So, in the time I started drafting this to now, another Avatar RP has sprung up. After checking it out, I've decided to go ahead with this anyway, because it's radically different. Also, not exactly keeping in canon, but canon doesn't set a good Wargame setting.
Interested? Well, it goes like this.
Fire Lord Zuko has just passed away, with no documentation of a heir due to a clerical error (or conspiracy?). Thus, Several factions have sprung up in the Fire nation, all are ether backing their Throne Claimant or a change in leadership. (Fire Nation officers start in the Fire nation. Beyond that, pick wherever to start.)
-The Fire Monks, who believe the job of all nations is to work in harmony and thus want a Council in charge of the Fire Nation, and Peace with the Earth Kingdom. However, they are loathe to capture cities because of the inevitable collateral damages, so their officers have become lazy. When they are captured however, they are the most loyal and productive in comparison.
-The Otohano, who believe the Fire Nation is the most powerful nation in the world, and should rule over all of it. They believe a ultra-Nationalist Fire Nation will bring great power. They are led by Seshain, a crazy bastard not unlike Ozai. Their Officers are monstrous, not caring about collateral at all if it means they get what they want, causing city captures to be less relevant.
-The Kaminohi, Who rally around the man who they believe is the true heir to Zuko, Kasai. They want to restore the old traditions of honor and peace, but the aggression of the Earth Kingdom sparked an Anger in Kasai that puts the Kaminohi in a double-fronted war. Their Officers are the most balanced, although fanatically loyal to Kasai and prone to anger when coming across nay-sayers.
The Earth Kingdom, under the dictatorial rule of Sho after taking the entirely wrong lesson form the previous war, sees a revenge opportunity and declares war. They face massive resistance from the Water Tribes in getting their War Boats across the ocean, however, due to their suspect at best reasons for starting up conflict. City captures are worthless, thus Earth Kingdom armies will move to engage civilian targets over fortifications whenever possible.(Officers start in Omashu, getting on the War Ship Vengeance)
The South Pole throws it's lot in with the Fire Nation in essence, acting as a Neutral-Zone for the warring parties so they can have some relief and Diplomacy. They did so in spirit of Katara, the Great Hero of Water. This attitude has caused them to run into trouble from some of the more zealous Fire Nation and Earth Nation transports and War Ships. (Water Tribe officers start on a transport boat, separate from other players, or at the poles)
The North Pole is, unironically, the exact opposite. Taking after Sokka, the Great Hero of Warriors, they take a militant Anti-Fire Nation stance. War parties can be spotted in the Fire nation and on boats, sinking Earth and Fire Ships alike. Sho is trying to find a way to contact their leader, whoever it is, since they closed their gates to foreigners, evidently finding a way to be self-sufficient. Earth Kingdom Officers may speak to court representatives at the docks about undertaking an espionage mission. (North Pole PCs are unavailable, for obvious reasons)
The Avatar is nowhere to be found, and although Aang tried to restart the traditions of the Air Monks, they are few and dying quickly in this changing world. (The Air Nomads are also NPC only.)
Everybody is required to make an Officer OC of any nation and they will lead a 5 Man Band, fulfilling missions given to them by their leaders (Me) and attempting to get promotions to gain some sort of end.
The RP will be played as a Wargame, primarily focused on completing and securing objectives for your factions' end. I will present the Officers opportunities and missions as relevant, but it is their job to find out a way to complete their mission. Not all missions are based on capturing targets, but it will be the main focus of Fire Nation PCs.
-All leaders of every warring party have been removed, by homicide of otherwise: All remaining PCs have carved out their own little nation in the emerging anarchy.
-Two Fire Nation factions have fallen and ether the Northern Tribe or Earth Kingdom quits the war effort: The remaining faction gains control of the Fire Nation, and peace settles in.
-The Water Tribes and Earth Kingdom fall, and the Kaminohi are still standing: The Fire Nation populice realize Seshain may not be as crazy as he sounds, and join under his banner. All PCs not aligned to his faction lose.
-All Fire Nation Factions fall, and the Earth Kingdom stands: Sho greedily annexes the Fire Nation unrestricted.
-Two Fire Nation factions have fallen and ether the Northern Tribe or Earth Kingdom quits the war effort: The remaining faction gains control of the Fire Nation, and peace settles in.
-The Water Tribes and Earth Kingdom fall, and the Kaminohi are still standing: The Fire Nation populice realize Seshain may not be as crazy as he sounds, and join under his banner. All PCs not aligned to his faction lose.
-All Fire Nation Factions fall, and the Earth Kingdom stands: Sho greedily annexes the Fire Nation unrestricted.
Rules:
-Be Civil OOC, In character trash talk as much as you want.
-Soldiers and Officers CAN DIE. To that end, expect Soldiers in particular to die frequently.
-Cities can be taken a variety of ways, but cannot be taken by anything less than an army if you decide to make a siege.
-Traitors can be useful promotion opportunities in other armies, watch those other PC Officers.
Name:
Age:
Gender:
Bending/Weapons:
Soldiers (Give a general description of the other 4 guys, as holding onto all of them will be a challenge):
Kingdom/Faction:
Abilities Of Note:
Appearance:
History (How s/he became an Officer):
Age:
Gender:
Bending/Weapons:
Soldiers (Give a general description of the other 4 guys, as holding onto all of them will be a challenge):
Kingdom/Faction:
Abilities Of Note:
Appearance:
History (How s/he became an Officer):
The Martial Master- A man with a shaved head, specializing in martial arts, particularly in the Chi-blocking arts that are on the rise.
The Armsman- A man wielding a large polearm and short sword. Specializing in killing up close.
The Archer- A man armed with a well-made composite bow, for when bending is impossible or impracticle.
The Bender- A bender of your Nation's element. Quiet, Respectful and Skilled at his art. (May field one per squad)
The Big Guy- A loud, boisterous man armed with a large Warhammer. It may be modified by your nation's element, such as an Earth Kingdom Big Guy having a Warhammer that breaks things a lot easier, or a Fire Nation Big Guy wielding a Flaming Warhammer.
The Medic- A man skilled in the healing arts, carrying a variety of healing substances.
[All of these personalities or details may be modified to your heart's content]
The Armsman- A man wielding a large polearm and short sword. Specializing in killing up close.
The Archer- A man armed with a well-made composite bow, for when bending is impossible or impracticle.
The Bender- A bender of your Nation's element. Quiet, Respectful and Skilled at his art. (May field one per squad)
The Big Guy- A loud, boisterous man armed with a large Warhammer. It may be modified by your nation's element, such as an Earth Kingdom Big Guy having a Warhammer that breaks things a lot easier, or a Fire Nation Big Guy wielding a Flaming Warhammer.
The Medic- A man skilled in the healing arts, carrying a variety of healing substances.
[All of these personalities or details may be modified to your heart's content]
A New Dawn: The Vengeance has yet to land in the Fire Nation, allowing the civil war to be singular for a time.