Avatar of Romero
  • Last Seen: 1 yr ago
  • Joined: 9 yrs ago
  • Posts: 716 (0.22 / day)
  • VMs: 0
  • Username history
    1. Romero 9 yrs ago
  • Latest 10 profile visitors:

Status

User has no status, yet

Bio

User has no bio, yet

Most Recent Posts

@Commodore No need to thank me. Any further questions, just fire away

@CaptainBritton I'm glad to hear it! I look forward to seeing what you create
@Commodore Some good questions

1) Assume that, for the sake of the game, that area simply doesn't exist. Maybe it's too hot for armies to march, or its infested with bloodthirsty tribes, it's just a no go area.

2) Religion is entirely up to you! You can obviously use actual religions directly, or as a base, but it's all up to you in the end.

3) If a Province is unclaimed, or claimed but unoccupied by a Fleet or Division, a Fleet is able to take that Province without needing to transport a Division.

4) For sake of simplicity the small unmarked islands do count as parts of a province. The province they are part of is normally quite clear, as they will be close to it, but the further out ones, just look for the closest province. Consider them too small to be occupied though, and so you cannot land there.
@SonOfALich It does indeed! I'll update the territory map with claimed provinces ASAP.

@Lauder The nation looks good to go! Only thing to add is what Provinces you want your two Musket Divisions to begin the game in, then feel free to add it to the Characters Tab
@SonOfALich The sheet looks good to me. Feel free to transfer it across to the Characters tab

@Lauder I'm glad it's piqued your interest and I look forward to seeing your nation!
@Commodore You're more than welcome to! Bear in mind that the territory map, currently blank, will serve the same purpose, but you're welcome to keep your own records as well
@SonOfALich Firstly, welcome to the forum! Secondly, I'm glad to hear you're interested. And thirdly, no, I don't plan on playing the example nation sheet in the actual game. My only direct impact on the game will be through random events.

@Commodore Well spotted! Either 7 is imaginary, or I forgot how to count! You decide.
The sheet looks good to me @Commodore. Make sure you familiarise yourself with the Rules, then you'll be good to post it in the Characters Tab!
@Commodore Glad you're interested! Simply post your filled out Mation sheet here, in the OOC tab, and if it's accepted then you can move it to the Characters Tab
"A new century is dawning across the continent; a new age, an age of empires, an age of progress. The 19th Century will be one of industry, one of expansion and, as is human nature, one of war. The time for the sword has passed, now comes the time of the gun."

Welcome to you, yes you reader! This role-play is set in an alternate version of early 19th Century Europe. You, the players, will assume the role of the leader of a fictional nation of your own creation, guiding it through the new era. The countries that should cover the map; Germany, France, Spain etcetera, do not exist. Instead Europe is a clean slate to be populated by your own nation, and the nations of your fellow players! Of course it is not unfeasible that nation's with the same culture and territory as real countries may exist, but that is entirely up to you. Before we delve further into how to create your nation, and how your armies can batter your enemies, a few rules, so read on.

Rules:

1) Show respect for everyone. This includes respecting the choices and decisions of other player, as well as just generally being courteous to one another.

2) No God-Modding at all. I am the only god here, so remember to use common sense. Your armies aren't immortal, they can't fly around the map, and they can't throw lightning bolts around.

3) On that note, this role-play is firmly rooted in early 19th century technology. Yes there are guns, but they are basic muskets, so don't expect to be sharpshooting across the battlefield. There's no magic, and the only race your nation can be is human. Any further questions, just ask!

4) If you don't put effort into creating your nation, then chances are I won't put the effort into reading it. Be warned.

5) If you commit your leader into a war, and order them to charge alone towards a row of cannons, then your leader will die. Just like if you declare war against all your neighbours then send your army on holiday, then your nation can be defeated. If either of these two events happen, your nation or character dying, then as GM I'll outline what your next move is.

6) Real life comes first, but please only join this if you envision that you will have the time to participate, and also let me know if you are going to be away for a prolonged period of time. Nations can be made NPC, but I prefer to know if you are dropping out, or merely going through some real-life issues for a week or so. To show you have read the rules, please include that the year is 1800 in your History.

7) I'm aiming for the turns to last one week, so please aim to make a post for each turn. What you can do during these turns, you can find below. If someone fails to post within the week period, don't expect the role-play to wait for them.

8) This is intended to be an Advanced role-play. So please put effort into your posts! You should have no shortage of things to write about, so I expect at least 3 solid paragraphs per post. I would prefer acceptable spelling and grammar, but I'm not demanding professional level stuff! A lot of people role-play to improve their own writing skills, I know I certainly have, so you're welcome as long as you put effort into your post.

Mechanics of War

So now we reach the real meat of any nation role-play, how you can slaughter your enemies! It may look a bit daunting, but at its heart the mechanics are fairly simply. Whichever side has the higher score, wins. You don't need to read all of this to create a Nation Sheet, so don't be too daunted



Mechanics of Expansion

First of all, congratulations if you're still reading! Now we move onto how you will expand your great Nation.



Mechanics of Requisition

Money does indeed make the world go round, and in the case of this role-play, that money comes in the form of Requisition. The concept is very simple, you earn a certain amount of Requisition per turn, and you can spend it on certain things. Allow me to expand!



Mechanics of The Turn

As stated, the turn will last one week. In this Turn there are a wide range of what you can do, explained below



The Nation Sheet

If you've made it through all that, then consider me impressed. If you've skipped to here to start making your nation, then welcome as well!




Map

Perhaps the most important part of any Conquest role-play, I present to you, the map!







So there we go fine people of Roleplayer Guild! I hope to hear from plenty of you

Player Name: Romero

Character Name: Lee “Bloody” Reynolds

Character Age: 48

Character Gender: Male

Appearance:

Profession: Chief Inspector

Nationality: Roslin Federation

Strengths:
Experienced – Lee has spent decades in some of the most hostile environments on Earth. His instincts have been honed, and he is incredibly perceptive. He is also able to read people’s basic body language and facial expressions to quickly gauge threats.

Respected – Lee earned his nickname through well-documented acts of brutal violence. While many disagree with his methods, he has proven his ability, and is well-respected.

Born Leader – From his first command, Lee proved himself to be a natural leader, able to inspire his men and motivate them to push themselves beyond what they could hope to achieve alone.

Hardened – Facing merciless criminals has hardened Lee. He can soak up amounts of physical pain that would knock down a lesser man, as well as withstanding any emotional or mental attacks.

Improviser – Fighting on the streets has trained Lee to think on his feet. He is able to quickly adapt to new situations and threat, reacting to them almost before he has registered them.

Weaknesses:
Manipulative – Years of first-hand experience with the many types of human psyche has left Lee with a extensive understanding. He often uses this to exploit other’s weaknesses and create a rise out of them, or to push them into taking an action.

Blunt – Lee is brutally honest. He speaks his mind, no matter what the emotional impact it will cause. This trait has served him well through his service, as people learn that he could be trusted on his word, but he has also left a string of bitter enemies.

Injuries – Multiple bullet wounds and countless bone fractures has left Lee with a string of injuries. While he is often able to push through the pain, Lee is far from being entirely fit. Years of smoking has also attacked his lungs, diminishing his stamina.

Ruthless – Lee will pursue his objective with no remorse and no mercy. This often goes against other peoples own morals, often causing tension.

Personal Effects:
-Simply wardrobe containing his clothes
-Bookshelf containing an extensive collection of vintage crime novels.
-Wide array of cigars
-His trusted Revolver

Biography: Lee was born in Chicago on the 15th of November in the year 2168. His parents are unknown, as he was abandoned just days after his birth. Brought to a local orphanage, Lee was forced to grow up tough, robbed of his childhood by the brutal life on Chicago’s shadowed streets. From a young age, Lee showed a natural resilience, and a quick mind, and it soon led him to being dragged into the local police station. Chicago was run by multiple criminal syndicates, and the police were both undermanned and underequipped, so when the young teenager was brought into the station for a petty crime, he was not punished, rather offered a badge. Feeling something stir within himself, Lee took the badge. Excelling throughout training, Lee soon proved to be a resourceful and highly capable police officer. Climbing the ranks at record speed, Lee began cracking down on the crime that ran rife throughout Chicago, slowly claiming back the city. It is here that he first began to develop his reputation for being ruthless in the pursuit of justice, as well as earning his nickname “Bloody” for the brutal punishment he dealt out against the scum of the city.

Lee’s talent was soon picked up by the Federation, who fast-tracked him into their Special Branch, where he engaged in the cold war that was raging. The skills bred into him on the harsh streets of Chicago set Lee in good stead as he carried out several successful counter-espionage missions, catching spies implanted across the Federation and exacting bloody justice against them. It was this role that turned him into a renowned detective, as he continued to climb the ranks and gain notoriety amongst his comrades. He continued to excel until the Three Day War.

Following the formation of the United Earth Council, the Federation’s Special Branch was largely disbanded, the cold war effectively over as the three powers came together to face the outside threat. However the Federation deemed Lee to valuable an asset to allow him to return to the Chicago Police Department, so they created his role as Inspector, where he continued to brutally crack down on the most pressing crimes committed within the Federation’s borders. When the second wave was detected, Lee was given clear orders. He was to maintain the peace when Project Genesis was announced. As the Federation had expected, there were mass riots across all of the major cities. At the head of specially trained squads of armed police, Lee led the offensive against the rioters, bringing down the ringleaders with ruthless efficiency and supressing the panicked hordes. When calm was finally restored, Lee was assigned to the Vitae to act as the head of the on-board Investigation Branch, his exemplary record clearly marking him as a valuable crew-member.

Code word: *looks right* *looks left* Spaghetti
© 2007-2024
BBCode Cheatsheet