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Valor

Original poster
LURKER MEMBER
FOLKLORE MEMBER
Posting Speed
  1. 1-3 posts per week
  2. Slow As Molasses
Writing Levels
  1. Advanced
  2. Prestige
  3. Douche
  4. Adaptable
Preferred Character Gender
  1. Male
  2. Female
  3. No Preferences
Genres
Romance, Science Fiction, Modern, Fantasy
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A Roleplay by Valor
Co-GM(s): ERode & Click This


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You are greeted by a blonde haired woman standing beside the counter, blue eyes piercing inquisitively towards you. The room is vibrant, with many strangers sitting among different sections of the clean establishment. Do not allow your surroundings to fool you, the bright lights and warm colors begging you to accept the illusion that this is just an ordinary bar. You know where you are. By stepping foot into the room, you have entered the lion's den... the AFTERLIFE.

The Afterlife is a small bar that exists among the slummy ghettos of Valhalla. It is a cover, one of the many establishments that shelter the resistance. Each of its patrons are soldiers in the organization, with those that work the counters the critical support personnel to keep the unit running. One of the many safehouses and bases for the FEARLESS, the Afterlife is home to many of the city's most ruthless and capable resistance fighters. Here they relax, plan and prepare for the violence yet to come...

Your wandering eyes are brought to attention by the bartender, who beckons for you to take a seat at the bar. "We've been waiting for you. The name's Jill." She remarks plainly, "I hope you enjoy your time here." Before you can say anything, she pours you a glass of your favorite drink, placing a manila folder on the counter in front of you.


What is it with manila folders lately?

"News from the front. Suggest you update yourself first."


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F E A R L E S S - is a dystopian-fantasy action roleplay set in the city of VALHALLA. You are the member of the FEARLESS, a resistance group that seeks to dismantle the Ecclesian Government and uncover the truths to the past. Accomplishing missions for this underground organization, you will work with other agents to accomplish missions and evade the ever watchful eye of the PALADINS, an elite group of hunters tasked with eliminating the resistance.
V A L H A L L A
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Yet somehow, humanity refused to die . . .

Cowering in fear, we sealed ourselves behind tall walls that reached so desperately towards the sky. Surrendering ourselves to this, the last of mankind gave what little reason they had left to radicalism. We embraced autocracy and religion as our saviors. The new government now controls every aspect of life, from where one works, to whom one should marry and even when and how somebody should die. People forgot long ago what it was that they feared beyond the walls, what evil creatures lurked beyond. They willingly give up their rights, their freedom and their love to be protected by which they cannot even remember.

The new government is brutal in their enforcement. Police suppression, murder and even genocide have become justified in order to protect the life we so desperately cling to. Those that control the government laugh at those that suffer beneath their heel. With every action, they rip away the humanity of those that they control. The people sit idly, convinced that the government protects us from the monsters we so vividly fear.

But we haven't been fooled. We are the FEARLESS, those that do not fear the unknown. We will free this world, even if we must tear this false utopia asunder. The damned fools, the only monsters you were supposed to fear are locked in these walls with you.

But don't worry, things will change very soon . . .



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T H E - F E A R L E S S
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The FEARLESS are an organized resistance group that are actively working to dismantle the Ecclesian government. Spanning several thousand members, the resistance group had once led deeply undercover lives, using espionage and other strategies to thwart the government at every turn. It was clear for many years that they would be unable to resist the government in the open, the strength disparity between the resistance and the government being simply too great.

This changed with the arrival of the NOAH, a group of genetically modified orphans that were concocted through the government's ill-intended attempts to create superhuman augmentations. Dabbling in twisted science and the occult, the NOAH were the result of numerous, terrible experiments that cost the lives of several million subjects. The NOAH are a generation of incredibly powerful humans, often seen as the next step of human evolution.

Despite their powerful abilities, they were deemed uncontrollable by the state and sentenced to summary execution. Of the two thousand NOAHs that once existed during the ORACLE PROJECT, only a small fraction of that number remain, with the few left being hunted down by the government.

Realizing their potential, the resistance quickly took these children in, raising them into members that would help them enact their mission of bringing down the Ecclesian government and reestablishing a republic. With the help of the NOAH, the power balance between the two factions were quickly evened out.


Now, the FEARLESS plan their major offensive.

T H E - A F T E R L I F E
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The Afterlife is a small bar that exists among the slummy ghettos of Valhalla. It is a cover, one of the many establishments that shelter the resistance. Each of its patrons are soldiers in the organization, with those that work the counters the critical support personnel to keep the unit running. One of the many safehouses and bases for the FEARLESS, the Afterlife is home to many of the city's most ruthless and capable resistance fighters. Here they relax, plan and prepare for the violence yet to come...

Staffed by intelligence officers, medical personnel and informants, the AFTERLIFE is capable of directing resistance military forces during combat operations.

AFTERLIFE Operatives are issued steel briefcases that hide their disassembled weapons inside. Although the resistance has many different ways of concealing their weapons in public, AFTERLIFE units prefer to use the steel briefcase, which allows them to pack larger weaponry in public spaces. Though this comes with a greater risk of being discovered, the intelligence officers work tirelessly to plan for these contingencies.
N E W - E C C L E S I A

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The People's Federation of New Eccelsia, or NEW ECCLESIA, is the autocratic military state in control of VALHALLA. They are ruthless, powerful and infinite. They utilize religious extremism, propaganda and cult of personalities to control the uninformed masses. Controlling all aspects of life, they actively seek to squash any form of resistance to their rule.

Although human, they frequently enact terror upon their own population - utilizing mass genocide, internment and torture to control the city. There is no semblance of individualism within their strict moral code that favors only the strong.

Their military is organized into several wings: the Clerics, the Paladins and the Praetorium. It should be noted that the few in control of the military also control the entire city. Their power had once been indisputable, but even the Ecclesians begin to worry about the growing threat of the resistance.



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T H E - N O A H

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The NOAH, are a group of genetically modified orphans that were concocted through the government's ill-intended attempts to create superhuman augmentations. Dabbling in twisted science and the occult, the NOAH were the result of numerous, terrible experiments that cost the lives of several million subjects. The NOAH are a generation of incredibly powerful humans, often seen as the next step of human evolution.

Despite their powerful abilities, they were deemed uncontrollable by the state and sentenced to summary execution. Of the two thousand NOAHs that once existed during the ORACLE PROJECT, only a small fraction of that number remain, with the few left being hunted down by the government.

The powers that the NOAH command are known as ELEGANCE and take many various forms. Sometimes they are non-combat skills such as clairvoyance or the ability to see through walls. Other times they are direct combat abilities, the ability to summon and wield large weaponry or channel the elements as if they were an extension of themselves.


It is an undisputable fact that the NOAHs are the resistance's trump card, the only hope they have against the military power of Ecclesia. However, their skills are often incredibly specialized, only able to work under certain environments. A combat NOAH that relies on ranged attacks, may have difficulty fighting in close range while another may have difficulties subduing enemies silently. As such, they are often accompanied and supported by other members of the resistance.

While the NOAH can and often do wield weapons, they generally do so with less finesse or dexterity than their allies. Unless their ability directly augments their physical weapon capabilities, they lack the many years of experience that other members of the resistance have.


Class Rules:
NOAH must be between ages 17-24 due to the timing of the ORACLE Project
NOAH must be highly specialized, they are either ranged, melee if combat or have some sort of flaw. They cannot be combat all-rounders.
NOAH can wield a limitless variety of abilities. Please be creative and ask a GM to approve your ability if you believe it to be too powerful.
NOAH do not have any memories of their life beyond their genetic modification. Some believe that they were not born through conventional means.
T H E - R O N I N

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The RONIN are the military arm of the resistance. Consisting of military defectors and veteran guerrilla warfighters, the RONIN serve as the "Special Operations Forces [SOF]" for the resistance. Armed to the teeth with a vast arsenal of illegally procured weapons, the RONIN handle the most dangerous of missions for the organization. Before the arrival of the NOAH, the RONIN acted as the only defense against the strength of the Ecclesian army.

Vastly outnumbered and outgunned, no RONIN serves long without losing the majority of their comrades in the line of duty. As such, many RONIN are often afflicted with extreme psychological trauma. They have seen first hand what the Ecclesians are capable of, yet they continue to give their lives in service to the cause.

Veterans of many engagements, the RONIN are highly experienced warriors and often serve as both the mentors, leaders and bodyguards for their allies.


Class Rules:
RONIN are generally 18 years of age or older, with more experienced members being 25-30. After 40 they are no longer eligible for the role and fill support positions instead.
While they are armed with a variety of bows, swords and explosives, they are most often seen using firearms.
They do not possess Elegance and therefore cannot do anything outside the realm of mankind.
The RONIN can be combat all-rounders, or specialize in certain methods of combat.

T H E - S E R A P H I M

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The SERAPHIM are the support units within the resistance. By far the broadest of the three, the SERAPHIM include intelligence officers, hackers, combat medics, spies, technicians and other auxiliary personnel necessary to the function of the organization. High intelligence, charisma and technical knowledge are usually required for SERAPHIM team members.

The staff in the AFTERLIFE comprise the duties of the SERAPHIM. While their roles are non-combat in nature, they often find themselves accompanying the NOAH and RONIN into combat in a supportive role. On-site medics, spies and combat hackers are just a few positions that see themselves constantly in the line of fire.


Class Rules:
The SERAPHIM are the most broad of the three classes, encompassing the "OTHER" category of classes.
Having the most freedom, the SERAPHIM can be of almost any age, with some official spies being as young as 12 years old and as old as 85. Field operatives are generally between 18-30 years old, however.
SERAPHIM generally display extreme levels of intelligence or education.
SERAPHIM can use whatever weapons they wish, though they generally stick to firearms because they are easiest to learn.



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T H E - C L E R I C S

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The 107th Special C L E R I C Division "Black Knight"

The CLERICs are the military police forces that exert governmental control over Valhalla. Well-trained, large in number and highly disciplined, the CLERICs are the main fighting forces utilized by the government to control the masses. Although comprised of rank and file forces, the CLERICs are incredibly diverse, including more elite special reaction teams to supplement the lesser trained personnel.

Most CLERICs serve as little more than lower ranking law enforcement, police officers controlled by the government to exert suppression and fear tactics on the population. While these CLERICs prove easy for the resistance to overwhelm and ambush, the special response teams commanded by PALADINs are generally of a much higher caliber.


Equipment and Training:
The CLERICs are incredibly diverse, meaning it is impossible to tell what sort of resistance they will put up.


Most CLERICs serving in basic law enforcement are lightly armored, if armored at all and are generally limited to a semi-automatic firearm. (Think your average police officer, just far more fanatical.)

CLERICs that serve in special roles such as the PALADIN's special assault teams, or elite bodyguards for the Praetorium receive advanced training and equipment. These forces can be heavily armored and wield anything from swords to heavy ordnance.
T H E - P A L A D I N S

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The PALADINs are an organization of Imperial Knights founded by her Royal Majesty, Praetoriess Aurora von Emmeria of the The People's Federation of New Eccelsia. Originally tasked with the direct protection of the Praetoriess, the Imperial Knights have recently seen a surge of numbers, funding and an expansion to their mission.

Becoming the dedicated, "Anti-FEARLESS" organization, they have been placed at the forefront of destroying the resistance and, more importantly, hunting down any surviving NOAH that exists within the Federation. They are ruthless, highly skilled and hand-selected from the most elite of the CLERIC divisions.

Given a weaker version of Aurora's mutational strain, each of the PALADINs have light genetic modifications that allow them to wield medieval era arms with great finesse and dexterity. Their large shields are coated with secretive armor properties that make them resistant to both small arms and many abilities fielded by the NOAH.

Upon confronting a PALADIN, many resistance members opt to retreat than to engage directly, the latter often resulting in a swift death to those who face them.

T H E - P R A E T O R I U M

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The Praetorium are a secret organization comprised of the most powerful members in the People's Federation of New Ecclesia. Contributing to their secretive nature, nobody is sure just how much the Praetorium influence the government, or if they even exist at all. They are assumed to be highly dangerous, far more so than the PALADINs that they command.

Resistance Intelligence has estimated that there are currently six members in the Praetorium.
It is believed that the elimination of the Praetorium would lead to the complete collapse of government control.


It is assumed that PROJECT ORACLE was intended to solidify the strength of the Praetorium by utilizing the successful mutational strains derived from the NOAH to genetically modify these key members into superhumans. It is unknown whether the genetic modifications were a success, but judging that these members have not yet died, it should be assumed that these experiments were met with success.

Currently, only three identities of the Praetorium are known:
His Majesty, Praetorian Alexander von Emmeria, King of Ecclesia (Center Right)
Her Majesty, Praetoriess Aurora von Emmeria, Princess of Ecclesia (Center Left)
Lord Commander Vaskus, Grand Field Marshal (Far Left)








 
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Pheeew, that took a while! Please do tell me if I need to change anything.

I hope your character isn't going to try scaring Victoria. How dare you frighten a blind girl. xD
 
With the new information coming to light, I can already see some useful information my young, old man could fill people in on. With his status of a little over 18 years spent within the Military. Certainly he would know protocols, patrol patterns, guard patterns, etc decently well. Since he was a high scoring cadet for combat and tactics.

Should be nice to at least have a logical reason why FEARLESS can pull off some of the attacks and raids they can. After all, having someone who switched sides, after the life Andre lived, is almost as good as getting a hold of every field manual possessed by New Ecclisia.
I should have made my sniper more snarky like a Han Solo type, with his and her experiences differing could have made for some good banter.
 
It certainly could have. The two should make a good pair however. Where Sarge specializes in door kicking, close-mid range fighting, and overall brutality, and ruthlessness. Your own character is much the opposite cool, calm, and set for long range. Though I'm sure he'd be happy to offer training. After all, it's not like he has much else to do in his free time, and oh how he adores to drill people into new combat methods.
 
That moment when you finally realize what you were forgetting, a theme! Forgot to give my guy a theme *facedesk*

And it seems I've been remiss in considering possible character interactions, which is a damn shame indeed.
 
Oh worry not, we have plenty of time to figure out character interactions. After all, this should be a very lengthy roleplay, not something set to be accomplished or completed as a story within a few weeks. At least that's my take on it.
 
Yeah he likely would, what's rather funny is my sniper, minus the burns looks like a Paladin. Maybe she's a sleeper agent, dundundun.

But yeah, learning some in close skills may do her good, on the other hand she might could teach him some tricks given her focus vs his.


Also yeah there should be the possibility to form some unique interactions. One I was eyeing was with the NOAH that dislikes humans. If she goes on about how they suffered or that normal humans have it too well, sniper might just laugh, pull down her mask for the Charbroil show.
 
Meh, I don't reckon Andre is smart enough to be afraid of a paladin. If he anything he probably believes he would have been one, if he hadn't killed his entire squad, and rescued the children of those opposed to New Ecclisia. After all, he was one of the best scoring soldiers for combat and tactics of his entire class of forty. So certainly might be interesting to see the two exchange opinions, and knowledge. I will say though, I'm already interested in killing a paladin to acquire their equipment, would certainly fit the breach and clear roll my character loves.
 
I don't think either of our Ronin are smart enough to be afraid of a Paladin, to be honest. Andre because of his past training and experience, Ansgar because of his desire to kill as many important figures in New Ecclisia as possible, and taking the head of one of the Paladins (Probably figuratively) would fit in there just fine. Add in his lack of concern for his own life, and it works rather well. Oh, and edited in a song that I personally found fitting, sure as sure.
 
Erja would likely be a toss up there, maybe she'll have some HK-47 style quotes on how to deal with them at range or with traps, refusing to fight them straight on.

On the other hand she might not fear them either so much as the rank and file soldiers given the potential of a swarm, or Grenadiers.

Ultimately depends if their Armor is better quality than some modern Day APC's. Not sure how I want her reaction to be, but the HK-47 route sounds more interesting.
 
Social outlooks is not Victoria's style. Its unlikely many people outside of a few Seraphim and likely Tia know much about her on a personal level. She also would likely make alot of FEARLESS's new technology.
 
Realistically, I doubt many things could stand up to a PTRS-41, if employed at proper ranges. Certainly as a sniper it works, but from less than 100m it's more than likely to rip through any armor created that soldiers can wear. After all, from 100m it's rated to penetrate 40mm of steel. So really, much like the Desert Eagle, or the Barret 50.cal, it's meant to be employed at close range, to stop vehicles.

For example there is the old training video they showed British soldiers with their anti-tank rifle, which was to get as close as safely possibly, and fire at the armor. Hoping to penetrate the thin sides, or weak points of the front. Along with not hitting angled plates, as it increased the likelihood of a ricochet happening.
 
Just goes to show you that sometimes, just cause its older doesn't make it any less dangerous. I personally would be terrified if someone was sitting up in some building, firing off rounds capable of punching through 40mm of good, proper steel. Since 100m is roughly a football field away, give or take a bit for conversions, thats still a pretty decent distance against infantry and light vehicles. Even swarms of Clerics might be wary since, well, who wants to be the first to die to an unseen sniper? One that can punch through armor handily.
 
Yeah, it's being used right now with much the same effect among Novarussia forces in Ukraine, even revived the concept of newer versions of the Rifle in China and Russia. Would be interesting putting the sniper in CQ to take out pinpoint targets, the trainer likely will come in handy for that.
 
It would be nice change of pace to have a fire-team marksman for once, though, rather than Archer on a skyscraper sniping all the way across town.
 
It would be nice change of pace to have a fire-team marksman for once, though, rather than Archer on a skyscraper sniping all the way across town.
Technically that's more of where she's suited, the SVD is mostly used in a squad support role. She would likely need some time working with a team, but the SVD is more ideal in a support or suppression role. The PTRS is also more useful in close. So she'll likely end up in the spot of a marksman, while pulling some traditional Sniper missions a bit like the sniper in Saving Private Ryan.

Nb4 death by Tank.
 
sniping all the way across town.
Who needs to snipe across the 'town' if instead you can just set the entire place on flames ^w^?
 
Why be accurate when buckshot exists?
Some people have a problem with collateral damage.


I say that those people should heed the saying "God knows his own."
 
Ya'll think to much. Just stab them, a lot. Or cut them to pieces, either or. Accuracy and damage in one good cut.
 
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