Author Topic: Creation "Templates" for Atlas, Mistral, and Vacuo  (Read 1542 times)

Dr. Gustave

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Creation "Templates" for Atlas, Mistral, and Vacuo
« on: September 15, 2016, 05:12:35 PM »
ATLAS
LOCATION

CHARACTER

Name: The main Atlesian governmental structuring takes heavy inspiration from European countries, most of which are affluent in manner. Although the aristocracy may not be the most prevalent social class, many wish to be as the affluent aristocrats, often taking names that sound, well, affluent. Although these names are commonplace, names coming from American, African, Indian, and any other cultures may still be used.

Age: As is commonplace, 17 is the general age of acceptance into Atlas (the academy), with the age of 21 generally being the age graduate students are accepted into the Atlesian militant forces.

Species and Gender: The majority of Atlesian citizens, soldiers, Huntsman,  and etc. do not sexually discriminate against any gender, although there are obviously very small-scale cliques, which will happen almost everywhere. On the other hand, Faunus are heavily  discriminated against. The discrimination is mainly due to heavy influence and convincing done by the Schnee family, proprietors of the Schnee Dust Company. Faunus often live in poverty and disparity simply because mostly any Atlesian business owner is not willing to employ them.

Symbol: Not relative to location.

Occupation: There are quite a few alternatives to the common Huntsman/Huntress:

Aspiring Huntsman/Huntress: Here it is! A seemingly common “career” choice for conventional and edgy characters alike. Age of acceptance into Atlas (the academy) is 17, and lasts for a total of 4 years, as most high-tier combatant schools are. For now, an academy on the same level as Signal is pending, so that may be added in the future. Aspiring Huntsmen/Huntresses most commonly choose to become a fully-fledged Huntsmen/Huntress, although most are pressured into the military ranks.

Full-fledged Huntsman/Huntress: Same premise as Huntsmen/Huntresses located anywhere else. Primarily accept odd-jobs, trained to slay Grimm, and protect the general population as-well-as keep the general peace. The one difference from the majority of Atlesian Huntsmen/Huntresses is that these Huntsmen/Huntresses operate completely separate from the military and what it entails (more details in the “Specialist” occupation).

Atlesian Specialist: Atlesian Specialists are Huntsmen/Huntresses under the control of the Atlesian militant forces, in the Specialist division. The Specialist division of the military is most notably the largest human division of the military, among many synthetic divisions. Atlesian Specialists greatly differentiate from a full-fledged Huntsman/Huntress in quite a few ways. First off, they are NOT Freelancers. They report to a specific captain, or whatever the position is named. Secondly, Atlesian Specialists have access to the advanced technology that the Atlesian military controls, while normal Huntsmen/Huntresses may only have access to materials from their respective academy or whatever they can find on their own. Lastly, Specialists do not simply accept random odd-jobs from bounty boards or wherever else the requests may fall. They often deal with highly-classified military callings. This has raised suspicion among those who know that Huntsmen/Huntresses exist to keep the peace, and protect the innocent. Instead, these Specialists may be doing exactly the opposite of keeping the peace. As a final note, a team of 2 Specialists is chosen to be direct subordinates to the current sovereign leader of the military, often based on skill, mindset, and loyalty to Atlas.

Dust Dredgers: Possibly one of the worst available occupations in Atlas, this is a rather interesting one. These guys and gals primarily work for large, expansive dust corporations, namely the Schnee Dust Company. The Schnee Dust Company seemingly has the most influence in politics and within the military, placing them at the top of the dust business world as well. The Schnee family is extremely prejudiced against Faunus, often employing them as Dredgers to place them at the bottom of the work chain. Dredgers work in large expansive caverns often located in the numerous mountains lining the top-half of the continent. These workers mine dust, utilizing machines such as dredgers, and explosive devices (possibly including dust itself, but usually not, since that seems rather counter-intuitive). Workers may often have to scale the sides of the cavern (up or down) to reach what they need to, increasing the risk of the job. Initially unbeknownst to the miners and corporations, Grimm also exist underground, so Dredgers often require Huntsmen/Huntresses for defense, if they can’t defend themselves. Most Dredgers are in poverty of some sorts, working for low amounts of pay.

Bounty Hunters/Assassins: A commonplace occupation almost everywhere in Remnant, these “professional” killers usually consist of rogue Huntsmen/Huntresses, and delinquents who had some form of combat training. Although, most half-decent killers cost a hefty price, and the majority of noteworthy assassins are under the long-term employment of the Schnee Dust Company

White Fang: The White Fang has little to no operations in Atlas due to any significant attempts made at creating a stronghold have been crushed by the Atlesian military. So, if you plan on creating a character involved with the White Fang, have a very good reason.

Appearance: Atlesian individuals complexion is usually much more pale, due to the frigid weather patterns, and high cloud coverage, causing most to enjoy the indoors as opposed to the outdoors. It’s time to grab your best furry-armored coat and Valyrian steel bastard sword, because temperatures are usually frigid throughout the seasons, although significantly less during some. The main point is, you’re going to want to dress warm.

History: Characters can “hail” from any currently existing location. No emphasis placed on any specific nations, since Atlas is currently the only nation placed on the continent.

Personality: Most commonfolk will have a certain pride for the Atlesian military due to its impressive size, technological advancements, and general protection along with many other factors. They tend to look the other way when issues such as the high amount of encouragement given to graduating Huntsmen/Huntresses regarding military enlistment. Those involved with the armed forces can be on two completely different spectrums. Some may have an incessant pride for the Atlesian military, willing to comply with any orders given. On the other hand, some may simply disdain the military, but are involved because they were forced to, or had no other choice in life.

Aura and Semblance: Not relative to location

Combat Behavior: Something to note is that Atlesians often look down upon “savage” fighting styles, often praising proficiency regarding stance and form.

WEAPON ISSUES
 
Many factors affect firearms, as-well-as other weapon variants. A common problem is the sluggishness of the operation of the firearm in extreme cold. Normal lubricants thicken in low temperature and stoppage or sluggish action of firearms results. Another problem posed against firearms in the areas of severe cold is a higher rate of breakage and malfunctions. These can be attributed primarily to the cold, although snow in a weapon may cause stoppage and malfunctions. The tempered metal of automatic weapons, for example, will cool to a point where it cannot be touched by human flesh. This extreme cold makes the metal brittle. Another problem posed to firearms is the fact that condensation forms on weapons when they are taken from the extreme cold into any type of heated shelter. This condensation is often referred to as "sweating." When the weapon is taken out into the cold air, the film of condensation freezes, especially in the internal parts, and stoppages and malfunctions result. FINALLY, in this pretty expansive list is a visibility issue that happens close to the ground, and occurs when a weapon with excessive muzzle blast is fired in temperatures below a certain temperature. As the round leaves the weapon, the water vapor in the air is crystallized, creating minute ice particles which produce ice fog. As you can see from this very specific list of shit that may occur, ballistic weapons can be pretty annoying to manage in cold climates, which is the main reason why most of the Atlesian military utilizes energy weapons and other alternatives to crude ballistic-style weapons.

Vehicles

Personal: Most will traverse the tundras of Mantle using Snowmobiles, Snowspeeders, Frozen-water riders. Whatever the hell you want to call them for now. A catchy name will come up sooner or later.
« Last Edit: September 15, 2016, 07:22:16 PM by Dr. Gustave »
Atlas: ShowHide
Mercenary: Kol Augur ~ The Judicator of Atlas
Speaking: #5C5054 Thinking: #EAC117
Mistral: ShowHide
Huntress-in-Training: Aca Roth ~ Member of Team RWND
Speaking: #E05260 Thinking: #EA857F
Huntress-in-Training: Brook Pallas ~ Member of Team CNBR
Speaking: #4863A0 Thinking: #98AFC7
White Fang Captain: Cornix ~ Survivor of Mistral and Captain in Vale
Speaking: #D0DAE0 Thinking: #BCC6CC
Council Member: Phaedo Katsaros ~ Figurehead for Faunus/Human relations
Speaking: #667C26 Thinking: #B6CC76
Vacuo: ShowHide
40th Vytal Tournament Champion: Zabar Aga ~ Member of Team DAWN
Speaking: #CD7F32 Thinking: #EE9A4D
Vale: ShowHide
Huntress: Malina Nahualli ~ Leader of Team MCCA
Speaking: #B3346C Thinking: #8B0C44
Beacon Professor: Titania Printemps ~ Assistant Headmistress of Beacon Academy
Speaking: #4AA02C Thinking: #E55B3C

Dr. Gustave

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Mistral
« Reply #1 on: September 15, 2016, 05:14:36 PM »
LOCATION

CHARACTER

Name: While much of Mistral/Mistrali history is based on Greco-Roman cultures, naming conventions, architecture, and language, Mistral has since become a globalized kingdom, with names coming in from every nook and crevice on Remnant.

Age: Age is also not affected by the location, the minimal age to get into Haven Academy, like Beacon Academy, is 17. Entrance age for Breakwater Academy is 19 years old.

Species and Gender: There are both faunus and humans in Mistral and while there is not outright racism, there are raised tensions between them.

Symbol: N/A

Occupation: There are a few routes you can choose here so let’s go over them.

Hunter/Huntress-in-training: Pretty straightforward, same as in Vale except they attend Haven Academy and might have graduated from Sanctum Academy, the Mistral equivalent to Signal.

Hunter/Huntress: Same as they have in Vale, a fully graduated and certified Hunter/Huntress. They may have graduated from Haven, or they may have graduated from any of the other three academies.

Mercenary/Freelancer: Someone who works for the paycheck. Perhaps they were trained as a Hunter/Huntress but decided they didn’t want that life, perhaps they were trained on the streets. They all have one thing in common, it’s usually for their benefit.

Bounty Hunter/Assassin: Definitely an illegal job. These people make their living off of the murder of other people. Most of them focus on normal people, as it would take someone extremely capable to take down a Hunter/Huntress.

White Fang: The White Fang has a much stronger presence in Mistral than any of the other kingdoms, with it’s HQ allegedly being located in the mountains southwest of Mistral. While still being looked down upon as terrorists by the humans because “Dude, are you seriously trying to bomb the city, we've got way bigger problems outside those fucking walls what's wrong with you?” many faunus refuse to comment on it, even if they disagree with their methods. White Fang members keep their identity completely anonymous and in most cases, saying that they are in the white fang is not necessary in the profile in order to provide a sense of mystery and paranoia to the world. Instead, until a better system is invented, the history may be fabricated but you MUST PM a Mistral WB staff member (probably me) with the true history. White Fang members share ranks with the army, ranging from private (standard) to Marshal (Staff locked). Normal individuals are locked to only private through warrant officer while those currently in or already possess Hunter training are able to obtain ranks ranging officer candidate and up.

Keeper: Keepers are an interesting class of workers. While they do kill Grimm for a living, they do not hunt them. Instead, they guard trade ships going out from Mistral to other kingdoms and settlements. Nearly every trade ship sent out from Mistral comes under attack of underwater Grimm and while automated defenses help, nothing beats a good ol fashion hunter. To become a Keeper, one must graduate from their second year at Haven Academy, or any other secondary hunting academy, and then graduate from their classes at Breakwater Academy (Explained in msc.). Keepers are usually on contracts for the larger trading organizations and can be exclusively on boats for up to a year at a time, only to get a month or two of rest before heading back out away from their families and friends. Due to this, Keepers are paid especially well by contractors. It is possible to be a Keeper without being on a contract. Freelance Keepers are much more freespirits and drift from boat to boat and kingdom to settlement.

Pathfinder Apprentice: The Pathfinders are an order of highly trained individuals, normally selected from a group of volunteers that have been subjected to a number of exams. They are primarily focused on tracking, cartography, stealth, and setting up new boundaries for territory. All Pathfinders, Apprentices included, have tight control of their emotions which allow them to do their job in service of the Kingdom. Apprentices are the lesser trained individuals, are usually students at Haven, and are under training from a Pathfinder Adept. They generally have the beginnings of the skills required of a Pathfinder Adept, but would not be sent on a long scouting mission while considered an Apprentice. When making a Pathfinder Apprentice, keep in mind that they aren't frontline fighters or even involved in a straight up fight, are required to be emotionally stable, need an Adept assigned to them, and probably experienced some sort of personal strife as a result of The Longest Winter.

Appearance: There is no unifying hair or eye color, but skin color tends to be more olive colored than in other kingdoms (Think Greek skin tones). While Mistral is centered in a heavily wooded area, the continent of Tempest is extremely varied and as such many different forms of clothing is needed, ranging from heavy coats for the snowy peaks to light clothing for the desert.

History: Ten years ago, there was a massive break in the walls surrounding the kingdom. Though the true cause is unknown but heavily debated, one thing is certain. The kingdom faced near obliteration. The Grimm invaded in numbers never seen before, rampaging through the kingdom and wiping out over half of the kingdom’s space, costing the kingdom lives in the hundreds of thousands. Hunters, Huntresses, humans, faunus, men, women, children, no one was safe from the destruction of the Grimm.

It was, without a doubt, the largest death toll to strike any of the kingdoms in recent years. Eventually, through the help of every hunter or huntress in training and every professor at Haven academy, the Grimm were beaten back. In the aftermath, barely a sliver of the residential area, a little under half of the agricultural area, the industrial area, and the upper class were recovered. This eventually lead to the colonization of the two islands east of Mistral to make up for the residential and agricultural areas.

Among the destruction was the old council buildings and though the council members themselves were saved, the buildings were too far into the ruins to rebuild safely. It was at this time that the council decided to move any and all council and government buildings and activities to the larger island off the northern coast of the Kingdom. Soon after, the public, who were angered by their supposed leaders fleeing off the coast of the kingdom and hiding there alone, voted each and every council member of the council, replacing them with a completely new council. Despite this, the council and government buildings stayed on the island.

Haven, despite being on the western edge of the kingdom and deepest into the destruction of the Grimm, was left completely unscathed. After sending all staff and students into the kingdom to help beat back the Grimm, the headmaster stayed back and activated the emergency shield from within the CCT and protected the academy from damage. Soon after the invasion, the headmaster, like the council, was replaced by the previously assistant headmaster.

This massive event was later named “The Longest Winter” not due to the actual length of the winter, but rather to the overcrowding, cold temperatures, and loss of food caused by losing the residential area and most of the agricultural area.

Personality: N/A

Aura and Semblance: N/a

Combat Behavior: N/A
 

VEHICLE

Swamps: For the swamps of Tempest, armored airboats are a popular choice, ranging in size from single seaters to large multi-level boats.

MISCELLANEOUS
This section will be used to put any misc. info in that might be useful to know as the kingdom of Mistral is built.

Breakwater Academy - An academy in name alone, this school is located on the southern coast of the kingdom and only requires students be in session for one year before giving them their final exam. Breakwater is a small academy focused on the art of underwater combat, as such combat is common both in Mistral and on its maritime trade routes. The academy itself is located on the edge of an intentionally failed and sunken expansion so that the school could use the Grimm infested underwater ruins as a training grounds. Each student is given a Subaquatic Combat Suit, the suit provides the wearer with air for extended dive times, Dust containment, protective wear to block attacks, and a Dust powered propulsion system. On the suit’s joints, bottoms of the feet, and upper back there are rotatable propulsion jets that utilize propulsion dust to move the suit’s wearer and bypass water resistance and allow the wearer to move around as quickly and nimbly as they would on the ground.

Grimm on Tempest are more populous, more dangerous, and bigger than most grimm elsewhere on Remnant.
« Last Edit: October 20, 2016, 05:13:30 PM by Dr. Gustave »
Atlas: ShowHide
Mercenary: Kol Augur ~ The Judicator of Atlas
Speaking: #5C5054 Thinking: #EAC117
Mistral: ShowHide
Huntress-in-Training: Aca Roth ~ Member of Team RWND
Speaking: #E05260 Thinking: #EA857F
Huntress-in-Training: Brook Pallas ~ Member of Team CNBR
Speaking: #4863A0 Thinking: #98AFC7
White Fang Captain: Cornix ~ Survivor of Mistral and Captain in Vale
Speaking: #D0DAE0 Thinking: #BCC6CC
Council Member: Phaedo Katsaros ~ Figurehead for Faunus/Human relations
Speaking: #667C26 Thinking: #B6CC76
Vacuo: ShowHide
40th Vytal Tournament Champion: Zabar Aga ~ Member of Team DAWN
Speaking: #CD7F32 Thinking: #EE9A4D
Vale: ShowHide
Huntress: Malina Nahualli ~ Leader of Team MCCA
Speaking: #B3346C Thinking: #8B0C44
Beacon Professor: Titania Printemps ~ Assistant Headmistress of Beacon Academy
Speaking: #4AA02C Thinking: #E55B3C

Dr. Gustave

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Vacuo
« Reply #2 on: September 15, 2016, 05:18:51 PM »
LOCATION

CHARACTER

Name: While much of Vacuo/Vacuan history/the ancient tribe that founded Vacuo is based on mesopotamian cultures, naming conventions, and language, Vacuo has since become a globalized kingdom, with names ranging from European, to Aztec, to American, to even Japanese. Name a character like you would any other for Vale.

Age: Age is also not affected by the location, the minimal age to get into Shade Academy, like Beacon Academy, is 17.

Species and Gender: Faunus are much more common in Vacuo but there are still many humans. Don’t shy away from making either.

Symbol: Not affected by the location.

Occupation: There are a few routes you can choose here so let’s go over them.

Hunter/Huntress-in-training: Pretty straightforward, same as in Vale except they attend Shade Academy and might have graduated from Oasis Academy, the Vacuo equivalent to Signal.

Hunter/Huntress: Same as they have in Vale, a full graduated and certified Hunter/Huntress. They may have graduated from Shade, or they may have graduated from any of the other three academies.

Mercenary/Freelancer: Someone who works for the paycheck. Perhaps they were trained as a Hunter/Huntress but decided they didn’t want that life, perhaps they were trained on the streets. They all have one thing in common, it’s usually for their benefit.

Bounty Hunter/Assassin: Definitely an illegal job. These people make their living off of the murder of other people. Most of them focus on normal people, as it would take someone extremely capable to take down a Hunter/Huntress.

White Fang: The White Fang is nonexistent in Vacuo.

Scavenger/Scavver/Scav: Here’s the new one, and possibly an exclusive one to Vacuo. The Scavenger comes in two flavors, Freelance and Council Sanctioned. Though they both do the same thing, scour the desert in search for loot (Artifacts, lost cargo, ancient ruins, Dust deposits, etc.) there are some differences in the two. A freelance scavenger is either alone or part of a small team. Anything they find is either all to them, or split to the group. While there are places in the city to sell the loot they find, the more worthwhile things, such as artifacts, can only be sold to the black market and fetch a high price. But there is a high level of danger to the job as less adventurous types wait around for Scavengers to get back with loot and then jump them. This has led to a rise in Scavengers either getting fighting training or a bodyguard or two.
The other flavor of Scavenger, council sanctioned, are Scavengers specifically employed by the council to find useful items or sought after historical items in the desert and return them to the council. These Scavengers don’t get full prices on items when turning them into the council, but instead get bonuses based on how valuable the item was in addition to their biweekly pay. These Scavengers are seen as the elite and are given at least two years of training at Shade before being able to be sent out into the desert properly.
Though council sanctioned scavengers are trained to fight Grimm, both types of Scavenger have one thing in common, they aren’t there to fight, they are there for the loot. While most scavengers can fend for themselves against a single Grimm, they are more likely to want to be able to outrun Grimm than fight them off. Speed is more useful than power here.

Appearance: There is no unifying hair or eye color, but skin color tends to be more tanned than in other kingdoms. Vacuo is centered in the desert, and as such light clothing is much more common than heavy armor. Special Hunters/Huntresses and council sanctioned scavengers have special armor that has a cooling system built in, allowing for easier times out in the desert.

History: It is not uncommon for prospective students of Shade to come from Alapelagias or Haitan, two of the worldbuilds near Vacuo. However, characters can come from anywhere.

Personality: Mostly not affected by location with the exception that hate against faunus is extremely distasteful to nearly everyone.

Aura and Semblance: Not affected by location.

Combat Behavior: Not affected by location.

WEAPON

Transformations:Heat and sand make transforming weapons in Vacuo problematic, but this doesn’t stop them. With detailed classes in weapon maintenance at Shade, not too many character will have issues fixing weapons on their own.

VEHICLE

Personal: Personal Vehicles used in the desert range from ATVs to four seater dune buggies. There are also star wars style speeders that utilize air dust.

Nonpersonal: Sandcrawlers (Not fitted with any outside guns usually) are the largest mobile units deployed in the desert. Unlike in the image, they have no wheels. instead, they use high powered dust engines to lift the vehicle off the ground slightly, dust reserves are always kept on board in case of an engine issue. Essentially roaming bases, these large machines are put into use by the Vacuan council as well as Shade Academy for long trips through the desert, Equipped with small quarters, bathrooms, and a food area, trips in them are bearable. Usually equipped with a navigator, a skilled mechanic, and one team of Hunters/Huntress (Though it can fit up to two teams). Everything inside of the beast is mag-locked to prevent anything from shifting while crossing the desert dunes.

MISCELLANEOUS
This section will be used to put any misc. info in that might be useful to know as the kingdom of Vacuo and the desert are built.

Buildings in the city can retract into the ground, similar to those in tokyo-3 from Neon Genesis Evangelion. This is due to the city facing harsh sandstorms and being advanced enough for it to be applicable. Though it is generally restricted to public/important buildings such as the academy, if someone has enough money, they can have their own home be retractable. In the case of extreme sandstorms, there is an emergency center that retracts, though can be entered from the ground after being retracted.
« Last Edit: January 04, 2017, 10:26:58 PM by Dr. Gustave »
Atlas: ShowHide
Mercenary: Kol Augur ~ The Judicator of Atlas
Speaking: #5C5054 Thinking: #EAC117
Mistral: ShowHide
Huntress-in-Training: Aca Roth ~ Member of Team RWND
Speaking: #E05260 Thinking: #EA857F
Huntress-in-Training: Brook Pallas ~ Member of Team CNBR
Speaking: #4863A0 Thinking: #98AFC7
White Fang Captain: Cornix ~ Survivor of Mistral and Captain in Vale
Speaking: #D0DAE0 Thinking: #BCC6CC
Council Member: Phaedo Katsaros ~ Figurehead for Faunus/Human relations
Speaking: #667C26 Thinking: #B6CC76
Vacuo: ShowHide
40th Vytal Tournament Champion: Zabar Aga ~ Member of Team DAWN
Speaking: #CD7F32 Thinking: #EE9A4D
Vale: ShowHide
Huntress: Malina Nahualli ~ Leader of Team MCCA
Speaking: #B3346C Thinking: #8B0C44
Beacon Professor: Titania Printemps ~ Assistant Headmistress of Beacon Academy
Speaking: #4AA02C Thinking: #E55B3C