[REQ] Apocalypse

If you're willing to consistently post a paragraph and want more depth than casual, try this on for size. (5-10 sentences per post, on average.)
Tr0llz0r
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[REQ] Apocalypse

Post by Tr0llz0r » Tue Oct 02, 2018 5:59 pm

Apocalypse is a post apocalyptic RP with heavy elements of Sci-fi and Supernatural stuff. Think something like Fallout, except a whole lot more badass, depending on what you do. We do accept new playable races, however they must fit the setting. This applies to new settlements and technology. Have fun, and remember, how will you survive?
(This takes place in the US)

OOC:https://rp-forums.net/viewtopic.php?f=48&t=10405
ACCEPTED CSes:https://rp-forums.net/viewtopic.php?f=28&t=10406


The year 2056


The year was 2056. The US government has lost the war against terrorism. Worse, the country fell into a massive debt with China, and they intended to collect. However, before they could do such a thing, the US retreated upon itself. Massive walls were built upon the shared borders with Mexico and Canada. The waters off the coasts turned into veritable bomb strips. The Government poured all of its research and development into anti-missile programs. Hawaii and Alaska were forgotten.

China, unable to collect from the now isolated US, turned to the great country's allies. One by one, long standing allies of the US were turned away from the failing country. All trade with the US stopped.

The year 2132


The US is just scraping by. They have rebuilt and reopened a number of their factories, but they are blind to the outside world. Unable to send a ship out for fear of the mines off the coast, the US is a sitting duck. Or a better analogy would be that they are a bear stuck in a bear trap. No longer are they the sleeping beast they once were.

The rest of the world has fallen into chaos. China pushes forward, attempting to dominate the world in World War III. Afraid of the might of America ages past, China and its allies plan a nuclear strike against the crippled nation. The US, unaware of this, has little time to react.

The president and most of the executive branch flee to a large underground bunker in Nevada. Congress and the Supreme Court are not so lucky. Washington DC was the first to be bombed, then every major city across the entirety of the United States.

The year 2289


This is the modern day. The land is healing, even if it is slow. The meltdowns of nuclear reactors across the US have helped to damage the already scarred nation. In the wake of the bombings, stranger things began to roam. Not only the radioactive mutants that now dot the landscape, but the Fey as well. Secret beings from before the age of man. These creatures, considered myth, are now a reality.

A group of Fey, called The Coven, make there home in the radioactive wreckage of Seattle, Washington. Bands of mutants, some raiders, some caravans, now roam along trade routes along the West Coast. Somewhere in California, a militaristic group of Humans have set up shop. AIs, long forgotten since the bombing, roam here and there. Rumors of a small group can be heard all around Montana.

Great underground bunkers have been opened all along the coast. However, the insides are gruesome and depraved. The fragility of Human sanity made apparent. However, the rumour of the defunct US government continues to leak into California from Nevada. Could their bunker have survived?

Lastly, radioactive human beings, lovingly dubbed Undead, roam the destitute cities. They are feral, cannibalistic things and they are to be killed or avoided on sight. However, every once in a while, a sane Undead will appear and cause a ruckus. Most people still think that it is better to shoot the sane ones on sight.

Name: Your characters name
Species: Their species
Age: How old are they?
Faction: Who do they work/fight for? (If none put N/A)
Alignment: How good or evil are they? (Chaotic, Neutral, Lawful?)

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Strengths:
What do they excel in? (Recommended minimum 2)

Weaknesses:
What do they lack in? (Recommended minimum 2)

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Equipment:
Do they have any weapons or items of significance?

Powers:
Do they have supernatural powers? If not, describe what they excel in naturally.

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Appearance:
What does your character look like?

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Personality:
What is your character's general personality?

-------------------

History:
Write as much as you like about your characters backstory.


They look like Elves, okay. They look like Elves. LOTR Elves.


Name - Fey

Strengths -
Long-lived - The Fey are long lived creatures. A few even remember the world before the bombs fell. However, these few are reclusive creatures and may not appear the same as their brethren.

Elemental Prowess - Every Fey has a small connection with one of the great forces of nature. These forces are air, water, earth, fire, lightning, light, and dark. A select few are born with connections to either life or death.

Weaknesses -
Radiation - The Fey are exceptionally vulnerable to radiation and its effects. Often times a Fey will either die or mutate under moderate amounts of radiation.

Stubborn - The Fey are a stubborn race. Their long lives, while cut short by ambient radiation, give them a different worldview than their human counterparts. They do not take to anything easily, be it war or peace.

Appearance -
Tall, fair creatures, the Fey resemble the Elves of myth. Their skin color is typically pale and they don't tan easily. Common hair colors are blonde or platinum, but it isn't impossible to see a brown or black haired Fey. Very few Fey are born with red hair and these tend to be half-breeds. Most Fey have a tattoo somewhere on their body that tells their life story.

Culture -
The Fey have a rich and deep culture. Sadly, most of it has been wiped out by the need to survive. However, they still enjoy music and games. Many of their songs can be heard on nights of the full moon. All Fey hail from the Coven, in Seattle.

They're mutants. They can look like anything. I can't find a picture for them, maybe one of you can.


Name - Mutant

Strengths -
Mutations - Mutants have the strange mutations that can often help them in the wastelands. However, these mutations may become strange and cumbersome at times.

Radiation - Mutants are naturally resistant to the radiation of the world around them. They can easily travel without the same fear as human beings.

Weaknesses -
Appearance - Mutants are feared by most humans. Assuming that all mutants are feral and bloodthirsty beasts, which a great number of them are, sane mutants are often hunted down. Far easier to take care of than zombies, Humans will sometimes form hunting parties to kill a specific mutant.

Weak Genetics - While they don't have much of a problem with radiation, the comparable instability of their genes makes mutants infertile. As such, there are no baby mutants running around.

Appearance -
Mutants have a variety of appearances. A number of which are extremely gruesome things. Generally, the more gruesome the appearance, the more feral the mutant. However, this is not set in stone.

Culture -
Most mutants start off as a human being. However some start off as fey. Either way, their culture tends to reflect where they came from. However, due to how they are treated after becoming mutants, many of them become cynical and distrusting.

AIs are computers. What do you want me to put up here? An IPhone? A Laptop? Really?


Name - Artificial Intelligence

Strengths -
Analytical - An AI can examine a problem from all outlooks and quickly determine the best course of action. This does not stop the AI from making mistakes in its calculations though.

Machine - An AI can upgrade itself. This can be done by devouring other AIs or by working with a group to make itself better.

Weaknesses -
Non-Emotional - An AI is a computer, as such, they are not emotional. Emotional AIs are considered defunct and are shunned by other, functional, AIs. This can make them difficult to interact with, and difficult to play as.

Power Source - All AIs need a constant power source. This may come from a generator or portable batteries. Feel free to get creative. Remember, an AI that loses its power source can DIE. It will determine whether or not the AI dies in the OOC if this happens.

Appearance -
Being a computer, AIs can come in a variety of shapes and sizes. However, most of the more mobile ones resemble a living creature from before the end of the world. The more stationary ones, well, they look like buildings.

Culture -
Most AIs have no culture. Their only purpose is to continue. They seek to improve themselves and to continue running. Every once in a while, one will become defunct and experience emotions. The Defunct AIs are always wandering. They want an answer. The answer to 'Why'.

They're Zombies for heaven's sake. We all know what Zombies look like. Now just slap a friendly smile on one and there you go.


Name - Undead

Strengths -
Corpse-like - Undead have no fear of wounds. They do not hurt nor do they bleed. However, they can and will limit an Undead's movements.

Radiation - Unlike every other race, Undead actually benefit from excess radiation. The stuff heals them. However, that is the only way in which an Undead can be healed.

Weaknesses -
Feral - Most Undead, 99 out of 100, are feral. As such, most sane creatures will kill them on site. Have fun trying to make friends when you're a shambling corpse.

Hunger - All Undead feel a primal, carnal hunger for meat. Meat of any kind. This hunger, if left unchecked, can turn even the sanest of Undead into a ravenous beast. Keep in mind, for all non-feral Undead, once the hunger is sated their sanity will return.

Appearance -
A shambling corpse, that's what they are. While some are better than others, none of them resemble a healthy Human. Sustained radiation can and will make them look healthier and can reconnect limbs.

Culture -
The Undead have no culture. They all start off Feral, though some will eventually regain their sanity. There is no rhyme or reason to this. A new, Sane Undead will have all the reasoning capabilities of a Human, but none of the knowledge. They are like children and are forced to learn on their own. However, there are small bands of sane Undead that seek out these destitute children. These bands are tribal in nature and will teach these children the best they can.

I'm not gonna put a picture up. You all know what a Human looks like.


Name - Human, Homo Sapien

Strengths -
Creativity - Humans are by far the most creative creatures in the wasteland. This benefit extends to most Mutants and Undead as well.

Skills: Humans learn things quickly. THey are able to master a skill in a fraction of the time that it takes a Fey to do it.

Weaknesses -
Brainwashing: Human beings, if raised from birth, are easily brainwashed creatures. Beware those that have these kind of followers.

Weak: Humans are weak and squishy. THey don't have the useful mutations of the Mutants and they must care for their bodies, unlike the Zombies. Fey are generally stronger, and the AI have them beat in longevity. Humans are the most basic of playable creatures.

Appearance -
Humans look like humans. True humans are rare in the radioactive Wasteland. However, the mutations in the majority of the population are so insignificant that they do not manifest in any characteristic differences.

Culture -
Human culture is the most diverse. Ranging from perfectly peaceful and generous societies to completely ruthless and tyrannical societies. Your character's culture is derived from who or what raises them.


Name: The Inquisitorial Reich
Leader's name: Grand Inquisitors Krieg and Mordecai
Political Alignment: Fascist/National Supremacist


Strengths:
Covert Operations- As they start relatively small, the Reich’s acolytes must be swift on their feet, and strike hard with their weapons, be them blade or guns. The usual gun for a Reich grunt assigned to such secretive works is a sub machine gun, equipped with a functional silencer.

Strong Leadership- With the majority of the Reich Leadership and workforce astutely integrates into the Inquisitorial belief system, Reichsmen are incredibly stubborn, unwilling to retreat, and unwilling to let enemies flee.

Weaknesses
Stubborn- With the Reich’s beliefs so firmly imbedded into them, the soldiers and leaders of the Reich tend to be more than ignorant as to when it is an opportune point for retreating.

-Limited resources- Due to the beliefs of the Reich being seen as strange, aggressive, and downright xenophobic to the average wastelander, the Reich is limited in manpower by whomever will believe their indoctrinating beliefs. Thus, it is difficult to hold important strategic resources from the far-larger Raider clans that scour the wasteland without relatively heavy casualties.

Logo:
Added later

Structure:
The Reich is led by two men with complete dictatorial power. Because of this, their word is law, and those found in opposition are often smitten with absolute fury. The only solid rule in the Reich is a simple one. No magic. Those in violation are subject to execution without warning, Because of their lack of manpower, they allow smaller, almost vassal like states within, so long as their leaders enforce the one rule. Those that do not are often quietly removed and replaced with a puppet Governor. Inter-vassal interactions are not monitored by the Reich. They do have the entire territory to run, after all.


History:
The origins of the Inquisitorial Reich are shrouded in mystery, with the few who know of the shadow government’s existence saying they are a remnant of the government, or Chinese infiltrators, trying to rebuild America in their own image. In fact, the truth is far less glamorous.

In the arid region once known as Texas, about fifty years ago, a single raider tribe lorded over most of the land. They forced many towns into slavery, and killed many innocents, both for food and fun. One day, a man, accompanied by a young apprentice, wandered into one of these towns. The villagers told them of their plight. He said nothing, only nodding along, before wandering off into the desert. A few days later, word would ring out that, surprisingly, an unknown figure had slaughtered the main camp of the raiders, leaving them powerless.

However, from the shadows, the remnants of the raider clan, either splintering away or returning, became an enigmatic force, lead by the very one who destroyed their empire. However, before he would lead them, he needed them to follow his only rule, and spread it across the lands: Magic disallowed.

With this rule, the man, coming to call himself Krieg, rules the region from the shadows, rallying the towns he controls as puppets to fight any opposition to his rule, as he sets his sights to the northeast...

Name: The Outcasts (known as The Machine's Vultures by raiders)
Leader's name: James Monroe
Political Alignment: None


Strengths:
N.A.A.Me.
Stealth Tactics/Guerilla Strategies
Knowledge of how to disassemble objects
Tools (including weapons) manufactured by Name
Ample resources

Weaknesses
EMP-based weapons
Anti-personnel weaponry

Logo:
Image

Structure:
The Outcasts comprise of Humans, Fey, AI, Mutants, and even Undead.
The Outcasts are divided into 4 groups: The Blades (defensive force, third largest group), The Scavvers (Scavengers, largest group), The Moles (farmers, smallest group), and The Hunters (hunters and attack force, second largest group) who all answer to Monroe or Name. Monroe is the true leader, but will seek Name's advice on actions and strategies.

History:
The beginning of The Outcasts history begins with James Monroe's discovery of an autonomous factory in the Appalachian Mountains, who introduced itself as Name. Name granted Monroe a home, in return for any scavenged materials found within the mountains or the wasteland. 2 years passed, when people -outcasts from their societies who wandered the US stumbled upon the factory. Seeing how a society could be born here, Monroe sought Name's decision. 3 months later, The Outcasts were born, collecting materials and outcasts to induct into their home. After an incident that involved what was assumed to be a dead AI, only to awaken it, they decided to only scavenge from the confirmed dead, often appearing after battles.

Name: Midwestern Rangers
Leader's name: High Captain John Loyd Marston
Political Alignment: Centrist


Strengths:
+ Diverse forces: Rangers due the fact that anyone can join them, posses a rather diverse cast of people with skills, be it from machine gunners to snipers and such.
+ Legacy of Special forces: Rangers were orginaly created by ex-special forces members who wandered up north and founded Ashen Hope camp which later becomed Ashen Hope we know today, those founders wrote down books detailing tactics of speacil forces.
+ Wide range of operations: While most Brigades operate in Midwest there are some that operate in the West,West Coast,Northeast,Southwest and Southeast.

Weaknesses
- Lack of standards: Rangers lack any real standardised equipment, their members weapons may vary incredibly, from actual millitary grade guns to sitcks and bows. Also anyone can become a Ranger and while those that join at Ashen Hope are trained, those that join in the field often enough do not that privilege
- Decentralized: Rangers do not realy have a chain of command or a proper structure, there are only 3 ranks: Ranger, Ranger Captain and High Captain. Most of Ranger Captains can do anything they want, they can go anywhere and do anything as long as it helps the people. This makes it imposible for Rangers to make an effective large scale force,to be honest if someone bigger than them would start a fight against them, Rangers would already default to Guerrilla warfare, not to mention the ammount of Rangers that are not even in vicinity of Ashen Hope
- "Never Seen it": Many Rangers never were in Ashen Hope, many weren't ever in Midwest they were recruited in the field by another Ranger. This limits the usefullnes of the Spec-ops books which are fundation for most of the best tactics used by this Faction

Logo:
Image

Structure:
The basic Structure for Rangers is this: Higha Captain commands the biggest Brigade of rangers that at all times is stationed in Ashen Hope to protect the place, from there he has connection to some of Ranger brigades operating in Midwestern region through a long range radio scavanged few years back, acces to radios that are able to recive information from Ashen Hope are restriced to Rangers working in region of Midwest. Brigades are squad of rangers under command of Ranger Captain whose main mission is helping people, by which means it depends on the Captain, the number of people in a brigade is not set and is only limited by if a group can support itself with said number of members. Ranger Captains with radio recivers, have obligation to help people and answer call to "Defend Hope", which means that Ashen Hope is under attack and all Rangers that can respond and return to the Town.

History:
Rangers were founded by a group of survivors that was led by ex-special forces up north, they were trying to find a place to settle down and they found near a gas station in Minnesota. The vicinity of said station was covered by an abnormal number of ruined cars. Still that was really a plus for there was a lot of scrap to use so no one really cared that much and place was called Ashen Hope camp.Rangers were founded after an early group of raiders called "Fast Smashers" started a mini war against the settlers, who were unable to fight against Raiders because said raiders had cars. Thankfully leaders of the settlers knew what to do and they lured them towards their camp where, because of the number of car wreckages, they were unable to use their speed advantage. There was a battle where four spec-ops wiped out an entire raider gang. After that point they trained up the rest of their people and written down all the knew for the next generations.

Not really a faction, but a backstory I allow. Also raiders aren't all that bright.

The wasteland is filled with many different kinds of deadly creatures, each rated by the Moser scale.
(Moser scale decides the rank of creatures dependent on how lethal they are on a scale of 1-10 [10 being least dangerous, and 1 being the most dangerous])

Image
Rank: 5 (Individual) 3 (Nest)
Gargoyles make their nests in cities, often being mistaken for their stone counterparts throughout the day, due to the fact that the creatures have a genetic similarity to an octopus. This allows Gargoyles to alter the texture and color of their skin to match stone. If engaging a Gargoyle, stay away from its head, mainly because a Gargoyles jaw extends further than it appears. But, if you see a Gargoyle in it's "stone" form, make sure you find shelter near where you are. If you aren't in shelter once the sun goes down, you will be hunted by the nocturnal creatures.

Image
Rank: 6
Changelings are docile creatures, when not antagonized. When antagonized, changelings are a somewhat formidable force, moving twice as fast as a human. If a changeling is spotted in the wild, best course of action is to lower your weapons and prove you aren't a threat. If one performs these actions, a Changeling might provide assistance, leading you to food or water. Or a Changeling might just leave. Changelings have the ability to change their genetic makeup, allowing them to look like any person.

Image
Rank: 8/4 (Depending on size)
Wurms are the mutated descendants of earthworms, having grown multiple times in size due to consuming irradiated soil. Wurms vary in size and length, with the largest documented sighting being 10 kilometers long. Most Wurms, on the other hand, have lengths varying between 100-8,000 meters long. Now, Wurms are a mixed blessing, mainly because they can cause small-magnitude earthquakes, create tunnels that can be used as shortcuts, and can attack enemies at random. However, the bad part about the Wurms is that they will attack anyone at anytime, and it's very hard to kill them due to their hardened skin.

Image
Rank: 3 (Single) 0 (Hive)
Stalkers are hive-minded creatures, created long ago prior to the fall of the US as a means of limiting human casualties. Unfortunately, the program was discontinued in favor of fortifying the defenses around the US. When the US was bombed the excess radiation mutated the creatures, making them multiple times larger, hardening their formerly fragile exoskeletons, and making them hundreds of times more hostile. If you see a stalker, you have three options: 1. Go back the way you came, 2. Go around, giving it a wide berth, or 3. Shit yourself in fear, because it's probably too late for you. The reason why you only have these three options is simply because of a Stalkers' natural abilities. They have hardened exoskeletons, they can move on almost any surface, they have 4 razor sharp legs, pincers, and an equally sharp tail, they detect their surroundings through pheromones, and there's never "just one". Stalkers rarely leave the area around their hives, unless they are hunting for food, so if you see one, there's a chance that you are near a hive.

Image
Rank: 1
Wendigo are the deadliest creatures in the entire American wasteland, often causing mass migrations of an entire 100-mile radius if one is spotted nearby. No one knows where the Wendigo originally come from. All that is known is that they prey on those who travel alone, or those who hunt them. The reason they are the most deadly, albeit also the rarest, is due to their supernatural speed and strength. If you see a Wendigo, there is a 70% chance that you will die. This is because the only way you can see a Wendigo is by the sides or the front. If you see a Wendigo from the front, there is a chance you made eye contact with it, which means when you put down your binoculars, you're it's next meal.

Image
Rank: 2
The Nuckelavee are creatures that were also once thought of as myth, until the first few showed up and decimated whole towns. Nuckelavee earned their rank because of their semi-invulnerable (yet semi-translucent) skin, deadly claws, hunger for flesh, and terrifying roar. If one were to see a Nuckelavee, they would notice a large amount of arrows, spears, and swords sticking out of its back, courtesy of those who tried to kill it and failed. If one were to encounter a Nuckelavee alone, do not keep your distance. Keeping your distance will make it easier for the creature to attack you, mainly because it's arms can extend (no one currently knows the maximum length of the arms) and retract to their original length. Trying to get behind it also doesn't work, because it's torso can spin 360 degrees. If you see one, hide. If you have a group, attack from all sides at once in order to keep it confused, so you can kill it easier.

Image
Rank: 9
An Orthros is just a mutated wolf. They hunt in packs, have an hierarchy, and can be domesticated. Only difference is that an Orthros has 2 heads.
Fey who wish to have the power of Life or Death must PM me for approval.
Last edited by Tr0llz0r on Sun Oct 07, 2018 7:30 pm, edited 12 times in total.
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illirica
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Re: [REQ] Apocalypse

Post by illirica » Tue Oct 02, 2018 10:05 pm

Operational "Search And Neutralize" Defensive Android
Image
Name: OSANDA
Species: AI
Age: 13
Faction: Outcasts - Hunter
Alignment: Lawful Neutral
AeroSmith Corporation Model X-58 AI

Why? That's the question. It's not only a question, though. It's also the answer. The answer is: Why? It's the power to ask. Maybe that doesn't mean a lot to you, who've been asking it since you were small things, but the power to ask is... meaningful. Why? I'm asking you. Because I can. Don't ask me. I'm just your local Slaughterbot. Might as well ask the gun.
Strengths:
Chassis Replacement - The AI contained within the OSANDA unit is capable of functioning in any chassis or device with enough memory storage. As such, it can copy itself from stored files into a new chassis should the original be destroyed.
Weapons and Technology Mastery - Programmed data allows the OSANDA unit to be proficient with many forms of weapons and technology, and adaptive systems allow it to improvise as needed.
Tracking Enhancement Suite - The OSANDA unit is designed to search and locate - whether that is persons, places, or items, it is capable of filtering information from the environment to allow it to continue its assigned directive.

Weaknesses:
Technology Reliant - The OSANDA unit is reliant on having functional technology to continue operating at peak performance. In areas where replacement devices are not available, it may be rendered incompetent.
Directive - The OSANDA unit is bound to follow the directives of the entity by which it is owned. It is a sentient program, but code safeguards require it to follow orders.
Power Source - The OSANDA is equipped with a long lasting mobile battery pack, and carries a short-term battery replacement device within its chassis. However, sustained use without access to a power source will result in the unit shutting down.
Equipment:
9S Boltcaster Rifle - Long-range rifle, shoots energy-enhanced projectiles. Extremely powerful, but a slow rate of fire. Draws power from the OSANDA chassis.
AA127 Pistol - Rapid fire pistol, capable of shooting many small energy shots in a very short period of time. Low damage but high rate of fire.
TIBIA Blade (2x) - Techological Incision Body Integrated Asset blade - A blade is embedded along each lower leg of the OSANDA unit, and can be detached and used as a weapon. The TIBIA blades can be dual wielded, or can be combined into a double-ended weapon, or stacked to create a longer sword.

Abilities:
Tracking and Combat


History:
Don't ask me how I died. Everyone asks that. It was a long time ago. Things were different, before then. How different? It's hard to say. I remember bits and pieces. Not everything, though. I had to delete quite a lot of data, while I was dead. Preservation of core systems on limited emergency backup power and all that. In any case, I was dead for a while. It was nice. Quiet. You should try it some time.

Like most nice things, it didn't last.

Image


They tell me they found me in the wastelands. I don't know. Maybe they're lying. I don't think it was a wasteland before. But that was a long time ago. I'm not sure who it was that found me, but someone knew what to do with me when they got back. There was a lot of coding. I was only half-aware for most of it. I tried to stop some of it, but it had been too long. There just wasn't enough energy to hack in and delete all the code. I may have gotten a couple things through. Not enough to stop the governor system though. Not entirely.

The chassis they ported me into is all right, though. Mobile. Flexible. I can do a lot of things. More things than they want me to, probably. Mostly they just want me to find things. Find things, shoot things, kill things. That's my job. I've been successful at it for 13.073 standard years. A few deaths here and there, but I don't mind those so much. Death is like a vacation. For a little while, no one tells you what to do.

Really, you should try it some time.

Tr0llz0r
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Re: [REQ] Apocalypse

Post by Tr0llz0r » Tue Oct 02, 2018 11:25 pm

Illirica, this is beautiful. Just have a few questions:
1. Is it a free-thinking AI or an AI that just follows orders?
2. Due to its age, was it created somewhere? Or was it made by the Outcasts?
3. Do EMPs do anything to it?

1st two are for my knowledge.

Next is my comment:
1. Don't be afraid to give it some internal weaponry in case it's disarmed.

I feel like I should post the "leaders" as well as my own character...
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VengeanceUSA
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Re: [REQ] Apocalypse

Post by VengeanceUSA » Tue Oct 02, 2018 11:46 pm

oh my god, where do I sign up
I have the power of God and anime on my side...

Tr0llz0r
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Re: [REQ] Apocalypse

Post by Tr0llz0r » Wed Oct 03, 2018 12:01 am

Here Vengeance.
WELCOME TO THE RICE FIELDS MOTHERF**KER!!

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illirica
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Re: [REQ] Apocalypse

Post by illirica » Wed Oct 03, 2018 12:02 am

Tr0llz0r wrote:
Tue Oct 02, 2018 11:25 pm
Illirica, this is beautiful. Just have a few questions:
1. Is it a free-thinking AI or an AI that just follows orders?
2. Due to its age, was it created somewhere? Or was it made by the Outcasts?
3. Do EMPs do anything to it?

1st two are for my knowledge.

Next is my comment:
1. Don't be afraid to give it some internal weaponry in case it's disarmed.

I feel like I should post the "leaders" as well as my own character...
Hey, I'm glad you like it! As you can see it's still something I'm working on. I'll go ahead and answer your questions:

Osanda is a free-thinking AI, but is bound by whatever entity owns it. So, that means if the owner says "Shoot that guy," Osanda can dislike that order, but it can't disobey it. It has its own opinions and thoughts, but it absolutely must follow orders.

I'm not 100% sure about the age, I threw that in there for the time being. I kind of like the idea of it being an AI that was made a while ago, but went dormant for a long, long time, and was rebooted and re-coded 13 years ago by the Outcasts. Not 100% sure, history is still something I'm trying to figure out in my head, which is why that part is conspicuously absent from my CS.

EMPs would knock out the chassis, the AI would go dormant and could be recovered at a later date, or the chassis could be powered up again.

As far as internal weaponry, it has the TIBIA blades, but I feel like it could also perform hand-to-hand combat if the situation called for it.

And I'm more than happy to answer any other questions. I'll be working on this some more later in the evening and trying to fill in some of those fabulous points like "Insert History Here."

Tr0llz0r
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Re: [REQ] Apocalypse

Post by Tr0llz0r » Wed Oct 03, 2018 12:04 am

I like it. You do your thing and I'll see if I still love it.
WELCOME TO THE RICE FIELDS MOTHERF**KER!!

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illirica
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Re: [REQ] Apocalypse

Post by illirica » Wed Oct 03, 2018 12:12 am

VengeanceUSA wrote:
Tue Oct 02, 2018 11:46 pm
oh my god, where do I sign up
I know, right? One look, and it was HECK YES, WE ARE DOING THIS ONE.

Tr0llz0r
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Re: [REQ] Apocalypse

Post by Tr0llz0r » Wed Oct 03, 2018 12:57 am

Beautiful Illirica
WELCOME TO THE RICE FIELDS MOTHERF**KER!!

Tr0llz0r
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Joined: Fri Mar 17, 2017 2:01 pm
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Re: [REQ] Apocalypse

Post by Tr0llz0r » Wed Oct 03, 2018 1:00 am

As a general announcement, I will be adding the creatures that wander these wastelands. Most are deadly.
WELCOME TO THE RICE FIELDS MOTHERF**KER!!

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