STATUS:
TBH, I'm not surprised an Int Check got taken down. Some of the 1x1 checks I've seen are basically straight-up looking for ERP and Typef*cking almost shamelessly
22 days ago
Current
TBH, I'm not surprised an Int Check got taken down. Some of the 1x1 checks I've seen are basically straight-up looking for ERP and Typef*cking almost shamelessly
2
likes
2 mos ago
Ah, I see the bots are back again with their nonsense posting.
3 mos ago
Got my new sci-fi mecha RP up. Put a lot of work into the background of this one, and wrote out a whole setting
2
likes
3 mos ago
Cambozola is definitely A-Tier. It combines all the best parts of Brie with Blue Cheese, what's not to like.
1
like
3 mos ago
Guess the mecha RP idea wasn't as popular or as interesting as I hoped it might be. Not much in the way of bites on that one so far, sadly
Bio
I've been roleplaying in one form or another since the late '90's. I've played as many tabletop games as I have online ones, and the quality of both has varied wildly. I have an active imagination, and I love immersive, descriptive roleplaying. My genres of choice are sci-fi, and modern-day (with a sci-fi twist). I like RP's that mix reality with fiction, and throw an unusual and exciting twist into an otherwise normal setting - something like Stargate SG-1 would be an example, or Battle: Los Angeles. An almost recognizable world, but with some sci-fi twists. I'm a fan of military and action-based RP's that do this especially, and they are easily my favourite - though I rarely see any that appeal to me enough - all the military RP's are too 'plain', and anything else modern day is usually fantasy or fandom. I have a lot of fandoms, but I don't really like fandom RP's - or at least, the ones that come up. I often find them a bit lacking in ideas, or too far away from what actually makes the thing I'm a fan of enjoyable.
I don't play in free, as I find the short posts and bad spelling and grammar infuriating.
I'm 43 years old, and live in the UK, so I may not be on all the time. I also like playing non-human characters, especially anthro ones. I dig giant robots, and I love military aircraft. I'm also a very dedicated and proud Brony and furry.
Name: Scott Valentine Callsign/Nickname: Heartbreak Age: 37 Gender: Male Appearance:
The only difference to the picture is that Scott has heterochromia, with his left eye being blue, and the right one brown. His hair is also a much more 'sandy blond' colour. He is approximately 5'7" in height.
Nationality: Joint US/UK nationality Personality: Scott is almost the typical fighter pilot. Laid-back in demeanour, confident, and witty. He has a playful character and charm to him that is either endearing or frustrating, depending on who you are. This is countered by a professional seriousness and lethality when he is in the cockpit, and a respectable amount of raw, natural skill and expertise. His somewhat rebellious and maverick nature has lead to chafing against military authority and limitations in the past, and as such the somewhat more relaxed life of a PMC gives him the same experiences, and makes use of his skills. He plays as hard as he works, and this shell of easy confidence and casually treating even the most deadly and desperate situations with an air of dismissive humour masks a much deeper fear of his own mortality and of losing those around him, and the need to form bonds to ground himself to something. It is rare he lets the mask slip and the more vulnerable, real side of himself out, often seeking to drown his worries or at least relieve them with the highs of drink and sex, sometimes presenting him as at best a playboy or worst a callous and shallow man, when the opposite is true. He has a particular relationship in his past that turned sour, and still harbours unrequited and unfulfilled love for his ex, Valerie Glass, who has become a commander in the N/UN forces. They have a cordial, if distant professional and working relationship and both still like one another, even if they are no longer intimately involved. History: Scott was a naval fighter pilot before and during the Heavenfall, flying for the US Navy. Becoming a pilot was what he always wanted, ever since he was a kid. He managed to - despite chafing at authority, and being somewhat of a problematic cadet, prone to emotional outbursts and thinking with his fists or heart - make the grade and became a pilot of the F-14 Tomcat, a dream plane for him. He met Valerie during this time, and they had a very on-again, off-again relationship. It was a lot of fun for them both, and they cared deeply for one another, but often clashed on a lot of things, mainly due to Val's frustration with Scott's hot-headed, impulsive nature and he with her more strait-laced, reserved nature. Despite caring for one another, their careers constantly had them being apart, and combined with their butting up in personalities, they decided to split and remain friends, before getting so frustrated and angry with one another that that wasn't a possibility.
He didn't see much action prior to the Heavenfall, mostly combat air patrols along with the carrier group he was assigned to, though there were many close calls and intercepts, as well a number of reconnaissance missions, and a little bit of action that showed his talent for ground attacks. However, this all changed during the Heavenfall. Stationed in the Persian Gulf at the time, the carrier group he suffered massively from the tidal upheavals, and then the following violence, the local powers seeing a perfect opportunity to lash out against the 'infidels from the west'. His unit - the survivors of it - were forced into combat, and Scott's plane was shot down, his RIO killed by being shot in front of him after they were captured by enemy forces. He managed to escape as rival factions in the region clashed, linking up with other military survivors from the US and other allied forces in the region, and as a rag-tag band, they made their way overland toward hopeful help in Europe. Eventually, during this slog, he met Katherine Kane - Kat - who joined their band of survivors and refugees, and quickly became a close, trusted friend and they built a strong, loyal relationship with one another. Scott finally made it back to something resembling civilization, where he found he had been listed as dead, like so many of his comrades. Disgusted with the Navy after the commander who sent them into battle not only survived, but was free of all blame and even promoted, he left. Civilian life didn't suit him, there was a restlessness within him, and he wanted to get back into action. He decided to enlist with Shattered Steel, where his skills and experience were welcome. He was reunited with the F-14 in the shape of the much more advanced and capable ASF-14 Super Tomcat 2010. Kat was a natural fit as his WSO, having enlisted alongside him, and the two proved as inseprable and reliable in the sky, as they had on the ground. His experience and skill resulted in him being given a commanding position and rank in Shattered Steel, and he was recently assigned the command position of the Cobalt Haze squadron.
M110 7.62mm Marksman's rifle with suppressor, bipod, optical scope, vertical foregrip and optional light/laser.
Combat/Survival knife - Scott carries the Gerber LMFII ASEK survival knife he had when he originally ejected from his jet after being shot down. It got him through everything after that, and its' kind of a lucky talisman for him by now, as much as a tool and weapon.
backup folding knife
Flight helmet; has a broken heart painted on the visor cover
Standard issue items for everyone enlisted in Shattered Steel include:
Several sets of working uniforms; this consists of a utilitarian military-style dark blue shirt with various pockets and velcro patches for insignia, name and rank tabs etc (worn optionally), pants in the same colour and style, and boots. Undershirts are not specified/regulation, but common sense applies. Baseball caps are optional, as are various other headgear (military-style berets, or wool 'watch caps' for colder temperatures)
A set of dress uniform; much like the US Navies' in style, cut, etc; white in colour
Cold Climate parka-style jackets, with gloves (when needed)
Flight suits (duh) and appropriate G-suit and survival vest, helmet, boots and gloves
An electronic military-hardened computer tablet or 'electronic flight book' that has all the relevant information and such for planning and communication regarding operations, as well as email connectivity and functionality.
Normal survival gear as expected for any combat aviator (in their survival vest and the kit in their ejector seat)
Sufficient ammunition for their sidearm (i.e. 2-4 spare magazines/speedloaders), and a full battle-load for their longarm when issued, as well as holsters, load-bearing/armour vests, etc if expected to fight on the ground.
All of these items are provided by Shattered Steel, and aren't needed to be bought by contractors themselves - although of course, they are free to buy 'better' ones if they wish. If they lose or sell them, well; that requires a written form to get a new one, with an explanation why, and possible repercussions (beyond the obvious ones of not having the equipment you need to do your job). Additional weapons and gear may be requested for specific circumstances or missions as required - as long as it can be justified.
Scott 'Heartbreak' Valentine (Rhona W) - Lieutenant Colonel; Squadron CO. Cobalt 1-1 - ASF-14 Super Tomcat 2010 Kat 'KK' Kane (Rhona W) - 2nd Lieutenant - Cobalt 1-2 (Scott's RIO) - ASF-14 Super Tomcat 2010 Aurélie 'Chevy' Bouchard (Kensai) - Captain - Cobalt 3 - Dassault Rafale Ayvee 'Stingray' Reagan (AvaP) - First Lieutenant - Cobalt 4 - F-117N Seahawk Fuka 'Peacenik' Astor-Nakano (Smike) - First Lieutenant - Cobalt 5 - F/A-18E Super Hornet Mykhailo 'Brightspark' Martinez (LetterBee) - Second Lieutenant - Cobalt 6 - F-16 Fighting Falcon Freyja 'Valkyrie' Svensdotter (Damo021) - Second Lieutenant - Cobalt 7 - Saab Gripen Illya 'Rook' Sokolov (Shadow Daedalus) - Second Lieutenant - Cobalt 8 - Yak 141 'Survivor' Jan 'Strat' Van Straaten (Rhona W) - First Lieutenant - Cobalt 9 - IAI Kfir NG
Attached to Squadron: Lars 'Snowman' Nielssen (NPC) - First Lieutenant - Cobalt Heavy-1 - C-130J Super Hercules (Heavy, for the transport plane) Lilah 'Lily' Nkosi (NPC) - First Lieutenant - Cobalt Heavy-2 (Lars Co-pilot) - C-130J Super Hercules Miles 'Traveller' St. Claire (NPC) - First Lieutenant - Cobalt Hotel-1 - Eurocopter Panther ('H'otel for 'H'elicopter) Brigitte 'Showgirl' Billet (NPC) - First Lieutenant - Cobalt Hotel-2 - Eurocopter Panther Gunther 'Wolf' Wolfgang (NPC) - Major - Maintenance crew chief for the squadron's mechanics and engineering support crew. Skywatch - rank unknown - E-2D Hawkeye (Not officially attached to the squadron, or a member of it, but a recurring AWACS controller/operator) Sergeant 'Fletch' Fletcher (NPC) - Cat - Cobalt Meow - A cat. He does whatever he wants, usually.
"I remember the day the stars fell from the sky... and how they broke the world"
The world is broken, shattered by the Heavenfall.
Ten years later, humanity and civilization are starting to rebuild. But this is a new world, a dangerous world at times. New laws, new rules, new challenges and new dangers need new answers and solutions to their problems. Enter the Neo-UN; the new government formed from a coalition of those surviving powers from the pre-cataclysm world. They have forged some semblance of safety and security for people, and have begun to restore balance and prosperity to as many people as possible. Legalised and legitimate PMCs subcontracted to them, and equipped with the best technology that can be built, salvaged and scavenged from the world are their tools.
Opposing them, however, are those that seized power during the chaos, took opportunities to enforce their own selfish will and vision on whatever corner of the world they could bend to their will. Private armies, Criminal Cartels, extremist cults or ideological factions, and more all seek to hold onto the ground or the people they have held under their sway, often raiding and pillaging other territories and groups, stealing resources, trying to expand their own territory and influence. In the middle of this, corporate interests trade with every side, and anyone who will take their money, exerting their own influence and claiming their own sovereign interests and rights, clashing with both sides as they follow their own whims and ideals.
And deep in the shadows and dark places of the ruined world, tirelessly, constantly, plotting minds and shadowy powers reach from the pre-fall world, having bided their time, to turn events to their own gain, to fulfil their ultimate plans for the human race and Earth as a whole, their presence barely even suspected; nothing more than ghostly whispers and rumours, far-fetched tales the only evidence of their actions... or is it?
Shattered Steel takes place in a world like our own, but different in a number of key ways. The point of divergence is in the 1980s. The Cold War, resurgent at that time, continued rather than coming to an end. The USSR discovered previously untapped resources beneath Siberia. With this came an increase in economic power and ability. Gorbachev's reforms never succeeded, and the war in Afghanistan was won by the Soviet Union. As such, the arms race of the Cold War continued into the 90s, and the spread of Soviet-style communism likewise continued.
The Heavenfall happened in 2004. An object from outside the ecliptic plane of the solar system travelling at a significant portion of the speed of light struck Earth at approximately 11:23pm GMT on the 23rd March. While not 'dinosaur killer' sized, its' relative velocity and mass were enough that it had massive effects. It impacted in the Antarctic. The immediate effect was massive global earthquakes, and huge tsunamis that affected all coastal regions. Due to the antarctic being hit, the additional effect was a rise in global sea level due to the melt of so much ice. The event was not over, as secondary, following projectiles struck mere hours later, and impacted across the the southern half of North America, Central America, in the Atlantic Ocean, North Africa, Eastern Europe, the Middle East and Central Asia. These impacts were smaller, but the devastation was still tremendous, and governments overwhelmed already could not cope with the additional catastrophic destruction and the monumental numbers of casualties. The resulting nuclear winter added to the numbers of dead, with many starving due to lack of food from the hugely reduced crops, as well as the inability to provide medicine, shelter, and infrastructure. It wasn't until two years later that the full toll was realised. Over a third of the population of the planet had died due to the impact events. Governments and infrastructure had broken down, and coastlines and borders had been massively changed both physically and otherwise.
The previous state of Cold War was no longer relevant, and had ceased to exist due to many of the governments propogating it no longer existing in themselves. The USA was a shattered shadow of its' former self, concerned more with tending to its' own population than pursuing an ideological, abstract conflict. The Soviet Union was gone, the countries once part of it now broken into a collection of kingdoms, territories and regions ruled by whomever could bring the power to bear. Europe was dragging itself back to its' feet, rebuilding and taking stock of what remained after being ravaged. The axis of power shifted to the southern hemisphere, spared mostly from the devastation, and benefitting from the planets' new axial tilt, the southern nations formed a new alliance with the remains of their northern counterparts. The New United Nations was born, more of a government than an alliance, it began to consolidate the remains and start to rebuild.
Spread so thin, the Neo-UN - or N/UN as it is informally known - cannot exert its' influence everywhere. As a result, corporations lead by the greedy, unscrupulous and immoral have seized the opportunity, rising to prominence by taking advantage of the chaos and establishing facilities in territories desperate for relief. They have the resources, and they have sold them to the starving, desperate nations of the world in exchange for relaxing their rules and regulations, resulting in a leap in technology - at the cost of morality, safety, and ethics.
Amongst this, the remains of militaries, criminal organisations, governments, or other groups have seized territories, resources, infrastructure and weapons from the ruins; taking control of them, they have established their own nations, kingdoms and powers, redrawing borders everywhere and resisting the influence of the N/UN. Corporations do not care, they are happy to trade with whoever has the money, playing both sides and even employing the forces of these new powers as their security, or creating their own corporate security forces that can rival military powers. The N/UN can only spare forces to protect their own territories, but are obliged to respond to situations, urged by their populations to do something - and as such, created the idea of Authorised or Permitted PMCs. Paramilitary private organizations, equipped with weapons and equipment that are capable of fighting back, and authorised by the N/UN to carry out missions and operations on their behalf, while beholden to their laws, regulations and codes of ethics and morality.
As of the current game year of 2014, the world looks like this:
North America is a part of the Neo-UN. The capital is still in Washington D.C. However, the USA is a shadow of its' former strength. With both coastlines battered and ravaged by the Heavenfall and the traditional 'breadbasket' of the USA, its' farming heartland, hit directly by an impact, it has been forced to turn inward and focus on rebuilding. While it still has a powerful industrial capacity, much of its' military might is gone, and it is a much more humble country.
Canada survived relatively well; much of its' infrastructure survived along with its' interior receiving no damage. A key supplier and exporter of food and industry, and starting to build a more powerful military as part its' commitments to the N/UN.
Central America was ravaged by the Heavenfall. Following the impact, governments already strained collapsed in many places. Cartels overthrew governments and outmatched military forces and law enforcement in large areas of Mexico, and even exerted influence and gained territory from parts of neighbouring countries. Coups and revolutions took place in other countries, with some areas falling to the local control of military officers or other former politicians who declared themselves rulers, leading to a shaky patchwork of squabbling territories with a population mostly concerned with eking out their own existence day to day, much as they had before. Venezuela and Columbia were affected heavily by the influence and activity to the north, both undergoing their own revolutions and shifts in government, becoming more hostile and aggressive as less scrupulous parties took control. Both regions opened up vast swathes of the country to corporate interests, building their economies in exchange for virtually no restrictions on research for the corporations that chose to base themselves there. PMCs followed, with many of the less-reputable ones based in central america or northern south america. As a result, paradoxically, the area is the source of much of the advanced technological development, while also being home to some of the most lawless and oppressive living and working conditions.
Brazil has become one of the more important nations in the N/UN. While its' coastlines were ravaged by the Heavenfall, it managed to survive on the whole and quite intact otherwise. With a robust industrial base and intact government and economy, it has contributed to the security of the local region, and assisted greatly with rebuilding. However, its' military forces are stretched thin in countering constant insurgencies, smuggling, trafficking and activities by the chaotic state of the central americas to the north.
The Carribbean was devastated by the Heavenfall. Many of the island nations there was almost completely destroyed, centuries of history washed away by the massive tidal waves and earthquakes. Coastlines were changed forever, and in the aftermath, many perished due to lack of access to medicine, food, or other essentials. What people cling to life are starting to rebuild, and assistance is provided where possible. Cuba has become a highly influential and leading power in the area, leaving behind its' communist past and is an informal ally of the N/UN. Corporate influence in the area is also very high, with many corporations exchanging relief and aid in supplies for rights to mine or harvest resources, or to test their new technologies and products.
The majority of other South American nations have joined the N/UN. Chile and Peru chose not to join, and have remained independent states, not aligned with the N/UN but maintaining relations with them.
The islands of the Atlantic, such as the Falklands, Canaries, Ascension Island and others have been ravaged. Whatever permanent residents they have are dependent on trade and supply from other powers. Many are home to small outposts or facilities that have been established by corporate interests, and employ the majority of their populations. Some house bases and resupply stations for the N/UN
Central and Eastern Europe were directly hit by impacts. As such, the Czech Republic, Slovakia, Hungry, Ukraine, Moldova and Romania all suffered varying degrees of destruction and devastation. Much of their population suffered, and their governments either collapsed, or were devastated and left a shell of their former selves. National borders have fractured, with regions contested between legitimate government forces and insurrectionists. Aid from their neighbours is provided both in material goods and in the form of military and relief workers, but it is a constant battle that strains the region as a whole.
Western Europe was heavily affected by the rising tides from the Heavenfall. Many major cities were in the coastal regions, resulting in the loss of a huge amount of manufacturing, transportation infrastructure, utilities infrastructure and population centres as well as military infrastructure. Many of these countries are part of the N/UN, but are in the process of rebuilding and adaptation. Major settlements have moved inland, and capital cities have changed places.
Northern Africa was struck by the Heavenfall, with Libya and Egypt taking the brunt. Central Africa escaped mostly unscathed, and as such a period of rebuilding and strengthening has occurred, with new political and cultural alliances forming, many of them bolstered by corporate investment and interests leading to a period of modernisation, bringing an end of many inter-cultural conflicts that marked the region during the 20th century. However, many of these powers are hostile to the N/UN and have begun to forge ties with other anti-UN powers around the world, and have started to build formidable military forces. This alliance has termed itself the New Central African Alliance (NCAA)
South Africa was heavily affected along its' coastlines, but the interior of the country survived. Civil unrest and conflict has been an ongoing concern, and has occupied much of the country, seemingly supplied and aided by the newly boldened countries to the north in the central regions of the continent. However, South Africa is a part of the N/UN, albeit a remote and distant one.
The Middle East was spared much of the damage, but the global upheavals lead to many conflicts erupting, and as such the region has become a patchwork of territories governed and administered by cultural, religious and tribal lines. Allegiances are prone to changing rapidly, as are borders.
Central Asia was heavily affected by the impacts from the Heavenfall. With many large coastal communities as well as massive populations, there was a tremendous loss of life in the area, and the governments simply could not cope. As such, many small kingdoms and powers have risen in the area, and many people have left the region, searching for more stability and safety.
China in particular has managed to persist. While it was heavily affected and suffered a huge loss of population and industry, Some measure of stability was maintained along with control. Significant changes and reforms in the government followed, though it remained separate from the N/UN and there is a mutual alliance and numerous agreements between New China and the NCAA.
South-East Asia was heavily affected by the Heavenfall. Island nations such as Indonesia and the Phillippines suffered estensive damage to their coastal regions, and have been heavily focused on rebuilding, hampered by internal conflicts. Japan likewise suffered massively from the impacts, with Tokyo being ravaged in particular. All three are key members in the N/UN, and are a stabilising influence in the region, offering aid and support to other, more affected areas, while still rebuilding themselves. Thailand, Cambodia, Laos and Vietnam all remain nominally independent, but have little influence economically or militarily following the heavenfall, and have closer ties with New China and the NCAA by extension than the N/UN. Malaysia maintains good relations with the N/UN while not being a member, and hosts several corporate headquarters and facilities. Singapore is an N/UN member, but is choked by corporate interests and influence in its' governmental affairs.
Australia is one of the leading powers in the N/UN. While it suffered huge damage to the coastal cities, its' main settled areas, it was able to quickly rebuild and adjust. Still having much of its' resource production intact, as well as a large territorial area, it also still holds a relatively intact military, albeit one with little force-projection ability. Australia also accepted many refugees from other nations, and the country has seen a huge spate of building and expansion, with many cities and towns expanding hugely.
New Zealand was devastated coastally, and suffered massive losses of life. However, the land itself was spared much of the destruction, and rebuilding proceeded at a rapid pace with aid from other N/UN powers.
Following the Heavenfall and society not being completely obliterated, there were some particularly ruthless people who saw an opportunity among the disaster, as there always have been throughout human history. Having resources aplenty and financial ones to spare, they reached out and made offers and overtures to those in need. Appealing directly to governments, or whomever held the most influence and power, they offered their aid in return for the right to carry out their businesses with little interference. Ethical and moral restrictions were abandoned, safety and environmental concerns waived. Skirting the law in such ways, they were able to flood the markets with goods and services, all while making a show of having contributed to the aid and rebuilding of the territories they had virtually annexed. Many of the governments of these nations were virtual puppets of the corporations as a result, their law enforcement and military personnel essentially corporate entities as well, and their laws influenced by corporate interests. While they do not openly oppose the N/UN or co-operate and collaborate with its' enemies, these various corporations have their own goals and aims, and these are often in opposition to the N/UN's own, or to the well-being of its' citizens - despite them being among these same corporations customers. Awareness of these corporations morality, ethical standing and subversive influence among the people of the N/UN, and other countries around the world varies drastically, and many people continue to use their products and services, despite knowing the reality of their influence and power. Among these corporations, some of the biggest are:
UMC - Universal Manufacturing Conglomerate. Originally a purely mechanical and electronics manufacturing company, they have expanded into a wide variety of other areas, including farming, food production, medicine, telecommunications, consumer products, civilian and military vehicles, consumer, industrial and military electronics and a handful of smaller concerns.
Montrose Incorporated - Getting their beginning in communications technology just after the First World War, they expanded drastically over the rest of the 20th century. Their primary physical products are electronic devices, but also have a huge area of business devoted to services, such as finance, law, insurance and other 'non-physical' products and services.
NeoDyne Technologies - A company that formed from the merging and acquisition of several companies, they began as an aerospace manufacturer, but as they acquired other businesses, moved into heavy machinery, consumer and corporate electronics, software, vehicles, medical and scientific equipment, armament production, ship-building and more.
Silverfox Heavy Industries - SHI - Notable and remarkable as being the only Megacorp to be based in the N/UN and to adhere to their laws and regulations, they are nonetheless a huge and profitable corporation. Dealing primarily with the production of aerospace technologies, they also produce medical technology, medicine, heavy equipment and machinery, industrial, scienfic and military electronics, weapons and armaments and communications equipment.
A notable and inescapable fact of the post-Heavenfall world has been the rise in Private Military Corporations, PMC's or Mercenaries. Many of them formed in the wake of the collapse, soldiers and former military personnel banding together for survival and necessity, and offering their services to the settlements, groups, and other persons that likewise survived in the wake of collapsing governments and the long, post-heavenfall chaos.
As the N/UN, Megacorps and other powers started to emerge and gain influence and prominence, many of these groups gained notoriety, and it was clear that they weren't going away, due to the influence they'd already had, and how much a part of the tapestry of this new world they had become. Megacorps began to supply and support many of them, adopting them as private security forces to protect their interests. Other regions or nations offered them resources and places to use as bases in return for their acting as de facto military or security forces. The N/UN had a military of its' own, the member nations that formed the basis for the fledgling world government contributing what they had. However, stretched thin and rebuilding as they were, they couldn't commit to international expeditionary forces, invasions, occupations and other unilateral actions. The strain of fighting mass wars on their resources and infrastructure was too great, but the people of the world still needing aid, the countering of insurgent actions, piracy, raiding and other such actions still needed to be carried out; military force and firepower needed to be applied - but in a way that could be done responsibly and by those who could be trusted.
The solution was radical: Authorised and 'cleared' PMC's. They would be vetted and evaluated by the N/UN's personnel, agreeing to follow standards, practices, and regulations that held them to an ideal standard. In turn, they would be supplied and supported by the N/UN, paid from their economic reserves, and given the same rights as any N/UN citizen had. The idea was a successful one, and the first such company was formed: the PMC known as Shattered Steel.
With Megacorporations running wild, and following the wake of a world where the Cold War arms race never ended, technology has advanced along a different path. Much of what is bleeding-edge or experimental technology in our world is commonplace in the world of Shattered Steel - albeit, some of it in a limited fashion.
Many vehicles, aircraft, weapons or technologies that were prototypes or limited-production examples have been produced, by one corporation or another, or one nation or another, and are now found in service, some of them modernised and upgraded to remain competitive and relevant. Much of this is due to the adoption of Rapid Automated Manufacturing Plants (RAMPs), that use extensively automation to reproduce existing designs from archived plans, scanned materials, and even scanning of existent examples of a device, vehicle, machine or other such thing and then produce it from provided raw materials. Operators can input changes or alterations as needed during the process, resulting in upgraded versions.
One major need following the chaos of the Heavenfall was an alternative to fossil fuels. With the Middle East having been struck so badly and the oil industry being primarily ocean or coastally based, much of it was in ruins, so an alternative was desperately needed. The solution came in the form of production of hydrogen and alcohol/ethanol fuels via a variety of methods, often involving biofuels and biomass and chemical breakdown of such into usable fuels. Adaptation and conversion of existing turbine and combustion engines. Plastics similarly began to be produced from alternative materials, along with an increasing move away from petrochemicals overall, and an focus on sustainable production.
Other areas of development and advance have come from research into cloning, resulting in vat-grown transplant materials and meat, genetically engineered tissues and replacement organs, as well as crops. Genetically engineered medicines and gene therapies are also becoming more and more available. Rumours persist about cloned humans or 'super soldiers' but no evidence has been gained conclusively either way.
Computer technologies have also advanced. While not yet at the level of self-aware, conscious, thinking machines, artificial intelligence has advanced rapidly and automation is much more common, concurrent with the need for it due to the massive loss of human life following the Heavenfall. Of course, this is less evident in areas that have less social and economic stability, but in the N/UN and in other regions that have stable government of some form, most people interact daily with some form of automated facilities in their professional and private lives. Personal electronic devices are commonplace, and are often unobtrusive, wearable devices with a multitude of functionalities. Displays are almost all touch-sensitive, with only such things as heavy machinery, vehicles and other such things having physical controls, but even these are augmented with touch-sensitive, or even eye-tracking and voice-command interfaces.
In parallel to this, robotics and cybernetics have developed. Humanoid robots have not become commonplace, but there are a variety of drones, and other working industrial and service robots that are commonly found, as well as unmanned or autonomous vehicles, or adaptation of existing vehicles to be autonomous or unmanned, and operated independently with their own forms of 'AI'. Cybernetics have not yet reached the science-fiction ideals of full-body replacements, or built-in weapons, technopathic thought controls, or bullet-proof bodies. But replacement prosthetic limbs are much more naturally functional, commonplace. Prosthetic replacement organs are available for all but the most complex of the bodies' natural functions. Some even provide improvements over the original. Implants that provide things such as communications, tracking, or other things, such as regular releases of medicines or compounds into the bloodstream or similar functions exist as well. Rumours of more heavily 'converted' or 'augmented' people persist, but again; these seem to remain rumours, more than anything concrete.
Augmented and upgraded technology is another field of advancement. The refitting and upgraded of existing devices, vehicles, machines or other such things with newer materials and technologies to turn them and tune them to higher levels of performance and capability than they otherwise might manage. Similarly, the fitting of advanced electronics and computer systems to further enhance performance and capability has also been pursued, especially useful in fielding capable equipment in a short period of time as a measure until greater numbers of more modern designs can be produced. This is especially popular with nations or powers that do not have access to the manufacturing resources of some larger powers or nations, and gives them a force worthy of consideration or respect while not having the most necessarily 'modern' equipment at their disposal.
Other more exotic and advanced technologies are emerging - directed energy weapons have seen limited use in certain capacities, along with railguns and coilguns, mostly in fixed or heavy mounted positions and applications that can deal with their energy and space requirements. Work persists on researching particle beam weapons and fielding a usable example. Plasma warheads for missiles are an ongoing research effort in a similar way. Smart ammunition and other such advanced projectiles also continue to be researched, along with caseless ammunition
The PMC Shattered Steel is a Private Military Corporation working for the Neo-UN. The first and most successful corporation to emerge from the vetted PMC initiative, they have numerous branches around the N/UN. Shattered Steel is organised around using airpower to execute the majority of their operations. Aerial firepower is the 'hammer' of their force, supported by follow-on ground, and smaller naval forces, to seize and hold objectives once the air forces have struck decisively. The majority of their force is focused on fifteen 'tactical squadrons' using a variety of multirole fighter aircraft, each with an attached transport aircraft, liason plane, support helicopter and support staff such as mechanics, clerical, medical and other support elements. These units are 'packaged' to be able to deploy flexibly world-wide and carry out missions autonomously, and can be augmented with other support units such as heavy bombers, additional transport, ground forces, and other such elements as needed, or combined into larger forces with the deployment of multiple squadrons to host bases and facilities.
All Shattered Steel personnel are subject to thorough examination and evaluation for their suitability for the group, ensuring that their reputation is upheld, along with the standards demanded by the N/UN. This is not to say that they are perfect, or without flaws - but merely that they hold themselves to a high standard, and that standard is expected of those who join their ranks. Membership and recruitment is open to anyone of any nationality and background - as long as they can meet the standards for entry, and are aligned to the ideals of the N/UN and Shattered Steel.
Shattered Steel is inspired by sources such as Ace Combat, Project Wingman, HAWX, and games of that kind, along with the Manga and Anime Area 88, and the fiction of numerous technothriller authors. It also comes heavily from anime and manga like Macross and others. This is not a 'military simulation' or your 'standard' military roleplay, where I'm looking for exacting realism and encyclopedic knowledge. This is more a world where yes, there is a degree of realism. Technology is recognisable; you will be flying real planes with limited numbers of recognisable weapons. There are names of places and countries we all know, everyday life is recognisable, and you would find familiar brands, movies, cultural references and the like.
But it's also a world where sci-fi influences and technologies exist alongside those things. Where you may have to fight against a flying fortress, or battle a robotic spider-tank. Where a cybernetically enhanced assassin may be stalking you and the refugee you rescued that happens to be an important scientist, and you have to hold them off with your sidearm while your wingmates duel an F-22 augmented with advanced technology and piloted by genetically modified pilot in the sunken ruins of Los Angeles. Where unchecked corporate research results in a horribly mutated giant abomination threatens a coastal city, and you have to deliver a payload of specialised bombs with a custom biotoxin, while avoiding laser fire from a covert submarine, and your allies strive to shoot down the heavily modified MiG-29 sending the controlling signal for the monster.
And then after all of that, you have to deal with emotional stress and repurcussions, the idea that someone might be a double-agent, that a long-lost family member could be working for the enemy, or some other such personal-level drama. Where you may have a rival ace on the opposite side who's decided you are for some reason the only one worthy of challenging them.
In short, it's not completely realistic, but it is fun, full of adventure and excitement. I'm here to tell an epic story, one with highs and lows, one with hidden depths, shadowy conspiracies, and righteous victories over cruel, terrible evils, where your characters ride to battle in kickass fighter jets bristling with amazing and surprising technology and do cool stuff, while being big damn heroes. There is room for moments of lightness and humour, but also bleak, stark cruelty and misery, life-threatening danger and intense drama and seriousness, as well as sweeping romance and jubilant emotion, as well as all places inbetween. This is the story of your characters, and the focal point they'll play in changing this world, and saving it from all the dangers it's hiding, and the evil, corrupting, and mysterious forces that conspire to control - or destroy - it and all the people and things in it your characters care about and are motivated by.
The player characters will take on the part of Shattered Steel fighter pilots in the 5th tactical squadron, the Cobalt Shadows. The main plot will be following various missions your characters are given by Shattered Steel command. Your squadron will deploy around the world to various places with your supporting cast of NPC support staff, and as you carry out your missions, will slowly start to piece together elements of a bigger plot going on in the background. Characters' personal histories and circumstances will - hopefully - become woven into this tapestry, as well as their interpersonal relationships with one another and the NPCs you meet along the way.
Most of the combat-related action will be based in the air, in a jet of your choosing that you'll be able to - to a limited extent - customise, but there'll also be some occasions where you're on foot, just to add variety and to pull the rug from under your feet, and when things get even more personal. There will be an attempt to have recurring enemy characters, so as for a chance to form rivalries and give the enemy a 'face' (that you'll hopefully end up wanting to punch).
While there is a 'support staff' and other parts of Shattered Steel (the organisation) that deal with ground combat, the focus is and player characters are limited to, fighter pilots, simply because that's what I'm interested in running a game based around, and not anything else.
There aren't many, but it helps to have a few, I've found.
Oth Rule: Don't be a dick.
Embrace the spirit of the game: Realism is good, and knowledge of real-world terms, tech, and so on is welcome, but dramatic licence and a sense of fun and excitement always comes first.
The GMs rule is final - although, suggestions are welcomed and will be listened to.
And as an addendium to this: If I don't know about it, it doesn't exist. You may have some amazing knowledge of something, or have some amazing idea planned for your character... but if you haven't told me about it, and then spring it from nowhere, I'm not going to incorporate it, as I will have planned or expected something else.
Absences - I understand if you have things come up - it happens to us all, and we can't always predict it. If you come back later and are still interested in joining in, I'll find a way to write you back in. However, if you are intending on leaving, I would ask that you be respectful to myself and the other players and let me know so I can write you out. If you have to be away for holidays, or whatever else, likewise please let me know if at all you can.
Respect One Another - this isn't hard, and should go without saying. But have respect for your fellow players and the GM. We're all here to have fun, and this is a hobby we're doing to relax. It shouldn't be stressful to join in with your fellow players, so don't bring any outside conflicts to the game.
Post Order - I'm not a big fan of post orders. My general rule is, I'll put up a post as GM with all the necessary setting of a scene and events, and then expect everyone else to reply to it, in whatever order they see fit and are able to. Occasionally I may post an additional post if I see something particularly worthy of a reply, but that's usually how I handle things, and will always and often post in the OOC to help clarify things.
Post Frequency - I know I have other hobbies and responsibilities, and I'm sure the same applies to the rest of you. I'll usually allow a week-ish for a full round of replies, and then move on. If people drop behind or consistently don't reply, then I'll follow up once and try and remind - but it's not my job to chase people, and it doesn't make my hobby fun if I'm having to chase people to join in - if you're here, then I'm assuming you want to be, and I shouldn't have to remind you about it.
Language/Content - While I didn't mark the game as 18+, I have no objection to the use of swearing or bad language - in moderation and when it's applied in the right places and circumstances. Your characters will be in stressful situations, it's only likely they'd use expletives in those circumstances. Similarly, romance isn't at all off the table, and I expect and encourage it to come up, along with references to sex and sexuality. However, this isn't an 'adult' RP, so no explicit details, just have things fade to black and let imaginations do the rest of the work.
The template for the character sheet is below. Additionally here are some helpful guidelines for character creation and selection of an aircraft for your character.
If you wish to have an aircraft with two seats, you may play a pilot and a WSO/RIO/GIB (Weapon systems operator, radar intercept officer or... Guy in the Back xD). Alternatively, you may state that your aircraft is modified for single seat operation.
Players may play more than one character (including a pilot and RIO/Copilot/Navigator/etc), but I will put a limit on how many, as I don't want whole rooms of people talking to themselves, or the squadron to end up too bloated with characters.
When they are ready, please post them in the OOC for the GM's review.
Players may pilot any combat jet aircraft from what is broadly termed the 'second generation' of fighter aircraft onward. This also includes attack planes such as the A-10, A-6 Intruder, Su-25 and others. Medium bombers such as the F-111 are also permitted. The link provided gives a good, if not comprehensive list, and is a good starting point for more research and exploration.
Aircraft that were prototypes and did not reach full production status are also allowed - such as the F-20 Tigershark, YF-23 Black Widow II or the Su-47 Berkut - as are ones that were designed and had performance specifications, but did not go into production - such as the A-12 Avenger - as long as you can provide specifications for it and proof that it was seriously suggested, I will likely allow it. Completely fictional aircraft from pop culture - such as the Firefox, the fictional F-19 or MiG-37, or other such craft - aren't allowed. No heavy bombers like the B-2 or B-52, and no helicopters or propellor planes.
You may customise your aircraft, and mention it has modifications, in keeping with the setting. Especially if it is from an older generation. Give some thought to the modifications you are proposing. For example - upgrading an older aircraft with new engines, radar, avionics and compatibility with newer weapons is okay. Taking an existing jet - like, say, an F-16 - and making it capable of vertical take-off, or adding in more internal guns wouldn't work, simply because it's not possible with the design. Giving it a new gun of a larger calibre, but with less ammunition, a new radar or engine; those are fine modications. Making an A-10 supersonic wouldn't work, because the airframe isn't designed for it, and it's not the planes' role. But refitting it with new materials that make it lighter, or reduce its' radar cross-section is. It's less about completely changing something, than it is tweaking and tuning it to make it more competitive and viable in the modern world of the games' setting.
remove everything in italics when completing your sheet and posting it.
Name:Your character's name Callsign/Nickname:All the coolest pilots have a nickname or callsign; something short, and that often applies because of some characteristic or incident that happened to them. Maverick, Iceman, Shadow, Ghost etc. are all good examples. Try not to make it too edgy. Age:All characters must be over the age of 18, no wonder-children or teenage soldiers. The N/UN doesn't take kindlt to the idea of child soldiers, and besides; how would they have had time to learn to fly or have lived long enough to have any combat experience or develop interesting back-story? Gender:Does not have to be the same as their biological sex, which you may state elsewhere in their description Appearance:Either a text description, or an image. Anime-style art is preferred, as is illustrations in general over photos. A combination of text and picture is best of all.
Nationality:Your character may be from any country, but is a member of Shattered Steel, and works for the N/UN Personality:A general overview of their demeanour, outlook and how they relate to other people. A short paragraph or some bullet points are fine. History:Some key events in their life and history that got them to where they are today. Perfect place to include a mention of important people in their life, any rivals or lovers, and anything else relevant to the plot. If you would like to have secret background info hidden from the other players, that is fine, but DM it to the GM for discussion
Personal Gear:Your character is assumed to have all their necessary flight gear - helmet, survival vest, G-Suit, etc. This is more of a list of personal items of note, such as a personal weapon (a sidearm and longarm are fine; not a walking arsenal), and any other useful or notable trinkets, items, or miscellanea they carry. Personal Aircraft:What plane your character flies. Including a link to a page with images, specifications and such Aircraft modifications:A short, bulleted list of what has been altered or modified on your characters' plane
Anything Else:Completely optional, but if there's any other information you deem relevant to your character or wish to include, such as a particular song, quotes, additional art, or so on; please feel free to add it under the relevant headings.
Some stuff that's helpful when it comes to aircraft terminology and such, and some fun things:
Fighter Pilot Slang - if you want to make your characters seem more authentic, pepper their dialogue with this! Brevity Codes - what it means when someone says 'Fox One' or 'Feet Wet' and other such things, and how to use them yourselves.
We have a discord group on Letter Bee's Discord server for discussion of the game, it's background, and other such information and interaction - discord.gg/MCt4F6r79m
Thank you all for the interest. That's certainly enough people to get an OOC up. I've got a few things I need to take care of today, but I'll get something up as soon as possible within the next couple of days, and as soon as that's done I'll post the link in here.
So, it's been a long, long while since I've run anything on here, or joined in anything either. I'm a little dubious, as the guild seems to be deathly quiet compared to how it used to be, and there's not a lot that tickles my fancy these days. But I've got the urge and the desire for a modern aircraft based RP, and no-one else is advertising anything like that. So I guess it's down to me to step up and suggest something.
I've got the beginnings of an idea inspired by Ace Combat, my favourite game franchise, with elements of the plot and setting adapted from or inspired by various other sources.
The premise as I have it in mind at the moment, is that the RP's setting is an alternate Earth. One where the Cold War extended into the 90s, and as such, many aircraft and weapons that were prototypes or otherwise never came to fruition were completed and saw service. However, a cataclysmic event occured in the early years of the 21st century, after an asteroid struck the planet, and shattered civilization. By necessity, the state of Cold War ended, and civilization has picked itself up after the impact. The UN is the de-facto world government, with a handful of other countering powers and alliances, as well as other independent powers of various alignments based in various regions of the world. Some places are completely devastated due to the results of the impact, and are functional 'dead zones'. Various corporate interests have also risen to prominence, leveraging their resources and aid to buy their way into positions of power in former countries, essentially becoming the government.
Mercenaries and PMC's have become commonplace, equipped with modern advanced technology. Some of them operate under contract and agreement with the UN as peacekeepers, abiding by particular rules and with observers to enforce law and aid people, as the UN military is too small and overstretched to be everywhere at once. Others are less scrupulous and more greedy, and work for whoever will pay them.
There are also rumours and evidence of other things afoot; abandoned technologies being bought back into the light, strange sightings and incidents, and so on and so forth.
In other words, it's a setting with a lot of options for adventure. The PC's would be part of a UN-aligned PMC squadron, and would be following up on various missions, flying around the world to deal with them, and slowly would start to piece together a plot that links the things they deal with together. Various sci-fi elements and more fantastical, hi-tech things would also start to be in evidence, leading eventually to a much greater scope of threat. A sort of slowly building arc-plot, formed and shaped by the players' influence and actions. Recurring antagonists and rivals would also be a thing, as would friendly recurring NPCs, locations, etc.
Some knowledge of modern military aircraft would be necessary, but not an extensive amount. Enough to get by, more than anything. Equally a similar understanding of how military life 'works'. As even though you'd be playing PMCs, you'd still have support staff, infrastructure, etc. Though, it would be 'military-lite', in order to make it more interesting and less restrictive, and enable your characters to have a bit more freedom in their actions, especially privately, than they might otherwise. This also allows for a variety of aircraft within the squadron, rather than everyone having to fly the same planes.
There would be plot and action outside of the cockpit on occasions, but players would be absolutely pilots, as the emphasis is around that idea, rather than ground crew, mechanics, etc etc.
I ran a play-by-email game with a similar concept many years ago that lasted the better part of a decade, and I've always wanted to revisit a similar setting and concept, and hopefully this will be popular in a similar way.
I've tagged it as 'casual' for now, as 'Advanced' scares people, but I always put a lot of detail into backgrounds and settings, so please keep that in mind.
I'm not looking for loads of people, just a small handful to have enough interaction between characters to keep it interesting. I've had a lot of flakey people in RPs previously that have ended up with them dying before they've even got anywhere, so looking for people who are in it for the long haul as well.
Yeah, I've reported it to the admin. After I replied, I took a closer look at the profile and it almost certainly seems like it is one. That was the only post made by the profile, and the profile is blank and joined that same day. It certainly smells like bot all over.
I am going to be going away for the weekend as of tomorrow (and early at that T__T) but I have the following week off, so upon my return I'll put an OOC together and tag everyone here with it as soon as it's up. That should give a lot more info about the setting and the world, and everything else in it!
I approach RPGs, both online and tabletop like I do writing fiction in general. An RP should always have a defined 'goal' or 'end' that things are working toward, as every good story needs an ending, and the Player Characters are the agents of that story and their actions should drive it forward. Of course, RP and RPGs are different from (most) other types of storytelling because the plot advancing is resting on the actions of the players as much as the 'author', the GM, who wrote the story.
'how long' it should last is a difficult question. I think it depends on how your plot is structured and what events you want to include. I tend to plan around smaller arcs that feed into a bigger plot, and that with the end of each arc, the players discover something that will help them get a grasp of the larger scale, and bring them more into the spotlight of events. Each arc is an adventure, focused around one or two major locations, and also usually spotlights one characters' background and their plot more than the others, so everyone gets a chance to be the 'star'. The arcs will also increase in the level of drama, tension, and higher stakes as the players advance through the plot.
Usually that's about 3-5 arcs and then a climax and a resolution/Epilogue/Denoument. In tabletop terms, that's usually about 2-3 session per adventure, depending on the length of the session, and of course, the time OOC it takes depends wildly on how often you meet up to play.
Online, it depends how quickly the game moves, which is reliant hugely on how often people can post.
I've been roleplaying in one form or another since the late '90's. I've played as many tabletop games as I have online ones, and the quality of both has varied wildly.
I have an active imagination, and I love immersive, descriptive roleplaying. My genres of choice are sci-fi, and modern-day (with a sci-fi twist). I like RP's that mix reality with fiction, and throw an unusual and exciting twist into an otherwise normal setting - something like Stargate SG-1 would be an example, or Battle: Los Angeles. An almost recognizable world, but with some sci-fi twists.
I'm a fan of military and action-based RP's that do this especially, and they are easily my favourite - though I rarely see any that appeal to me enough - all the military RP's are too 'plain', and anything else modern day is usually fantasy or fandom.
I have a lot of fandoms, but I don't really like fandom RP's - or at least, the ones that come up. I often find them a bit lacking in ideas, or too far away from what actually makes the thing I'm a fan of enjoyable.
I don't play in free, as I find the short posts and bad spelling and grammar infuriating.
I'm 43 years old, and live in the UK, so I may not be on all the time.
I also like playing non-human characters, especially anthro ones. I dig giant robots, and I love military aircraft. I'm also a very dedicated and proud Brony and furry.
<div style="white-space:pre-wrap;">I've been roleplaying in one form or another since the late '90's. I've played as many tabletop games as I have online ones, and the quality of both has varied wildly.<br>I have an active imagination, and I love immersive, descriptive roleplaying. My genres of choice are sci-fi, and modern-day (with a sci-fi twist). I like RP's that mix reality with fiction, and throw an unusual and exciting twist into an otherwise normal setting - something like Stargate SG-1 would be an example, or Battle: Los Angeles. An almost recognizable world, but with some sci-fi twists. <br>I'm a fan of military and action-based RP's that do this especially, and they are easily my favourite - though I rarely see any that appeal to me enough - all the military RP's are too 'plain', and anything else modern day is usually fantasy or fandom. <br>I have a lot of fandoms, but I don't really like fandom RP's - or at least, the ones that come up. I often find them a bit lacking in ideas, or too far away from what actually makes the thing I'm a fan of enjoyable.<br><br>I don't play in free, as I find the short posts and bad spelling and grammar infuriating. <br><br>I'm 43 years old, and live in the UK, so I may not be on all the time. <br>I also like playing non-human characters, especially anthro ones. I dig giant robots, and I love military aircraft. I'm also a very dedicated and proud Brony and furry. </div>