Please note that I would like to keep this RP around 4-6 characters including myself.
The first 4 characters in the RP will be one of the initial 4 roles, while any members beyond that will be an 'extra' role.
This is a list of terms or phrases your characters should be aware of, and what their meaning is.
Diver - Divers are named such because they are the people who travel down to The Surface and brave The Storms to find anything useful that can help their Island prosper. Divers are also typically responsible for seeing to the use of salvage, allocating supplies, researching projects and new technologies, as well as the military defense of their home both from Pirates and from Beasts. Not all of them have loyalty to an Island however. It should be noted, that the basis of a Diver crew consists of a Captain, a Breaker, a Loader, and a Security Personnel. It is not uncommon for Captains to take on Loader or Security positions themselves, but they are considered desperate to do so. While a crew may typically take on more of these primary roles, the most common is to add more Security, or other roles such as Engineers and Scientists. There are Diver crews that consist of entire fleets of ships, and thus have many, many people in every role.
Rig - A Rig to put it simply, is the equipment loadout that a Diver takes with them to The Surface on an expedition. A Rig may refer to the different equipment and weaponry that a suit of power armor has attached to it, or it may refer to entire vehicles should such a thing be part of an expedition.
The Calamity - This was the time period where the world became covered in darkness, and ancient civilization was somehow destroyed. The Calamity brought about the creation of the Sea of Clouds and it was at this point that humanity evacuated The Surface and started living on Islands. However, humanity lived such a meager existence in those first years that there was little to no record kept of The Calamity itself. As such, today, very little is known about The Calamity. All that is known, is that it was a great Apocalyptic event which drove the once great human civilization to evacuate their homeworld and live out a meager existence in its sky.
The Surface - When people speak of The Surface, they refer to the planet's surface, beneath the Sea of Clouds where Divers go to claim salvage. It is a wasteland of wreckage and ruins, where the threats come from four things. The Beasts that live there have mutated into monsters, ancient technology that still functions can often perceive people as a threat, Pirates often won't hesitate to kill others, and of course, The Storms makes any expedition run on a ticking timer.
The Storms - This does not refer to the perpetual storm that covers the entire world, but rather the specific instances where this storm picks up. While The Sea of Clouds covers the planet entirely, and is often referred to as a storm, the threats that The Storms bring such as heavy winds, acid rain, and lightning only happen under certain circumstances. These 'Storms within a Storm' move around, and a Captain must always be aware of where the next storm is going to hit, and how long they have before they need to evacuate their crew, as takeoff during one is nearly impossible.
Island - An Island is a floating city, held up by ancient technology from the time of the Calamity. On these Islands is where people make their home, and from which Divers set out on their Expeditions. Depending on the success of local Divers an Island may be a cozy village, or an absolute fortress. While a less defended Island would typically be an easier target for outside threats, these smaller, less advanced Islands are capable of lowering themselves down into the Sea of Clouds, making landing on them nearly impossible, let alone fully attacking them.
Pirates - Pirates are Divers who have loyalty to no Island and will not hesitate to attack other Divers either on the surface or in the air. Pirates will always prefer to steal salvage from another Diver crew than to actually do the work of finding and retrieving it themselves. It is not uncommon for Pirates to find wreckage sites, and leave behind their own Beacons that will alert them when a Diver team arrives, so that they can let them do the work, and then swoop in and steal their haul. Pirates are far from 'one note' so to speak, as you can never tell when a Pirate group will simply kill you for your haul, tell you it's the loot or your life, or on occasion, simply demand you pay them to leave you alone. While most Pirates are the worst sorts of people, are are some who are merely mercenaries, branded as Pirates due to being loyal to nobody but themselves, but they will fight alongside whoever pays them to to do so.
Beasts - Beasts are the wildlife on The Surface that have mutated into monsters, and are incredibly dangerous. Many of them will attack on sight, and are capable of taking a massive amount of punishment before going down, while being able to dish it out just as heavily. Beasts come in many shapes and sizes, some crawl, some walk, some even fly. It's not uncommon for flying Beasts to venture above The Sea of Clouds and attack traveling ships, or even Islands.
Beacons - Beacons are the main way that The Surface is mapped out. If a wreckage site is discovered, a Beacon will be left behind so a Diver crew can return. There are also Major Beacons that have been placed to keep track of the planet's rotation, as Islands are fixed in place, and the planet beneath them rotates independently of them. These Beacons are how people know where their Island sits on the Sea of Clouds at any given moment.
The Rumbling - There are a few places in the world where there is constant 'Rumbling' detected on the surface. These locations actively move around from place to place, and it is not known what the cause is. All attempts to get close to The Rumbling have resulted in complete loss of contact with the teams sent to investigate. All that is currently known is that if The Rumbling is approaching, all Divers need to immediately evacuate the area. It has also been noted that, during some expeditions, Divers claimed that The Rumbling was not moving toward them, and in fact in some cases, was even moving away from them. And then, for some reason, completely changed course, and began moving directly toward their salvage site. There are too few cases of this happening to say why exactly this happens, but it seems to have something to do with engaging The Ancients.
The Ancients - One of the four threats mentioned was ancient technology. This is usually in the form of machines and automatons that are extremely territorial, and come in many shapes and sizes just like Beasts. They almost always attack Divers on sight and there is currently no known way to communicate with them. As it stands, they are mindless machines lashing out at anything that might threaten their continued existence. The technology that drives them however is a complete mystery, and both Engineers and Scientists that have attempted to research the remains of Ancients have failed to achieve any understanding of them, as they are simply far too advanced.
The Church - The Church view themselves as the pinnacle of humanity, those who will rightfully someday inherit the Earth. They are situated on one of, if not the largest Island there is, and it is the most well defended fortress known to mankind. Their technology is well ahead of other Islands and their Divers are known as some of the most ruthless around, not willing to take chances on whether another crew are pirates or not. There are rumors that the only known records of The Calamity are currently held by them.
This is a list of the crew roles within a Diver Team. The four main roles are required for a crew to function, while the additional two roles are considered unrequired additions that serve no direct purpose for the success of an expedition.
Captain - The Captain is simply put, the person who owns the ship. They are in charge of piloting the ship, navigating The Sea of Clouds getting the crew safely down to The Surface, and ensuring they remain as a cohesive team. Additional responsibilities of the Captain is keeping track of the different threats that may end an expedition, such as The Storms and The Rumbling and to continuously scout the area with Beacons alongside Security so that any threats from Beasts or Ancients is detected before it arrives.
Breaker - The Breaker has a simple job. Break anything that stands between the Crew and Salvage. They are typically experts at explosives and deconstruction, allowing them to remove any obstacles the crew might come across. To a limited degree, this includes hostile threats, as you can imagine that heavy explosives and cutting torches aren't something that things like Beasts or Ancients enjoy having be used on them. In some cases, a Breaker may be in charge of dealing with threats that are too extreme for Security to handle.
Loader - Loaders are the heaviest units in a crew, with Rigs designed to carry as much salvage as possible. Loaders tend to aid in other roles as well, as their job doesn't tend to come into play until something of value is actually found. It is not uncommon to see a Loader aiding Breakers in removing obstacles, helping to keep an eye out for threats with the Captain, or even engaging in combat with Security, though it should be noted of all the four main roles, the Loader is almost always the least heavily armed, acting as more of a last line of defense.
Security - Security has one job, and that's protecting the crew. They are constantly scouting the area, and working with the Captain to encircle the salvage area with Beacons so that they can keep up a constant scan for threats. This is most often the role you see more than one of, as when Beasts or Ancients arrive, you can't have too many people ready to fight. It is usually unlikely that Security crewmembers will aid the rest of the crew, as their job is fairly constant, and not something the rest of the crew wants them to be distracted from.
-Side Roles
Engineer - Equipment breaks, and sometimes, it happens in the field. Some crews figure it's better to have an Engineer on hand to repair things as needed, as well as aid Breakers in dismantling ancient technology. Engineers often have the greatest understanding of ancient machinery, and are typically in charge of shutting down threats such as traps or other security systems. When crews grow large enough, they often see it as a boon to hire their own Engineer to maintain their Rigs rather than constantly paying a third party to do it. An Engineers combat capabilities often come down to the sort of equipment they brought with them, as any weaponry they might bring would have to be brought in place of more repair equipment.
Scientist - Often the least interested in the main goal of an expedition, Scientists tend to join crews so that they can study ancient technology, Beasts, as well as other fauna on The Surface. It's not uncommon to see Scientists only joining crews temporarily to achieve their goals with an experiment or specific study.
Current Tech Level: Pre-Steam
Some places are more advanced than others, however the general tech level is low steampunk. Lights and some minor equipment is steam powered, but most larger machines are manually powered.
Light Sources during Expeditions are limited to Candle-Lamps built into Power Armor, and Short-Lived Flares.
Power Armor is the height of technology, however it currently runs off pressure-driven pistons. Both an Oxygen Tank and a Pressure Tank are required for operation. Power Armor at current is slow, and practically built out of scrap.
Weaponry is currently mostly melee based. Something like a pressurized spear-gun (The kind that fire off but don't fully eject the spear, and then pull the spear back in to reload) are common weapons at current. Firearms are not unheard of, but they are very unwieldy, and require a reload after a single shot. More primitive weapons such as automatic crossbows are available, but it's likely that should a larger Beast appear, they won't have the power to harm it. These weapons are however, entirely useless against The Ancients whose body are made out of metal. The highest tier of weapon technology would be a firearm built into the hand of Power Armor, with a built in auto-loader. However, even with such a device, you are looking at a minimum 10 second reload, and is only useful for a sidearm to continuously reload while you use your other arm for a melee weapon.
Breaker equipment is limited to simple fuse-based explosive packs, and torch cutters. The torch cutters can take quite a while to cut through even thinner metal, and anything considered 'armor plates' are simply a no-go. Explosives are a better option for armored walls, but are typically reserved for clearing things such as landslides or other natural obstructions, as explosives can damage potentially valuable salvage on the other side of manmade obstacles.
Ships are currently exclusively sail-ships using a mix of sails and balloons to fly. They don't typically carry any heavy weaponry other than a few harpoon guns. Ship to Ship combat is very primitive and you're more likely to be boarded than shot down.
Radios exist and are often used by crews on Expeditions. Handheld or in-suit radios however have a fairly short range, while radios attached to ships or even Islands have a much larger range, and are used to trach Beacons from long-range. Personal Radios are extremely fragils, not exactly running on electric, and if the power armor runs out of pressure, the radio will stop working as that is its main power source. Don't ask.
Technology - Technology begins in at a pretty low tier, with power armor being the current pinnacle of machinery. As the crew discovers and brings back new technology, it can be studied and researched to make advancements. I won't say how far technology can advance, but I will simply say, don't expect it to be steampunk forever.
Salvage Claims - The crew will be presented IC with a number of salvage claims marked by other Divers. Often times when a Diver crew is not experienced enough, outfitted properly, or simply not willing to return to a site for a second time, they will mark a location with a Beacon. They sell the Beacon locations to other Diver crews. This is initially how the crew will be getting their Expeditions, and will be chosen by popular vote within the crew. More dangerous claims will be naturally far more rewarding with the easier ones.
Combat - You can reasonably assume that I, playing the Captain and running the RP will not throw the crew into situations they can't handle. You should always be equipped for the things you encounter, and I will not force death on your character in most cases. The exception is if you are blatantly trying to get your character killed by going against all warnings and attempting to face down a threat that it was made clear to you that you can't handle.
The Surface - It should be noted that on the Surface, it's not just a typical stormy day. The permanent cloud cover blocks almost all sunlight from reaching the surface. The sky is a dark gray, but on the surface itself, it's difficult to see very far, almost as if you're in a cave. Flares and Beacons help to map out the surrounding area, and keep threats from sneaking up on you, but just keep in mind that it's almost as if you're on the seafloor it's so dark.
Story Start - The story will begin in the town of Pitchguard, which is a fairly large Island by normal standards, but hasn't been developed very much. It has a port, all the fundamental buildings you would expect, but isn't the most exciting place to live.
Rules:
Player Count - I don't want this to become a massive group deal. It's much easier to keep posts organized and keep people regularly involved when it's a small group. That being said I'm willing to run this RP with 4 people minimum, and 7 people maximum. So please pay attention to how many active players there are currently before applying to join.
Crew Roles - It has already been said but I'll say it again as an official rule. The first four players must choose one of the four main roles. Specifically, Breaker, Loader, or Security, as I will already be taking on the Captain Role. Once there is a Captain, Breaker, Loader, and Security, more players who want to join will be able to join either as a secondary Security, an Engineer, or a Scientist.
Technology - The current level of technology can always be found here on this initial OOC post. When creating your character, their Rig, and other equipment they may be working with, please keep the current technology level in mind. We don't need people pulling out a minigun when we're still in the early Steampunk era. If you have questions, feel free to bring them forward. It's better to ask a question than to assume.
Character Sheets - Your character sheet must be submitted either here in this OOC thread or to me in a PM before posting it in the characters tab. You are also required to follow the Character Sheer exactly. This means no adding, removing, or rewording your own sections. Just copy it, paste it into a message, and fill it out.
Character Sheet:
Please follow the character sheet exactly. Do not add your own sections, rename sections, or leave sections out. I WILL make you redo/edit it if you don't follow this rule, as this is the second time it's stated.
Character Name:
Character Age: All characters should be 18+
Diver Role: As in, Breaker, Loader, Security, etc.
Character Description: This should accompany a reference image below, and also detail anything about your character that differs from the image reference, or that it doesn't show.
Image Reference:
Image Here
Diver Rig: The equipment they use on Expeditions. Currently, this means their Power Armor, again a description followed by an image reference.
Image Reference:
Image Here
Notable Character Traits: This mostly means their personality, anything that is outwardly obvious about them. However this can also include any information other characters would be aware of, such as their name tying them to a celebrity.
Background: A brief description of their backstory, where they grew up, what their life was like, what their life is like now. You don't have to go super in depth, an entire life story isn't required, but any information that is important to the character should go here.
Diver Reasoning: Simply put, the reason they chose to become a Diver. Were they forced into it as a way to skip prison? Are they seeking wealth, fame, and glory? Or are they an old hand who lost their crew and is looking to get back into the trade? Anything goes really.
Relic: Every character is allowed to have one relic. How they got their hands on this relic is entirely up to you. The idea of a relic is that it's an advanced piece of equipment that is, at the start, unusable for any number of reasons. For example, my character has a lever-action rifle left behind by their lover. This rifle is currently unusable because, not only has cartridge ammunition not been invented yet, but even if it was, the rifle isn't Power-Armor tier weaponry, so wouldn't be much use against any sizable Beasts. The main point of a relic is that you can use it in the near future to start developing technology toward something you would like your character to have access to.
I will be looking towards making a character sheet today.
Looks like what was left out of the main roles was Security, since Breacher and Loader were claimed (as per interest check rules). Though the specific write-up about Security didn't make it across to this thread, though referenced elsewhere within the post.
Character Description: In her early thirties, Ayana commands attention with a striking blend of dark skin and carefully styled blonde hair, creating an alluring and unconventional appearance. Dressed in a tailored black suit adorned with jewellery, the ensemble is completed by a distinctive black top hat, with unique embellishments adding an air of mystery. Her facial expressions, often marked by a self-assured smirk, convey a sense of detachment and superiority, suggesting that she views herself above the mundane concerns of others. A habitual smoker, she is frequently seen with a cigarette, the act lending a performative quality to her nonchalant demeanour. Despite her opulent exterior, underneath lies the lean figure of a former mercenary, embodying a character who seamlessly blends elegance with a history of action.
Image Reference:
Diver Rig: Clad in a formidable diver rig, she traverses the surface with an undeniable air of dominance. The rig, a robust and enduring relic of a bygone era, boasts a bold, rugged design tailored for resilience against formidable adversaries. Its dome-like head, adorned with an array of viewing ports, gives it an authoritative presence while offering a panoramic perspective of the surroundings. This mechanical marvel is equipped with a high-powered pressurized spear-gun, a fearsome weapon designed for precision and high penetration. Ingeniously, the spear-gun can be strategically ejected to anchor onto foes, securing them in a relentless grasp. On the opposite limb, a powerful, hydraulic-driven fist serves as a versatile appendage capable of grabbing, crushing, and bludgeoning with tremendous force.
Image Reference:
Notable Character Traits: Ayana exudes confidence in every step, and her assertiveness is palpable, making it clear that she is unapologetically in control of her surroundings. Her facial expressions often carry a subtle smirk, as she views the world with a degree of amusement that may leave others intimidated. She is adorned in lavish jewellery, wearing her wealth like armour, with intricate pieces telling tales of successful endeavours. She blends the elegance of fashion with her own unique flair, challenging traditional norms as a symbol of individuality and sophistication. With her background, she is someone who embraces both the luxury and the grittier aspects of life as a diver.
Background: Ayana’s journey began on a large island where resources were scarce, and life was a struggle for survival, with everyone fending for themselves in an unremarkable and unforgiving environment. Growing up, she learned early on that to escape the hardships, many turned to the profession of diving, seeking a chance at wealth and a life beyond the scrapheap existence.
It was amidst this backdrop that Ayana found her place among a pirate crew, one that became a makeshift family, navigating the treacherous surface world and engaging in daring missions together. However, fate took a turn for the worst during a dive gone wrong, leaving Ayana as the sole survivor. Adrift and with no clear path forward, she was unexpectedly rescued by a diving crew from Pitchguard who arrived seeking salvage.
Pitchguard, though offering a new beginning, presented its own challenges. Ayana, an outsider from a very different kind of island, struggled to integrate into the tight-knit community. The locals viewed her with suspicion, and negative rumors about her circulated, making it difficult for her to secure employment. Faced with limited options and a tarnished reputation, she made the decision to join a newly recruited diving crew, led by a young and inexperienced Captain.
Diver Reasoning: Ayana’s choice to become a diver was born out of the necessity to escape the harsh and limited life on her large island. Faced with scarce resources and a constant struggle, she recognized diving as a gateway to a world beyond the unremarkable and unforgiving environment she knew. The allure of wealth, the close-knit camaraderie, and a life beyond the scrapheap made it even more appealing. Although her journey took an unexpected turn with the loss of her crew during a perilous dive, leading to life on Pitchguard, the desire for a fresh start doing what she knew best motivated her to continue her path.
Looks good to me. I also added in the Security role into the main post, though you already get what it's about.
Well, seeing as we're on the same page here, how 'bout I go ahead and sign off on the contract by putting my details on that page over yonder? Then, as we gear up for the salvaging business, we can delve into the nitty-gritty of hazard pay. I reckon we can work out the finer details of me lendin' my expertise in securin' the site for ya. What d'ya say?
I added one more section to the character sheet, if you could add that onto yours. I just thought of the idea and thought it might be interesting to give each player a little bit of control over where they would like to see technology development go in the short-term.
I added one more section to the character sheet, if you could add that onto yours. I just thought of the idea and thought it might be interesting to give each player a little bit of control over where they would like to see technology development go in the short-term.
What about, a "Voltic Safeguard Coil" ? A modified Tesla coil which can be used for defence against a hungry beast munching on the power armour. It cannot be used due to not having a sufficient power source. Perhaps it is a piece of equipment recovered from a previous owner.
By the way, there will be a grace period for people who originally showed interest in this idea, probably a day or two, and then after that the roles will be fully up for claim by anyone who wants them.
Planning to toss in a sheet, just trying to decide between a Breaker who's a little too into explosives and a scrawny Loader in a big rig. Or like, a combination of the two.
Honestly I'm likely dropping this RP altogether, as it has been over 2 weeks now. If people don't have time to make a profile, then they sure won't have time to make a post and the RP won't likely get anywhere anyway. Thanks for the shows of interest though.
ok, I know... You said you were dropping this. But you spent a LOT of time on this concept. And it is honestly really really good. It's never too late! (And I don't go looking at the boards that often. I'm mostly in PM's here.) But honestly this is right up my alley. It's too good to drop! If I were coming in here, posting five years after you discontinued, well, yeah... I'd obviously be too late to the party. But it has only been a month! That's nothing! Please...
Character Name: 'Dregs' or 'The Dregs' Diver Role: Loader Character Description: In his late 20's, Dregs is the byproduct of Diver parents, born on the Surface, in what his folks' referred to as a safe, surface city. (He has little to no memory of it, and can barely remember his parents, having lived most of his life on the Island the team is from.) He has been a labourer most of his life, and has been, in every breath of every moment he has to himself, been reviving his father's rig, 'The Mule.' He is often dirty, and threadbare, as he cares little for his own upkeep or appearance, preferring to focus on what he views as his legacy. His clothes are serviceable, and patched, bearing the marks of years of hard work, and have been modded with what he can find, so better suit his scavv'ing. On the ground, he is shy to the point of occasional stuttering and has very few friends. He is lean, muscular and a bit malnourished (aren't we all?) but his constant work around the Island doing odd jobs and repairs for nearly everyone, and his after-hours work on the Mule ensure that he is in the best physical form he can be. He does not seek out relationships or drama, preferring to keep much to himself (at least, until his integration to the Dive Team, something he has fought for and sought out his whole life.) Dregs believes he is not meant to be on the Island. He knows deep down that he is from elsewhere, and is destined to go 'home' once more. Image reference:
Diver Rig: 'The Mule.' Dregs has been with the Mule his whole life. It is the sole piece of his past that he owns. Once the busted hulk of his father's own rig, it, like Dregs himself, is seemingly from 'elsewhere.' It has taken Dregs his whole life to rebuild it, modify it, repair it. To say he is intimately familiar with the massive rig's functions and features would be an understatement. He built most of it with his bare hands. A huge six-legged, vaguely insectoid chassis, the Mule is able to traverse almost any terrain, and can if need be rise up to walk as a quadroped, using its two foremost legs as arms to grasp or perform heavy work, able to interchage its fore-limbs for a host of cutting, slashing, or other heavy work attachments. Made to carry nearly its own weight in cargo, it is aptly named, like a 'pack mule' it has attachment points along its flanks for scrap bags or cargo containers. The Mule is currently devoid of firearms, but sports an array of cutting weapons. Its main armament being a steam-powered Vibro-Axe. Image reference: