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- Shit you are expected to know IC:
- NAZR: New Australian and Zeland Republic
- The collective name for the new empire of Australia and New zeland. Pretty much a military state, controlled by
- nerv. They usually keep things pretty tight, and the quality of life is about as good as you are gonna get in a
- post 2I world.
- Nerv-Tasmania. A large metallic pyrmid in the centre of what used to be hobart. Surrounded by alot of frozen
- ruins and some external bunkers. Has a fairly large geofront underground, Not as big as the canon one and there
- isn't a giant white orb under it (As far as you know), but it has a small city and an artificial sun. Looks about
- like London, and is as cold as there too, but its fucking better then outside.
- Population: 250,000 Civ, 100,000 Military
- Sydney. Currently the largest city remaining on earth. Looks more like Moscow then Sydney. The harbour bridge
- is still standing, as is quite alot of skyscrapers, taking advantage of its oddly calm spot in the usually
- deadly and dynamic weather patterns of the post 2I World.
- Population: ~4,500,000, Mostly Civ.
- Nerv-Auckland. The main nerv HQ and city on New Zeland. Fairly large, but still no skyscrapers due to weather.
- Has a pyramid just like in Tasmania, through a bit smaller, and actually has a city around it.
- Population: 1,200,000 Civ, 80,000 Military
- Nerv-Ulrulu: <RETRACTED>
- Population: <RETRACTED>
- The High general and current president of NAZR: Henry Haymaker. Pretty cool fellow, wants the NAZR to survive. Tall fellow, blonde hair. He has weird metal clippy port things on his head. Always surrounded by people in black suits.
- Houserules:
- *Facilitate upgrades is always on
- *1d5 weapons RF on a 5
- *Custom entry plug and plugsuit cost 2 SUP for the whole lot, or 1 SUP for just one. They can be changed at
- will
- *Same deal with AB upgrades, buy multiple, switch at will.
- *Using new zerker rules. Zerkers get Uncontrollable, ATTs get Thaumaturge and Everyone else gets Masterful. All
- zerks are assumed to be cold zerks.
- *Prerequisites for Apostle are waived
- *Anything else that I can think of later
- Starting Base equipment:
- A Quad core MAGI. Thats right, Quad.
- 4 Launch ports at locations around the pyramid, and 1 Eva hanger where evas can be deployed.
- Umbilical cords stretch up to 240dm around the pyramid
- 4 Tank Squadrons, 2 Combat VTOL Aircraft squads.
- 2 Missile batteries at the Pyramid, With the Blast (1) And Accurate qualities.
- Lots and lots of hovercraft
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