Post by Shagrath on May 28, 2011 21:16:09 GMT -5
Warhammer 40,000: Nephilim Rising
This RP will not be using the “old” style of RP that some may be used to, but what I personally think s a “higher” type of RP. Which was introduced to us by MOD Orthrus. I hope to do him well in his absence. As such the rules will be high lighted below. Along with all other information required. Forgive me for the next few massive walls of text. I’ll break it up where possible and will be pulling some information straight from a wiki. But before we get into all that mind rape. Please, enjoy yourself and I apologize for the briefness of the introduction before the rules and info for the game. It's just that the area is an urba gang filled battlefield with civilians.
The character profiles should be formatted something like this
Name
God
Class
Basic Load out
Physical Description
Personality
History
-------------------------------------------------------------------------------------------------------------------------------------
The Imperial Hive World of Scintilla; a vast urban sprawl, concrete jungle towering to the skies and sunken deep below the surface of the barren wasted earth. 25,000,000,000 strong. 25,000,000,000 sick and festering souls scrounging in the vast cities, gang violence is at it’s highest. Orks have blighted the mighty Imperium world’s infrastructure. The Guard stretched to it’s limits yet again. Despite it’s countless numbers still too few to keep both the endless Green tide at bay and the Gangs in check.
Within this world’s cities cults have formed, chaos is ever present, watching and waiting like a blood thirty creature hunting its wounded prey, yet unbeknownst to it. The stupid animal continues to limp sickly going about it’s constant business oblivious to the impending doom waiting for the perfect moment to strike. And it’s moment was growing closer with every grain of sand.
Recently a new gang has emerged from the bowls of this world. It’s ranks bolstered each day by new initiates, and no one is sure how deep it’s routs truly go, they are more coordinated and tactically involved than their predecessors. Word has spread that it’s figurehead is a daemon among men. But such rumors are hushed, particularly within the ranks of the Imperial Guard in fear that speaking too loudly they would damn themselves and the entire world to the rain of holy flame that is Exterminatus. The God Emperor’s will be done, this gang shall be dealt with. And the Heresy purged from Scintilla.
-------------------------------------------------------------------------------------------------------------------------------------
It’s hull a writhe with daemonic infestation, the ship silently cruised through the ruinous powers warp engines at full power. The untold kaleidoscope of energy turned color, enough to please even the most deranged of Slaanesh’s followers, rippled and lashed out with the rage of Khorne, attempt to eviscerate the hull. The ship came ever closer to reaching the rift within the warp, ready to exit and plunge yet another world to darkness.
Upon the Chaotica Invictus; Infidel Class Raider drifting through the Warp-
Seemingly endless darkened halls fitted with garish trophies, a macabre mixture of technology and arcane, iridescent runes stretch along weaving in and out of the catacomb walls; the only light source. Mighty humanoid figures stalk them, moving hurriedly with crisp sharp movements. All gathering within a central corridor surrounding another even more impressive. All waited silently for the Chaos Sorcerer to speak.
-------------------------------------------------------------------------------------------------------------------------------------
System:
All right, this is not the kind of RPG most often found on this board. Usually we all post stories in text and keep it going like one giant novel. This time around there is actually a system that determines what you can do and can't do, and whether you succeed at something.
Nonetheless, it is extremely non-linear. In other words, I give you the laws of physics, and you're free to do whatever the hell you want to do. Doesn't mean you'll get away with it, but hey. The time is divided into days. So here is the cardinal rule of this RPG:
I am the God of this little world. What I say goes. I control random events, jobs, merchants, weather, and whether your actions succeed or not. I determine when your weapons jam or break, when you're wounded and where, when you're jumped, what animals are running around and where. I control the enemy intelligence, whether they're stupid or full blown SpetsNaz, whether they see your sniping location or panic. I control how this intelligence changes at night time and at day time, and how it changes when they get freaked out.
Now, you post like you would normally, with your story and actions as usual and then at the bottom of the post, in bold letters, you will summarize what you did. Note, you must know what you're talking about as a person in order to do something. You will not, under any circumstances, "God mode." What that means is you cannot say you did something just because you said you did. You cannot say "I rushed in with an MP5 and shot all the bandits like Tom Cruise."
I want to know what you do, and how you did it in detail. This goes down to every little thing. Take the MP5 for example. If you don't know how to operate it, then obviously you can't use it as a player because you can't even type up how to load it. This is the big difference here. If you as a real person cannot do something, then you as a character cannot do it either, simply because you don't know how to write it up in your post. I want detail. If your gun jams and you disassemble it, you must write out how you disassembled it. If you don't write it out, you can't do it. If you don't know how to take apart your rifle, then you're screwed there, and need to do something else. Drop it and pick up another one, or take it to a trader. If you don't know how to treat a gunshot wound, then obviously you can't treat it in the RPG. Seriously, if you do something, I need to know how you did it, and believe me, you want to detail as much as possible, because if you leave anything vague, I control what happens with that vagueness. If you screw up, I'll tell you that you screwed up. If you forget to reload and then say you fire 20 rounds, I'll say you didn't because your magazine doesn't have 20 rounds in it. If you reload and drop your magazines, you won't have any left and then you won't be able to reload later. If you forget to reload your magazines during some peace, you won't be able to reload in combat. This really is an attempt at as real and immersive of a world as possible, which means you really need to play as if you're in it. If you forget to load up your mags, you then you don't have ammo. If you forget to cock your 1911 pistol, then it won't fire in your post and you might get shot. And if you start shooting with a pistol at a running target fifty meters away, you'll probably miss every shot.
I will keep track of players inventory and ammo and health status at all times, though I won't necessarily make it public to everyone involved. In your post, you can control the enemy and the situation. You can say what the guy does and how you took him down. I will only interfere with this if I think it is ridiculously irrational or not plausible. So I'm not controlling this with an iron fist. I control the situation and environment. Pretty much, I determine what items the enemy has and how skillful the enemy is. You then determine what happens and post how you want. I'll just tell you if something didn't work or something important happened. All players have health and stamina, which I keep track of. If you sprint full out for several hundred meters, you'll be exhausted and won't be able to perform certain tasks until you take a breather. The same goes to injury. You can't run with a bullet in your leg. Of course, people here heal much faster than normal, so with proper medical attention, you'll be walking around again in no time. This works only because you're likely going to be a super human at least 2 feet taller than that of an average man in possibly demonically possessed ancient power armor, and maybe protected by your god. And maybe you’ll have a medic.
I will keep players up to date on their status. Note, you can perform counter-posts. If a player decides to kill another player, depending on how he does it, the victim can counter the other guys post. However, this won't always work. If a player says "I snapped player Xs neck after sneaking up on him" and it was valid, then player X is dead. Of course, the player that just killed player X will be dead in a few seconds too, when all the other Marine’s fall on him.
Generally, I will not allow murder of fellow players without a damned good reason. For example, if they've been enemies or rivals throughout the RP, have a good epic fight, and one of them finally, plausibly, is killed. This should only happen when the RP is over, or a player wants to leave the game. So don't kill others indiscriminately, stick to killing the myriad of natural enemies. Trust me, I’ll be throwing the proverbial kitchen sink at you.
Combat:
Due to the problems that arise from trying to do combat with multiple players with such a system, I'm implementing a secondary system for use in combat. When you enter combat, you will automatically shift into the combat system of play. Combat will essentially go into a group of relatively short posts of action and reaction. In combat you are typically allowed a few moves per post. A move consists of any important action, such as attacking one target, moving somewhere, whatever. However you perform this action is completely up to you. Your move can be "attack this enemy" and in your post you can take cover, shoot at them from there, rush them with a knife, grab them from behind, do whatever you like. You cannot, on your own, slaughter an entire platoon in one post. The entire combat situation should take several posts of several actions, and therefore allow other players to get involved as well.
Post your story, and summarize your action in bold under that post, and I will get back to you with the results as soon as possible. Note that this only accounts for major actions, you're fully free to move up to a base, infiltrate it, set up a couple landmines, and get in an ambush position all in one post before the combat begins. The key concept here is time. Other characters are still active in game-time during your post, so if you skip ahead by thirty minutes in your post, you're not allowing other people to post with you. During combat you can run from one building to another as you like, reload, switch from cover to cover, change weapons, do whatever, but you can't perform a myriad of major actions all at once. In other words, you can't go up into a building, kill five guys there, move to another one, kill guys there, and so on, because you'd be neglecting the opportunity for other players. Combat should be a mesh of all players participating in turn and at once. One guy does something, another guy does something at the same time, and so forth. Typically a single major firefight can take five posts or more, and hopefully will be fun and more tactical in terms of teamwork than normal.
Combat will use action points. When you enter combat, each turn you will have a set number of action points. This number will vary depending on your character status, such as stamina, weight carried, and health. Typically, in good condition, you will have twenty action points. Different actions use up different numbers of action points, and this will also be affected by your Stalker's status and condition. For example, shooting an enemy from a hundred yards with one well aimed shot might take only a couple action points. Kicking down a door, running into the room, and shooting a guy in the head will take five action points. When you do your actions, you can kill two guys and you might use up 13 action points. At this moment you can stop your post and let another person post, which will reset your action points (The original number may now be changed if something altered your condition in combat) and next post you can use them again. If you run out of action points in a post, your post will be cut off at that moment.
Thus, the more you run around, the more difficult actions you take, and the longer the entire combat lasts, the less action points you will get and the more action points are required for actions. If your character is lugging around a Heavy Bolter or Heavy Flamer you will not be able to perform the same tasks as a character only carrying a Bolter or Flamer, it will take more action points to do something. When combat ends, you will revert to the normal system, which doesn't have action points but common sense, stamina, and my word of law.
Use your ingenuity! Seriously, who says that all you can do is shoot and run? Maybe you spy a fire extinguisher next to an enemy and shoot it. The resulting expulsion of flame retardant may disorientate and distract your enemy long enough for you to run up and stab them in the throat. There's a myriad of ways to achieve your goal, and the more you think about a situation, the better off you'll be.
This RP will not be using the “old” style of RP that some may be used to, but what I personally think s a “higher” type of RP. Which was introduced to us by MOD Orthrus. I hope to do him well in his absence. As such the rules will be high lighted below. Along with all other information required. Forgive me for the next few massive walls of text. I’ll break it up where possible and will be pulling some information straight from a wiki. But before we get into all that mind rape. Please, enjoy yourself and I apologize for the briefness of the introduction before the rules and info for the game. It's just that the area is an urba gang filled battlefield with civilians.
The character profiles should be formatted something like this
Name
God
Class
Basic Load out
Physical Description
Personality
History
-------------------------------------------------------------------------------------------------------------------------------------
The Imperial Hive World of Scintilla; a vast urban sprawl, concrete jungle towering to the skies and sunken deep below the surface of the barren wasted earth. 25,000,000,000 strong. 25,000,000,000 sick and festering souls scrounging in the vast cities, gang violence is at it’s highest. Orks have blighted the mighty Imperium world’s infrastructure. The Guard stretched to it’s limits yet again. Despite it’s countless numbers still too few to keep both the endless Green tide at bay and the Gangs in check.
Within this world’s cities cults have formed, chaos is ever present, watching and waiting like a blood thirty creature hunting its wounded prey, yet unbeknownst to it. The stupid animal continues to limp sickly going about it’s constant business oblivious to the impending doom waiting for the perfect moment to strike. And it’s moment was growing closer with every grain of sand.
Recently a new gang has emerged from the bowls of this world. It’s ranks bolstered each day by new initiates, and no one is sure how deep it’s routs truly go, they are more coordinated and tactically involved than their predecessors. Word has spread that it’s figurehead is a daemon among men. But such rumors are hushed, particularly within the ranks of the Imperial Guard in fear that speaking too loudly they would damn themselves and the entire world to the rain of holy flame that is Exterminatus. The God Emperor’s will be done, this gang shall be dealt with. And the Heresy purged from Scintilla.
-------------------------------------------------------------------------------------------------------------------------------------
It’s hull a writhe with daemonic infestation, the ship silently cruised through the ruinous powers warp engines at full power. The untold kaleidoscope of energy turned color, enough to please even the most deranged of Slaanesh’s followers, rippled and lashed out with the rage of Khorne, attempt to eviscerate the hull. The ship came ever closer to reaching the rift within the warp, ready to exit and plunge yet another world to darkness.
Upon the Chaotica Invictus; Infidel Class Raider drifting through the Warp-
Seemingly endless darkened halls fitted with garish trophies, a macabre mixture of technology and arcane, iridescent runes stretch along weaving in and out of the catacomb walls; the only light source. Mighty humanoid figures stalk them, moving hurriedly with crisp sharp movements. All gathering within a central corridor surrounding another even more impressive. All waited silently for the Chaos Sorcerer to speak.
-------------------------------------------------------------------------------------------------------------------------------------
System:
All right, this is not the kind of RPG most often found on this board. Usually we all post stories in text and keep it going like one giant novel. This time around there is actually a system that determines what you can do and can't do, and whether you succeed at something.
Nonetheless, it is extremely non-linear. In other words, I give you the laws of physics, and you're free to do whatever the hell you want to do. Doesn't mean you'll get away with it, but hey. The time is divided into days. So here is the cardinal rule of this RPG:
I am the God of this little world. What I say goes. I control random events, jobs, merchants, weather, and whether your actions succeed or not. I determine when your weapons jam or break, when you're wounded and where, when you're jumped, what animals are running around and where. I control the enemy intelligence, whether they're stupid or full blown SpetsNaz, whether they see your sniping location or panic. I control how this intelligence changes at night time and at day time, and how it changes when they get freaked out.
Now, you post like you would normally, with your story and actions as usual and then at the bottom of the post, in bold letters, you will summarize what you did. Note, you must know what you're talking about as a person in order to do something. You will not, under any circumstances, "God mode." What that means is you cannot say you did something just because you said you did. You cannot say "I rushed in with an MP5 and shot all the bandits like Tom Cruise."
I want to know what you do, and how you did it in detail. This goes down to every little thing. Take the MP5 for example. If you don't know how to operate it, then obviously you can't use it as a player because you can't even type up how to load it. This is the big difference here. If you as a real person cannot do something, then you as a character cannot do it either, simply because you don't know how to write it up in your post. I want detail. If your gun jams and you disassemble it, you must write out how you disassembled it. If you don't write it out, you can't do it. If you don't know how to take apart your rifle, then you're screwed there, and need to do something else. Drop it and pick up another one, or take it to a trader. If you don't know how to treat a gunshot wound, then obviously you can't treat it in the RPG. Seriously, if you do something, I need to know how you did it, and believe me, you want to detail as much as possible, because if you leave anything vague, I control what happens with that vagueness. If you screw up, I'll tell you that you screwed up. If you forget to reload and then say you fire 20 rounds, I'll say you didn't because your magazine doesn't have 20 rounds in it. If you reload and drop your magazines, you won't have any left and then you won't be able to reload later. If you forget to reload your magazines during some peace, you won't be able to reload in combat. This really is an attempt at as real and immersive of a world as possible, which means you really need to play as if you're in it. If you forget to load up your mags, you then you don't have ammo. If you forget to cock your 1911 pistol, then it won't fire in your post and you might get shot. And if you start shooting with a pistol at a running target fifty meters away, you'll probably miss every shot.
I will keep track of players inventory and ammo and health status at all times, though I won't necessarily make it public to everyone involved. In your post, you can control the enemy and the situation. You can say what the guy does and how you took him down. I will only interfere with this if I think it is ridiculously irrational or not plausible. So I'm not controlling this with an iron fist. I control the situation and environment. Pretty much, I determine what items the enemy has and how skillful the enemy is. You then determine what happens and post how you want. I'll just tell you if something didn't work or something important happened. All players have health and stamina, which I keep track of. If you sprint full out for several hundred meters, you'll be exhausted and won't be able to perform certain tasks until you take a breather. The same goes to injury. You can't run with a bullet in your leg. Of course, people here heal much faster than normal, so with proper medical attention, you'll be walking around again in no time. This works only because you're likely going to be a super human at least 2 feet taller than that of an average man in possibly demonically possessed ancient power armor, and maybe protected by your god. And maybe you’ll have a medic.
I will keep players up to date on their status. Note, you can perform counter-posts. If a player decides to kill another player, depending on how he does it, the victim can counter the other guys post. However, this won't always work. If a player says "I snapped player Xs neck after sneaking up on him" and it was valid, then player X is dead. Of course, the player that just killed player X will be dead in a few seconds too, when all the other Marine’s fall on him.
Generally, I will not allow murder of fellow players without a damned good reason. For example, if they've been enemies or rivals throughout the RP, have a good epic fight, and one of them finally, plausibly, is killed. This should only happen when the RP is over, or a player wants to leave the game. So don't kill others indiscriminately, stick to killing the myriad of natural enemies. Trust me, I’ll be throwing the proverbial kitchen sink at you.
Combat:
Due to the problems that arise from trying to do combat with multiple players with such a system, I'm implementing a secondary system for use in combat. When you enter combat, you will automatically shift into the combat system of play. Combat will essentially go into a group of relatively short posts of action and reaction. In combat you are typically allowed a few moves per post. A move consists of any important action, such as attacking one target, moving somewhere, whatever. However you perform this action is completely up to you. Your move can be "attack this enemy" and in your post you can take cover, shoot at them from there, rush them with a knife, grab them from behind, do whatever you like. You cannot, on your own, slaughter an entire platoon in one post. The entire combat situation should take several posts of several actions, and therefore allow other players to get involved as well.
Post your story, and summarize your action in bold under that post, and I will get back to you with the results as soon as possible. Note that this only accounts for major actions, you're fully free to move up to a base, infiltrate it, set up a couple landmines, and get in an ambush position all in one post before the combat begins. The key concept here is time. Other characters are still active in game-time during your post, so if you skip ahead by thirty minutes in your post, you're not allowing other people to post with you. During combat you can run from one building to another as you like, reload, switch from cover to cover, change weapons, do whatever, but you can't perform a myriad of major actions all at once. In other words, you can't go up into a building, kill five guys there, move to another one, kill guys there, and so on, because you'd be neglecting the opportunity for other players. Combat should be a mesh of all players participating in turn and at once. One guy does something, another guy does something at the same time, and so forth. Typically a single major firefight can take five posts or more, and hopefully will be fun and more tactical in terms of teamwork than normal.
Combat will use action points. When you enter combat, each turn you will have a set number of action points. This number will vary depending on your character status, such as stamina, weight carried, and health. Typically, in good condition, you will have twenty action points. Different actions use up different numbers of action points, and this will also be affected by your Stalker's status and condition. For example, shooting an enemy from a hundred yards with one well aimed shot might take only a couple action points. Kicking down a door, running into the room, and shooting a guy in the head will take five action points. When you do your actions, you can kill two guys and you might use up 13 action points. At this moment you can stop your post and let another person post, which will reset your action points (The original number may now be changed if something altered your condition in combat) and next post you can use them again. If you run out of action points in a post, your post will be cut off at that moment.
Thus, the more you run around, the more difficult actions you take, and the longer the entire combat lasts, the less action points you will get and the more action points are required for actions. If your character is lugging around a Heavy Bolter or Heavy Flamer you will not be able to perform the same tasks as a character only carrying a Bolter or Flamer, it will take more action points to do something. When combat ends, you will revert to the normal system, which doesn't have action points but common sense, stamina, and my word of law.
Use your ingenuity! Seriously, who says that all you can do is shoot and run? Maybe you spy a fire extinguisher next to an enemy and shoot it. The resulting expulsion of flame retardant may disorientate and distract your enemy long enough for you to run up and stab them in the throat. There's a myriad of ways to achieve your goal, and the more you think about a situation, the better off you'll be.