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Author Topic: Castle Pre RP thread  (Read 97 times)

Offline Sir Modemkill, Cyborg!

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Castle Pre RP thread
« on: August 07, 2009, 04:15:28 am »
Alright, this is my idea for a new RP here.

Basicly anyone who has ever seen the Castle series on newgrounds or anywhere else will know what im talking about, If you have not seen check it out here http://www.newgrounds.com/collection/castle The first two episodes are pretty much the story with no action, the rest is action though I recomend watching the first two or you WILL be confused.

The idea: Another Faction (Not affiliated with the main charachters of the Castle series) has found the Castle, these events occur a few years before the actual series on NG, 4 players are needed for this RP as Officers in the task force, following the catastrophie (see below) you wake up, seperated from the main force, you have a good few soldiers still alive with you, you must command them and try to make your way out of the hell hole.

The story: They had managed to open a portal to the same dimension and after months on searching the desolate wastes of this new world they have come across the castle, after several survay teams went missing there they decided to mobilise a large task force comprising of Soldiers and Scientists, as they made their way into the castle strange noises could be heard from the shadows, they eventually reached the main chamber where the "Power" is kept and were promptly attacked by the creatures, the battle was extreemly short however the room began to shake and the floor began to collapse, the last sight available to you as an officer is the commander being torn to shreds , then you are falling into blackness.

Okay, basicly I will not be an actual charachter in the story, I will be unfolding the events that occur to each party after they make decisions and making random events happen during the storyline, the players may choose to do anything (within reason) when they make their choice I will present the outcome of it, remember, your troopers are not invincibe and neither are you, if you keep placing them or yourself into extreem danger expect them to die, There may be survivers scattered around the collosal castle who can join you.

Now, as an officer you can choose any weapon (No heavy weapons) within reason.

Here is your basic breakdown on your Troopers.

Trooper
Weapon: M16 assault rifle, 9mm sidearm, 2 Fragmentation grenades
Armour: Basic combat armour (Helmet, Flak jacket, combat boots ect.)
Strengths: Good at medium range comabt, well organised, hard to break morale
Weaknesses: Bad close range combat

Machine Gunner - 2 in each squad
Weapon: KPVT-14.5 tank / armored vehicle heavy machine gun
Armour: Basic combat armour
Strengths: Very usefull for defending a position, provides Exelent fire support in combat situations
Weaknesses: Cannot fire on the move (M60 is meant for stationary combat, despite the fact you can carry one on DF)

Sniper - 1 in each squad
Weapon: HK MSG-9 Sniper Rifle, 9mm sidearm
Armour: Basic Combat gear
Strengths: Highly effective long - medium range combat
Weaknesses: Ineffective against massed enemies or when unprotected, Very weak close range

Demo-Man - 1 in each squad
Weapon: MP5, High power explosives
Armour: Heavy duty anti Explosive Armour
Strengths: Can clear obstacles with Explosives
Weaknesses: Slow moving, weak combat abilities

Medic - two in each squad
Weapons: 9mm sidearm
Armour: Basic combat armour
Strengths: Can perform first aid and in some cases surgery to help prevent the death of squadmates
Weaknesses: Has combat training but only basic, best kept away from combat

Engineer: 2 in each squad
Weapons: M16 assault rifle
Armour: Basic combat armour
Strengths: Limited explosives expertise, Can repair complex machinery
Weaknesses: Same as Trooper

I will not be starting this unless I get at least 2 or 3 Officers to play, post any ideas, constructive criticism is welcome. ;)

Current player's signed up, we can begin with at least two players.

1. TRHeadshot
2.
3.
4.

Credit for ideas

Thuggy - Machine Gunner, Sniper
Hobo - Grenades for troopers, Demo-Man, Medic, Engineer
Ryan - KPVT-14.5 tank / armored vehicle heavy machine gun

Caliber : 14.5x115 mm
Weight : 49.1 (gun body, KPV) + 105 (wheeled infantry mount) or 39 (infantry tripod)
Length : 2000 mm
Length of barrel : 1350 mm
Feeding belt : 40 or 50 rounds
Rate of fire : 600 rounds per minute
« Last Edit: August 24, 2009, 02:25:04 pm by flynntaggart »


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Offline Thuggernaut

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Re: Castle Pre RP thread
« Reply #1 on: August 07, 2009, 04:19:51 am »
Recommend more than one flavor of soldier?

Offline Sir Modemkill, Cyborg!

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Re: Castle Pre RP thread
« Reply #2 on: August 07, 2009, 04:22:12 am »
Ideas?

Offline Thuggernaut

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Re: Castle Pre RP thread
« Reply #3 on: August 07, 2009, 04:24:04 am »
Shotguns :D

Soldier (Shotgun)
Weapons - 12 gauge pump-action, .45 sidearm
Armour - Medium-duty body armor
Strengths - High stamina, deadly close-range fighter
Cons - Not suited for long-range combat

Offline Sir Modemkill, Cyborg!

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Re: Castle Pre RP thread
« Reply #4 on: August 07, 2009, 04:30:34 am »
I didn't really want any close range troops in it, All the creatures in this are meele and shotgun troops would make it a little too easy. :P

Any other ideas?

Offline Thuggernaut

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Re: Castle Pre RP thread
« Reply #5 on: August 07, 2009, 04:35:40 am »
How bout a machinegunner? He has heavy armor and packs massive firepower, but he's slow-moving and takes a while to reload.

Offline Sir Modemkill, Cyborg!

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Re: Castle Pre RP thread
« Reply #6 on: August 07, 2009, 04:37:11 am »
I suppose I could have 2 or 3 in each squad.

Usefull for when defending a position.

Offline Thuggernaut

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Re: Castle Pre RP thread
« Reply #7 on: August 07, 2009, 04:45:21 am »
Indeed. You wanna stay away from snipers? High-powered rifle but low hp and weak armor makes him useful as a damage dealer from the back of the squad

Offline Sir Modemkill, Cyborg!

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Re: Castle Pre RP thread
« Reply #8 on: August 07, 2009, 04:48:12 am »
Snipers could be put in, but again I would have to keep the number of them in each squad quite low to avoid overpowering the squad.

Offline Thuggernaut

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Re: Castle Pre RP thread
« Reply #9 on: August 07, 2009, 04:49:09 am »
1 per squad

Offline Sir Modemkill, Cyborg!

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Re: Castle Pre RP thread
« Reply #10 on: August 07, 2009, 04:54:19 am »
Cool, looking good now. ;)

EDIT: Alright, we have enough variaty of soldier now.
« Last Edit: August 07, 2009, 04:55:01 am by Modemkill »



Offline Thuggernaut

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Re: Castle Pre RP thread
« Reply #11 on: August 07, 2009, 05:01:41 am »
Anything you can tell us about the monsters?

Offline CrazyHobo

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Re: Castle Pre RP thread
« Reply #12 on: August 07, 2009, 05:01:57 am »
the energy crisis forced us to no longer use grenades?
I say each trooper carries two grenades with him.


And Thugg.
These are the monsters.
http://www.newgrounds.com/portal/view/360307

all here
« Last Edit: August 07, 2009, 05:02:47 am by crazyhobo »

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Offline Sir Modemkill, Cyborg!

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Re: Castle Pre RP thread
« Reply #13 on: August 07, 2009, 05:03:56 am »
the energy crisis forced us to no longer use grenades?
I say each trooper carries two grenades with him.


Fair enough, will add it in now, only troopers will carry them though, not snipers or MG's

Anything you can tell us about the monsters?

Check out the castle series dude, It will tell you with more epicness than I ever could. :D

EDIT: Added link to the Castle Series in the first post.
« Last Edit: August 07, 2009, 05:09:37 am by Modemkill »



Offline CrazyHobo

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Re: Castle Pre RP thread
« Reply #14 on: August 07, 2009, 05:15:00 am »
what kind of puzzles can scientists solve?
How to unlock a closed door?
And speaking of closed door, remember, how Boomer blew up a door with a high explosive?
Demomen are also needed.
so it's like this
Demo squad
Weapon: MP5, 9mm pistol, explosive charges
Armour: heavy (cause they carry explosives)
Strenght: they blow **** up, like obsticales.
weakness: their MP5 is shitty, so they won't last long on their own.

For the Glory and Power
"Power over yourself gives you power over others" - VoraX proverb

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