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Revival, WWI Steampunk Alternate World Nation RP

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Lyvee
Coyote
Elendra
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Revival, WWI Steampunk Alternate World Nation RP Empty Revival, WWI Steampunk Alternate World Nation RP

Post by Elendra Mon Dec 13, 2010 10:37 pm

Unless someone wants to head one of the three alliances, or more than one wants to head more than one, there will be 3 or fewer NPC nations to fill the spot of the ‘creator’ nation of the energy based alliances. The war to break out between them is based on slanders, lies, propaganda, sabotage, mudslinging and other lovely political moves. More info if I can get more people interested, haha.

With permission, I am using a trait based system, there are about 200 traits for you to pick from. You don’t get them all, but any combination of 50 ( 55 with maximum flaws ).

So with that in mind, anyone interested? To just see the nation building system, look below.



You get 50 traits, and can take up to 5 flaws with each flaw granting another trait! History traits are free, but you're only allowed one per each 'era'.

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 : A basic center of education to inform your people of the simplest of knowledge and sciences, very helpful in making them smarter for other tasks.

National University : We’re not here to just make people smarter than they were before coming here, we’re here to make them smarter so they can do great things for SCIENCE! ( Requires Academy of Applied Science )

Academy of Natural Sciences : From agricultural endeavors to mining operations, to even better knowledge of manipulating steam itself, this academy teaches many things.

The Laboratory : The conditions to test out the dangerous art of creating Tesla Reactors require sterile laboratories, and your nation has many of them where they can be made and new technologies involving them tested.

Chemical Labs : Harvesting chemicals from the ground is only one thing. Testing out everything you can do with them is another, and perhaps, far more important than the former.

Naval Academy : You may not know much about the seas before you come to this academy, but when you leave you’ll be able to tell your port from starboard like the back of your hand.

Flight Academy : Normal war has you thinking in moving forces through primarily two dimensions. With the additions of an aerial force to account for, you need to start thinking in three.

Military Academy : Military technologies are a thing that need to be better understood, for you can never have too many ways of defending yourself and hurting others.



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 Reactor : 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 Reactor )

Compact Tesla Reactor : A compact version of the Tesla Reactor, 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 Reactor )

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

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 Reactor )

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 its larger counterpart. ( Requires Tesla Shielding and Compact Tesla Reactor )

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 Reactor. ( 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, Super Weapons, 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 Reactor 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 Reactor 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 Reactor 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 Reactor 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, Super Weapons, 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 Reactor 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 Reactor 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 : A simple aircraft meant for flying through the skies within one’s own territory, such as a look out, or through others with a payload of bombs, or some guns and troops.

Zeppelin : A more complicated aircraft, with larger amounts of lift and able to wield more armaments, in addition to better defenses, typically. Highly explosive with its hydrogen lift though. ( Requires Hot Air Balloon and Steam Generator )

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 : True aircrafts, airships are a marvel of the world, flying high above the land and waves powered by rare stones, and wielding powerful weapons, and much harder to take down than a Zeppelin. ( Requires Ylldrium Mining and Ship Building )

Steam Lift : Using steam power in conjunction with Ylldrium, a more stable form of lift is achieved, able to sustain flight for longer durations at a steady altitude, compared to natural Ylldrium. ( Requires Airship and Steam Generator )

Tesla Lift : Using Tesla power in conjunction with Ylldrium, a greater speed is achieved for the airship, able to make it fly it much faster speeds than that of natural Ylldrium. ( Requires Airship and Tesla Reactor )

Chemical Lift : Using chemical power in conjunction with Ylldrium, a greater form of lift is achieved, able to pull along with the ship greater armaments and defenses than is possible with natural Ylldrium. ( Requires Airship and Chemical Engine )

Airport : Instead of simple fields or the like, massive refueling and resupply stations have been made around your nation to help with your air navy, bringing forth their fuels and replacement parts like no other. ( Requires Steam Lift or Tesla Lift or Chemical Lift )

Advanced Airship : A massive and impressive sight to behold, an advanced airship is a mighty weapon in any military, able to fly over most obstacles, withstand major onslaughts, and dish out as much pain as it takes. ( Requires Airport )

Powered Fighters : Using the much more advanced technologies brought about by the revolutionary advanced airships, these smaller and faster strike craft known as powered fighters are perfect to accentuate an armada. ( Requires Glider and Advanced Airship )

Superb Lift : Sometimes the lift generated by the generators, reactors, or engines just isn’t enough, and a better system has to be put into place to fix that. Luckily, you’ve done that already, good for you! ( Requires Airport )

Flying Fortress : A massive, almost impossibly large facility that none can seem to replicate on their own for lack of resources or ability. The flying fortress is a scientific marvel and abomination of war. ( Requires Advanced Airship, Superb Lift, Super Weapons, and Power Plant, or Chemical Plant or Steam Complex )


Army Size Traits :

Field Day : While you have no standing army to speak of, when war comes to your gates, your people have a field day with it, and most tend to simply run out and seek the battle for themselves. You have no standing army, but can field 900,000 conscripts.

Sleeping Giant : Yours is a small standing army, but it is made up for with more than enough civilians willing to join the good fight for your nation, despite their lack of training and skills in combat. You have a standing army of 50,000, and can field 750,000 conscripts.

Armed Militia : Made up of entirely voluntary forces, your army is rather small, but larger than some, and fortunately you can bolster your number with a good old draft, conscripting masses by the thousands. You have a standing army of 100,000, and can field 600,000 conscripts.

Minute Men : Armed, trained, and prepared for all sorts of battle, you have an average sized standing army of many men, and when times get tough your people even come along and help their fight. You have a standing army of 150,000, and can field 450,000 conscripts.

Ancient Order : Based around an ancient knighthood or some other order, your standing army is rather larger than normal, and still even then, when battle comes to your door, people enlist to help them out. You have a standing army of 200,000, and can field 300,000 conscripts.

Golden Horde : War isn’t foreign to your people, and rather than hide from it, they embrace the idea and prepare for it greatly. As such you have a large standing army, and despite it all many conscripts as well. You have a standing army of 250,000, and can field 150,000 conscripts.

Ye Grand Old Army : Conscripts? Bah, you laugh at the idea. Instead of employing such fragile citizens to protect your nation, you have an elite, and large standing army to defend yours, and assault others. You have a standing army of 300,000, and can field no conscripts.



Military Traits :

Fearless : Your soldiers know no fear, and unless ordered to fall back, will do no such thing, even if death is inevitable for them if they continued. ( Requires Brave )

Masterful Soldiers : Your standing army is trained in live fire situations and have a plethora of war game practices to prepare them for the real thing. ( Can't be taken with Swarm Them! or Basic Training or Field Day )

Swarm Them! : You have this mantra you follow “When in doubt, throw more men at it” sure it’s not the best for your population, but you’ll be damned if it didn’t work time and again! As such, you field twice as many conscripts as normal. ( Can't be taken with Masterful Soldiers, Basic Training, or Ye Grand Old Army )

Basic Training : Unlike others who just happen to throw conscripts at the enemy hoping it works, you actually give them all a brief period of basic training before hand. Takes longer to get them out, but it’s well worth it. ( Can't be taken with Masterful Soldiers, Swarm Them!, or Ye Grand Old Army )

Well Armed : After basic training, a more intense arms training is given, so that they know and can use properly the various weapons and guns they’ll find while in the field better than others. ( Requires Basic Training, can't be taken with Duty First )

Duty First : Instead of focusing on weapons training after the basic training, rules and doctrine are pumped into your conscripts’ heads to make them less likely to break rank and file during combat. ( Requires Basic Training, can't be taken with Well Armed )

Behaved Conscripts : Spending time to make perfectly behaved conscripts is costly. Having to deal with thousands of rape victims, war crimes, and worse is more so. Best have them trained. ( Requires Duty First )

Commissar : Sometimes training just takes too long and doesn’t get the right results. Instead, you put an officer in every conscript rankings whose sole job is to execute rule breakers. What better to make them behave? ( Can't be taken with Duty First )

Outflank : Fast is good, hit and run is better, doing it all at speeds that others just can’t respond to is the best thing your generals have ever thought of. ( Can't be taken with Heavy Duty )

Heavy Duty : Who needs hit and run fade attacks, which cost you armor, when you bulk up and withstand them all, and only need a single shot in to defeat them? ( Can't be taken with Outflank )

Saboteurs : The enemies of your nation have big machines and weapons. You have big bombs and highly trained people to plant them and get out unseen. You do the math. ( Requires Stealthy and Outflank )

Stealthy : Relying on not being seen is an age old methodology in war, that is very good at getting the job done. After all, you can’t be killed if you can’t be seen. ( Can't be taken with Big Guns )

Combat Shield : A small bulletproof shield to help you in scrapes with abundant gunfire and even against blades in close quarters.

Combat Armor : Not as protective as the combat shield, it does however make up for this by covering your entire person with the resistant armor instead of just one circle of it. ( Requires Combat Shield )

Power Armor : Heavy metal armor powered by various means is clad around your soldiers, bringing them to the forefront of battle prepared for even the most dangerous of enemies. ( Requires Combat Armor, Heavy Duty, and Compact Tesla Reactor or Compact Steam Generator, or Portable Chemical Engine )

Combat Knife : Sometimes a gun needs to be reloaded and the enemy is just RIGHT there. It’s times like those you’re glad you have a knife.

Combat Bayonet : Switching between a knife and a gun is a pain. Making them one and the same thing is a nice advantage for your troops. ( Requires Combat Knife )

Combat Weapons : From chain swords, to Tesla powered hammers, to claws that can rip a man apart, your people love to employ weapons in combat. ( Requires Combat Bayonet )

Drop Pod : Getting down to the earth to let your troops out into the field of battle, or dropping supplies to them sure takes some time, but not for you, you just shoot them down in an instant. ( Requires Airship and Rocketry )

Deep Strike : Sometimes even getting a ship close enough to drop a pod of soldiers into the fray of battle is a hassle. For those times, an unreliably aimed, but effective nonetheless deep strike is needed. ( Requires Advanced Airship and Drop Pod )

Big Guns : Your guns are big, and are known for blowing more than just a little of a person away with a single shot. You don’t need to hit as many times to break something, but reloading is a bitch. ( Can't be taken with Stealthy )

Trapper John : With your prowess of minefield setting, you can even set them up in foreign territory, while bullets are flying over head, for when you retreat and they chase after. ( Requires Mines and Stealthy )

Super Weapons : Larger than life, and more powerful than God, the weapons of your nation have reached such a peak of strength that all know to fear them. ( Requires Monolithic and Big Guns )

International Assassins : Known or not, your nation has a guild or other group of assassins working for them, that are more than a little adept at interfering with others, and ending lives of those you need dead. ( Requires Stealthy and Deceptive )

Field Medics : People get hurt, and need to be patched up. Field medics are good at this, and so you make good use of them in the field of battle.

Field Engineers : Machines break and fall apart, and if they can be salvaged, need repairs. That’s where your field engineers come into play!

Gas Masks : Whether or not you use chemical warfare yourself, you do know of others that use it, and so it is really in your best interests to put this rather uncomfortable mask on. Like, right now. That's a bad hissing noise you're hearing.



Recent History :

The Empire of Steam : Within the recent years, your nation has become part of the Empire of Steam!

L'Entente Electrique : Within the recent years, your nation has become part of L’Entente Electrique

Das Chemische Reich : Within the recent years, your nation has become part of Das Chemische Reich.

Neutral : After much deliberation, you have decided on who to join up with, and it’s no one, you’d think they’re all bad choices.

Undecided : A long member of the wars of the known world, you have yet to pick a side for which to fight on in this conflict.

New World : Relatively new to the world stage, you have yet to pick a side in the conflict.

Isolationist : Your nation has in the recent years cut off all ties to the rest of the world. They don’t even know there’s a war, yet.



Past History :

Revolution! : The last age of your nation is marked by a great revolution and uprising. Whether it failed or succeeded is up to you.

Stable Period : Nothing really has happened to your nation during the past ages, making for a surprisingly boring history.

Failing Empire : Falling from glory, your nation has sought out many methods against the grain of tradition to preserve itself in time.

Slave Traders : Human life, it’s a commodity, and you trade it with those who would be willing to buy it. Probably still do.

Tyrant King : Ages ago, there was tyranny in your nation, and perhaps there still is. Either way, your people feel oppressed and vengeful. Be wary.

The Republic : Breaking away from the traditional monarchy, your people have instituted a republic for which to govern themselves.

Becoming Neutral : International politics are horrid things to keep up with. Instead your nation started to leave the field for others.


Older History :

Faced the Storm : The seas are your play things, as your people have braved them greatly in the past with much success.

Topographers : Every single corner of the world seems to be available on your maps, too bad they’re a bit out of date.

Monarchy For Ever : A simplistic monarchy has long thrived in your nation, and your people lived under their rule for ages.

Religious State : Religious philosophy has long been key to unity for your people, and frankly they wouldn’t have survived without it.

City States of Old : Never quite unifying, your nation is a conglomerate of many city states working together.

Crusaders : Whether it be holy, or selfish, your people have waged a war of moralities and or faith across the lands, using it as a method to retain power.

Colonial Empire : Not satisfied with your stakes in the Old World, your people branched out and began to partake in the New World as well.



Ancient History :

Cannibalism : Maybe it was because they had to, or maybe they didn’t, either way, your most ancient of histories can be summed up in two words. Om. Nom.

Ancient Empire : Yours is an ancient empire that has lasted many ages, and seems like it will never, ever fall to the sands of time.

Barbarian Roots : Culture? Who needs that? You instead relied on more arcane forms of life while others became high and mighty in ignorance.

Bred for War : Even in the ancients, your people fought countless wars of aggression, making combat something in the blood, not to be taught, just felt.

Whipping Post : History has made you its punching bag, and time and again, natural and manmade disasters have befallen your people.

Meritocracy : In the tribal and other early stages, those who were best fit to lead, were the ones who did it, popular or not.

Enslaved : Your people in ages now almost forgotten were the slaves of another nation. Extra irony points if they later became slave traders.



Flaws :

Hydrophobic : Your people have a fear of the water, and absolutely refuse to go near it. As such cities are built far inland, and the shorelines are not well patrolled, if at all.

Fear of Heights : Being off the ground is not an attractive prospect to your people, and as such air travel has suffered, because they don’t see the appeal in it.

Chivalry is Not Dead : Your people are dead honest, and just can’t tell a lie to save their lives. They even will make sure the enemy knows they’re coming, and refuse to be camouflaged.

Chivalry is Long Dead : Everyone knows your people are liars, and will plain and simple not trust them. This comes as a big disadvantage in making alliances.

Cowardly : Your soldiers make look intimidating, but when it comes down to it, the battle could turn on them and they’d turn and run in kind.

Wimpy : Your men and women are physically weaker than average, and despite how brave they may or not be they just can’t fight, and run at the prospect of it.

Paranoid : What’s that? Oh, never you mind, just thought I heard something. Something around the corner. Nothing for you to worry about, right?

Trade Dependant : Exactly what it says on the tin. You don’t have as many natural resources as others and need food and materials imported from others.

Soylent Green is People : Behind the happy façade of your people is a great secret, a terrible one, that if it became public could cause your leaders to become public enemy number one.

Cult of Keyword : All hail Xenu!

Dangerous Cults : Instead of being those simple cults that dress their houses in chick blood, your cults like to do other fun acts. Like terrorism. ( Requires Cult of Keyword )

Highwaymen : Dotting the country side of your nation are guilds and clans of thieves and highway men. In the air and seas are even pirates, making yours a crime wrought nation.

Government Red Tape : I’m sorry, your request can not be filed at this time, please take a number and try again.

Epic Fail : Sometimes people are just no good at doing things the right way on the first, second, or even third try. Sometimes they’re like your nation, where they all managed governmental positions.

Crappy Workmanship : Your people try their best and put so much effort into their things that you just have to smile and say thanks, even when you know it’ll fall apart. And it will.


Last edited by Elendra on Wed Dec 15, 2010 10:43 pm; edited 3 times in total (Reason for editing : Fixed Trait : Clockwork Behemoth)
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Revival, WWI Steampunk Alternate World Nation RP Empty Re: Revival, WWI Steampunk Alternate World Nation RP

Post by Guest Tue Dec 14, 2010 3:50 pm

Looks like fun ^^

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Post by Coyote Wed Dec 15, 2010 12:26 pm

Im in, duh.

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Post by Lyvee Wed Dec 15, 2010 12:33 pm

Interested
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Post by Elendra Wed Dec 15, 2010 12:40 pm

The Following is the Nation Sheet ( It's a work in progress )




Nation Name :

Population :

Government :

Economy :

People of Importance :

Places of Importance :

Nation Traits :

Population Traits :

Academy Traits :

Steam Traits :

Tesla Traits :

Chemical Traits :

Clockwork Traits :

Machine Traits :

Computer Traits :

Gunpowder Traits :

Naval Traits :

Airship Traits :

Army Size Trait :

Military Traits :

Recent History :

Past History :

Older History :

Ancient History :

Flaws :

Military :

Wet Navy :

Air Navy :
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Post by HawktheThird Sun Jan 02, 2011 10:26 pm

I'm very interested, though I'd like to hear more of the backstory. I'll be lurking around to check this, I would really hate to see it fade away without even beginning.
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Post by Dax Sun Jan 23, 2011 7:38 pm

I am interested, for damn hell sure!
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Post by Artimes Mon Apr 30, 2012 9:29 pm

Ah! Amazing! Just what I was looking for... Prehaps I will fill out the Nation sheet in a minute, even though it is just an idea, I will have a base of what I want...
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Post by Artimes Mon Apr 30, 2012 10:43 pm

Hmmm... The 50 limit is pretty small... *shrug* I'll find a way to work around it tomorrow... Might take a while. Razz
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Post by Artimes Tue May 01, 2012 5:49 pm

Nation Name : Teepot Kingdom [Supposedly a Kingdom... But with only one city?! There must be more... somewhere...]

Population : 591,833 [In the main/only city, although it is unknown to other countries if there are more city's...]

Government : Dictatorship

Economy : [How its going? Or what it uses as money...] Its seen better, but money is going into war machines. [And a rumor of another flying city being built?]

People of Importance :Artimes Alexander Dupont [Current dictator]
Ate [ruler of another country, happens to be Artimes's brother] And Blair [In charge of Atfacility, a mech provider that thus far, has been unheard of]

Places of Importance : Moller Castle [Artimes castle] Alm Store House [Stores only the finest of mechs, also heavily guarded] Lightning Rivers [Mysteriously formed shortly after the formation of the flying cloud city]

Nation Traits :Seekers
Gestapo
Monolithic

Population Traits :Aerial
Educated
Perfectionist
Deceptive
Brave

Academy Traits :Flight Academy
Military Academy
Academy of Applied Science
National University

Steam Traits :All Steam Traits [All 13 of em. Razz]

Tesla Traits :None

Chemical Traits :None

Clockwork Traits :Clockwork Walker
Clockwork Android
Clockwork Mecha
Clockwork Behemoth

Machine Traits :None

Computer Traits :None

Gunpowder Traits :Breech Loading
Cartridge Loading
Flak Cannon
Rifling
A1 Powder
Mortars
Artillery

Naval Traits :None

Airship Traits :Airport
Advanced Airship
Powered Fighters
Superb Lift
Flying Fortress

Army Size Trait : Ancient Order

Military Traits :Gas Masks
Field Medics
Field Engineers
Fearless
Masterful Soldiers
Well Armed
Heavy Duty

Recent History : New World

Past History : Revolution!

Older History : Topographers

Ancient History : Ancient Empire

Flaws : Goverment Red Tape
Hydrophobic

Military : 7,500

Wet Navy : None

Air Navy :12,500

Sorry if it was a bit long in the beginning... But I will be looking at the tread occasionally to look if there are any more supporters... And I think this is a great idea, if you haven't figured that out already. Razz
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Post by Blackrock Wed May 02, 2012 1:24 am

Er can I just point out that the last posts in this thread have been made more than a year ago? I doubt most of the people who posted here are even active anymore.

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Post by Artimes Wed May 02, 2012 6:23 pm

*shrug* Ah well, we can hope that people discover this, no?
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