- Before you read the rules below, read this.
- 1. If your going to have a plot, you have to outline it to us before you apply it to the RP proper no matter how big or small it is.
- 2. The RP can hold up to a limited number of simultaneous plots.
- 3. Don't godmode. If you have questions, ask, and we'll determine what is fair.
- 4. Note that even though WAOAA and WAOA both share the same universe, any cross-plots are to be carefully planned in both discussion threads, with permission of the affected characters' players.
- 5. After one or two plots are finished, let our characters cool down for the moment. Having danger surrounding them all the time can be really stressful in-universe and to most players.
- 6. No Metagaming, please.
- 7. DO NOT GO RAILROADING CHARACTERS/PLAYERS INTO YOUR OWN PLOTS OR INTERACTING WITH THEM WITHOUT ASKING PERMISSION. It's rude, it can lead to massive confusion, and it smacks of recklessness. If you want to get somebody to join in a plot, make sure they are fully on board with your idea before you try to go forward with it. If you want your characters to do something with a certain character, make sure the player that plays that character has given you their full consent. Do not jump the gun under any circumstances. Also, do not integrate other player's characters into your character's backstory without permission given beforehand. It has a high probability of causing massive continuity issues, in addition to being...rude.
- 8. There is no absolute GM here but we don't tolerate chronic rulebreakers or troublemakers here.
- 9. Regarding HSAU characters, we're limiting it to 1 per player, 2 as long as it is still less then half your roster, and you have to bus one to get another slot.
- 10. Due to a long painful history, complaints, insults, and outright arguments are greatly discouraged. If you have a problem regarding the RP, write it in a form of a critique or simply state it politely and we must reply them without letting our emotions or egos get in the way. The discussion is a place to analyze and solve problem, not to make them worse and degenerate into bickering. Remember the main purpose this place, discussions.
- 11. Every one that joins the group is given a free radio, no exceptions.
- 12. Any thing involving the "Whole Multiverse" will instantly be rejected, no exceptions, due to not working as a concept, you can't have all of an infinite set where every one is different, and because the players them selfs hate the idea of any thing affecting every thing. Every dimension, everything is just a mere speck to an endless existence itself. It's not going to work in WAOA, it's not going to work here either.
- 12-A. We are open to you resubmitting said plot, reworked to not be as bighuge, but if you can't, then we will not accept or play it.
In regards to characters power levels, here are a few guidelines:
- No chacter who's destructive power rivals the power of a nuclear bomb, those are the highest option we have in a plot, and devaluing there use is not allowed.
- No charetcer who can create objects out of thin air, some times the G Ms want to impose a resource restriction, or for various other reasons ex: needing a key for a door, these types of powers can wholy break those plots.
- No instant healing, while most of the time we like charecters to get healed after injuries there are cases where for story or dramatic tension we want those injuries to stick, instant healing just imposes massive fridge logic on those situations.
In order for you to join, you must have a profile for your character by filling up this sign-up sheet.
- Physical Abilities:
- Quickcast Spells:
- Quick Traits:
Basic Information about new Kerberos employees to remember: Upon Signing All Employees are given
- 1 Earpiece radio, or wristband radio employees choice (OOC its to help with communication during plots)
- 1 Ship linked data-pad (this is used to display information that serenity provides, like maps, access to the archives, and the employee handbook)
- 2 First Response Medkits (just a needle with a silver liquid in it, if you wish to know more about it, have your character inquire with the medical team, because IC it just has the instructions to inject some one with it if they get shot)
- 3 Unlabled Grenades (Lab crew invention, will need to use them to learn what they do)
- A tour of the ship, covering the following locations they may need to use; Medbay, Armoury, Repair Bay, Bunks, Lounge, and Hanger.
- A pay of 2000 credit per week (about 2,000 euros if you want real currency for comparison)
- Medical/Repair/Ammunition expenses are payed by the company.
- Expenses for new guns are NOT
- 1 Standard Issue Terran Gauss Rifle◊ (Big slugs, and a low rate of fire, semi-auto only)
- 1 Service Pistol◊ (also gauss)
- 1 Combat Knife (Nothing fancy, the ship may be from 3333, but its not like knifes have changed)
- 1 Set of human fitted ceramic body armour.
Command Structure Here's how the mercenary group operates.◊
- CEO: Eve
- Capitan: Serenity
- XO: Blues.
- HoP (head of personnel) : Chuck
- VCO (Vehicular Combat Officer): Vacant due to a lack of vehicles.
- CCO (Chief Communications Officer) : Vacant due to a lack of communications staff.
- Ho S (Head of Security) : Ghost
- Arch Mage: Kasumi
- RD (Research Director) : Luna
- QM (Quarter Master) : Hroland
- CMO (Cheif Medical Officer) :Edward
Some descriptions for the positions your characters can fill in.
- CEO: The CEO is the head of the company, and the person with the final say in most decisions, while they can go over peoples heads it is best if this is avoided as it is not a good way to keep employees happy, just remember that they are the ones signing your paychecks at the end of the day before you piss them off in turn.
- Captain: The Captain is the person in charge of the ship, piloting it, setting its course, and keeping every thing running smoothly, the Captain is expected to know all jobs, but relies on every one else due to sheer complexity of keeping a ship running. Always listen to the Captain even if there orders conflicts with the CEO, because when it comes to there own ship, the Captain's word is the law.
- Executive officer: The Executive officer is the Captain's second in command, and fills in for the Captain when they are unable to preform there duties until a new Capitan can be found. When not filling in for the Capitan the Executive officer has pull in all paramilitary operations, although they are expected to divert to the head of security when it relates to firefights and destruction of property.
- Head of Personnel: The head of personnel controls hiring, crew management, paperwork, and crew punishment, they are the bureaucrat to rule all bureaucrat aboard the ship, while they are not supposed to directly boss around the crew, and instead issue orders for departments, it is not a good idea to make them mad or your life will become hell.
- Vehicular Combat Officer: The Vehicular Combat Officer is the person in charge of all things related to vehicular warfare, weather it has wings, rotors, repulsors, tracks, legs or tires they are the supervisor here.
- Chief Communications Officer: The Chief Communications Officer is in charge of all the communications equipment and tools aboard the ship, they are the lead bridge bunny.
- Head of Security: When it comes to shooting shit or making it explode through mundane means, one should always listen to the head of security, they are chosen from the field operatives with the most experience in the company, in addition to being the top dog in the field they are responsible for the security of the ship, a role that gives them as much freedom as the NSA when it comes to national security, if they have reason to feel the ship is under threat, there command can superseded any one other then the Captain... this power is not however to be treated lightly unless you want a pissed off lynch mob after you.
- Arch Mage: The Arch Mage is the lead magical consultant on the crew, the final say in all things magical. What exactly the Arch Mage does varies as wildly as mages themselves, this is a position that is primarily for consulting on arcane related phenomenon, and keeping other mages in check rather then one of any special power.
- Research Director: The Research Director heads the ships many research jobs, just like the Arch Mage, they mostly keep those under them in line, and exist for consultants then having any kind of special power.
- Quartermaster: The Quarter master buys the things, they manage the finances and say what can and can not be purchased, when it comes to the management of finances they supersede even the captain.
- Chief Medical Officer: The Chief Medical Officer is another position that exists mostly for keeping there subordinates in check, and for consultance then having any unique power.
- Drivers: Drivers operate ground vehicles, whether it uses tracks, legs, rupolsors or wheels, it falls on the drivers to make sure it gets where it needs to be.
- Pilots: Pilots operate 0G and Atmospheric vehicles, wings, antigravity, rotors, or rockets it matters not as pilots are the masters of the sky.
- Communications: Communications is a broad field that covers jobs ranging from the bridge bunny to the negotiator, if there main job is to talk you probably fall here.
- Electronic Warfare: Hackers, Jammers, ECM Specialists, whatever you call it if your job is to break into or disrupt enemy communications you fall under Electronics Warfare.
- Demolitions: Demolitions, Booommm!!!, enough said.
- Stealth Operatives: This is where people who use minimum armour and light equipment fall, it is not solely for those dedicated to breaking and entering just those with a small footprint, if you do not wear at least chainmail or a flackjacket yet you fight, odds are you are a stealth operative.
- Infantry: The bulk of the Kerberos fighting force, if your job is to shoot shit first, and ask questions later, you are in the Infantry.
- Heavy Troopers: Heavy troopers are the tanks of the Infantry fighting forces, big, bulky, and normally with so much armour you begin to question when a person becomes a vehicle, if you fall here, please for the love of any god you worship STAY OUT OF STEALTH MISSIONS.
- Field Magi: The Field Magi is any one who specializes in the deployment of magical aide in the field, whether buffing or evocation, if you are a mage and out there with the soldiers this is where you fall.
- Arcane Research and Development: Contrarily if you are a mage who mostly reads books and helps further the development of magic, or solve arcane mysteries odds are you are in Arcane Research and Development.
- Engineering: Engineering is the team responsible for inventing and making the whatchamacallits and thingymajigs that rely on mechanics or electronics to work, they also tend to fix broken things around the ship.
- Biological Research: Biological Research on the other hand tends to make monsters... as in literal monsters in the lab, DNA is there play toy. If you make super solider serums, or solve medical mysteries you likely also fall here.
- Cargo Technicians: Cargo Technicians make sure that every thing in the cargo bay, as well as the money is present and accounted for, they are to the Quartermaster what elfs are to Santa.
- Medical Staff: The Medical Staff is likely going to be your best friend, weather a bullet has given you a new orifice, you have eaten something you probably should not have eaten seriously those warning labels were on that beaker for a reason, or you have stuck your dick where dicks do not belong, the Medical Staff are the people that will keep you from bleeding out on the floor.
- Specialist: If none of these describe you, and you have tried your hardest to bend and contort one of them to describe you... go back and try harder, no seriously, just because your a special snowflake does not mean you get your own job.... if you come back again and still none of them describe you, you might be a specialist, be sure to work the details out with the other players to find out what you do and who you report too.
Alright, since vehicles are now okay, they also have there own sheet since some of them will be shared, and others not and the like.
- Name of Vehicle: If you can't understand this, you probably shouldn't be submitting one.
- Type of Vehicle: The class of vehicle if you are submitted. Is it a fighter? A bomber? A tank? Cargo Transport? Gunboat? What?
- Appearance: An image would be nice.
- Size: Can be relative or specific.
- Level of Armour: How tanky the thing is.
- Speed: Does your vehicle have to go fast, or does slow and steady win the race?
- Handling: How much of a bitch is it to fly/drive this thing? Does it make the corners or crash into the wall.
- Terrain Navigation Capabilities: Where can this thing work, and where doesn't it work?
- Weapons and Equipment: This is where your shootbangs and fancy doohickeys go.
- Modularity: If anything can be exchanged for anything else onboard, mark it down here.
- Quick Role Description: What does this thing do for Kerberos? Why pay for its maintenance and fuel?
- Name of Vehicle: Redeemer
- Type of Vehicle: Gunship
- Appearance: Something like this◊
- Size: 40 meters
- Level of Armour: High
- Speed: Medium-Low
- Handling: Poor
- Terrain Navigation Capibilities: Atmospheric and 0g
- Weapons and Equipment: 6 dorsal railguns, 6 belly railguns, 2 cannons, 2 KKV launch bays, 20 tone cargo bay, crew transport space, and a short range warp drive.
- Modularity: Weapons can be swaped, crew transpot space can be used for cargo, warpdrive removable for extra sheilding or 4 drone bays.
- Quick Role Description: Landing people behind enemy lines, picking them up, light cargo transport, and fire support.
- The rules for vehicle approval is different from character approval, and that rule is. "they must compliment the infantry fighting force not replace it, or be independent of it"
- This means super prototypes will almost always be no-goed since they can do pretty much every thing
- Like wise an interceptor would be nogoed because its highly specialized role of killing bombers would never really be used.
- Modularity can be vague if needed, although I would prefer if you can be descriptive like in the example.
- Speed, Handling, and Armour are relative to vehicle type, a slow jet is still probably going to be faster then a tank with fast for its speed, likewise a heavily armoured gunship probably still has less survival capability then a light gun boat.
- Power armor may be subject to the sheet, depending on if the operator can be described as a wearer or pilot, this is a bury line, but a good rule of thumb is fallout 4 style power armor is subject, fallout 3 style power armor is not.
edited 28th Aug '15 9:32:29 PM by MrKirb
edited 7th Jul '11 4:02:07 PM by SpartyMcFly
edited 7th Jul '11 4:06:26 PM by MrKirb
edited 7th Jul '11 4:24:58 PM by MrKirb
edited 7th Jul '11 5:46:27 PM by MrKirb
edited 8th Jul '11 12:39:48 PM by MrKirb
edited 16th Jul '11 12:28:37 AM by Eventua
edited 16th Jul '11 9:07:48 AM by MrKirb
edited 16th Jul '11 9:38:27 AM by MrKirb