Star Wars Roleplay: Chaos

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Smells of Diesel and Blood

Kings of the Hills.
It is the Year 1937 AR. Central Agrippa buckles under the hobnailed boots of the Evacuria Empire.
The Free Countries of Frecia has fallen.
The Isles of Bretonia crumbles as their land is darkened with the shadows of bombers.
And now the March Principalities must make a stand as Evacurian boots march into their hills.
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For over three years, Central Agrippa has tasted the sour taste of war under the might of the Evacurian Empire in its desire for living space as Emperor Mant Vivaci's vision of the future slowly bleeds to reality. Agrippa's last guardian, Bretonia can no longer pursue a land-based military victory with the destruction of its army during the evacuation of Celaise as Frecia's Free Army fell after being outmaneuvered by Evacurian tanks. Now, content with their gains and no longer wishing for a costly naval invasion, Mant satisfies himself with the complete and utter destruction of Bretonia's infrastructure in order to spur the Bretonia's leaders to surrender.

However, to be at war for three years against Agrippa's former best military has drained Evacuria of its industry and for the first time, is at risk of unwinding from an economic collapse. Though with precious few allies at its beck and call, the March Princes has refused Mant's offer for a peaceful annexation and braced itself for war for the first time in one hundred years. With a new contestant in the war, Bretonia now has hope as it devotes its industrial strength to help the fledgling nation defend its sovereignty. Though willing to fight, the March Principalities century long peace has eroded its military strength; barely a shadow of its former self, it can only call upon a small core of regulars to meet the onslaught that awaits them. Against the multi-million army of Evacuria, the government's new spirited recruitment drive is filling up the much needed ranks of the Sovereign Army.

While the army focuses a strong defense around the capital of Havorsk, a sizable contingent of troops had been dedicated to the defense of the port city of Jula. Defended by an ancient fort that watches the valley into Jula, it is imperative that the Principalities hold onto the port as it possesses the heaviest cranes in the region, making it a prime lifeline for much needed war supplies.

You will play a vital role as a rifleman of the 107th Rifle Guards Division, defending Jula from the hills, to the valleys to the streets of the city: It must not fall, and every blood shed in defense of the land is a life well spent.
 
Breakdown
Dice Rolls
So here's how it's gonna go down: this is the kind of RP where you will lose characters. It is inevitable, because of the dice rolling system that will be the bread and butter of the combat element. Whilst RP skills are needed to progress the story, in general your life expectancy will be determined by a dice roll. In every combat scenario, there will be a major objective (Hold onto a hill, Raid etc.) and for every round your character is engaged in combat, (s)he will roll a die. Pass, and (s)he lives to fight on to the next round. Fail, and they will suffer a Wound. Take 3 Wounds and your character will perish. You will regenerate 1 Wound at the end of a thread, but there will be no way to recover lost wounds in a thread.

While being attached to your first characters are generally ill-advised, completing side objectives as they show up (prompted in coloured text ) can give your characters a permanent minor boon to dice rolls, helping them survive in the long run. Survive threads, and you may earn 'veteran' levels, which gives you bigger boosts or a free auto-success for a single action per rank.

Choose to sacrifice willingly, and your next character will be awarded a single auto-success for your troubles. You may even sacrifice your own character for another player's, which will net you 2 auto-successes.

However, not everything will rely on dice rolls: RP your character well, and I may allow you to auto-pass a challenge. Do note this will be on a case-by-case basis, so do not expect every beautifully written post to be an auto-pass (Though if it brings manly tears to the eyes, I will pay extra attention.).

All dice rolls will be performed in Discord, using the dice roll chatroom for transparency. (!1d20)

Character Templates
Due to the anticipated attrition from the general randomness of dice rolls, character requirements have been toned down as much as possible to allow for quick character creation so as to get you guys back into the fight. Do note that unless specified, you cannot rejoin a combat thread that your previous character has recently perished in. This may change as characters perform necessary actions to bring back reinforcements from the garrison and such, however. The template is as follows:

Name:
Age:
Gender:
Height:
Weight:
Description: (Can be done in point form to quickly list anything unique about them. Or if you have a face claim, simply post it here along with the name of the actor/source.)

Rank: (All characters will start out as their basic rank in the beginning. However, if you previously unlocked a rank from promotions in your previous character, you may give your new character any rank below your highest unlocked rank. For instance, if your previous character was a Sergeant, your new character can start out as a Lancecorporal or Corporal.)

Special Equipment: (All new characters will start out with basic rifles and grenades. This particular space will be updated by players as their current character accumulates war assets for themselves. These will be handed out based on merit at the end of thread, or if players are assigned to new roles such as machinegunner etc.)

Background: (In lieu of a full fledged story, all that's needed here is a short paragraph of how your character came to join the army. Any extra will be up to the player's inclination. A minimum of 50 words is all that's required.)

Promotions and Veterancy

Ranks and veterancy are different: while veterancy is achieved simply by surviving the meat grinder, promotions are given for acts of valor in the face of the enemy. The grander the act (and thus the harder the dice roll) the bigger the promotions. These will net their own bonuses. However, the more seasoned your character is, the higher the bar it is for success when it comes to dice rolls. It is advised that you begin to take your writing seriously at a veteran character, because even with your bonuses it is no guaranteed survival. Promotions do not affect the difficulty ranking however.


Ranks (NCO)
  • Fusilier - No Bonus
  • Lancecorporal - +1 to dice rolls when accomplishing side objectives.
  • Corporal - +2 to dice rolls when accomplishing side objectives
  • Sergeant - +2 to dice rolls when accomplishing side objectives; 1 reroll per thread. (Roll 2 dice in a post, take the higher result)
  • Staff Sergeant - +1 to rolls in any scenario; 1 reroll per thread. (Roll 2 dice in a post, take the highest result)
  • Sergeant Major - +2 to rolls in any scenario; 1 reroll per thread. (Roll 2 dice in a post, take the highest result.)
  • Regimental Sergeant Major - +1 to rolls in any scenario; Presence in a thread provides +1 to all dice rolls for any character below Sergeant. Death results in -1 to all dice rolls for any character below Sergeant.)

Ranks (Officer; GMPC ONLY)
  • 2nd Leftenant - Grants 1 reroll to any character, up to 1 time per thread. Death results in -1 to all dice rolls for any character below Sergeant when accomplishing side objectives.
  • 1st Leftenant - Grants 1 rerolls to any character, up to 3 times per thread. Death results in -1 to all dice rolls for any character below Sergeant when accomplishing side objectives.
  • Leftenant - Grants 1 rerolls to any character, up to 5 times per thread. Death results in -2 to all dice rolls for any character below Sergeant when accomplishing side objectives.
  • Captain - Grants 1 rerolls to any character, up to 3 times per thread. Grants 1 auto-success to any character, once per thread. Death results in -3 to all dice rolls for any character below Sergeant when accomplishing side objectives.
  • Major - Grants 2 rerolls to any character, up to 2 times per thread. Grants 1 auto-success to any character, twice per thread. Death results in -3 to all dice rolls for any character below Sergeant when accomplishing side objectives.

Veteran Ranks
  • Greenhorn - No bonus
  • Seasoned - Survive 1 thread. +1 to any dice roll to any character once.
  • Hardened - Survive 3 threads. All of your new characters may start as Seasoned. If your character has accumulated a Wound(s), roll 1 die for each wound. On a 4+, ignore the Wound. May only be performed once per thread.
  • Veteran - Survive 5 threads. Can prevent a character from taking a Wound. Roll 2d6 dice: on a 8+, your character takes the Wound instead. On doubles, ignore the Wound.
  • War Hero - Survive 8 threads. 2 of your new characters may start as Hardened. Your medical knowledge and sheer reputation is so bad ass that you can literally pull a character from death: roll 2d20 when attempting to resuscitate a character that has recently taken 3 wounds. On a 25+, the character is revived with 2 wounds and will be transported to safety by medics (or yourself if you wish). That character will rejoin the next thread with no Wounds. On a 40, the character is revived with 1 wound and may continue to fight on, but with a -1 to all dice roll in the thread. On a 2, the character is revived with 1 wound and may continue to fight on with no repercussions (Presumably from shock of the afterlife.)
 
Map of the Region
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Landmarks
  • Esbrett Sea : The main body of water separating Evacuria from achieving their goal of domination. Currently firmly in the hands of the Bretonian Royal Navy, but who knows for how long as the skies are filled with Evacurian planes?
  • Jula Port : The lifeline for the starving nation, Jula is home to 200 000 civilians, none of which have been evacuated due to the harsh stance of the government. While the men work the port cranes or fill the ranks of the army, the women, children, sick and infirm tend to the infrastructure or reinforce the city for the inevitable siege.
  • Rocheton : A town only 5 miles from Fort Uller, the town has been taken over by the military police and quartermasters, turning the once idyllic settlement into a fully fledged supply depot. Losing the town can be detrimental to the defense of Fort Uller, as it also houses the limited artillery assets that the 107th Division has on hand.
  • Fort Uller : An ancient fort predating almost 200 years ago, it has since been refurbished until twenty years ago where it was mothballed due to the lack of use. It was brought back into active service only three months ago since the declaration of war and now houses the 107th Division. It is where players will spend much of their time when not in combat, unless given leave to Rocheton. Though the walls are ancient, it was built to last year long sieges, now reinforced with trenchlines, barbed wires and perimeter outposts.
  • Juller Pass : The only straightforward route into Jula, it is the most anticipated route for the Evacurian armor to roll down, where they will hopefully be halted by the minefields, tank traps and pre-ranged artillery. What was once a natural hiking trail has turned into several miles of barren land, clear of any trees for additional sight range for the Marchian's guns.
  • Ilkawi Range : With the highest peak in the region of 6194 meters above sea level, heavily wooded; crossing the terrain is hazardous, even for well trained infantry, which the 107th can only field so many of, initially. Despite this, it is also the most likely route for any Evacurian Mountain Rangers to bypass the Fort, where they can wreak havoc behind friendly lines. As such, Fort Uller maintains contact with several outposts, who are often a day's trek from nearby support.
  • Milkawau Mountain : Not as tall, nor hazardous to trek as the Ilkawi Range, it is honeycombed with plenty of natural caves, which the defenders make great use off, creating a miniature ant colony within the depths of the mountain. Because of this, it is technically considered another fortress, adding to the defense of Jula. The 107th's plan to utilize this mountain by waging guerilla warfare against the invaders, using the many tunnels to appear seemingly out of nowhere and strike hard and fast.

Interested:
 

Jsc

Disney's Princess
[member="Tristar"] - So... 1937 of who's Alternate History? I see rifles, grenades, and machine guns but, are they blasters? How about AT-AT Walkers, X-Wing Starfighters, and Imperial Stormtroopers? Are their Jedi or Sith? Can I use my Factory Approved stuff in this?

#Lost
 
I- I mean. Uh.

I'm not sure if I get you there mate. But if you're interested, I can sign you in?

Please I'm so lonely [member="Jay Scott Clark"]
 

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