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New Rpg


Crimson Jester

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17th August, 1948

 

It'll be five years next month. Five long, bloody years we've been in this

 

Five is a pretty small number, contrasted to the rest of those associated with this. Thirty cities in ruins. Ninety-one ships sunk. One hundred seventy-eight planes downed. Three hundred one thousand, six hundred fifty-six men MIA. More than double that KIA. And by tomorrow, I'll be back here, writing again, scribbling out those numbers, and replacing them with the new tallies.

 

My division has been in the jungles for fifty-one days now. Well, at least what's left of the jungles. What once was revered as being a place of beauty and solace, has now become its' bitter foil. Trees and other plant life crushed and burned lines the jungle floor, speckled with the occasional human or animal corpse, in various conditions. It really goes to show how bitter our race has become.

 

I've gotten used to the smell of bodies, at least. There's some who still haven't, and boy do I feel sorry for them. Almost every day I see a group of them off in the bushes, puking their guts out. There's been lot of mental breakdowns, too. Almost every day the companies have to send men back to the psych ward at Fort Grey. Makes you feel lucky.

 

Speaking of lucky, we lost another platoon last night. They were out on a night raid, about 2km south-east, at a UE encampment. We lost radio contact with them at around 2345h, and found their bodies, along with an empty camp, this afternoon. May they rest in peace.

 

Anyways, it's getting real close to dinner time, and I think we get those fancy MRE's with the meatloaf tonight. I'll try and write tomorrow.

 

SFC. C.J. Dutkiewicz, 16th Infantry

 

 

 

Break Point

 

Since the dawn of time, mankind has known no other home but the tiny, sea-dominated planet known as Aven. Although nothing near the legendary, fictitious human home planet known as 'Earth', humanity has developed in a virtually identical manner as that in the tale.

 

As time passed, through bitter conflict, and political dominancy, Aven divided itself into six independent nations: the Republic of Dayson, the United Empire, Falkland, Byzantia, Kyrin, and Korr. The nations co-existed quite peacefully, confining conflict to their rightful waters, and generally avoiding each others' affairs.

 

Shift forward to six years ago: November 5th, 1939. The ever-suspicious United Empire got greedy. Their sweep was fast, and powerful. The Invasion was not unlike a sucker punch, lightning fast, and originating from seemingly nowhere. Aven was hit hard, and within three years, all but the secluded nation of Korr had fallen to the United Empire's iron grip.

 

The captured nations plead with Korr to act, and repel the UE, but they would have none of it. At least until the war hit home. On May 20th, 1943, four-and-a-half years after the United Empire began to sweep Aven, they invaded, pummeling the naval bases on the North Bay, and eventually invading. Within a month, the entire north shoreline had fallen.

 

Now, five years later, the war still rages on. Back and forth, with no clear victor the forces of the UE and Korr battle.

 

Will you commit to you national duty, and enlist in the Korr Armed Forces? Or will you pick up a rifle for the United Empire, and crush Korr once and for all?

 

 

The war is in your hands, recruit.

 

Index:

1. Factions

a. Navy

2. Locations

3. Advancement

4. Character Creation

5. Faction Creation

6. Gameplay

7. Rules

8. The Gamble Factor

9. Weapondex

10. The Infection

11. Staff

12. Approved Characters

13. Campaign Objectives

 

1. Factions:

Korr Armed Forces: The legendary military of the secluded nation of Korr. The KAF is divided into three branches: Army, Navy, and Army Air. Upon enlistment, you will be given the rank of Private, and shipped to the jungles in the northwest.

 

The United Empire: Equally powerful to the KAF, the UE is a battle-worn, malice-fed force that has seen nine years of combat in five nations. Upon enlistment, you will be given the rank of Private and shipped to Korr's northwest jungles.

 

a. Navy

Boats are considered an award in their own right, given for missions or as a reward of service. Boats range from small patrol poats, to wooden river gunboats and torpedo boats, to even U-boats. ((For game mechanical purposes, nothing larger is permitted because of the lack of RPing that would be in it. It could not be operated very well unless there were several players on it and working together, while something like a PT boat could be handled by one or two players and a few temporary NPCs.))

 

Boats:

-Harbour Defence Motor Launch

-Motor Gun Boat

-Motor Torpedo Boat

-Moa class patrol boat

-Fremantle patrol boat

 

Submarines:

-Type U 31

-Type U 51

 

More boats may be added later on, however I think there's plenty to go around as is.

 

Also, there is a limited number of harbor ships which are used to carry patrol and river boats across the sea, or else they would get swamped with waves or caught in storms. This is to make invasion possible. They are used only when needed, authorized by naval command and not capable of being commanded by players.

 

Custom factions may start with small navies.

 

2. Locations:

Aven Map

Korr: Korr is quite unique compared to the other nations of Aven. For one, the country consists of a single, large continent. Secondly, the regions of Korr greatly vary: A mountain range dominates the north-west; the jungles engulf the east; and plains cover the central region. The climate on Korr varies by region, with the jungles generally being warm and humid, the plains being cool and dry, and the mountains, cold and harsh. Korr is a very militaristic democratic nation, and has one major metropolitan center: its' capital, Korruhnai. Korruhnai is a large city, overlooking the Great Lake. It is considered one of the most contemporary, beautiful cities on Aven.

 

Kyrin: Kyrin is known as being the smallest and most inhospitable country on Aven. It has two seasons that can change at any time, without warning, throughout the year: severely hot, dry summers, and extreme sub-zero winters accompanied by 'razor hail'. Kyrin has a single inhabited city, named after the country. The city is small, with heavily-reinforced steel buildings. Kyrin has only a local militia, but is a very important military staging point for either side.

 

Byzantia: Byzantia is interesting, geography-wise. A ring of small, mountainous islands borders a larger island, which consists of a mountain-ringed southern half, and a flat, taiga forest north. The islands are trapped in an eternal, harsh winter, with a good two feet of snow permanently blanketing the landscape. A single Army base dominates the southern half of the main island, whilst the capital city 'Cliff Terrace', along with dozens of other small towns and villages. Cliff Terrace, the nations' capital, is built on the top of a large cliff, overlooking the sea.

 

Falkland: Falkland, located east of the United Empire, is a sea-dependant nation. Its' four islands are spotted with many small seaside towns and cities, with the two most important being its largest, 'Shale', and the capital 'Stroetz Bay'. Falkland has a mild, warm climate, with a humid, sea-water air hanging constantly. Rocky shores, and vast, rolling plains make up the nations' landscape, and the furthest north island has one of the most advanced Air Force bases on Aven.

 

Republic of Dayson: The Republic of Dayson consists of two nearly-connected islands, with two major cities: the capital of 'Westfield', and 'Hudson'. The Republic is, save for the cities, fully coated in foliage. The dense jungle has a warm, humid climate, with the occasional burst of rain. Dayson has one of Aven's most important Naval Facilities, Fort Edmonton.

 

United Empire: The United Empire: a three-nation, three-island imperial alliance. They are one of Aven's most formidable, militaristic countries, on an equal playing field to Korr. The UE is headed in the city of 'Zath', with two other major cities at 'Harem' and 'Gattenfeldt'. The United Empire has a fair climate, with optimally warm summers, and relatively mild winters. There are five major military installations in the United Empire, as well as many small towns and cities.

 

3. Advancement:

Being a military-based RPG, there is obvious room for advancement. Said advancement can occur on a single level: ranking up. The ranks are as follows:

-Private (Pvt.) – The grunts of the force. All recruits begin at this rank until proven worthy.

Perks: Springfield, SVT-40, Thompson, Type 99, Colt M1911

-Private First Class (Pfc.) – You've proved your worth as a soldier, now prove your worth as a leader to move on.

Perks: Nambu

-Corporal (Cpl.) – You've begun to display leadership qualities, and have been awarded. Continue to work hard to move up. Perks: Gewehr 43, MP40

-Master Corporal (MCpl.) – You've worked hard to get here. Now, prove you have the guts to become a Sergeant.

Perks: scoped Type 38, BAR, Walther P38, M1897 Trench Gun

-Sergeant (Sgt.) – You're battle-hardened, trustworthy, and tactically sound.

Perks: M1 Garand, Type 100, Tokarev TT-33

-Master Sergeant (MSgt.) – The cap rank for most active-duty troops. Only the best get beyond here.

Perks: Mosin-Nagant, DP-28

-Sergeant First Class (SFC.) – You've survived fierce combat, and proved that your concern is on the life of your squad as well as your own.

Perks: StG44

-Staff Sergeant (S/Sgt.) – You're on the last no-commissioned rank. Keep it up, and you'll become an officer!

Perks: PPSh-41, MG42

-Second Lieutenant (2Lt.) – The first officer rank. 2nd Lt.'s are the key branches between executives and ground forces.

Perks: M1A1 Carbine, FG42

-First Lieutenant (Lt.) – You've got quite the pair to make it this far. Command of a Company is soon in your hands. Perks: Kar98k, M2 Flamethrower

-Captain (Cpt.) – One of the most well-known ranks in the world, and for good reason. You've got a tactically perfect mind, keen senses, and an uncanny ability to keep people alive.

Perks: Colt Python

-Major (Maj.) – The last active-duty rank. Finish this, and you're off the battlefield.

Perks: Browning M1919

-Colonel (Col.) – Welcome to the back lines, soldier. You've completed frontline duty, and now the lives of troops are in your hands.

Perks: N/A

-Brigadier General (Brig. Gen.) – The second-highest rank you can attain. You have seen many battles, and have the scars to prove it.

Perks: N/A

-General (Gen.) – You are the best of the best. Congratulations.

Perks: N/A

 

In order to get promoted, you must show prowess and dedication to the RPG. You will be contacted by a GM upon promotion. NOTE: Ranks Colonel and beyond have no new weapon perks, though, there will be special opportunities for high ranks.

 

4. Character Creation:

In order to join, you must fill out a profile, and PM it to me. Profiles are as follows:

Name:

Age:

Affiliation: (only Army branches of each side are available at this point

Squad Role: (Choose from: Rifleman, Medic, or Submachine Gunner. Machine Gunner, Demolitions, Squad Leader, Marksman will become available as you unlock more weapons/ranks)

Main Weapon: (Choose between an unscoped Springfield, a SVT-40, a Thompson, or a Type 99)

Sidearm: (Colt M1911, until you earn a new one)

Appearance:

Bio:

 

5. Faction Creation

In Break Point, players are given control. Though you may join one of the two opposing armies, you may also create your own small faction, whether it be a guerrilla group, supply runners, or anything else you can think of. If you'd like to create a faction, fill out this form, and PM it to me.

 

Faction Name:

Type: (Guerrilla, supply runners, etc.)

Roster: (How many PCs/NPCs you have. NPCs must be in reasonable number)

Location: (Include a facility)

Armament: (Again, be reasonable. You wouldn't have tanks, gunships, bombers, etc. Try and be creative.)

Description: (Goals, funding, how it was founded, etc.)

Affiliations: (Other factions, existing or custom. Explain the affiliations.)

 

6. Gameplay:

Gameplay is like any other RPG you'd encounter. Here's a quick refresher:

'IC' for in-character, role-played portions, 'OOC' for out-of-character discussion. Read the rules for more information.

 

As well, being a war RPG, don't go doing anything overly heroic and stupid. Your character will promptly be killed.

 

7. Rules:

-Use IC/OOC, and use them properly. If not, you're gone.

-No god-modding. You aren't superior to anybody else, and I will gladly prove that to you.

-Don't kill other player's characters, or I'll have to kill yours.

-Don't use other player's characters for anything major without prior permission from said player.

-Just because you're higher rank, doesn't mean you're a freakin' superhero. You have the same abilities/strengths as anyone else. Go abusing your status, I'll abuse you.

 

 

8. The Gamble Factor:

The Gamble Factor is a significant, unique factor to Break Point. Being a war buff, I strive on the most realistic text-based war experience imaginable. Thus, the Gamble Factor was born.

 

Now, you might be wondering what this means to you, as the player. Here's the low-down: In a real combat situation, extreme cases of heroism and bravado generally hang with heavy consequences. The loss of a limb, blindness, even death; all have been paid. This knowledge in tow, you must make many war-changing decisions, ones that could involve sacrificing your own life. Make your choices carefully.

 

9. Weapondex:

Rifles:

-SVT-40 (Private)

-Gewehr 43 (Corporal)

-M1 Garand (Sergeant)

-StG44 (Sergeant First Class)

-M1 Carbine (Second Lieutenant)

 

Bolt-Action Rifles:

-M1903 Springfield (Private)

-scoped Type 38 (Master Corporal)

-Mosin-Nagant (Master Sergeant)

-Kar98k (First Lieutenant)

 

Submachine Guns:

-Thompson (Private)

-MP40 (Corporal)

-Type 100 (Sergeant)

-PPSh-41 (Staff Sergeant)

 

Machine Guns:

-Type 99 LMG (Private)

-BAR (Master Corporal)

-DP-28 (Master Sergeant)

-MG42 (Staff Sergeant)

-FG42 (Second Lieutenant)

-Browning M1919 (Major)

 

Handguns:

-Colt M1911 (Private)

-Nambu (Private First Class)

-Walther P38 (Master Corporal)

-Tokarev TT-33 (Sergeant)

-Colt Python (Captain)

 

Miscellaneous:

-M1897 Trench Gun (Master Corporal)

-M2 Flamethrower (First Lieutenant)

 

If you have a weapon in mind not features here in the Weapondex, you may PM me, and request for it to be added. NOTE: Not all weapons listed are available immediately. Refer to 'Advancement' for details.

 

10. Staff:

-Crimson Jester, GM

-Spink, Moderator

-Unit#EXFT, Moderator

 

11. The Infection

Recent field reports have brought to attention the United Empire's human experimentation, resulting in a bodily fluid-transferable infection. Symptoms are as follows:

-Hour 1: Pain and discoloration (brown-purple) of the infected area. Immediate clotting of the wound (provided the infection came from a wound).

-Hour 5: Fever (99-103F), chills, slight dementia, vomiting, and acute pain in the joints.

-Hour 8: Numbing of extremities and infected area, increased fever (103-106F), increased dementia, loss of muscular coordination.

-Hour 11: Paralysis in the lower body, overall numbness, slowed heart rate.

-Hour 16: Coma.

-Hour 20: Heart stoppage, zero brain activity.

-Hour 23: Reanimation.

 

The Infection can happen to anyone. If you or someone you know has become infected, report it to your superiors immediately.

 

12. Approved Characters:

Korr Armed Forces:

Crimson Jester:

Name: Sergeant First Class Colt James Dutkiewicz

Age: 26

Hometown: Korruhnai, Korr

Affiliation: Korr Armed Forces, Army branch

Squad Role: Rifleman, Squad Leader

Main Weapon: STG-44

Sidearm: Tokarev TT-33 handgun

Appearance: 6'2", 215lbs. blue eyes, short-cropped dark brown hair. Has a scar trailing down his right cheek from the inner corner of his eye. Well-built, with a strong jaw, and battle-worn face.

Bio: Colt was born in Korruhnai, Korr on May 20, 1922; he had an immense fascination with military ever since he was a boy. Upon completion of high school in 1940, Colt enlisted with the KAF, and completed training in Fort Grey, by Lesser Lake. After 3 years of service, he was put on the frontlines in the Korr Bay, where he served for 3 years, before being sent to the East Korr Theater, where he has served frontline since.

 

The United Empire:

 

Westfield Liberation Front:

 

Byzantia Home Guard:

 

13. Campaign Objectives:

Here is where you'll see any and all current objectives for both sides of the war. It includes individual positions, character status, and waypoints.

 

Objective Map

 

KAF C 'Charlie' Company, 12th Battalion, 82nd Regiment, 16th Infantry Division:

- Exit your tented quarters and meet with SFC. Dutkiewicz in the Command Tent.

 

UE A 'Alpha' Company, 2nd Battalion, 107th Regiment, 31st Infantry Division:

- Locate 2Lt Westerly, who's currently a half-kilometer north of your position, in an abandoned farmhouse.

 

Questions, comments, concerns?

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CJ, this looks like an absolute travesty of an RPG. It will never make it past any of the Judges and would fail miserably if it did. With that said:

 

I am so dang excited for this!

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