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Lawful Evil
Dream a sleeping death...
approx. eleven thousand years before the present day...
Ebline de Merus, Heir Usserpant of the Stepping Dark, collapses, his mind cloistered from the concious world, into an unmarked grave. The legacy and children of the most powerful vampire to walk the world until that day are slain, spread as dust upon the wind. Unknowingly, Shiyen Demaru, the Betrayer, opens a pathway, a door that leads not, as he would believe, to the return of his master Crosis Demaru.
For the first time since the fifty eight millenia long battle to reign in the wandering, tangled matter of the multiverse, The Dreamer and The Nightmare is free to roam The Real...
War ensues - the world falls into turmoil as the Element Primes collapse the Prime Overlay, wresting free their support of it to channel more and more power into combat against the march of Illusion. Entire universes begin winking out of the fabric of existance as both The Real and The Dream begin to strain and fray, the warring powers within them tearing at the firmament of all things...
Both sides of the conflict desperately rush back to their own domains, weaving strange magics far beyond the comprehension of anything within the Realm. The multiverse and the somnaverse become stable once more, the wounds in their fabric coming together at the seems. Never again will the forces governing all matters engage themselves directly in the fray.


approx. two thousand years before the present day...
For the first time in all history, the mortal representatives of two Element Primes meet in open combat. As Seprose Misenti and Ebline de Merus clash wildly miles above the surface of Gaia, a raven circles above the dark spires of the floating castle-township Roxheim.
A darkness watches over the clash of two titans, its subtle manipulations finally having brought about enmity between the Primes. A mortal man gazes through the eyes of a raven, and grins, his snow-white, bleached bone teeth gleaming.
Soon, the Degenerate Gods would fall into turmoil, their champions set into chaos...


present day...
A back alley like many others in Durem plays host to The Raven Lounge, a high-class, low membership exclusive club. a strenuous screening process keeps out any undisered elements - the roster of 'gentlemen' engraved on a wall mounted tablet in the main lounge is quite short, and for a reason, too - most of these men and, rarely, women, are members of the Ancient House Ragnarok, an order of very rich nobility devoted to the name of the Dreamer.
The solid steel doors of the club's back alley entrance, painted to verisimilitude of wood grain, open up into a small, cozey lounge room, overstuffed chairs and warm, puffy couches comfortably and liberally stationed about the place. A massive hearth fireplace stands at the far wall, a perfumed scent wafting lazily from its glowing flames. To the right, a barred and forbodingly chained door leads to stairs spiraling downward. To the left, a door opens up onto a small hall with two more doors - lavatories. A modest, but well stocked minibar stands almost unnonticed by the main doors.
Beneath the club, a small guard room leaves passers-through exposed to possible harm on either flank as they pass through three sets of barred, iron-gated archways. A small room furnished witha rough hewn wooden table, benches at its sides, serves sufficiently for more casual meetings. Beyond this, a room with two purposes - a grand, gothic cathedral-like cavern of a place to serve for official meetings, it doubles as place suitable for bringing forth a doorway, a tunnel out of The Real..
Rules and Regulations
1. My word is law.
2. ToS
3. You may feel free to be rather gruesome in detail, especially during all out combat, but once again, remember - ToS.
4. Psionics, uber-nukes and spells of planar destruction will be met with equal or greater force. Don't bother with such excessive things.
5. Attacking this thread leaves you perhaps a good deal more vulnerable than you would be routing a House Ragnarok force elsewhere. This should be self evident, and is reinforced by the demand that attackers within this thread follow the Base Point system implemented. Outside the thread, you fight us on your own terms.
6. For rules and information regarding Base Point, look at the post containing House Ragnarok's army data. The rules for the Base Point system will be listed there.
7. Members and outsiders are to treat eachother with respect OOC, regardless of IC relations. I will not have this thread devolving into an OOC argument over who's mother ******** more unprotected strangers.



Members
Governor-General Illusory :500BP: Ebil Mecha Pup [NPC Control]

Council of Feathers [NPC Control]
-Raven Bishop :200BP:
-Crow Bishop :200BP:
-Raptor Bishop :200BP:
-Hawk Bishop :180BP:

Minister of Lies :200BP: [NPC Control]

Archrecordant Chief, Minister of Records :100BP: [NPC Control]

Feather Guard
-Squad One, Red Phallanx :140BP: |Squad Commander, |Second-in-command, |First Elite, |Second Elite, |Soldier, |Soldier, |Soldier, |Soldier
-Squad Three, Imperiate :130BP: |Squad Commander, |Second-in-command, |First Elite, |Second Elite, |Soldier, |Soldier, |Soldier, |Soldier
-Squad Two, Blood Guard :120BP: |Squad Commander, |Second-in-command, |First Elite, |Second Elite, |Soldier, |Soldier, |Soldier, |Soldier

Dead Platoon :20BP/Unit:
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-

Stealth Division
-Squad One, Nightmare :110BP: |Squad Commander, |Stealth Tech, |Assassin, |Assassin
-Squad Two, Loki Squad :110BP: |Squad Commander, |Demo Tech, |Demo Tech, |Stealth Tech, |Infiltrator

Base Point Rules
1. The non-bonus BP of a guild is 800, plus 10 for every member, minus 100 for every time the guild has been forced to rebuild.
2. Godlike, one-versus-dozens type characters AUTOMATICALLY have a base BP cost of 300. This is as is - without any of their equipment or non-built-in abilities.
3. For every ally your guild has, you have an additional 10 BP reserve.
4. For every guild you have succesfully destroyed/subjugated, you have an additional 100 BP reserve.
5. Weapons are categorized as Planetary Scale, Super Heavy, Heavy, Medium, Light, Flyweight and Artillery. Planetary Scale denotes weapons capable of causing severe harm to an entire continent. Super Heavy weapons are such that can destroy or nearly destroy a city block. Heavy weapons can level an entire building. Medium weapons are capable of killing or neutralizing a room full of people. Light weapons are one vs one anti-personnel type weapons. Flyweight weapons are typically disruptive rather than lethal, and affect no more than two people at a time. Artillery denotes anything, regardless of firing/attacking behaviour, with a range exceeding three miles, and means an additional BP cost on top of the weapon's current one. The average BP costs are as follows:

Planetary Scale : 1300 BP
Super Heavy : 600 BP
Heavy : 100 BP
Medium : 60 BP
Light : 10 BP
Flyweight : 5 BP
Artillery : +200 BP

6. Equipment is classified as Miraculous, Extraordinary, Vital, Efficient, Useful and Trifle. Miraculous equipment is capable of any range of things, all stunning and god-like, and stacks with other eqipment classes. Extraordinary equipment exhibits supernatural or super-powerful uses and stacks with other equipment classes. Vital equipment is life saving, though lacking in all-purose versatility, and stacks with other equipment classes. Efficient equipment is versatile and helps a lot in many situations, but is not mind-blowing. Useful equipment is the basic kit - things that come in handy but are not in any way special. Trifles are hardly worth havign in the first place, generally only becoming helpful in very specific situations or in combination with a number of other objects. The BP costs are as follows:

Miraculous : +270 BP
Extraordinary : +100 BP
Vital : +80 BP
Efficient : 30 BP
Useful : 10 BP
Trifle : 2 BP

Quote:
810BP


Quote:

Dead Trooper - 5BP
Basic combat trained soldier. Medium body armor, genetic enhancements. Typical kitted out with a Raven Industries D-SYS AR-15, five STAS grenades and a doubled belt of additional AR clips.

||Optional
+2BP - Veteran : Tougher, more experienced Dead Trooper. Familiar with the use of numerous types of weaponry.
+10BP - Sargent : An experienced veteran, used to commanding a squad of troopers in difficult situations. Wears light power armor and authorized to call orbital strikes.
+10BP - Raven Industries PG 'FAB' x 6 : The standard Raven Industries plasma grenade - colloquially known as a 'Fire and Brimstone', these things detonate with an immensely powerful concentration of heat. Unfortunately, the blast radius is extremely small - FABs typically catch but a single target in the blast.
+12BP - D-SYS PLAS AR-2 : The Dread Systems Plasma Assault Rifle MK2 is a high powered, charged plasma weapon capable of some notable damage. Veteran units only.
+50BP - D-SYS DED RL-12 : The Durant Explosive Device Rocket Launcher, currently in its twelfth iteration. A high power, reloading rocket weapon, the DED RL-12 can be incredibly destructive, despite a number of glitches with the accuracy of its delivery rockets. Veterans only.


Quote:

Draegan Wyrm - 150BP
Tech-integrated beast of burden and war - Draegan Wyrm's are large, winged creatures of draconic descent. Various chunks of bioengineered flesh serve as hardpoints for the different systems that can be built into the Wyrm's flesh. Capable of breathing superheated plasma and reasonably maneuverable flight.

||Optional
+110BP - 'Startstrike' HSC Reconversion : The 'Starstrike' setup, officially labeled by the generic 'High Speed Combat Reconversion'. The Equipped Wyrm's hardpoints are connected to various high power dash engines, while its general biostructure is modified to maintain a higher level of aerodynamics and withstand much more acceleration than such a fleshy beast could normally tolerate. The organs responsible for its 'plasma breath' are replaced with more efficient technological equivalents, allowing for the stream of superheated plasma to consistently maintain the speed imparted at launch without deceleration. Cannot be combined with other Reconversions.
+220BP - 'Flying Galapagos' APC Reconversion : The Wyrm is fitted as a heavy duty Armored Personnel Carrier, its biostructure bulked up to maintain flight and survival despite the massive additional wait of the personnel bays grafted to its hardpoints. Armored plating is fused to the Wyrm all across the board, and a pair of Turret class versions of the D-SYS DED RL-12 are mounted on either side of the beast's skull. Capable of sustained, low-maneuverability flight and carrying 3600 pounds in its personnel bays. Can sustain massive damage due to the resiliency of its armored plating and reconfigured biological design. Can be combined with Fortress class Reconversions.
Post With Stupid s**t


So I don't flood the thread with it

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