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Brovo said
@Expollo: It's okay. I think it is pretty funny too, but it is also annoying. And confusing.As for anime? I like anime and appreciate it like I do any visual medium for its aesthetics and ability to convey a story in any number of ways.Though like the rest of tv and film, 90% of it is garbage. The fan service can ruin otherwise good shows. The fan base is... Exhuberent. Yes. Exhuberent.But then I see stuff like Ghost in the Shell and Cowboy Bebop. I can't bring myself to hate the medium. It's capable. The fan base isn't.


If you're a fan of Ghost in the Shell and Bebop you should check out Psycho-Pass if you haven't already. There's a very similar structuring to Bebop and the world is reminiscent of Philip K Dick's work mixed with 1984.

Definitely agree though, all too often the fan-base is just too much. The roleplays people build off of anime are all too often over the top in ways I just can't take seriously.
Premise

Life Continues is a two stage roleplay that explores the areas some simply don't. Stage one opens the story as fear and panic spreads, but of what, we can't be certain. Things become chaotic quickly and surviving means committing to a decision quickly. Under intense stress, given limited information, riots break out, making this world dangerous and unpredictable. How and where you go is up to you -- just think hard, think fast, and hope you made the right choice. Stage two picks up some years later as the world has taken on a new face. Characters have grown based on the first stage and the theme has changed depending on the events of the first chapter. A legacy system will continue the stories of dead characters in some form, letting a player explore new horizons while maintaining the importance past events. Ultimately, we will enjoy the areas some stories would ignore, because whether you're between chapters or waiting for the sequel, life always continues.

Let me know what you think and if you're interested. I'd like to get this started within the week and can get things rolling once we have 4 players.

Introduction

Sit back and relax a moment. Let your hands fall to your lap, let the tension in your shoulders melt away with a couple deep breaths. Pour yourself a drink of something you strong enough you sip, or maybe light up if that's more your thing -- no judgements here. Now that your calm, imagine something bad. Not after midnight search history bad, something profoundly, life-changing bad. Something that redefines your day-to-day and makes that education or office job absolutely pointless. Safety doesn't mean four walls and a locked door -- those are just illusions, now. Security is a loaded gun, something you can swing, and some sturdy clothes. Things are different now and those who don't learn fast don't last. There aren't manuals for this. You do and you push on, because when things get bad -- real bad-- life continues.

The Outbreak


Life Continues



Plot
The roleplay will pull characters of various backgrounds into one place with a single purpose -- survive. What is causing the panic is intentionally obscure and could be the result of anything. It is up to the players to decide how they explore this world and where they'll devote their energies. Groups can divide or band together, create a haven or sell out the group. What decisions players make in the first stage will shape the world in the second, giving everyone a high degree of control over the setting with time. There are larger, basic questions where the story can naturally lead such as what is 'The Outbreak' or paths such as the aforementioned creating a safe-haven. The plot is flexible and will move with you no matter where you choose to go.

Characters
Everyone knows the feeling of creating a character only to fall out of love with them. I can't promise this won't happen, but I can offer a solution. Life Continues will explore the gaps between most stories and will also explore life after death. Should a character die, which I welcome, a Legacy Connection is open. Legacy Connections can come in the form of a diary, a video tape, a living character's stories, some relation to the dead, or even a direct connection (such as the new character being an old NPC). This connection will allow players to take up on a new face and style, while challenging them to experience the aftermath of a death. Fortunately, this system also allows much latitude so that an early death is not a waste of time, just a new chapter in your story.

Posting Style
I believe the most successful Advanced Roleplays are those which are flexible. My number one objective is to collect a group of dedicated players happy to post as much as twice a week, or as little as twice a month. What we need is commitment. To allow for this, I also welcome players to lead their own stories in addition to interacting with other characters. This allows every player their own, individual paths (short story style) while also taking part in the actions within the party. In this posting style we only require two players to keep the ball rolling -- not too hard at all!
Magic Magnum said
All I saw was a new program claiming he's having issues 'walking'. Odd's are there's something far more serious at play, but I wouldn't get excited about him dying quite yet.But if he does die and North Korea enters a power play, it might be smart to Annex/Free the nation from dictator rule. Join them up with South Korea again and just have a free Korea overall like the South has been enjoying for a while now.


Those who defected from North Korea to live in South Korea are usually pushed into specific neighbourhoods and apartment buildings. The people are generally smaller and very easy to differentiate. There is a stigma, unspoken separation, and generally, North Koreans are not see as the same. They are to be avoided. There are literally television shows made solely to humanize North Korean refugees in the country. If you think brainwashing is only in North Korea, or that unification is simply erasing borders, you may be surprised what decades of undervaluing and demonizing does to the mind and a people. It's not a simple solution.

Wayne said Either way, I'm convinced that even if WW3 isn't going to happen, then something that'll dwarf 9/11 will, and that it's right on the horizon. The next 10 years look very gloomy for me. Only goes to show me how Murphy's law could very well be perfectly applied to politics, and how history seems doomed to repeat itself no matter how much humanity tries to change it.


You mean for Americans? Because there have been dozens of genocides, terrorist attacks, and civilian deaths all around the world that I would say dwarf our 9/11 by far. Where our worst memory in recent history struck in a matter of less than half a hour, killing a thousands of civilians, the wars they led to have caused more civilian deaths over a decade -- meaning unlike us who now fear for safety from one event, there are children who grew up fearing air-strikes and sieges indiscriminately killing their families or them. I'd say that dwarfs 9/11 by far.
I'd be interested in seeing a roleplay that portrays life interrupted by war. In America if you don't watch the news, you can effectively live on without any idea we are fighting overseas, it could it could be a total surprise. Our idea of combat here is voluntary, glorified, and inflated into something we consider too surreal to imagine, yet also too disturbing to explore. This isn't so for my family from gang heavy areas in Puerto Rico and Cuba, or my friends from the Ukraine or Palestine. War grips you, appears quick and devastates fast. You are consumed by it and have no choice but to live in reaction of the conflict. That's a roleplay I'd like to see.
I will definitely be sending in an application. This is exactly what I've been looking for here at the Guild, so thank you!
Sundered Echo said
A wild CS appeared!From my brief skimming, I have only one thing to point out. A common mistake on human characters - humans have only been in the galactic community for a short time, I forget the exact number of years, but right now I believe its a little over twenty years since the first contact war. Which means at age 46, it would be impossible for him to have been at the citadel while young.


Absolutely right. I made some edits to cut out the Citadel piece and made things more time appropriate. Apologies for that amateur mistake!
Seems like a great RP to start and feed through interest checks as missions come and go. Can't see why this wouldn't be a popular idea.


Name: Simon Güeybaná, Guayaba

Race: Human

Gender: Male-Bodied

Age: 46

Class: Infiltrator/Commando

Appearance: Simon stands at a similar height to most men. His shoulders are broad, his torso angling in until falling to his hips in straight line, giving his upper body a thick, boxy look. Due to the nature of his work, Simon is especially muscular in his arms and thighs, though his core has softened over the years until a gently curved gut. When Simon was enlisted he was the clean shaven, finely toned sort who considered his physique a testament to his commitment.

Over the years as that naivety faded how he worked his body changed, as did his feelings about basic characteristics such as hair. Simon has allowed his beard, now a mix of deep black and grey, to curve his jawline. His hair is no longer short, but is dreaded atop his head and shaven down the sides. The dreadlocks fit well under a helmet when tied down and back, but let loose, dangle down to his shoulder blades. Besides the hair and changing body type, Simon has changed most in his face. Years of stress and doubt leading to now have etched deep lines under his eyes, which sink below his brow, and above his brow. They say 50 today is 35 a century ago, but in all reality, he feels age coming on and welcomes it.

Background:

Simon was born to a space-faring anthropologist and decorated soldier. When their son was born, the couple chose to settle down on Earth until he was fully grown. The family had dreams in the stars, however with a child, those dreams were delayed. The anthropologist secured in a local university, the soldier offered her services to protect against ever-increasing tensions along the border. While the mother felt herself pulled toward other areas -- the prospect of working and returning to her family each night did not hurt either.

As an adolescent Simon split his time between studying with his father, going shooting with his mother and her comrades, and sneaking off with the local youth. He found other cultures interesting, but not as fun as hitting the streets with friends. Meanwhile, his mother insisted on taking him shooting with the other soldiers and law enforcement. Every other day he lined up with officers and displayed his talents on the range. The display was always short, ending in the boy lowering his head and cringing. After a few laughs, an officer would offer him a few pointers, have him try once more, and after an hour or two his mother would let him be. Simon loathed looking a fool, but every time the lessons seemed shorter. Besides, after being released he would always find his friends waiting for him. The bored bunch would pass time exploring the rougher neighbourhoods, daring one another to do this or that.

Nearly an adult, the family structure changed. Simon's father took a job consulting for the new-found Alliance as they investigated sites for new colonies in the Utopia System. Perhaps in coping with the distance, his mother made a habit of taking on more ambitious investigations as well. Violent crimes were making the news more often, Simon knew this, but he still saw her absence as a personal affront. The young man coped alongside the same friends as before. This group of young adults took on a rougher look, walking aimlessly, yet always with stern looks and some hidden rage. One day Simon followed the group to a seedy shop that stocked mostly liquor and other intoxicants. They entered, but something felt off. Simon walked close behind a friend, ready to block the view of the shop-keep as they grabbed a few bottles -- nothing new, nothing big. It took a second. When the two returned to the front of the shop ready to beat feet, they found one of the youths pointing a pistol at the shop-keep. Another shouted for cash and the so-called "Good Stuff", whatever that meant. Simon stood there without a word in shock. Time passed slow for him, and before he knew it, two officers had arrived. He recognized the older one, a close friend of his mother's, the second was a new recruit. That's what they called Simon too, recruit. The officers ordered the kid to drop the the weapon, but all he did was scatter the group. Two of the youths stood fast, however, the one with the pistol, and the one who'd jumped the counter to search for better, more expensive stock. Simon stepped back, but like the others surprised by the quick escalation, he still stood, perhaps too close to the danger. The youth behind the counter must have found a weapon, because like that, the shop-keep's head burst. Blood, grey-matter, and hunks of bone speckled Simon's chest as the keep fell and the officers rushed. When his friend's pistol fired too, Simon broke from his trance. He fell to his belly and crawled to the back-door of the shop. A young woman he'd known for years dashed out of the same exit and Simon watched as a hidden officer gave chase. By the time he made it to the door the two had left his sight, the door completely unguarded. Simon ran a few blocks before tearing off his jacket, wiping his face, and running home. He spent the day bathing. Listening to music. Just trying to forget what he'd seen. When his mother arrived home she sat him down, and with swollen, red eyes, she told him an officer had been killed -- an old one, a close friend.

Shortly after the incident Simon made plans to visit his father on a temporary station in the Utopia System. While he had still not been connected to the botched robbery, the guilt he felt was unbearable. He said goodbye to his mother and went aboard the ship that would take him to Utopia. While the ship made its journey, Simon began his own. Night terrors had grown from the occasional dream to shrug off into a regularly day breaking affair. He saw himself with his friends at the shop. The very same friends he'd left without a word or second thought, the very shop in which he'd led to a man's death. Each night the visions stirred him, perhaps a bit skewed on some, but always deeply disturbing. During a routine supply stop Simon disembarked along with the rest of the crew. He took a seat in a seedy watering hole that allowed him to enter and sit. The space was dark and felt spacious despite the many huddled crowds laughing too loudly. For a while he just sat, letting the noise push out his thoughts. Eventually a voice stirred him. A man dressed in a weathered pea-coat with many an added symbol stitched on the chest and sleeve appeared with two drinks. The man put one in Simon's hand before promptly clanging the glasses together. Despite a bit of froth spilling onto him, Simon couldn't tear his eyes from the man. There was a feeling about him. A freedom. By the time the drinks were half gone Simon had described his dreams fully. He'd laid out weeks worth of pain and strife only to have man cock a brow and laugh, "Do or die and at the end of the day, commit to your choice."

It was then that Simon realized he would not reach Utopia.

Simon was welcomed alongside the man like a pupil. The man was crass, brutish in action, and yet also strategic in his decisions. All this made the man's work as a smuggler and pirate somehow acceptable to the youth. As humanity stumbled upon the Turians, the Citadel, and fully recognized the true vastness of space, so too did the boy grow. What skills he'd learned as a youth developed and he took to the crass pirate's ways quickly. In the days he'd work alongside the men readying for raids and other jobs, by night he would drink and partake in whatever drugs the crew shared. He continued in this way for years until the man he admired became the man he mourned. Simon replaced shots and mind-benders for a tumbler of his mentor's preferred scotch. He drank in memory, in hope, and as he was taught, in acceptance.

After twenty-some years dashing about space freely, Simon felt a yearning for more. When he learned of Siame Industries and their goal to eradicate his lifestyle, he stood up less in protection of his people, and more as a way to fill the gap he'd felt grow over the years. Freedom was a nourishing feeling of course, however, without ideals to stand by, it seemed dull and pointless. Siame made the perfect enemy. With that, Simon was happy to dedicate himself to ending their threat by any means.

Equipment: M-97 Viper (Matte Black), M-3 Predator (Matte Black, Worn), Recon Hood, Modified Kassa Fabrication Armour - Sections have been swapped out with ballistic fabric in increase mobility by sacrificing protection (Matt Black), Combat Knife, 2 Tactical Smoke Grenades, and a basic Omni-Tool (Primarily for communication & logistics)

Powers: Up to five or six different powers your character will use. Tech powers are restricted to Engineers, Sentinels, and Infiltrators. Biotics are restricted to Adepts, Vanguards, and Sentinels. I’m pretty easy going with the rest of it.
Speaking from inside the industry, many owners and investors are told by their day jobs that they have to choose one or the other. Just keep that in mind.
twelveobin said
How do you bring feminism, or anti-racism or other anti-oppressive thinking, into your characters or your GMing?

Note: if you don't agree with feminism etc you can just pass over this thread. I will not be engaging in debate and I don't encourage anyone else to engage either.


I love roleplay as a means to engage with these issues. You can basically create a world where social structures are flipped, or rather characters can actually do something about them, which even in the most modern, realistic roleplay would be fantastical. It's also not hard to bring anti-racism, anti-oppresssion, and feminist values. Essentially these three words are just people asking for quality. That's it. My familial roots cross through American slavery and Native American genocide, and the implications have followed me through my childhood in a very blatant way, but I don't create worlds where these issues don't exist. In fact, I do my best to highlight oppression and the feeling of being second-class because I truly cannot a imagine a crueller villain than one who undervalues a people and shrugs it off as if nothing.

One reason why I think this is important is the venue. From what I've seen, people here express some pretty extreme views as opposed to conversations I've heard face-to-face (obviously including those who do not abide by my perspective). I figure this is just the internet having its way and everyone being a badass behind the glowing screen. So be it. But that screen also allows us to be whatever we'd like. It means that a very white, very entitled young dude who doesn't really give a shit about the experiences of others could play a game that opens their mind to more empathetic thinking -- even if only for a moment. That opportunity is well worth the struggle. The thing is, these ideas are about equality and happiness. We're not talking about assigning a new superiority or set of characteristics to overvalue as is the case today, we're talking about evening that playing field. Really, I can't imagine a better message behind a story.
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