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Re: The Gale of Protection : The Sands of Arozar
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| 24 Nov 2012 08:27 AM |
You are human. Ok?
Please read everything, so that you understand the roleplay.
Table of Contents:
1a: Introduction
2b: Storyline
3c: Mission Briefing
4d: The Lands
5e: Hostiles
6f: Weaponry
7g: Character Creation
8h: Rules ___________________________________________________________________________ 1a: Introduction: Title: The Gale of Protection Genre: Steampunk / Fantasy / Own Genre Storyline: You were but one insignificant citizen, in the city they call . You had a reasonable life- you didn't have many luxuries, but neither did you have any harshness in your lifestyle- eat, work, sleep. But, it wasn't enough for you. You couldn't take the simplistic lifestyle of your family- instead, you look back to the lifestyle of your ancestors- hired guns, protecting the caravans of Trifuen as they travel over harsh, and dangerous terrain. They had some of the most dangerous lifestyles of all- hired to protect the caravans carrying immense riches as they traveled for the best offers on the market. But, the rewards for such dangerous work was great. Gaining even a small profit of the trade the caravans got was nearly unimaginable riches for a normal citizen. Even though most of this goes to the "guild"- the organization that gave the group their jobs- the money gained was still hundreds times that of a citizen. You can't take it in the slums any more. You've had it- you want a life of adventure, of soaring over the sands, of sailing the seven seas... Of riches, and fame, of mystery, and discovery. Of combat, of competition and of excitement. It's time you joined The Gale of Protection. ___________________________________________________________________________ 2b: Storyline: The Gale of Protection: The latest group of escorts, made in 1966 The Gale of Protection is being created in your very city. Captain Thomas Jones is hiring people to help The Gale escort caravans over the Desert of Anozar. While the caravans may not be holding gold and gems, but furs and supplies, they still fetch a good profit for the escorts who get them across the ferocious desert. While it may only be known to the few it protects now, the Gale WILL become great! The Gale of Protection is based in the port of Kha'nox, where there is room for both Airships and Sandskimmers- but currently, only the small Sandskimmers will accept them, for Airships carry far greater hauls than what they could be sure of the Gale to protect, being unadvanced and small. The year is now 1967, and currently, The Gale has been given offers by several different skimmers- if they can prove their worth. The first Skimmer, a basic and small Runner, has offered them a way to prove themselves that they can defend ships through the treacherous terrain. (If you read this, add "The" to "other") You have, or will be signing up to aid the Gale in their first mission. Untold riches await!
Gameplay: (Quickly): You get sent on missions, and you have to complete them to get more money, for better equipment and ships. When you have enough, you can travel to new lands, and recruit people. Events will occasionally happen, where the rewards are great but the trials and toils are hard. ___________________________________________________________________________ 3c: Mission Briefing Your first mission, along with several other recruits, is to protect a small cargo ship. The cargo consists of two tons of legal weapons shipped from La'far. We need to find out who is sending it and why. If the ship or cargo at any point is under attack, open fire. When you arrive at the dock, you will see a man in a khaki coat. He will give you the supplies to get back and a decent pay of bronze coins. You will transfer the weapons into his boat and head back. If the cargo does not make it to the man, the mission has failed. ___________________________________________________________________________ 4d: The Lands "We currently know of several lands around the city, but none further: Firstly, the desert of Anozar." The Desert of Anozar: "Bone-dry for miles, the Desert of Anozar is a barren area. Barely anything can survive there - if not from the lack of water, many die from the few deadly creatures that can survive there, and the rest from Bandits or Pirates. Rumor speaks of a few sanctuaries- Oasisis (well, what the heck IS the plural of Oasis?), scattered among the sands, with actual plants and water. But, many think that these are but rumors to raise hope among the stranded, the "living dead" as they are known- not zombies, but rather just a term to show how, even though they live for now, they are doomed to die." "We have heard rumors of two other locations, but as of now have not gained enough information to risk going to them-" ( If you read this, add "Ultimate" to "other") The Forest of Giants: "The Forest of Giants is rumored to have the largest trees known to man. They're said to tower above everything, and that creatures leap from top to top. Underneath the canopy is said to be whole hordes of savages and monsters. Apparently, though, it's quite beautiful." "Finally, we have heard rumors of water going for miles, and miles, but have no idea where it is or what it is called. But, we don't need info on places we're not going to, do we!? Lets talk business - what you'll be fighting..." ___________________________________________________________________________ 5e: Hostiles Creatures: "We currently know of several beasts that roam the desert. However, we don't know them all - and some of the information is sketchy. Watch your back out there for tougher beasts." Sand Wyrms: Sand Wyrms are one of the most resilient races, and one of the most simple. The bigger you are, the more chance you have to live, and the more food you get. Sand Wyrms can range from miniscule strips to giant, whirling mouths of death. Rows and rows of teeth line the inside of a Sand Wyrm, which constantly rotates, allowing for easier progress through the sands, and to chomp anything that gets inside of the beasts. The bigger the Wyrm is, the tougher the shell is, too, and the more defenses it will have. Sand Wyrms have several different defences they can obtain - for example, we know some can actually fire out the sand instead of expelling it out of their bodies behind them, one of the most common signs of a wyrm- the others being either the ground shaking or a sawing sound. Their shell is made out of darker sand, after being compressed, and several small dirt-brown rocks. Akkpies: Akkpies are one of the several reported fliers over the Anozar, Akkpies are similar in shape to a pterodactyl. Akkpies are constantly a nuisance, stealing food and pecking at people. But, they can come in dangerous flocks, dealing large amounts of damage to ships. There are also larger Akkpies, the Queens, who can do major damage, but they are reported rarely- I wouldn't worry about being attacked by one of those. Their skin is a sandy yellow. They can also use a ranged attack, firing a small spine, but only a few possess this ability, and the spine is small, unable to cause any real damage. Mongrels: Mongrels are like wild dogs. They chase after their prey to mercilessly and messily devour their prey. They have a pelt similar to Akkpies, and have their whole head being able to open as a mouth, a shade of purple jaws with very large white teeth inside. They feed on Desert Shoobs, easily killing smaller alone, and killing the larger ones in packs. Desert Shoobs: Desert Shoobs feed off the minerals in the sand, and cacti when they can get to it. They are the bottom of the food chain, and eaten by everything. They can range in sizes from as small as a finger to as large as a small Cargo Boat. They have green-ish yellow shells, with slightly prickly grey fur, from the minerals they eat. They stand on two small, three-toed feet, with short legs going onto an oval body, with a spike and a "hairstyle" on top to attract the other ge.nder. "So, that's the critters we know about. If you find any more, please write it within your Notebook, and give it in at the end of the trip on the general debriefing. But, they aren't the only threats..." Bandits: “Ah, the rascals of the sands. These little turds will attack you on first sight, be it because they’re totally mad, or they’re pirates. Here’s the overview…”
Madmen: Madmen are the basic Bandit, utterly mad but easily persuaded and manipulated. They will just keep charging at you, when told to attack, and normally wear strange masks. They can’t use armor or guns, and instead use basic melee and throwing weapons – makeshift axes, hammers and knives, or maybe a club – the cleverest can use a tomahawk.
Marauders: Marauders are a bit more… well, not more anything than Madmen, but rather less… how to put this… psycho? They are still totally mad, but they can use armor, and know how to use a bow and arrow. If they get one, they can use crossbows- so be careful. Others use makeshift swords and shields, maybe other melee weapons, but who knows with these savages. On the topic of savages…
Savages: Melee masters, and with a massive blood-lust, Savages will stop at no cost to kill you, swinging two handed axes and hammers or slashing madly away with two swords or knives. These guys know how to use a weapon, but are even madder than Madmen when they smell blood! They go into a blood rage and will do anything to see blood… and drink it. I told you they were mad. Crazy. Psycho. These guys CAN use light armour, but are slowed by it, so not many do.
Pirates: Pirates are probably the biggest threats of all. Mainly manning Sand Skimmers, Pirates will use a massive variety of tactics and weaponry to disable, or destroy your ship, and take the parts and cargo. If they capture you, you’re either going to be tortured or sold as a slave. Don’t let them get you. Pirates normally can’t afford guns, and wield ranged crossbows and bows, but beware- any successful pirates will wield flintlocks and rifles. Their ships normally have ballistae, and very advanced ones will have one or two cannons.
“If you DO find any other bandits, inform us within your notebook immediately - we need to know about them to protect the city and caravans. The only other threat is rival escorts or other caravans on the same route, but most people ‘round these parts are generally reasonable. Just don’t tick ‘em off, ok?” ___________________________________________________________________________ 6f: Weaponry: "You all have a choice over several weapons. We'll give you some cash, and you go 'round and buy the snuff you want."
Melee Weapons:
One-Handed:
Bronze Sword: 10 Bronze coins
Bronze Axe: 10 Bronze coins
Bronze Hammer: 10 Bronze coins
Bronze Knife: 5 Bronze coins
Two-Handed
Bronze Longsword: 20 Bronze coins
Bronze Battleaxe: 20 Bronze coins
Bronze Warhammer: 20 Bronze coins
Throwing Weapons:
Each throwing pack comes with 5 of the weapon. You may retrieve your weapon after use.
Bronze Throwing Knife: 10 Bronze coins
Bronze Throwing Axe: 15 Bronze coins
Bronze Tomahawk: 20 Bronze coins
Armour / Shields:
Bronze Chainmail: 30 Bronze coins
Bronze Circle Shield: 10 Bronze coins
Bronze Squareshield: 20 Bronze coins
"So, there's the shops. We'll give ya'll the supplies you need for the first trip free of charge." ___________________________________________________________________________ 7g: Character Creation: Anything with a () around it is optional. Anything with a * on it can be a TBR. Name: First, (Middle), Last @ge: Must be above 18, unless granted special permission by an admin Appearance: Must contain features, eye color, hair color, weight, height, and clothing. Please try to make it detailed. Weapons: You start with 50 coins to spend. Armor: See above. Shields come under this category. If you choose nothing, this is leather armor. (Items): Cannot be anything expensive, supplies are automatic, and cannot be used within combat - you are but a petty and poor citizen. Maybe a picture or something like that. Skills: Nothing super-strong, such as "Ultimate unbeatable fighter of DOOM!" Flaws: Must be equal to the amount and strength of Skills. *Personality: Try to make it quite long. *Bio: See above. Other: (If you read this, add "waffle" to "other") ___________________________________________________________________________ 8h: Rules:
1: No godmodding.
2: No Gary/Mary sues.
3: Please be detailed with your character creation.
4: No insta-killing everything- you won't get a perfect shot or slash every time.
5: You cannot dodge every attack. You WILL nearly always get hit by some, if you are shot at.
6: I can, and probably will add new rules as the roleplay continues.
7: What an admin says goes, unless overridden by myself.
(If you read this, add "makers" to other.)
8: You can die. If you do, you can create a new character.
9: You may join before each caravan takes off. If you join after, you will either have to wait for the caravan to return or receive permission to take another ship.
10: "It's not in the rules" is NOT an excuse. ___________________________________________________________________________
Special Thanks to: l0ldude1 for helping greatly with the creation, and for Raidorz for giving us some encouragement.
Admins: Myself and l0ldude1. I will also appoint more admins as we continue.
As my first "good" (I hope) roleplay, I hope you enjoy. Thankyou for reading.
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| 24 Nov 2012 08:40 AM |
Name: "Captain" or "Cap'n" Thomas Michael Jones @ge: Thirty-Five Appearance: A stout, tall figure, Cap'n Tom has yellow-brown eyes, the color of the sand. His hair matches his eye color. He has long, unkept hair, which he keeps flicked to one side of his head. Thomas is quite a bit over average height, and is average weight. He has several cuts around his body, and often gets more, but his main feature is a scar going from the top right of his forehead, over his eye and onto his left cheek. He also has a scar going from the left to right of each hand.
Thomas wears a robust leather shirt and leggings, with a very light jacket over his shirt to block out the sands. He also has tough and ragged brown boots. Tom wears shaded sunglasses over his eyes, and wears his chainmail over his jacket.
Weapons: Tom wields a bronze sword, and has a few daggers in his pouch.
Armor: Tom has a bronze shield and chainmail.
(Items): Thomas has a picture of his family, a pouch of small bronze coins and a bag for notebooks and the like.
Skills: Tom is very good at commanding, combat, and organization.
Flaws: Tom can get stressed easily, can be over-aggressive at times and uses risky tactics sometimes.
*Personality: Thomas is a commanding presence over his crew. He supplies them with food, water and money, and in return he demands respect and loyalty. He is generally very accepting of people, and tries to be thoughtful, but does not react at all well to treachery and deceit. He can be a bit over-ambitious and risky, too. Thomas is generally a nice person to know, but will hold grudges for a long time against his enemies and betrayal.
*Bio: TBR
Other: I am not posting this, for you will not have to read the post if you do. |
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l0ldude1
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| Joined: 08 May 2011 |
| Total Posts: 4404 |
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| 24 Nov 2012 08:54 AM |
I'm going to join. Great job finishing it. |
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| 24 Nov 2012 10:08 AM |
| (No one? What did I do wrong?) |
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| 24 Nov 2012 10:16 AM |
(Joining in about a half hour. Still have to finish reading.)
~Candy was better before! When it didn't make yer face implode!~ |
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| 24 Nov 2012 11:25 AM |
(Posting soon. I had to yank my sister off the bed. It's a laptop so we just use it in my room.)
~Candy was better before! When it didn't make yer face implode!~ |
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l0ldude1
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| Joined: 08 May 2011 |
| Total Posts: 4404 |
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| 24 Nov 2012 11:37 AM |
Name: "Apple" Adam Luke Evanson @ge: 23 Appearance: Small nose, absolute hearing, green eyes, black ruffled hair, 143lbs, 6ft3, Weapons: Bronze tomahawk, bronze hammer Armor: Leather Items: A few pieces of odd copper, a journal, a drawn picture of Mother Skills: Bow-shooting (although he does not know this at first), running Flaws: Not very strong. Not very strong at all. Personality: Nice and mean. From 1 supervillian to 10 superhero, he's a 6. Bio: No. Other: You trust me, right?
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| 24 Nov 2012 11:40 AM |
(Well, you made it with me, so yes. Eh, I'm reluctant to ask this, but could you make the personality and appearance a tincy bit more detailed? Have a look at my one- maybe clothes on appearance, and on personality how can he be nice and mean? :P
But yea, accepted. You can make personality TBR, the rest of it, but maybe a bit more on appearance- does he have any clothes?) |
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| 24 Nov 2012 11:40 AM |
Name: Drake Kinre @ge: 20 Appearance: Scar on the right side of his face, brown shirt, tan pants. Brown eyes and hair, 5'6", worn-out traveler's shoes, 200 lb. Shirt is torn down the center of the back and pants have multiple holes in the left knee and right thigh and shin. Tall and somewhat skinny. Weapons: Dual Bronze Longswords(20 bronze coins) Armor: Bronze chainmail(30 bronze coins) (I'd like to see them cut through that.) (Items): No extra items except water and some food Skills: Ambidextrous Flaws: Unbalanced *Personality: *Bio: Other: The ultimate waffle makers :3
~Candy was better before! When it didn't make yer face implode!~ |
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| 24 Nov 2012 11:42 AM |
'Accept'd
Welcome, crew member!
When l0l's done, we can start if you wish. |
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| 24 Nov 2012 11:45 AM |
What exactly does this port area look like? Just so I can get a better idea of what I'm working with.
~Candy was better before! When it didn't make yer face implode!~ |
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| 24 Nov 2012 11:47 AM |
It's a load of planks tied together in odd patterns, with rope holding a lot together. It's attached to the city, made of skyscrapers and slums mixed together. It's like a mix and match of small, makeshift, wooden ports of today linked together and with jet engines on the ones higher up for the airships.
Additionally, I will make a thread for new discoveries. Gimme a sec. |
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| 24 Nov 2012 11:49 AM |
http://www.roblox.com/Forum/ShowPost.aspx?PostID=82844850 For notebooks |
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| 24 Nov 2012 11:51 AM |
Tracked. So is this going to be an ongoing RP? Like, this one will go on for so many pages(EX: 150) then when we get back a new one will start?
~Candy was better before! When it didn't make yer face implode!~ |
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| 24 Nov 2012 11:52 AM |
| Each new area will allow for a new thread. Major storyline events will also take us onto a new thread when completed, being the major way to go from thread to thread. |
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l0ldude1
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| Joined: 08 May 2011 |
| Total Posts: 4404 |
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| 24 Nov 2012 11:54 AM |
| New Clothes: Black ripped rag T-shirt, cloth trousers, bare feet |
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| 24 Nov 2012 11:56 AM |
Well, I'm ready when you guys are.
~Candy was better before! When it didn't make yer face implode!~ |
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l0ldude1
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| Joined: 08 May 2011 |
| Total Posts: 4404 |
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| 24 Nov 2012 11:57 AM |
I stand on the edge of the dock. I can't believe I'm about to leave for my first mission. My long, black hair blows into my face. Seaside air. Aahhhhh... |
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| 24 Nov 2012 11:58 AM |
(Accepted.)
Cap'n:
Tom looks down upon the ragbag group of citizens. (NPCs and you two.) He stands tall as he addresses them with a booming voice.
"Right, you bunch of scoundrels! Today, we gon' take this Sandskipper by a Mister 'eorge James and protect it from bandits n' Wyrms! Goddit? We're doing a run from 'ere to Larkan, day or two 'ways from here! Get your weaponry ready!"
I hand out a pouch of 50 bronze coins to each of the citizens, anxious for adventure. |
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| 24 Nov 2012 12:01 PM |
(Maybe you guys can give me a nickname later! :D I'm not good with names. This character is about a year old, I've been using him for a while. Also, by "get your weaponry ready" does he mean "Get yourself to town and buy some protection?")
~Candy was better before! When it didn't make yer face implode!~ |
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