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Introducing faction: Marauders

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Introducing faction: Marauders
Offline ErikLera
03-09-2011, 03:38 PM,
#1
Member
Posts: 42
Threads: 11
Joined: Nov 2010

Introduction:

Marauders are a spacefaring, cannibalistic tribal community drifting around stolen ships constantly looking for new prey to raid, crew to slaughter, rape, eat and sell to slavers in return for ammo and various goods such as cardamine and other stimulants. Effectively they're a pirate faction but unlike most credit lovin pirates, favour only fresh flesh supply to support their psychotic tendencies. They've been known to raid space stations and planets also but are generally found lurking all around the great vacuum of Sirius.

[color=#990000]Origins/Background:

Origins are so far unknown of this relatively new group. No indication yet shows that they've come from some influence outside Sirius. More tend to think of them as a byproduct of constant war and bioengineered experiements going on in the most obscure of places. Some Coronado scientists, having already studied their behaviour around Barrier Gate and gathered reports from outerworlds, seem to have concluded some facts about them.
"Wherever it all came from, it must've started with one seriously ill man slowly turning whoever he met as similar subjects to his insanity..."

[color=#990000]Current factors:

Marauders are hostile to everyone with the exception of some Coronado officials from Barrier Gate Station.
Viewing anyone as potential prey nonetheless, they're offered a safe supply dock to buy and restock ammo from there. Barrier Gate people aren't particularly keen to having this but from a purely scientific and military perspective, it was decided the best way to learn more about their tactics and inform the general public.
Seeing as it's the only "safe" place Marauders can land on, their zone of influence spans wherever there's flesh to eat and ships to plunder/capture to keep ammo supplies up. Marauders also have one very special relationship with Salvers since the latter provides them with remote ammo convoys in exchange for freshly captured victims to be sold as (fairly unspoiled) slaves.

Growing upon each raid, Marauders force a few select victims to watch their horrific performances on relatives, effectively turning them just as psychotic and bloodthirsty killing machines as the rest, with no return. Victims begin to show changing symptoms by inflicting large ammounts of pain to themselves with sharp metal parts usually found onboard, or given by amused Marauders. Most metal parts end up sticking out from all places, the victim's faces being most heavily cut and modified to make their former-self barely recognisable.

The Marauder fleet grows pretty much the same way, heavily modifying each of their raided ships with the blood and corpses of their victims and adding larger pieces of metal in areas used for ramming other potential victim ships with. Ramming is one integral part of Marauder tactics, as well magnetic grappling hooks, assault pods and spacesuit divers downright throwing themselves on the hard hull with laser cutters.
The Marauder fleet is comprised of all vessel types, from fighters to transports, to most favoured gunboats. There hasn't been report of any Capital size ship assaulted and succesfully captured by Marauders yet, but surely is only a matter of time until one cruiser captain underestimates them too far or numbers faced are too great. For weapons, Marauders simply use whatever found onboard captured ships. As infantry onboard, they rely heavily on melee weapons, powerbows, crossbows, as well any fancy found firearms.

[color=#990000]RP Ruleset:


"Marauders don't demand anything, their relentless screams and groans heard in all open channels indicate they'll just take whatever comes their way, if they're hungry..."

- Barrier Gate Scientist-

Marauder ruleset will primarily make use of diceroll calculations to dictate a lot of actions each of us take, seeing as we're a very unstable bunch and hostile to everyone, but first of all, here's a list of what Marauders can and can't do and have to follow by the letter:

-Can attack and board anyone within RP + diceroll result. (*)
-Cannot use ships larger than Gunboats but can use all Transports as well as fighters/bombers.
-Can only use Pirate ID and noIFF name.
-Cannot trade or escort traders with the exception of Slavers.
-Cannot fulfill bounty countracts.
-Cannot land on any bases except Barrier Gate.
-Can fly anywhere in Sirius.
-Must stick to their captured ship's native weaponry unless RPing in new weapons from raided ships.
-All diceroll rules MUST be applied at all times.
-Can ram other ships to simulate RP ramming effects. (Admin advised rule only)
-Can only recruit new members through RPing a raid successfully and turning half the crew.
-Remember ALL SHIPS are potential prey, dicerolls must be thrown for ALL encounters, even Slavers or Zoners around Barrier Gate.

Diceroll rules:

Bloodlust:
-When coming close (1k) to your first potential prey upon login, diceroll MUST be thrown to determine your bloodlust lvl and chance at berserking your target.
1st encounter: 2+ for success, if fail, move along.
2nd encounter: 3+ for success, if fail, move along.
3rd encounter: 5+ for success, ", ".
4th encounter: 6 for success,", ".

Boarding:
Upon succesful berserk, your crew's bloodlust is surging! Longing screams of pain and sweet taste of fresh guts! You must now evaluate boarding tactics. Begin by RPing grappling hook and assault actions to your prey and play whatever monstruosities you feel like preparing them for.
Then dicerolls are as followed ONLY if the prey RPed having armed security forces onboard:

-Roll twice. Add roll 1 to roll 2 to get your score.
-Now your prey must roll 2 dice also and get a higher score to successfully repel your boarding party.

HOWEVER, some modifiers could get applied depending on how many Marauder ships there are and how big, as well as how big their prey is relatively, for ep:
-If 3000+ cargoTrans, VS ,3000+ cargoMarauderTrans: No Modifier.
-If 1000 cargoTrans, VS , 3000+ cargo MarauderTrans: +4 modifier for Marauders (1000 cargo = 2 dicepoints)
... (to be refined)

For good measure, here is an example of RP/Dice behaviour during your typical Marauder encounter:
1/ Bloodlust roll success.
2/ RP berserk monstrosities in semi-understandable english to let your target know he's about to be boarded and thourougly ***-raped if they don't comply to your demands.
3/ RP the Captain to hand himself over to be turned into one of us, never to return, or RP he hands over half his crew to us instead. (*)
4/ If compliance is met we leet the ship go.
5/ If not we start by ramming the ship.
4/ Spam train cd if he tries to get away and shoot him down entirely if he keeps trying.
5/ RP some boarding procedures.
6/ Wait for some sort of RP response from prey about prepping his own security forces onboard.
7/ If not, start RPing boarding action monstrosities. If yes, attempt Boarding rolls.
8/ If unsuccessful, let the prey go. If successful, RP boarding action monstrosities.
9/ When finished, RP your men to set the ship on autopilot back to wherever it was going, in all its glorious and gory testimonials inside for all the civilised world to see, and fear.

(*) I wouldn't force it on any player to join our group, if a captain is "forced" to join us inRP to save his ship and crew (and rl time) but doesnt really want to join our faction, understandibly, we can always RP his escape, but he wouldn't be able to interact with us in that system for the next 2 hours, nor be able to call in on anyone to perform any form of retribution during that period.

Admin Ruling proposals:

Im holding admin attention for ramming other ships using transports only as an officially allowed RP rule for Marauders?

-------------------------------------------------------------------------------

Thanks for reading! Feedback is welcome.
Marauder Faction still has a long way to go.
Contact me ingame:
x]M[x-Sordid
Erik_Lera
Lera's.Heel

[Image: sheelcopycopy.gif]
Lera's Heel, Rall's Temper, Erik_Lera, x]M[x-Sordid
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Offline Dusty Lens
03-09-2011, 03:43 PM, (This post was last modified: 03-09-2011, 04:57 PM by Blodo.)
#2
Member
Posts: 6,664
Threads: 438
Joined: Dec 2007

Dude. For serious. Ditch the Zoners and move to Barrier Gate. OSI would rather have you hunting them than living on a Freeport. I kid you not. I will find their representative who would love nothing more than for you lot to hunt them down.

Also the phantoms say thanks for editing them out ^_^
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Offline ErikLera
03-09-2011, 03:49 PM, (This post was last modified: 03-09-2011, 04:57 PM by Blodo.)
#3
Member
Posts: 42
Threads: 11
Joined: Nov 2010

' Wrote:Dude. For serious. Ditch the Zoners and move to Barrier Gate. OSI would rather have you hunting them than living on a Freeport. I kid you not. I will find their representative who would love nothing more than for you lot to hunt them down.

Also the phantoms say thanks for editing them out ^_^

Alright, ditched in ninjaedit. :P

You're welcome.

[Image: sheelcopycopy.gif]
Lera's Heel, Rall's Temper, Erik_Lera, x]M[x-Sordid
Reply  
Offline fencore
03-09-2011, 03:55 PM,
#4
Member
Posts: 1,585
Threads: 322
Joined: Jun 2010

Actually, Mr. Lens is absolutely correct.

Frankly, with OSI holding domain over FP14, it makes very little sense for a cannibalistic, angry, hateful, bloody, vengeful, and downright mean group such as yourself to base off of our station. Bad for business, you know? But eh, it's a Freeport, that part I can live with.

In my humble opinion, Barrier Gate would suit you better, though. It's seedy, but lies on a well-traveled route. You'll probably have more activity from that end than you will out in Yukon. It'd give you room to take some shots at us, too. OSI, while I suppose properly displaying Zoner diplomacy, has no enemies. We've got nobody coming after us, and traditional pirates generally leave us alone. It'd be lovely to have some sort of adversary. Our boys have it too easy.

My only real complaint is that it's a port of the Reavers from Firefly. Make it your own, throw your own personality into it. Otherwise, you're just another import faction. I look forward to seeing y'all in game, though. Perhaps I'll be pleasantly surprised.

Edit: Yeup, just got ninja'd
  Reply  
[Cerberus] Illusive Man
03-09-2011, 03:55 PM,
#5
Unregistered
 

Can't wait to see you ingame. So that I can blow you up.:cool:
Reply  
Offline ErikLera
03-09-2011, 03:59 PM,
#6
Member
Posts: 42
Threads: 11
Joined: Nov 2010

' Wrote:Can't wait to see you ingame. So that I can blow you up.:cool:

That's the spirit! Worse we could do is bring in more cannon fodder!
We're suicidal maniacs ok!?

[Image: sheelcopycopy.gif]
Lera's Heel, Rall's Temper, Erik_Lera, x]M[x-Sordid
Reply  
Offline Seh'ect
03-09-2011, 04:28 PM, (This post was last modified: 03-09-2011, 04:28 PM by Seh'ect.)
#7
Member
Posts: 140
Threads: 14
Joined: Apr 2009

To be fair when I saw your other thread asking about the idea I thought helllll no. And made some "jerkish" comment about corsairs.

So I am going to apologize. This looks like it could be loads of fun.

So sorry.

Good luck, with this.

Just don't get over zealous. No point getting into trouble before you get anywhere.

P.S Would love to encounter you lot.

[Image: rankup.png]
  Reply  
Offline Blodo
03-09-2011, 05:00 PM, (This post was last modified: 03-09-2011, 05:01 PM by Blodo.)
#8
No Pilot
Posts: 2,852
Threads: 128
Joined: Jan 2008

Aaaand thread cleaned. Yes, already. Certain people will find themselves really surprised when they log into the forum soon.

Moderator actions aside. I like the approach, I have never yet seen a faction - or any person for that matter - who would try to bring in dice mechanics into ingame to roleplay scenarios. I really want to see actually how this is going to work in practice, because it sounds like tons of fun actually.

Quote:Im holding admin attention for ramming other ships using transports only as an officially allowed RP rule for Marauders?
Don't worry about this. That rule is basically obsolete and will likely be removed very soon.
  Reply  
Offline Tomtomrawr
03-09-2011, 06:10 PM,
#9
Guardian of the Void
Posts: 3,224
Threads: 242
Joined: Nov 2007

I'm curious as to how you're going to overcome the requirement to demand credits or cargo before destroying a trader when using the Pirate ID. You couldn't go straight into boarding and possibly destroying their ship without making a demand that matches the ID, and I don't think that dice system would overcome the lack of a demand.

Apart from that: Reaverreaverreaverreaverrevear.

[17:45:39] Wolfs Ghost (Murphy): Tom, you have problems. Go kill yourself.
[19:25:12] Johnny (Jam): Tomtom, I will beat you with a spoon.
[14:22:56] Prarabdh Thakur: KILL HIM WITH A SHEEP.
[17:40:48] Eagle (Junes): Tom should be slapped with a spoon.
[11:32:18] Warspite: Thank you for being so awesome Tom. <3
[18:17:36] Metano: I love you tomtom
[20:06:24] Warspite: I will seriously give you epic head.
' Wrote:Edit: also, Tomtomrawr, fappin' like a boss.
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Offline Jeremy Hunter
03-09-2011, 06:17 PM,
#10
Member
Posts: 6,094
Threads: 200
Joined: Jul 2009

I'm intrested.

Hopefully I'll meet you ingame.

Do expect my chars to put up a very good fight, especially Izzy. She aint gonna be raped again.

Very well thought out.

Good luck!

PS. Demand thier flesh, that should suffice the requirments. I think. Someone correct me if Iaz.m wrong.

[Image: jeremy10.png]
May you ever walk in the Light, Shizune.
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