” (Kamizuru Shigeru) as well as his ANBU partner (Bushou Youki) to headline the assault whilst he personally flanked the village at their shinobi academy. Shigeru is killed in the process. By the time of battle’s end Bushou Youki orders a retreat after Shigeru and many others are killed in the battle. Heishi is presumed dead.

The Assault of the Storm Fleet — A joint task force organized between Kirigakure and Konohagakure to be the critical point of pushing Kumogakure and the Land of Lightning’s fleet out of The Land of Water. Utilizing the natural current of the winds of the sea and shinobi mastery of wind and fire release, Kirigakure’s lead tactician and kenjutsu specialist (Uzumaki Seijuro) utilizes a ruse to cover up a massive fire attack on the Storm Fleet. With total cooperative and cohesion among the task force, history remembers Kumogakure’s critical loss at this battle— and the burning ships that sunk in the shadow of a full moon.


Autumn, 91 CE
Kirigakure calls on a treaty signed by the Land of Fire and Konohagakure for them to join them in defending their lands against the invasion headed by Kumogakure. Refusing to break a treaty, this puts The Land of Fire as the epicenter of conflict and divides them between two fronts— defending Sunagakure/Wind and Kirigakure/Water. It will in time prove to be a costly mistake.

Spring, 87 CE
Conflicts continue after a few years of peace when Iwagakure is ordered to attack Sunagakure assets to force the Land of Wind’s hand— Daimyo Ishigaki Daisuke claims it is simply an acquisition of territory that belongs to them that had wrongly been held by its rivals for several decades. This becomes known as one half of a Great Shinobi War after the Land of Lightning invades the Land of Water in the same year.

Spring, 84 CE
After living a rough life, Yamanaka Inoiko passes on— the injuries sustained from the battles against the Land of Iron proving too much to bear. She is succeeded by an ex-ANBU shinobi by the name of Uchiha Kazunari.

Winter, 84 CE
Konohagakure and its allies defeat The Land of Iron’s invasion of The Land of Fire— The Land of Iron’s large amount of assets gained during its conquest are liberated and the nation goes into isolationist exile. Unbenowst to the rest of the world, afterward in reaction to the daimyo’s failure he is executed by his lead samurai, Ketsueki Tetsuo.

Spring, 63 CE
The Land of Iron invades The Land of Fire.

Autumn, 61 CE
Hyuga Takahiro dies from a plague that infests Konohagakure during an uneventful harvest season— his successor, Yamanaka Inoiko begins to centralize the medical-nin of the village in hopes to come to a solution before the plague kills half of the village and the coming winter kills the other half. This eventually culminates in the foundation of Konoha’s medical shinobi corps and the earliest construction of Konohagakure Hospital.

Winter, 51 CE
During a harsh winter, the Land of Iron invades the smaller nations in the northern regions in a swift tactical attack meant to precede a larger conquest.

Spring, 44 CE
The leader of the Kokushibyo, Fuma Utamaro, is killed by a task force from Kohonagakure and the loyal retainers of the Hono dynasty. The Hiryu Dynasty becomes the new leaders of the Land of Fire.

Spring, 39 CE
A group of nomadic shinobi form a group called the Kokushibyo, intent on capitalizing on the comfortability of the shinobi nations that formed with ruthless opportunism. In their first act they murder the Fire Daimyo, Hono Irasaki, and occupy his palace. This begins a small number of informal conflicts. They become an inspiration to missing-nin and nomadic shinobi alike who wish to bring back the warring states era.

Summer, 34 CE
Senju Idarama dies in his sleep after fighting a severe illness for several months— his chosen successor, a close friend from the Hyuga Clan looks to expanding the village given the several decades of peace granted.

Autumn, 11 CE
The last of the conflict following the “kage decree” and the new foundation of relations between shinobi and daimyo occurs.

Winter, 3 CE
The Hokage defers to diplomacy over fighting more pointless wars and incorporates the rival villages into Konohagakure— The Aburame, Akimichi, Nara, and Yamanaka clans become prominent members of Konohagakure and for the Land of Fire, the conflict ends.

Autumn, 1 CE
Fueled by opposing the “kage decree”, chaos ensues the lands as every shinobi village attempt to align with the elemental kingdoms of their namesake bringing many years of infighting amongst minor villages.

Winter, 1 CE
Konohagakure is officially established, even though the village’s existence had existed in some form beforehand during the Warring States era known as the Konton Period. This ushers in a new era of stability as shinobi villages begin a healthy unified relationship with the daimyo of their lands. The first Hokage, Senju Idarama, looks toward the new era with a weary but hopeful outlook.










Konohagakure is one of the oldest shinobi villages in the known world and it continues to be one of the largest to this day despite the struggles it has endured throughout history.

Konohagakure has an erratic history and a storied reputation, one that has led the founding clans to strengthen their bonds and techniques as they work towards ensuring the safety and survival of the village no matter what the consequences end up being. The leading government of the village is a council led by clan elders— specifically that of the Senju, Uchiha, Sarutobi, and Hyuga being the highest on the pecking order of Konohagakure’s long list of noble shinobi clans with the greatest of influence and power. Above the council is the Hokage, whom of which serves as the face of the village though is not completely autonomous in power due to the council’s democratic weight and influence.

The council of elders is currently made up of several noteworthy individuals who have in recent seasons taken up an approach to the state of the realm as a telltale sign that reinforcement of borders, expansion of their presence, and punishment of their enemies is necessary. With the passing of the former Hokage they deem this as an opportunity to remind Konohagakure’s citizens what exactly the Will of Fire means.





Since the end of the Great Shinobi War eleven years ago, The Great Shinobi Nations have carried on after licking their wounds. Ultimately, villages like Kumogakure and Kirigakure contended with vicious infighting whilst villages like Sunagakure and Iwagakure looked to restore and rebuild— their infrastructure and hierarchy damaged from the war itself.

However, the true victims of the war and its aftermath were not the great nations themselves but the smaller ones that had found themselves caught in the middle due to minor alliances or failed attempts to be neutral parties entirely. A sentiment that has grown unease in the western regions (within villages such as Kusagakure, Takigakure, Amegakure, and Ishigakure) and has slowly created a distrust between the common folk and the shinobi/daimyo hierarchy that rules over them.









Character creation is limited, but still inclusive.

What this means is I will be accounting for depth, characterization, motives, and capabilities of the character extensively to see if they are appropriate for the vision and tone of the RP— the process will be more critical on characters with higher ranks within their village’s hierarchy.

Players are expected to create characters that are reasonable in design. Given that the average age of a academy student is around eleven to twelve years of age I will be looking at how the character comes off. Given that this is an anime-based RP there will be a lot of suspension of belief, of course, but ultimately we have to remember that these to-be genin are still children. They may know the violence they are preparing to involve themselves in as a shinobi, but they have not experienced what is going to be their reality. The moderation staff will be looking at CS applications on a moderate level— I don’t want to be over-firm but I don’t want to be overtly accepting everything that might not jive with me to make face.

In the interest of narrowing things down at least a little to start off, there should also be some ground rules set about Nature Transformations. If you've taken the time to glance over the character sheet by now, you'll see that there's a "Chakra Nature" section. While not necessarily explicitly spelled out there, we're going to hope you have the better judgement to have one chakra affinity, barring some really convincing arguments to the contrary. So, what does that mean for your jutsu list? Well, as a genin, there's a good chance that any chakra using an elemental nature are going to be done using the chakra affinity outlined in the sheet. That being said, in the genin's quest for self-improvement, there is always the chance that they can dip outside of their affinity and become more versatile as a result. Bonus points given if your genin actually learns something from their sensei rather than some sort of vague self-study course.

As long as your CS is reasonable or can be justified you'll likely do fine.

Oh, one more thing: just for semantics and people not pining over google for hours or even a few minutes— genin height should be in the ball park of 4’9”, if you want a shorter genin they’d likely be under that by only a few steps and vice versa for taller genin. So basically if you make a genin who is six foot even I am going to hurt you.



I’m going to be honest, despite the flexibility I offer within characterization there are limits to it. Unless I have had an in-depth conversation with you that leads to me approving a controversial or powerful affinity, technique, or bloodline you are going to get a no. This applies to certain high-level jutsu, jinchuriki, custom kekkei genkai, sage abilities, overpowered curse seals, and so forth. There are only a few exceptions to this restriction but unless you have a good argument or long-term plan I would highly suggest you forget about it.





Masashi Kishimoto is a creative individual who has throughout the publication of Naruto created an extensive list of jutsu of varying levels of power that in a RP could be frankly bullshit. But unlike other Naruto RP’s I will be clear and say sometimes bullshit is okay— if it’s approvable bullshit with a merit to the story progression or character depth. A genin with abilities that can rival a Kage or Sage? Not at all likely. But given the nuances of prodigies, fools, and kunoichi there is a lot of room for margin of suspension of belief. Even in the canon’s earliest (and most sane) moments, we had characters straight out of the academy who had skills/affinities/talents their teammates didn’t.

For example— Sasuke had a variety of techniques that were beyond “Academy Techniques” as he was not only talented but from a prominent clan with various affinities. Sakura had chakra control down so well she could walk up trees whereas her comrades couldn’t. Naruto utilized creative jutsu like his perverse twisting of the transformation technique. If we keep this in mind during character creation we can create clever and dynamic characters that make sense but even more than that are fun to interact with because everyone has their own niche.

How does this apply to “approvable bullshit”?

That’s a large question— but use your imagination in the character creation process, talk to me and your peers, and see what works and what doesn’t. Hell, if you’re a player I know really well that might not even be necessary. Academy Students should have all academy techniques (or presumption knowledge of them) listed in their E Rank hider. Beyond that they should have 2-3 D Rank abilities, and 1-2 C Rank abilities. If you have a good argument for one more then make it in PM or notation; elsewise this is fairly concrete. Presuming I accept chunin (and jonin) the scale would increase.

Non-canon (aka Custom Jutsu) should be written in with rough description of a fundamental definition, weakness, and general mechanic.



The writing level I expect is somewhere around medium expectations (high school-level equivalent). This means comprehensive understanding of basic grammar and spelling is expected, characterization is important, narrative is important, and detail behind those are appreciated. I’d want maybe two paragraphs as a rule, though if it fits a post that there is enough to respond to and react with in one paragraph than that’s fine, but one-liner’s will definitely be off-base. Keep with the fluidity and enjoy yourself; though quality posts don’t have to be textbooks and I severely doubt I will require a “novel”-esque post.

A good guideline is this quotation that I adhere to for my own posts:

“Advanced roleplaying should focus on developing interesting and complex characters that become part of plot-lines which catch the imagination and inspire the writer behind them to exercise creativity. It is mature, humorous, imaginative, tragic, terrifying, passionate, and rife with descriptive language and characters with real personality and relatable cares. Quality posting is far better than needless novels, yet one should never neglect detail when one feels the need. However, while word and paragraph requirements ought to be unnecessary, single paragraphs cannot contain enough detail to suffice.”

With that said, I will not be putting posts under extreme analysis nor will I be inciting a “word count”. So just use your personal judgment and we’ll be awesome.



Rule number zero of my perspective is pretty simple; don’t test my patience or be a irredeemable jerk.

Generally, the idea here is a simplified version of any sort of rules since we are “veteran” members of RPG and we pretty much know the big rules— follow the host site’s rules, communicate, collaborate, and don’t be antagonistic towards others or at the very least keep the toxicity to a bare minimum. Playful banter and crass jokes are one thing; but actively making somebody feel unwelcome is another one entirely. There is a difference between being blunt and being tactless.

Within the framework of the RP we know that communication is very important, so we should consider a few things in the regard of IC interaction. I will not tolerate sentiments such as “figure out how to defeat my character on your own” as sometimes characterization is above the player’s own ability; so if somebody PMs or opens a discussion about wondering how to defeat your character, help them if it is a good story hook or adds depths to an arc. Though with that said, don’t metagame; even if you know the weaknesses understand your characters own ability as well as what would be best for the story.



Despite Naruto traditionally having an amalgam of modern technologies and feudal Japan framework, this is not how I see Saisei. Perhaps this comes from my study of civilizations and political history, but the short amount of time (even with chakra science) I takes for these kind of advances to occur is ridiculous to me. So due to this, Saisei is still for the most part feudal in terms of technology and cultural advancements despite a longer period than canon occurring between the Sage of Six Paths and the present timeline.

So no newsletters, computers, and so forth. Books are fine, though.



Post your CS in the OOC as per the template. The staff will review it. I will tell you to put it in the CHAR tab if acceptable. Profit.

If you want to play a jonin-sensei drop the GM team a line (that means PM) as well. I do not want to play every jonin-sensei in existence. I have other RPs.

Potential chunin slots will open when a story can be worked out for them and after genin squads are sorted out.
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Formerly known as Smith’s Rest, New Anchorage was technically established in 2602 CE by a group of people trying to escape the grasp of the giant corporations. Originally the settlement got by through selling useless scrap in Alaskan ruins to neighboring corporations for food rations and economic utilities. However, the dangers of being “independent” became apparent throughout the years as criminal factions saw Smith’s Rest as an easy target. With few worthwhile NC’s to their name Smith’s Rest would barely survive throughout the years. However, luck would come their way when they began to uncover more substantial NC’s in their scavenging runs as well as odd friendships with major corporations like Volkov and Fairbanks.

Renamed New Anchorage in 2677, the settlement went from an obscure dot on the map to a small aspiring independent company led by a small group of people organized with the settlement’s interests at heart. However, in only a few months of time New Anchorage found itself struggling even as it took any contract sent in its direction. Their operations commander, Sophia, abandons New Anchorage in a fit of emotion and sends the operation into jeopardy which results in individuals scattering until the settlement hires a man of experience by the name of Michael Graham. Fortunately, Graham has taken the reins of New Anchorage eagerly and with cohesive military organization.

The word went out that Graham was looking to test anyone for NC abilities in addition to looking to hire those who already have a NC of their own; swearing he would turn New Anchorage into a successful operation that would rival the big corporations. However, things do not always go exactly to plan and it was clear that Graham has made his share of enemies. As he begins to allocate resources to prepare his pilots for their first operational mission, shadows lurk in the darkness with dangerous machinations that could risk everything he hopes to create...







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“When a sinister person means to be your enemy, they always start by trying to become your friend.”
– Richard Fairbanks, CEO & President of Fairbanks LTD

Richard Fairbanks was quoting English poet William Blake when he showed his true colors to the then President of the United States of America. That statement, in context, that can be seen as the precursor to the world that Fairbanks and many others like him forged in their image; the rise of new capitalism— the corporatocracy, and the fall of old capitalism.

It has been five hundred years since the planet Earth was struck down by the horrors of a nuclear holocaust, though fortunately for the human race and the planet; both persevered despite the odds. One of the main reasons behind the survival of humanity was the ingenuity of innovators within the nuclear security field, such as Richard Fairbanks, Mikhail Volkov, Yukiya Akahoshi, and many others. Inspired by the archaic novelties of the fallout shelters of the 20th century, these shrewd businesspeople laid down the ground work for massive underground citadels that become known as “Burrows”— the salvation of humankind. But this salvation to those who didn’t wish to be swallowed by the impending nuclear holocaust came at a price; for as the saying goes, to trust a corporation is a fool’s gambit— and a fool’s price is what humanity received.

In the two hundred years that humanity was trapped underneath the shadow of the corporations there was much change and a new society began to take shape underground as what was left on the surface was destroyed by nuclear fire. Politicians who had fled into safety found themselves powerless before they became targets of corporate agents who decided that the “chess pieces” of the old world had to be retired… permanently. The old regime was deemed “out of date” and not one citizen flinched as prominent people they knew before the war disappeared. As time continued to carry on the citizens who obeyed became the new upper class and received the food rations and medical treatment that came with such loyalty. It seemed that no matter if it was Kings or Presidents or a Board of Directors— the pecking order was more or less the same.

Time carried on until the doors to the surface opened once again in 2340 CE.

The corporations that had started as nuclear security firms expanded, their citizens resettled the land of their ancestors, and began for a time to look optimistic towards life on the once again livable surface. For a time there was peace on Earth— but old habits die hard. Within fifty years of humanity returning to the surface corporations began to recover old world technology from the ruins; one incredible recovery being that of the 22nd century’s bipedal mecha, a humanoid machine controlled directly by the mind. Thus a weapon of mass destruction became the golden standard: The Neural Combatant. This discovery, unsurprisingly led to the return of war and revolt. Corporations fought one-another as they forced more and more research into Neural Combatants and thus the arms race of the last two centuries was defined.

It is now 2677, and the situation has only gotten exponentially worse. The five major corporations continuously experiment, wage war on smaller corporations, deal with criminal factions ruthlessly, and expand their territorial reach.







As people became more burdened and suffocated on their Earth in the twenty-first century, they once again looked to the stars for answers and hope. However, many people of the time couldn’t imagine what their efforts to save their planet would lead to in the succeeding centuries. Whilst climate change, depleting oil reserves, and tension in the Middle East served as the principal issues that led science along NASA began an initiative that would be called the Terra Nova Program; a program devised in several stages beginning with financial funding from national governments to research technology to reduce the timeline of terraforming Mars with the hopes that a final resort into interstellar colonization and expansion would be fulfilled. This dream would be one not achieved in the creators of the program’s lifetime.

By the mid-to-late twenty-first century developments in new power sources, warfare, eco-technologies, and other technologies. This leads to the development of early nanomachines, experimental power sources, and the tanks evolution into mechs. It would take years for research to make these inventions cost efficient and cohesive but said developments would lead to NASA’s utilization of new power sources to develop new space shuttle designs and expand on nanomachines for their own benefit in their terraforming efforts. These would all come to fruition in the twenty-second century.

Climate change is the biggest concern of the early twenty-second century, but is shelved when conflicts in the Middle East, Eastern Asia, and India occur. As Iraq is swallowed by Israel and Iran after ISIL-affiliated control shifts, North Korea collapses after facing an alliance between Japan and the Republic of Korea, the Russian Federation’s continued expansion, and conflict between Pakistan and India reaches a boiling point. As new lines in the sand are drawn the United Nations convenes to ensure a third World War is not on the horizon. Things remain tense and while there is no declaration of war many journalists decree that the world is now living in a second Cold War. Fortunately, this climate causes more nations to invest into technological research; research that leads NASA into developing a technological effort with utilization by an experimental antimatter power generator and state-of-the-art nanomachines.

Due to the fear of a nuclear holocaust in this second Cold War several business professionals create nuclear security firms to profit off humanity’s fears. But unlike the shelters of the 1950s the projects are far more ambitious as Mikhail Volkov develops an underground citadel secure from nuclear threat nicknamed by the public slang as a “burrow”. Other individuals such as Richard Fairbanks, Yukiya Akahoshi, Richard Caine, Josef Ophir, and Waclaw Dokowski followed in Mikhail’s influence— most of them being a part of Volkov Industries in their early careers. This brings the rise of the Nuclear Security Business Firm; a business that would see effective when the second Cold War turns into the third World War and in its finality on the year of 2177 results in the nuclear holocaust that humanity had feared would come true since the twentieth century.

As history will tell you, “Burrows” is the slang for the massive underground cities that served as fallout shelters between 2177 and 2340. Since 2340, these massive citadels have grown upward as the ruins of the old world cities were cleared for the new structures of the neo-metropolises of the modern day. These mega-cities are the center of “society” and are seen as these walled off utopia’s; though those who are born with little often claim they are dystopias instead. Clean energy has made industrial infrastructure minimalized as well as allowing humanity not to repeat the same ecological missteps as their ancestors. The central power source of the day is antimatter and plasma. Nuclear development is a taboo internationally and every corporation agrees that nuclear-oriented technologies are archaic and dangerous so it is fervently outlawed.

Smaller neo-metropolises exist, but for the most part are not as plentiful as the density of the world in the twenty-first century. Old world ruins are used as “scrap factories” and are refurbished into clean metal alloys for tram railways, transits vehicles, weapons, and city upkeep (though nanomachines keeps the need for repair unnecessary in the mega-cities). The further from the corporations one goes the smaller the settlements become and the more prone to independent effects they become. Smugglers, Raiders, Gangs, Slavers, Warlords, and Profiteers are sprawled across these sparsely populated (by comparison) areas— though the corporations who claim the territory still tax them harshly. These criminal factions are rarely fought by the major corporations due to three factors— the first is corporations will only act against them if they view the asset as essential or worthwhile, the second is if these criminals pay “royalties” to operate to the corporations, or third is if the victims have contributed to corporate tax in their area.







Neural Combatants are large heavily armed and armored mechanized machines that take the basic principles of 20th century armored tanks, 21st century advanced aircraft, and generalized infantry designations to create effectively the ultimate form of war machine. Neural Combatants are controlled primarily by the thoughts of the user through the use of a network unique to mecha called the Neural Net; effectively a process of bring the process of a machine together with the complexity of the human mind to synchronize operations effectively and cohesively. The Neural Net is accessed through the installment of a Neural Plug that is usually implanted into the human body’s upper spine; a surgery that is as dangerous as it sounds. However with the complete synchronization of man and machine being an advantage on the battlefield there are few who don’t qualify the outcome more valuable than any substantial risks or long term psychological or physical health problems.

Although very complex machines when put together, NC’s can be retrofitted, customized, and modified to any individual’s preference or particular skillset. This is due to the fact that the neural core is represented solely within the core centerpiece that is often referred to as the cockpit— it is the location of the pilot’s body while they are within partial animation and the integrity of the entire war machine. It is also the storage hub for the central power sources; an antimatter generator that houses power for the NC’s functions. However, despite being customizable there are health risks to making major changes or repairs to a NC due to the effect of a sort of shock to the nervous system that causes huge surges of pain to readapt to the newly realignments. The neural plug “expecting” a different physical makeup is the equivalent of having extreme limb replacement surgery; the body reacts accordingly. Veterans of drastic changes may find themselves used to the pain as their brain and body finds itself used to various modifications.

Neural Combatants are made out of the standard associated parts although the core is the only true piece of a NC with various forms of legs, armaments, armor, extranormal extensions, sensory equipment, storage shells, and generators serving as additions that vary on aesthetic or purpose.







2175 CE – The majority of nuclear security firms prepare their massive underground citadels for use.

2177 CE – The tense landscape of WWIII results in a nuclear reaction which spirals out of control thus bringing the end of the old world.

2340 CE – Nuclear effects on Earth’s environment have settled and surviving humans return to the surface.

2602 CE – Smith’s Rest is established in the what was once known as Alaska.

2647 CE – Red-Star causes a dispute when they encroach on Denver-Vegas territory. This is called the Andreas Dispute War.

2648 CE – The Andreas Dispute War comes to a close, Red-Star agrees to control their California subsidiaries in not causing for incidents. They are fined by Denver-Vegas for damages.

2649 CE – A major independent company called Elysian Dream (located in modern day Seattle) is absorbed into the larger Volkov Nuclear Security.

2650 CE – A conflict between Volkov and Denver-Vegas occurs over the acquisition of Elysian Dream. It is called The Elysian War.

2657 CE – The Elysian War is settled with terms unknown to the general public.

2668 CE – Fairbanks and Denver-Vegas settle a territorial dispute to prevent full-scale war as both corporations find it unprofitable for their current projections.

2676 CE – Smith’s Rest is renamed New Anchorage.

01.2677 CE – Michael Graham is hired by New Anchorage.

01.2677 CE – Michael Graham begins a recruitment drive for prospective pilots.

02.2677 CE – Graham sets up an examination he calls his ultimatum at the end of the month for all pilots.

03.2677 CE – Present Date / IC.







Honestly, I feel like it is a bit superfluous going over an established rules section; but I guess this might be a bit necessary to go over for the RP’s sake. Let me be clear, I believe I am a fair GM albeit a bit of one with a serious disposition— but if you respect me and your fellow players, I respect you. Don’t… and well, I turn into a shark. Let’s not turn this into a shark movie, we have enough of those don’cha think? With that said, here are some brief guidelines to note so we can have a fun time and not a shitty time.

  • Every single person should be aware that we will respect and obey RPG’s rules. Mahz and his staff are really reasonable and have designed a site where we can have fun without too much hassle. So let’s not contradict those guidelines and rules.

  • The GM staff should be respected at all times, but not just them. Your fellow players should not be belittled, condescended, or felt unwelcome. Even if you are frustrated you should make sure you are not antagonizing your peers. This is not to say you have to “handhold” them or “sugarcoat” yourself— but you need to follow rules of civility. There is no question about that.

  • Don’t powergame! Since this is an action RP for a lot of its content you should know what is and isn’t okay. We’ve all been (assumingly) RPing for a long time but we know what meta-gaming, power-playing, god-modding, and the other variations of the “don’ts” of RPing are. Don’t do them or I will have the ghost of LHG summoned to eat your mech or I’ll have you get shot. Whichever is easier for me.

  • This is a collaborative RP! But we shouldn’t focus on collabing every other day on unfair schedules. Not everyone is from the eastern side of the United States— I want potential players to feel like they are involved as well as try to keep a good rhythm going for the story. This means I will try not to time-skip or scene shift unless it is the right time.

  • Character applications will be posted in the OOC, Accepted applications will be posted in the Characters tab. Returning players should adapt their CS to the “new” format with some quick edits as well as edit in recent events to their backstory, but will still be treated on equal terms as new players; as such means I will review your CS!— such things could be bullet-pointed or written long form if desired. If you have any questions please let me know.

  • Players who drop should not be surprised to see their characters become brief NPC’s for a time. I will find a way to write them out, but if you quit in the middle of a firefight there will be consequences to that. This is not be taking over your characters but keeping consistency of the RP cohesive and not allowing a “dead stop”.

  • It is the PLAYER's RESPONSIBILITY to keep up with the IC. It is not the GM's or others to mention, ping, or otherwise inform you that you should be posting.

  • Have fun!
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2175 CE
June 2nd: The majority of nuclear security firms prepare their massive underground citadels for use.

2177 CE
September 2nd: The tense landscape of WWIII results in a nuclear reaction which spirals out of control thus bringing the end of the old world.

2340 CE
December 15th: Nuclear effects on Earth’s environment have settled and surviving humans return to the surface.

2602 CE
June 10th: Smith’s Rest is established in the what was once known as Alaska.

2647 CE
October 9th: Red-Star causes a dispute when they encroach on Denver-Vegas territory. This is called the Andreas Dispute War.

2648 CE
December 4th: The Andreas Dispute War comes to a close, Red-Star agrees to control their California subsidiaries in not causing for incidents. They are fined by Denver-Vegas for damages.

2649 CE
August 11th: A major independent company called Elysian Dream (located in modern day Seattle) is absorbed into the larger Volkov Nuclear Security.

2650 CE
March 1st: A conflict between Volkov and Denver-Vegas occurs over the acquisition of Elysian Dream. It is called The Elysian War.

2657 CE
July 14th: The Elysian War is settled with terms unknown to the general public.

2668 CE
March 17th: Fairbanks and Denver-Vegas settle a territorial dispute to prevent full-scale war as both corporations find it unprofitable for their current projections.

2670 CE
October 31st: Smith's Rest is attacked by a group of organized raiders.

October 1st: The leader of Smith's Rest, Andrew Kaidan, is succeeded by Mikal Raschke following the raid on the settlement.

2676 CE
November 18th: Sophia Torres becomes the Head of military of Smith's Rest. She starts the settlement's NC Program.

June 22nd: Smith's Rest is attacked by unknown attackers; non-raiders.

July 1st: The leader of Smith's Rest, Mikal Raschke, forms the Free State of New Anchorage in an attempt to be recognized by the megacorporations as a legitimate nation. To reinforce this by bringing in three other settlements in the Alaskan Territories under the New Anchorage banner: Falcon's Reach, Kodiak Falls, and Yukon Point. Mikal is New Anchorage's first chief minister.

November 18th: Sophia Torres disappears, New Anchorage looks for a replacement.

December 4th: Michael Graham is hired several weeks later.

2677 CE
January 1st: New Anchorage runs a recruitment drive for pilots and key staff.

January 12th: New Anchorage's new pilots arrive by train.

February 17th: The Shadow Organization infiltrates and attacks New Anchorage. Their intent for doing so is unknown.

March 18th:Celina Jackspar is elected the new Minister of New Anchorage following the death of Mikal Raschke.

March 27th: A Press Conference is held to reassure the general public.
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“When a sinister person means to be your enemy, they always start by trying to become your friend.”
– Richard Fairbanks, CEO & President of Fairbanks LTD

Richard Fairbanks was quoting English poet William Blake when he showed his true colors to the then President of the United States of America. That statement, in context, that can be seen as the precursor to the world that Fairbanks and many others like him forged in their image; the rise of new capitalism— the corporatocracy, and the fall of old capitalism.

It has been five hundred years since the planet Earth was struck down by the horrors of a nuclear holocaust, though fortunately for the human race and the planet; both persevered despite the odds. One of the main reasons behind the survival of humanity was the ingenuity of innovators within the nuclear security field, such as Richard Fairbanks, Mikhail Volkov, Yukiya Akahoshi, and many others. Inspired by the archaic novelties of the fallout shelters of the 20th century, these shrewd businesspeople laid down the ground work for massive underground citadels that become known as “Burrows”— the salvation of humankind. But this salvation to those who didn’t wish to be swallowed by the impending nuclear holocaust came at a price; for as the saying goes, to trust a corporation is a fool’s gambit— and a fool’s price is what humanity received.

In the two hundred years that humanity was trapped underneath the shadow of the corporations there was much change and a new society began to take shape underground as what was left on the surface was destroyed by nuclear fire. Politicians who had fled into safety found themselves powerless before they became targets of corporate agents who decided that the “chess pieces” of the old world had to be retired… permanently. The old regime was deemed “out of date” and not one citizen flinched as prominent people they knew before the war disappeared. As time continued to carry on the citizens who obeyed became the new upper class and received the food rations and medical treatment that came with such loyalty. It seemed that no matter if it was Kings or Presidents or a Board of Directors— the pecking order was more or less the same.

Time carried on until the doors to the surface opened once again in 2340 CE.

The corporations that had started as nuclear security firms expanded, their citizens resettled the land of their ancestors, and began for a time to look optimistic towards life on the once again livable surface. For a time there was peace on Earth— but old habits die hard. Within fifty years of humanity returning to the surface corporations began to recover old world technology from the ruins; one incredible recovery being that of the 22nd century’s bipedal mecha, a humanoid machine controlled directly by the mind. Thus a weapon of mass destruction became the golden standard: The Neural Combatant. This discovery, unsurprisingly led to the return of war and revolt. Corporations fought one-another as they forced more and more research into Neural Combatants and thus the arms race of the last two centuries was defined.

It is now 2677, and the situation has only gotten exponentially worse. The five major corporations continuously experiment, wage war on smaller corporations, deal with criminal factions ruthlessly, and expand their territorial reach.



As people became more burdened and suffocated on their Earth in the twenty-first century, they once again looked to the stars for answers and hope. However, many people of the time couldn’t imagine what their efforts to save their planet would lead to in the succeeding centuries. Whilst climate change, depleting oil reserves, and tension in the Middle East served as the principal issues that led science along NASA began an initiative that would be called the Terra Nova Program; a program devised in several stages beginning with financial funding from national governments to research technology to reduce the timeline of terraforming Mars with the hopes that a final resort into interstellar colonization and expansion would be fulfilled. This dream would be one not achieved in the creators of the program’s lifetime.

By the mid-to-late twenty-first century developments in new power sources, warfare, eco-technologies, and other technologies. This leads to the development of early nanomachines, experimental power sources, and the tanks evolution into mechs. It would take years for research to make these inventions cost efficient and cohesive but said developments would lead to NASA’s utilization of new power sources to develop new space shuttle designs and expand on nanomachines for their own benefit in their terraforming efforts. These would all come to fruition in the twenty-second century.

Climate change is the biggest concern of the early twenty-second century, but is shelved when conflicts in the Middle East, Eastern Asia, and India occur. As Iraq is swallowed by Israel and Iran after ISIL-affiliated control shifts, North Korea collapses after facing an alliance between Japan and the Republic of Korea, the Russian Federation’s continued expansion, and conflict between Pakistan and India reaches a boiling point. As new lines in the sand are drawn the United Nations convenes to ensure a third World War is not on the horizon. Things remain tense and while there is no declaration of war many journalists decree that the world is now living in a second Cold War. Fortunately, this climate causes more nations to invest into technological research; research that leads NASA into developing a technological effort with utilization by an experimental antimatter power generator and state-of-the-art nanomachines.

Due to the fear of a nuclear holocaust in this second Cold War several business professionals create nuclear security firms to profit off humanity’s fears. But unlike the shelters of the 1950s the projects are far more ambitious as Mikhail Volkov develops an underground citadel secure from nuclear threat nicknamed by the public slang as a “burrow”. Other individuals such as Richard Fairbanks, Yukiya Akahoshi, Richard Caine, Josef Ophir, and Waclaw Dokowski followed in Mikhail’s influence— most of them being a part of Volkov Industries in their early careers. This brings the rise of the Nuclear Security Business Firm; a business that would see effective when the second Cold War turns into the third World War and in its finality on the year of 2177 results in the nuclear holocaust that humanity had feared would come true since the twentieth century.

As history will tell you, “Burrows” is the slang for the massive underground cities that served as fallout shelters between 2177 and 2340. Since 2340, these massive citadels have grown upward as the ruins of the old world cities were cleared for the new structures of the neo-metropolises of the modern day. These mega-cities are the center of “society” and are seen as these walled off utopia’s; though those who are born with little often claim they are dystopias instead. Clean energy has made industrial infrastructure minimalized as well as allowing humanity not to repeat the same ecological missteps as their ancestors. The central power source of the day is antimatter and plasma. Nuclear development is a taboo internationally and every corporation agrees that nuclear-oriented technologies are archaic and dangerous so it is fervently outlawed.

Smaller neo-metropolises exist, but for the most part are not as plentiful as the density of the world in the twenty-first century. Old world ruins are used as “scrap factories” and are refurbished into clean metal alloys for tram railways, transits vehicles, weapons, and city upkeep (though nanomachines keeps the need for repair unnecessary in the mega-cities). The further from the corporations one goes the smaller the settlements become and the more prone to independent effects they become. Smugglers, Raiders, Gangs, Slavers, Warlords, and Profiteers are sprawled across these sparsely populated (by comparison) areas— though the corporations who claim the territory still tax them harshly. These criminal factions are rarely fought by the major corporations due to three factors— the first is corporations will only act against them if they view the asset as essential or worthwhile, the second is if these criminals pay “royalties” to operate to the corporations, or third is if the victims have contributed to corporate tax in their area.
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