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6 yrs ago
Hello guild my old friend :)
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7 yrs ago
The nostalgia is fierce tonight...so many ideas. Where did the time go? roleplayerguild.com/topics/…
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7 yrs ago
The Archive is Activated
8 yrs ago
Guild issues making it difficult to post. Will update when the server errors stop.
3 likes
8 yrs ago
To Teluval, Farewell . A surreal fantasy adventure: roleplayerguild.com/topics/1..

Bio

Writing Blog: Notebooks

Most Recent Posts

Well I got Rory Phane, resident heavy weapons and explosives expert posted. His bios a bit dense, could use a rewrite but I think the basic character is there. He's a bit of an...asshole. I think you guy's will like him.
Name: Rory Phane

Codename: Kickdrum

Age: 31

Gender: Male

Appearance:





Personality:
Phane is inordinately quiet, distant and altogether withdrawn; that is until mission-time, when a clear purpose is given to him. Rory likes to see things go 'BOOM' and has no shame in hiding his love of destruction, especially when he gets to pull the trigger or press the button. Mildly compulsive and obsessed with control and power, Rory has drifted from unit to unit over the years, managing to alienate or distance himself from every associate he has worked with.

Reason for Hire: Several contacts of his powerful (deceased) fathers managed to get his name in the hat.

History:
Rory Phane always had a penchant for destruction. Despite an exemplary career at the UEGNC Training Academy, the four years Phane attended were marred by an 'accidental explosive incident' in the student chem-lab. The subsequent investigation and final report-which concluded 'gross negligence in the...of unauthorized materials by Private Rory M. Phane...resulted in the catastrophic destruction of...', was quietly buried beneath mountains of bureaucratic meddling by the late J. M. Phane, Rory's father, a Former Ambassador to the Outer Colonies and Attending Professor of Political Science. Despite the dropping of all criminal charges, Phane would garner a reputation for being the son of a rich and influential politician. This reputation would follow the younger Phane throughout his career until the infamous Asgard Avalanche, in which millions were killed on the tundra-world of Valhalla, including Ambassador J. M. Phane and his wife.

In 2827, Rory was assigned to the UEGNC Core of Engineers, where he learned very precise demolitions and Orbital Targeting. This would serve him well in the 'One Month War' of 2829, at Psokos IV. During Operation Hindsight, Rory provided aerial firepower support from the OWL-211 (Orbital Weapons Location) stationed in geosynchronous orbit. The OWL-211 was stationed at Psokos IV for simple terra-forming and surveillance ops, but at the urging of the dozen or so UEGNC Marine deployments on the surface, Rory's team managed to 'execute with the utmost grace and competency...the total and complete aerial support of Marine Companies XXX..'. Some logistical SNAFU had dropped tens of thousand of Marines into highly contested enemy territory without aerial support. Rory managed to alter the payload of the OWL-211 to provide deadly force in support of the companies. Hindsight was a success. The altered version of the OWL-211 is now the OWL-231, an all-purpose weapons platform used for precise firing and bombing support on dozens of colony worlds.

After a brief stint as a military adviser for Explosives R&D and a few civilian contracts that never amounted to much, Rory disappeared into the underworld of mercenary dealings in the outer colonies, perhaps triggered by the unexpected death of his mother and father at the hands of the terrorist organization 'False Testimony' in the Asgard Avalanche. Rory foolishly attempted to infiltrate several terrorist networks in the Outer Colonies in search of his father's murderer, but was never successful.

After learning of the assassination of Dean Connery at the hands of a mysterious former SHADE operative, Phane resigned himself to make several inquiries with his father's former contacts for information concerning SHADE and the mysterious assassination. Eventually his name was dropped with the Seventh Column as a worthy demolitions and heavy weapons expert.

Weapons and Equipment:

N0RD1C-Frag grenade: An old favorite from his academy days. Makes a satisfying *splurt* sound when it meets flesh and bone.

'Minerva' Datapad: A personal tablet of Phane's design used for quick systems analysis and interfacing. Basically a key to use most complex weapons systems or integrated and secure weapons platforms.

EsTOC-Tactical Rifle A lightweight all-purpose rifle capable of firing 900 RPM.

Standard Issue UEGNC Pistol You know-for backup?

Skills and Abilities:
Phane has a firm grasp of explosives and the systems used to operate them. He has contacts in the political structure of the UEG, UEGNC and some minor Outer Colony Governments. And dumb luck.

Quotes: "I never miss."
Interested. I can do 2 posts a week maybe 3. Question: Why did the original outer colonies originally rebel? Are we contracted to hire legitimate threats to international security or are we walking into 'grey' morality territory?
Combat and Encounters



Upgrades & Advancements



Refitting a ship
You can refit one of you ships at any port that has a shipyard for 25% of the original cost of your ship, +25g per each refit beyond the first. (1st refit:25 gold, 2nd refit: 50, 3rd: 75 etc.) For each refit (and depending on the skill of each shipyard) you can add 3 attribute points to the ship attribute of your choice. (Refitting should be adjusted to make it more economical to refit than to buy new ships===>what is the max amount ships can be refit?).

Example: I want to refit my zeppelin to increase cannon capacity. It will cost me 25g the first refit. I will add +3 cannon to my zeppelin. The next refit will cost me 50g, the third time 75g etc.

Gamemaster Random Tables


Online Dice at WotC
All tables assume 4 players.

Convoys
Roll 2d6 for Large Cities and 1d6 for All others every other cycle. (this is how many convoys are travelling that cycle) Assume that convoys reach destinations in 2 cycles regardless. Special circumstances apply.

For each Large City Convoy Roll: (6 total ship types)
1d4 for Dreadnoughts & Frigates
2d6 for Stokers & Knaves
3d6 for Sloops & Zep's



Goods
Index of Goods, Ships, etc.





Glossary


Here contained are the terms and ideas most useful for determining the nature of the world.

Bapha, God of Magic
The god of magic, light and hope. One of the gods depicted on the Sepulcher Stones, of which 9 of 13 have been lost. Bapha is depicted as an angel with wings of lightning, a shield of storms and a thousand faces. He is the god which the Sibis attribute to allowing mortals to harvest Lux Anima, and refine it for their own purposes. They also attribute him with allowing the monsters of the mists to endanger civilization, so that man may not forget his own limitations.

Lux Anima
Lux Anima (or simply Lux, or interchangeably Anima) is a greatly understood magical element commonly found in the hearts of many of the larger Mountains across the world. Although rigorously studied and exploited to fuel the endless fleets of airships, Lux Anima maintains distinct ethereal and religious qualities-a sort of mythology to accompany the scientific. For instance, humans exposed to Lux Anima in its unrefined form often die within weeks of a violently debilitating disease, but certain creatures of the mist seem to thrive upon it. Scholars of Bapha work tirelessly to record any and all information gleaned from the use of Lux Anima.

Meleah
Goddess of wealth and prosperity.

The Cloying Mists
Beneath the cloud kissed citadels, castles and fortress cities are the ever present Cloying Mists, which obscure from view the surface world. It also harbors dark things-horrors tainted by prolonged exposure to Lux Anima, that magical element. The Mist itself seems to have a sentience so to speak-as it grows thick where walls are weakened, or coils around foundering airships. It is a dangerous and unknown thing, a permanent part of the world and the reason that civilization moved skyward.

The Sepulcher Stones
These 13 stone faces are carved around the base of the Mountain of Sibis, and depict the elder gods. Only four faces remain intact, although features of the other 9 are visible. Bapha, the God of magic is the most fully intact. The other three are xxx .

The Luak Tae Hegemony




3489, Llyrian Calender, 7 years since the fall of the Empire

The Luak Tae Hegemony issued the follow encoded sub-space message to members of the Galactic Council...

>encrypting message authorization code
>...checking origin
CLASSIFIED
>decrypting...


Ministry of Galactic Affairs issued the following message in 47 different dialects and languages via sub-space encryption, to all members of the Galactic Council...

...recommends the following locations for the next joined council meeting of Unity Accord signing members. The Luak Tae survey analysis has has investigated 27 unique, uninhabited worlds and found three suitable worlds. In an effort to better solidify relations between UA signatory nations, the Luak Tae extends a hand of peace and concordance and offers a diplomatic meeting on one of the following worlds. UA members are encouraged to recommend a suitable world for future meetings. All save one of the recommended planets are in neutral space...


Parsefon
An old Llyrian research site. The gravitational field of a nearby black-hole is such that time is distorted slightly when present on the planet. Relative to the rest of the galaxy, persons present on Parsefon experience little to no aging, or temporal passing. In addition, the concentration of gravity wells in the sector allow for advanced warning of any approaching ships via FTL.


Irobim
This small moon of a much larger gas giant is one of the few places in the galaxy that has a supply of the mineral lectra, a photon absorbing metal that aids in producing holographic images. Although completely inhospitable to carbon based life forms, Irobim is an ideal location for holographic correspondence; representatives of the Galactic Council would meet via subspace communication, represented by holographic avatars of their likeness.

Tei Bak IV
A Luak Tai Hegemony Shield World on the outer rim of Hegemony territory. Heavily fortified with orbital weapons platforms, thousands of patrolling drones and a complex early-warning alarm system. The vast palaces of the decadent imperial era of Luak Tae history are relatively unscathed and can accommodate representatives requiring a more...lavish lodging.

In all good faith and harmony,
Minister of Diplomatic Affairs, XXclassifiedXX


>>>END of MESSAGE

==============
I could be interested in joining this, it still active? i know it can get qiet around or coming up to the christmas period.


Nation roleplays tend to move at a snails pace. If you have any questions or ideas feel free to ask. The rp is full at the moment, but there might be openings in the future.

This look quite fun, (recently joined but I have some experiences) would like to join in. Although I would like to know where to start.


Honestly, this might not be the best RP to join out of the gates. We are full at the moment but players usually drop off in these sorts of RP's so I'm still reviewing nation sheets. I'll let you know via pm.
Sure. Any more info on the setting? What's the plot? @CadenGallic
The Lux Anima Chronicles

...Bonus starting gold for coming up with a better title...





Centuries ago, great civilizations fell as the world cracked and died. A mysterious mist, and the monsters that lurked within forced a great migration skyward where bastions and fortresses were built atop mountains and crumbling spires. With the coming of the mysterious mist, an element known as Lux Anima was discovered and refined to power immense airships and even floating cities. A new era dawned. Feudal states war over dwindling resources, as the disparity between rich and poor grows ever greater. Aberrant horrors tainted by the prolonged exposure to Lux Anima besiege the crumbling barriers built by the ancients. In far Larsa, the Sibis scholars seek to unlock the secret of the mist and the Lux Anima...

You are an airship captain, hell-bent on securing a fortune that you might retire to some windswept cliff manor, or a palace fortress in the Dreadmond. It is a hard life, dangerous and exciting. Hundreds of captains disappear without a trace into the cloying mists every cycle, and with them their legacy and gold. Crew your ship, trade and fight and find your personal glory. The world is a mixture of medieval and steampunk, with a dash of magitech and horror. Picture knights clashing aboard hulking airships, while red-eyed demons from the mist claw at the hull...or something like that.


The Lux Anima Chronicles is a turn-based game where you play an airship captain. You manage your ship, crew, goods, weapons and explore the world. Trading and fighting are two of the main parts of the game. Player written narratives in-between turn updates are a good way to help build the game lore and break the monotony of the numbers. Yes, this game uses numbers. Basically, you tell me what you wish to do each cycle (or turn or season or whatever) and then I synthesize the results. Anyone interested in this sort of thing?

The Lux Anima Chronicles

Bonus gold for coming up with a better title





Centuries ago, great civilizations fell as the world cracked and died. A mysterious mist, and the monsters that lurked within forced a great migration skyward where bastions and fortresses were built atop mountains and crumbling spires. With the coming of the mysterious mist, an element known as Lux Anima was discovered and refined to power immense airships and even floating cities. A new era dawned. Feudal states war over dwindling resources, as the disparity between rich and poor grows ever greater. Aberrant horrors tainted by the prolonged exposure to Lux Anima besiege the crumbling barriers built by the ancients. In far Larsa, the Sibis scholars seek to unlock the secret of the mist and the Lux Anima...

You are an airship captain, hell-bent on securing a fortune that you might retire to some windswept cliff manor, or a palace fortress in the Dreadmond. It is a hard life, dangerous and exciting. Hundreds of captains disappear without a trace into the cloying mists every cycle, and with them their legacy and gold. Crew your ship, trade and fight and find your personal glory. The world is a mixture of medieval and steampunk, with a dash of magitech and horror. Picture knights clashing aboard hulking airships, while red-eyed demons from the mist claw at the hull...or something like that.




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