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Alternate History, WWI Steampunk Nation RP

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Alternate History, WWI Steampunk Nation RP Empty Alternate History, WWI Steampunk Nation RP

Post by Elendra Fri Oct 15, 2010 4:42 pm

I've not finished the history or traits for this, but I figured I'd post what I have so far so people can see it and see if they'd like it. Don't get to work yet, I haven't set all the pre-reqs up Razz

But yeah, enjoy the list, it's about 200 strong.





Nation Traits :

Super Power : Your nation is pretty powerful, and feared and respected for it. ( Can't be taken with Nobody Cares about Uzbekistan )

Nobody Cares about Uzbekistan : No one has really heard about you, and as such, mostly ignores you. ( Can't be taken with Super Power )

Seekers : When it comes to books and knowledge, your people seeks them all out.

Silk Road : Trade either made your nation, or had a hand in it living.

Town Guard : Your nation is protected by a trained paramilitary force.

Nature's Bounty : Veg, meat, and grain are found in abundance within your nation!

Hoarders : Mineral wealth is overflowing in your nation, and you spend it wisely.

Monolithic : Everything in your nation has to be built bigger and bigger!

Gestapo : A secret police protects the secrets and lives of people in your nation.

Big Brother : The government controls everything. Including you. Especially you.

Competent : For some reason or another, things just get done fast and right with your nation.

Secret Service : When you just have to know what's going on in another place, use your secret service.

Lovable : People have trouble being all that mad with your nation, it generally hasn't done wrong.

Extreme Climate : The climate of your nation is rather extreme, making it hard to live in for others.

Tourist Attraction : Either you have some fancy building, or natural location, but people flock to you to see it.

Industrial Revolution : Your nation has undergone an industrial revolution, and is pumping things out faster than ever.



Population Traits :

Flag Wavers : When other nations' people come to visit, your people aren't short on pleasantries to welcome them.

Oceanic : Your people have a deep seated love of the ocean, whether it's because they're based on islands, or just like to swim.

Aerial : Oh, that beautiful sky, how you wish you could live up there instead of down below it.

Educated : The schools of your nation have made your people above average in learning. ( Requires any three academy traits )

Industrious : It may not be the best piece of equipment, but you're able to crank out plenty of it to replace it when it breaks. ( Can't be taken with Perfectionists )

Perfectionists : Sure you could waste your time making crap machines, but a true worker makes a single perfect one, not many flawed ones. ( Can't be taken with Industrious )

Heroic : Who wants to be a John Smith nobody when you can join the military and be a hero? Not you. ( Can't be taken with Party Time! )

Party Time! : Whether it be dancing, drinking, singing, or just making merry, your people love just being civilians. ( Can't be taken with Heroic )

Honest : Your people are considered trustworthy when it comes to most matters. ( Can't be taken with Deceptive )

Deceptive : An honest face but a serpent's tongue, your people are good liars. ( Can't be taken with Honest )

Loyal : Whether it's cookie days, or overlord whips, your people are more than loyal to your nation.

Stubborn : Mules have more leeway than your people, and while this works sometimes, others not so much.

Adaptable : From mountain climbing to deep sea sailing without flinching, your people can do it all.

Brave : There is nothing to fear, but fear itself. That, or your people are just a bit messed up... least they aren't cowards.

High Standard of Living : Fancy mansions, high class food, music, arts, books, poetry, it's all for you, and enough for everyone.



Academy Traits :

Academy of Applied Science :

National University :

Academy of Natural Sciences :

The Laboratory :

Chemical Labs :

Naval Academy :

Flight Academy :

Military Academy :



Steam Traits :

Steam Generator : A simple steam engine capable of powering simple clockwork devices and computers.

Expert Coolant : Steam pipes are hot, and running coolant along them helps with that problem. ( Requires Steam Generator )

Steam Cannon : Instead of exhaust randomly shooting out potentially deadly steam, why not direct it at your enemies? ( Requires Steam Generator )

Thermal Insulation : When a steam generator is running, it gets hot no matter what. Insulation just makes it not hot to you. ( Requires Steam Generator )

Advanced Valve Control : Controlling all that steam in perfect sync is hard to do, but you've pulled it off! ( Requires Steam Generator )

Slender Pipes : With your better control of pressure, you're managed to make smaller pipes to carry the steam around! ( Requires Advanced Valve Control )

Compact Steam Generator : Instead of hulking generators everywhere, you've developed a compact variant that carries about the same energy, for a smaller size.( Requires The Empire of Steam and Advanced Valve Control )

Compression Obsession : The Compact Steam Generator was a good start, but with some tinkering, you've made one much more powerful for the same size. ( Requires Compact Steam Generator, Slender Pipes, and Expert Coolant )

Steam Gun : A smaller version of the steam cannon, carry-able by simple infantry unlike it's larger counterpart. ( Requires Compact Steam Generator and Thermal Insulation )

Exhaust Rocket : Also known as a jet pack, with a redirection of exhaust in controlled bursts, a person, or perhaps, a mecha can fly with some training. ( Requires Steam Cannon and Advanced Valve Control for mecha flight, Steam Gun and Compression Obsession for manned flight. )

Steam Miniaturization : Steam has become an art form to your people, and the almost unbelievable size of the tiny steam generators bewilders the minds of others. ( Requires Compression Obsession )

Steam Complex : A truly massive steam generator, capable of powering monstrous machines, advanced computers, and the like. ( Requires The Empire of Steam and Steam Generator )

Steam Torrent : The most powerful steam weapon imaginable, firing an extremely destructive charge of steam from its mouth, capable of destroying most it's aimed at. Good thing it's hard to aim. ( Requires Steam Complex, Steam Cannon, and Super Weapons )



Tesla Traits :

Tesla Generator : A fairly large electric, static generator, said to harness lightning itself to run, capable of quickly moving around a lot of energy.

Tesla Capacitors : Redirecting energy within the generator so it doesn't reconvert into the wrong form of current is a handy practice. ( Requires Tesla Generator )

Compact Tesla Generator : A compact version of the Tesla generator, portable even by a man, it carries with it a nice charge still. ( Requires L'Entente Eletrique and Tesla Capacitors )

Lightning Lighting : These balls of light hang off wires and emit a nice light, brighter and more reliable than fire, and can be converted into search lights too! ( Requires Tesla Generator )

Tesla Weapons : Mighty towers of wires and metal, linked to a powerful Tesla Generator, and suddenly you've got a weapon capable of more than shocking your enemies. ( Requires Tesla Generator )

Tesla Gun : While not as dangerous as the normal sized Tesla weapons, Tesla guns are portable, and can be carried by infantry if they have a compact generator with them. ( Requires Compact Tesla Generator )

Storm Bank Emission : Lightning at your fingertips, the storms created by these are powerful and dangerous, if not inaccurate. More a scare tactic than anything else. ( Requires Tesla Capacitors and Tesla Weapons )

Electromagnetic Pulse : From shutting off electronics, or failing that, the Tesla shielding protecting them, the EMP is a mighty weapon, if hard to move around. ( Requires Tesla Capacitors and Tesla Weapons )

Tesla Shielding : Also known as a force field, this shield of static energy deflects projectiles, or destroys them, mostly protecting whatever is within it. ( Requires Storm Bank Emission and Electromagnetic Pulse )

Compact Shielding : A compact and portable version of the Tesla shielding, meant to protect individual persons and smaller machines, it's also weaker than it's larger counterpart. ( Requires Tesla Shielding and Compact Tesla Generator )

Power Plant : Massive amounts of energy and electricity flow through this, the marvel of Tesla engineering, the power plant, a structure capable of powering gigantic structures. ( Requires L'Entente Eletrique, and Tesla Capacitors )

Rail Gun : Sometimes bigger is better, and when it comes to artillery, the rail gun is the biggest and best at what it does, holding enough destructive power to take out most it would fire upon. ( Requires Power Plant, Tesla Weaponry, Super Weapons, and Artillery )



Chemical Traits :

Chemical Rig : Drawing out the chemicals deeply hidden within the ground, these rigs are volatile, and need to be protected.

Chemical Engine : Certain temperatures, pressures, and mixtures of chemicals within a machine make for a powerful device beyond what steam or Tesla could bring about. ( Requires Chemical Rig )

Chemical Compression : With a little tinkering the pressures on the chemicals and different ratios can be used, for less of a need to refuel over time. ( Requires Chemical Engine )

Portable Chemical Engine : Smaller than the normal engine, this portable variant packs nearly as much power as a typical Tesla generator. ( Requires Das Chemische Reich and Chemical Compression )

Green Fuel : All this smoke can't be good for the environment, and for your stealth, but with a different ratio of chemicals, you don't have to worry about either! ( Requires Chemical Rig, can't be taken with Acid Spray )

Chemical Plant : A massive processing plant, refining all the chemicals drawn from the rigs, removing impurities, and making a more efficient process for the engines. If only the impurities could be used... ( Requires Das Chemische Reich and Chemical Rig )

Glowing Compound : A simple, nearly inert chemical compound that is naturally luminescent , pushed through glass tubes to light rooms and cities. ( Requires Chemical Rig )

Napalm : A highly flammable compound found made from various chemicals, great for shooting fire and flames at those who'd approach you in combat. ( Requires Chemical Rig )

Mustard Gas : Dangerous, blistering, burning, and horribly deforming, mustard gas is a true weapon of war, that most would think is too devastating for war, while others see it as just another weapon. ( Requires Chemical Rig )

Acid Spray : Containing the waste in a container and then redirecting it through pressurized pipes so that it condenses into a liquid acid makes for a good spray weapon in battle. ( Requires Chemical Engine, can't be taken with Green Fuel )

Chemical Torrent : Using just any old portion of chemical spray to drench with devastating compounds, the chemical torrent weapon is highly feared for its power. ( Requires Chemical Engine )

Bio Bomb : Using only the finest crud from inside the ground, and the best of explosives, a highly deadly, dangerous, and potent explosive is made, the bio bomb. ( Requires Chemical Plant, Super Weapons, Chemical Torrent, and High Explosives )



Clockwork Traits :

Clockwork Walker : Simpler walkers, moved by gears and pegs, able to be controlled or enhanced with computers. Not humanoid, nor very large. ( Requires Chemical Engine or Steam Generator )

Clockwork Parts : Lost an arm? Now you can replace it. Blast take your leg? You can walk again. Knife got your eye? Now you can see again.

Clockwork Android : Larger than the walkers, and more humanoid, with proper control or programming they're capable of replacing real soldiers, and fighting on their own. ( Requires Clockwork Walker )

Clockwork Organs : Maybe you lost more than an arm or a leg, maybe a blast took out your stomach. Now such an injury can be repaired, and all but the heart and brain can be replaced. ( Requires Clockwork Finesse, Clockwork Parts, and Compact Steam Generator, or Portable Chemical Engine )

Clockwork Finesse : Clockwork skill is prided in your nation, and much effort is put into making sure every single piece of it is of maximum quality.

Clockwork Mecha : Larger than humans by far, these mecha are powerful machines capable of strolling through a town, destroying buildings and people left and right. ( Requires Clockwork Android and Advanced Valve Control or Chemical Compression )

Clockwork Behemoth : Truly a master weapon of destruction, the behemoth is almost unstoppable except to even more dangerous weapons, or saboteurs boarding and working on it. ( Requires Clockwork Mecha and Steam Complex or Chemical Plant )

Clockwork Gearbox : An intricate device capable of making quick, minor adjustments for a greater maneuverability, and an overall better clockwork machinery,

Clockwork Repeater : Taking the shots loading in through the cartridge, and firing them off in quick succession is a handy thing to be able to do. Lucky for you, you can. ( Requires Clockwork Finesse and Cartridge Loading )

Clockwork Turret : Not automated, but made for quick movement of a mounted gun for better aim and target tracking, good for keeping them in your sights. ( Requires Clockwork Gearbox )

Clockwork Train : Roaring along tracks spewing forth smoke or steam, this 'train' is faster than most anything else made, but can only move along a set path. ( Requires Clockwork Gearbox and Steam Generator or Chemical Engine )

Gyrocopter : Using fast timed rotations, a fairly light but powerful engine, and enough metal and weapons to make it scary, a gyrocopter is a fairly basic, but handy aerial craft. ( Requires Clockwork Finesse, Clockwork Gearbox, and Compact Steam Generator or Portable Chemical Engine )



Machine Traits :

Monorail : Similar to the train, but taking up only one rail, and moving through different means, the monorail is faster, but not as steady along its track. ( Requires Tesla Generator or Chemical Engine )

Automobile : Who needs a set path to travel across when you could go anywhere you want on some wheels with a generator making them spin? ( Requires Tesla Generator or Chemical Engine )

Tank : A military conceptualization based upon the automobile design, more powerful though, but slower moving, capable of wielding large weapons and carrying many troops. ( Requires Automobile )

Submarine : The waves of the world can be dangerous, and have become more so now that things roam beneath them as well now, with the invention of the submarine. ( Requires Iron Clad, Seafarers and Tesla Capacitors or Chemical Compression )

Construction Boost : Similar to the automobile, these machines are made to help in the construction and repair of buildings and other machines, moving large amounts of ground and materials. ( Requires Automobile, Clockwork Gearbox, and Tesla Capacitors or Chemical Compression )

Glider : A simple gliding tool, used for inter-airship and rocketry guiding mechanics. Handy in both situations, and easy to control either way as well. ( Requires Clockwork Finesse )

Automated Weaponry : A modification on the clockwork repeater, it fires with even faster speed and precision, meant to be highly dangerous in combat and defense. ( Requires Clockwork Repeater and Compact Tesla Generator or Portable Chemical Engine )

Robotics : Simple, small scale, and more than capable of doing a wide variety of activities, these prototype machines are highly advanced, more so than clockwork devices. ( Requires Compact Tesla Generator or Portable Chemical Engine )

Mechanical Additions : Controlled by the AI of the cybernetic chip in your peoples' brains, these extra limbs are better than clockwork replacements, and can be added on in addition to your normal ones. ( Requires Cybernetics )

Destroyer Tank : A larger variant of the tank, the destroyer is capable of wielding more armor, weaponry, and can simply pack a bigger punch in the lines of battle than its counterpart. ( Requires Tank and Tesla Capacitors or Chemical Compression )

Mobile Fortress : The largest wheeled structure imaginable, with it's own mighty power source and weapons, clearly a weapon of mass destruction in and of itself. ( Requires Destroyer Tank and Chemical Plant or Power Plant )

Robotic Turret : Self loading, aiming, and firing, these turrets are better than their clockwork counterpart in that they're self sustaining while the other needs to be manned. Breaks easier though. ( Requires Virtual Intelligence and Clockwork Turret )



Computer Traits :

Computer : Either with complicated gears and pegs, or on and off flows of electricity, you have created a simpler computational device, able to look at situations similar to you with enough input. ( Requires Tesla Generator or Steam Generator and Clockwork Gearbox )

Super Computer : A massive computer able to work with much more data and better input systems, as well as a more accurate output, it's essentially better in every way than the computer, except size. ( Requires Computer and Tesla Capacitors or Advanced Valve Control and Clockwork Gearbox )

Virtual Intelligence : Not really intelligence, more of a seemingly endless list of conditional statements that simulate intelligence. Better than nothing though. ( Requires Computer )

Artificial Intelligence : Smarter than virtual intelligence, but not much more than conditionals, it has minor self programming skills unlike its predecessor. ( Requires Virtual Intelligence )

Microprocessor : A small computational device like the computer, but more powerful and far smaller, capable of making large amounts of calculations at fast rates. ( Requires Super Computer and Compact Tesla Generator or Steam Miniaturization )

Advanced Intelligence : Almost on par with human intelligence, more akin to a mentally retarded one, these systems have rewriting and programming software built into them. ( Requires Super Computer and Artificial Intelligence )

Cybernetics : An improvement of the normal human brain, with a little work, a computer can be implanted into it, to help with thinking and removing emotion from actions. ( Requires Advanced Intelligence, Microprocessor and Clockwork Organs )

Super Advanced AI : Finally on par with human intellect, this super advanced AI system is fully capable of rewriting itself, and all its programs, unless stopped by other means. ( Requires Microprocessor, Power Plant, and Advanced Intelligence )

Computer Monitor : To help those using the computer, a monitor is made so that information can be shown on a screen instead of having to be checked through all the mechanics. ( Requires Lightning Lighting )

Pixels : Smaller lights in the computer monitor able to show more colors and information, more reliable, and easier to use. Pretty handy in most ways too. ( Requires Computer Monitor )

Internet : Transferring data between computers has always been through a physical medium, but now it can be done directly over great distances so long as there is a wire connecting them. ( Requires Super Computer )

Wireless : Simple internet is okay, but making it without wires is far better, and all you need is something in the sky to keep track of the signal, a satellite orbiting lowly. ( Requires Internet, Microprocessor, Advanced Airship, and Power Plant or Steam Complex and Clockwork Gearbox )



Gunpowder Traits :

Mines : Explosive packed into a small device triggered by a wire or by pressure before exploding.

Proximity Mines : Capable of sensing whether or not an enemy or friendly has approached it before it decides whether or not to explode. ( Requires Mines and Virtual Intelligence )

A1 Powder : Sometimes you just need some better gunpowder for your guns to get a little bit more punch into it.

Rifling : With special grooves and the works, guns have been made far more accurate than they were before.

Breech Loading : Instead of muzzle loading, a time consuming process, you can load your guns from the back.

Artillery : With a fwoosh and a boom, a long range attack weapon, capable of doing massive damage to all in its trajectory. ( Requires Breech Loading and A1 Powder )

Cartridge Loading : Instead of just putting in a single bullet at a time, a 'magazine' or 'clip' of ammo can be loaded for more shots per loading time. ( Requires Breech Loading )

Flak Cannon : Shooting high into the air as a method of taking down simple aerial craft, it's a large and powerful weapon. ( Requires Rifling and Cartridge Loading )

High Explosives : A boom is nice and all, but a highly explosive boom can do a little more damage.

Mortars : Similar to artillery, but man-sized, it's perfect for quickly setting up a ranged assault. ( Require High Explosives )

Rocketry : With a charge at the base of a tube, an explosive projectile launches through the sky without much accuracy to blow up against something, hopefully them not you. ( Requires High Explosives )

Torpedo : Floating across or under the waves, these submerged rockets are better at getting to their target, but don't pack as much a punch. ( Requires High Explosives and Ship Building )

Lock-on Torpedo : For the same hit as a torpedo, these lock-on ones will track their target and follow it till it hits, or explodes against something else. ( Requires Torpedo and Virtual Intelligence )

Homing Missile : A better variant of the rocket, these missiles are perfect at following a target to its destination before exploding. ( Requires Rocketry, Gliders, and Virtual Intelligence )

Swarm Missile : Maybe you don't want accuracy, maybe you want maximum damage, that's when the swarm missile comes into play. ( Requires Homing Missile, Robotics, and Cartridge Loading )

Cruise Missile : A massive missile, slowly making its way across the sky before doing massive destruction against its target, if it isn't destroyed en route. ( Requires Homing Missile, Artificial Intelligence, and Super Weapons )

Scatter Bomb : A normal payload of bombs is good and all, but for optimum carnage, a scatter bomb is better. ( Requires High Explosives, Robotics, and Virtual Intelligence )

Smart Bombs : Sometimes you just want to reduce civilian casualties, and just hit your target, nothing else. That's where the smart bomb comes into play. ( Requires High Explosives, Gliders, and Virtual Intelligence )



Naval Traits :

Rafts : Simple watercraft able to traverse rivers and lakes, but not seas and oceans.

Water Folk : Your people have a love of the water, that goes a bit beyond the norm. ( Requires Rafts )

Port : Being able to receive ships of other nations is very important, even if you don't make your own ships. ( Requires Rafts )

Ship Building : Although making your own ships makes a little more use of that port you built, right? ( Requires Port )

Greek Fire : Highly flammable, and volatile substance, able to burn along the waters and enemy ships, and your own if you aren't careful. ( Requires Ship Building and Napalm )

Naval Ram : Sometimes the direct approach is best, and with enough speed and inertia, a naval ram is the best way to sink another ship. ( Requires Ship Building )

Siege Ships : Armed with older and large siege weapons instead of modern cannons and the like, these ships are dangerous on the waters. ( Requires Ship Building )

Ship Yard : A shipyard is like a port, only better in most every way, and allows for better creation of ships and the like. ( Requires Ship Building )

Iron Clad : Instead of just being wooden, your ships have now clad themselves in iron and steel, sometimes being made entirely of these metals. ( Requires Ship Yard )

Seafarers : The seas are your home, and the waters you're known to roam are always safe. Plus you build really really good ships. ( Requires Ship Yard and Water Folk )

Battle Ships : Made of metal, and armed with cannons, the battle ship is a powerful thing to meet on the open waters, and worse when in numbers. ( Requires Iron Clad )

Battle Carrier : Made of metal and armed with a few cannons, but with most space reserved for fighters, it makes for a good seaborne refueling and repair station. ( Requires Iron Clad and Powered Fighters )

Warship : A massive war vessel on the seas, meant to strike fear into the hearts of any who would dare oppose it, lined with batteries of heavy weaponry and more, it's a fearsome ship. ( Requires Battle Ships, Seafarers, Super Weapons and Artillery )

The Armada : Instead of having a normal strength navy, you've spent a lot of your resources into it, and as such have an abnormally powerful fleet of ships, and probably more too. ( Requires Siege Ships, Battle Carrier, and Battle Ships )



Airship Traits :

Hot Air Balloon :

Zeppelin : ( Requires Hot Air Balloon )

Ylldrium Mining : A rare metal found deep within the earth, normally covered in heavier metals, that when removed and refined has a natural lift to it. Enough of it, and an entire ship could lift up.

Airship : ( Requires Ylldrium Mining and Ship Building )

Steam Lift : ( Requires Airship )

Tesla Lift : ( Requires Airship )

Chemical Lift : ( Requires Airship )

Airport : ( Requires Steam Lift or Tesla Lift or Chemical Lift )

Advanced Airship : ( Requires Airport )

Powered Fighters : ( Requires Glider and Advanced Airship )

Superb Lift : ( Requires Airport )

Flying Fortress : ( Requires Advanced Airship, Superb Lift, Super Weapons, and Power Plant, or Chemical Plant or Steam Complex )


Army Size Traits :

Field Day :

Sleeping Giant :

Armed Militia :

Minute Men :

Ancient Order :

Golden Horde :

Ye Grand Old Army :



Military Traits :

Fearless : ( Requires Brave )

Masterful Soldiers : ( Can't be taken with Swarm Them! or Basic Training or Field Day )

Swarm Them! : ( Can't be taken with Masterful Soldiers or Basic Training )

Basic Training : ( Can't be taken with Masterful Soldiers or Swarm Them! )

Well Armed : ( Requires Basic Training, can't be taken with Duty First )

Duty First : ( Requires Basic Training, can't be taken with Well Armed )

Behaved Conscripts : ( Requires Duty First )

Commissar : ( Can't be taken with Duty First )

Outflank : ( Can't be taken with Heavy Duty )

Heavy Duty : ( Can't be taken with Outflank )

Saboteurs : ( Requires Stealthy )

Stealthy : ( Can't be taken with Knightly, Angels, Naval Pride, or Big Guns )

Knightly : ( Can't be taken with Barbarians, Pirates, Sky Baron, Vikings, or Stealthy )

Barbarians : ( Can't be taken with Knightly, Angels, or Naval Pride )

Pirates : ( Can't be taken with Knightly, Angels, Vikings, or Naval Pride )

Sky Baron : ( Can't be taken with Knightly, Angels, or Naval Pride )

Angels : ( Can't be taken with Vikings, Barbarians, Stealthy, Sky Baron, or Pirates )

Vikings : ( Can't be taken with Knightly, Angels, Pirates, or Naval Pride )

Naval Pride : ( Can't be taken with Vikings, Barbarians, Stealthy, Sky Baron, or Pirates )

Combat Shield :

Combat Armor : ( Requires Combat Shield )

Power Armor : ( Requires Combat Armor and Compact Tesla Generator or Compact Steam Generator, or Portable Chemical Engine )

Combat Knife :

Combat Bayonet : ( Requires Combat Knife )

Combat Weapons : ( Requires Combat Bayonet )

Drop Pod : ( Requires Airship and Rocketry )

Deep Strike : ( Requires Advanced Airship and Drop Pod )

Big Guns : ( Can't be taken with Stealthy )

Trapper John : ( Requires Mines and Stealthy )

Super Weapons : ( Requires Monolithic and Big Guns )

International Assassins : ( Requires Stealthy and Deceptive )

Field Medics :

Field Engineers :



Recent History :

The Empire of Steam :

L'Entente Electrique :

Das Chemische Reich :

Neutral :

Undecided :

New World :

Isolationist :



Past History :

Revolution! :

Stable Period :

Failing Empire :

Slave Traders :

Tyrant King :

The Republic :

Becoming Neutral :


Older History :

Faced the Storm :

Topographers :

Monarchy For Ever :

Religious State :

City States of Old :

Crusaders :

Colonial Empire :



Ancient History :

Cannibalism :

Ancient Empire :

Barbarian Roots :

Bred for War :

Whipping Post :

Meritocracy :

Enslaved :



Flaws :


Last edited by Elendra on Mon Oct 18, 2010 5:27 pm; edited 6 times in total (Reason for editing : UPDATE!)
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Alternate History, WWI Steampunk Nation RP Empty Re: Alternate History, WWI Steampunk Nation RP

Post by Dax Fri Oct 15, 2010 5:25 pm

I am very interested, but you already know that. xD

My only concern is how you are to regulate the choosing of the traits for balance issues, etc.
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Post by Chainlinc3 Fri Oct 15, 2010 5:55 pm

... *wargasm*

Anyway, I'm still interested. I'm a little bewildered by how the traits will work and stay balanced, but still interested. ^_^
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Post by Crazy Hobo Fri Oct 15, 2010 7:59 pm

This looks interesting so far. I'd like to see what you do to balance out the traits.
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Post by Elendra Mon Oct 18, 2010 12:27 pm

Updated the list, sorry for delay in work, busy / fun weekend ^_^;;
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