Avatar of Chenzor
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    1. Chenzor 11 yrs ago

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10 yrs ago
SO MUCH RESPONSIBILITY
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Hey @BeautifulSnow, welcome aboard. Our GM is out of town ATM but we're, ehem, commandeering his vessel so to speak.
I'll be posting as his characters as soon as those mermaids are out of our camp! You're welcome to join in, but be advised the GM might have opinions of it when he returns!

By the way, when you mention "Ruby" getting captured by "THE" pirates, do you mean us or some other pirates? Cause we ain't got no captive mermaids atm.

Edit: I'd also rather a more veteran player took the role of the queen for now... If anyone is up for it?
Turn 9 has arrived!

And I might've forgotten shit again. Sorry in advance.
Turn 9

Three new civilizations have appeared on the continent.



@KaiserAuto


@ActRaiserTheReturned


@Voltus_Ventus


@solamelike


@Zendrelax


@barkmeat2


@TheWildHost


@Cyclone


@Pirate


@ForeverBWFC


@Murtox


@tubba


@hivekiller


@Willy Vereb
Aye, that works. You've arrived and you have a hobble where your dwarves live while you attempt to carve out the mountains to create a city.

For further reference, the first dwarven player, @kaiserauto, is still constructing his city. It's taking 7 turns in total. So I'm not gonna let you start off with the city already built I'm afraid, but you can jump in with having started construction already.
@Willy Vereb The rp starts as your people arrive to the new nation (or in some cases begin their civilization) not with you having been there, and Cheznor decides your population...

I'd rather you let me point these things out, as this is partially false information.

@Willy Vereb
It is true that you start playing as soon as you arrive on the nation, but you don't -have- to play out building your settlement. It comes with your arrival, basicly.
Since you're new to the party and everyone's population has grown, you will receive minor bonuses such as higher starting population and some tech already being available to you, but I cannot accept you having been here for a year already. You've just arrived, and you've just finished building a settlement. That's it.
I hope that doesn't cause any trouble for you or douses your interest in this roleplay.

In other news, I'm posting atm!
Sorry, I've been kinda late with this turn. Expect one up by tomorrow, latest.
Aight... I'll do it. Dunno when, but I'll see if I can steer GM's characters in some direction.

The Belt Alliance

WIP


Leadership

The Belt Alliance consists of three smaller factions that have banded together to form one whole. They are led by a board of directors with three representatives from each small faction.
These three representatives from each faction consist of one military commander, one economic overseer and one operations director. Their roles differ somewhat between each faction.

Members

The Vestibule
A faction of traders, corporations and scientists that produce the ideas and goods of the alliance. They have the biggest impact and responsibility of the alliance's economy and budget. They also employ scientists that produces new technologies in the form of warfare and travel. They are among the sharpest minds of Mars, but is a relatively small group. Both the scientists and traders are directed by the corporations of the faction that hold the largest economical interests in the alliance. They further trade with other factions and has a sole goal of making a profit.

The Architects
A fancy name for a workforce faction. The Architects are the operations managers and has the largest population and workforce of the alliance. The Vestibule provides the ideas and directives, and the Architects see it done. They are master builders, engineers, technicians and overall masters of manual labor. They build and repair ships and mine the minerals in one of Mars' largest mining operations. At least as large as it can be when it's secret. The workforce have recently taken up hold in old abandoned mining facilities to escape suspicion from the larger, more dangerous factions and to mine the secrets of the ground that others left behind.

The Redfist Group
Finally, the Redfist Group. A military faction of soldiers that serve as the alliance's police and military. The first and last line of defense and the second largest faction in the alliance. They don't have many ships, but they have very high quality infantry equipment and most of the soldiers are veterans, elites from the past centuries of war. Originally the Redfist Group was a mercenary faction with a vision - they wouldn't just sell their services to the highest bidder, they would join the faction that shared their ideals. When the Belt Alliance came into existance it was because the three factions alone were too scattered and threatened, but together they form a unified front on mars.

Faction Type

Mercenary/Corporation mixture. The Belt Alliance is a unification of a workforce faction, a corporations-and-trade faction and a mercenary faction.

Military

Must see military management section

Holdings

Must see military management section

Budget

See military management section



~Vignette~ Put a vignette of your faction here inbetween two linebreaks (hr)Just write a scene that describes shows what your faction is all about. Not required, but nice.

Jesus christ man, this is brilliant! Gonna cook me up a NS
I love that map! So much potential!
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