Reborn

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A Peacekeeper on Patrol, by Zion

Redistan, my Beloved

Interstation 12: Reborn is the roleplay focused IS12 codebase. Set in a Redistani bunker decades after the 'eternal' Redistani-Blusnian war ended, Reborn focuses more on player agency to develop the world and characterization rather than strictly sticking to 50000 word lore articles. That being said, thanks to the two years of development, it can make it a little daunting to jump in as a new player. Click here for a comprehensive document detailing what you should already know as a proud Redistani.

Proud Redistanis

Role Slots Description Notes
Scrungudant.png The Nobility - Pompous assholes, living in fantasy land. Expect them to blame you when reality comes knocking.
Commandant.png

Commandant

1 Your Commandant is your lifeline. In this time of civil war they have purchased this defensible bunker and fully expect to reap the rewards of it. High taxes and free lunches are a given. They typically enjoy having their subjects perform their every whimsy. Best listen up. As Commandant, your underlings will manage most tasks for you. Adjust the tax rate as you see fit, make pointless announcements and perform corrections where needed, otherwise your time is yours to torture enlighten your subjects.
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Consort

1 You're the Commandant's dear partner. Throw your nobility around, you've earned it. You have as much authority as the Commandant, given you're not going against them. Commoners might not like to listen to you, getting a Peacekeeper's truncheon to the face is a quick fix.
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Scion

2 You're one of the Commandant and Consort's pride and joy. You're a spoiled brat with far too much power, although you're a weak child with little ability to exercise it. Try to abuse your parents goodwill to get what you want. They have plenty to share.
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Servant

1 More of a pet than a noble, you're a prisoner shipped in from THE CAPITAL, given another chance at freedom through unending indentured servitude! The Commandant's palace is filthy and their children are very hungry. Best get to work soon. A good servant is one who is seen as little as possible. Try to assume what your Commandant wants and have it done before they have time to ask for it.
Avodant.png The Gatewatch - Good morning inspector. Refuse all Italians entry. Glory to Redistan.
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Advocatus

1 A Bureaucrat from back West, sent to this backwater to assure it doesn't become a den of separatists, occasionally reporting back to senior Advocatii in THE CAPITAL. The Redistani Civil War makes mistakes unacceptable. Do not be afraid to be cruel. Glory to Redistan. You have the same amount of authority as the Commandant, although you do not own his land. Do not be afraid to challenge his orders if they are unreasonable, and make your men hold steadfast.
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Inspector

1 Giddy volunteers to the A.A.M., encouraged to keep their full attention through the retroactive punishment of their family. Some inspectors are in it for the Patriotism of keeping their country safe from those disgusting Separatists. Others just like to see the look on a child's face as they bar them from getting medical attention inside the bunker. Glory to Redistan. Your Advocatus is likely unhappy over their assignment to such a small settlement. Corruption is widespread this far East for a reason. Use that to your advantage.
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Watchdog

2 A grunt of the Gatewatch. Although you may often be made to keep in shape with drills or mop up the floors around the checkpoint, you have plenty of downtime too. If only you got a comfy chair to sit in as well... Not having to move much means a much closer eye can be kept on those in the line. Be sure to remind them with the megaphones what restrictions are in place.
Pkudant.png The Peacekeepers - KEEP THE PEACE, DAMNIT!!!
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Head Peacekeeper

1 A noble, with a small litany of disorganised but (usually) loyal troops at your disposal. Coordinate your Cadets and Peacekeepers well. Your equipment may be outdated, but it is plentiful. Do not be afraid to organise your men strongly. Your men may be called for occasional raids beyond the gate, into the slums. Keep them close, there's no shortage of unfriendly faces out there.
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Peacekeeper

3 You might be schlubby, you might be unfit, but you're here and that's all that really counts. Your main jobs are going to be pest control and abusing what little power you have. You can always make up any charge you like, it's not like whoever you're accusing has a book of laws. Maybe if you suck up enough, the Head Peacekeeper will bother with outfitting you with some nicer gear. Make sure to follow his words to a T. Be glad you're not back West, fighting Separatists on the front lines.
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Cadet

1 Merely a child, your tendency to bully others and throw your weight around made you a prime pick for the Peace Corps. You might not be on the front lines, but you're sure to make your country and parents proud. While you're more proficient with weapons than most children, you are still rather weak. You make for a strong scout, as well as a keen accompaniment to adult peacekeepers. They're sure to teach you well if you ask.
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Cave Ranger

1 You were born into the caves, molded by them. You didn't see civilisation until you were already an adult. The caves are your home and you're sure to treat them and all their inhabitants well. Keep poachers away from the wildlife, give litterers the death penalty and patch up any idiots who end up bleeding out in the caves. The caves are your home. Treat them like you would a family member.
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Bellhop

1 As a young child, you were crushed in a not-so-freak elevator accident. Ever since, you've been terrified of the world outside the Elevators. If they do this to their friends, imagine what they do to enemies! You're disgusting, deformed, and slow, but you like it that way. You never have to get up and move! Manage the elevator well. The spirit of the Great Transporter demands it. The elevator is the lifeline of Eversmile. Get people to where they need to go, useless Bellhops are not taken well.
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Scab

2 You fucked up and now you're out on your ass, kicking it in the Slums. You've copped slum duty after fucking up bad and now you have to maintain order in what you're pretty sure is a literal cess pit. Make sure Mr. Redz is happy with the security of his factory, he's sure to hand you a little bonus if you do a good job. Power in numbers. Just having your partner nearby is likely to scare most opportunists off.
Scrungtitioner.png The Practitioners - Let's go practice medicine.
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Head Practitioner

1 The head honcho. You have the longest beak, so you are in charge. You might not have ever actually seen a bird, but you know how to lead your flock to glory. Remember, if the power goes out, it's not just the Undertaker they're going to blame. Always assume your underlings are incompetent. Demonstrate to them the art of practicing medicine.
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Practitioner

3 One of the Head Practitioner's flock. Your beak size may vary, but it'll never be bigger than the Head's. You're so dedicated to the art of practicing medicine that you voluntarily had your garments stitched into your skin. Best take a shower before heading out of the clinic. Absolutely no beakfighting allowed in the clinic. Try to remember your schooling.
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Apprentice

2 You're a young apprentice to the Birdmen, freshly sent from one of the western Academies. Yet to get a worthy beak of your own, it's up to you to prove yourself and truly take in the words of your superiors. You'll get that beak yet, sonny. Schooling is all well and good, but it doesn't compare to practical experience. Do not be afraid to ask your superiors for help.
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Chemist

1 You're a contractor under the Birdmen, not as dedicated to medicine as they are. Too bad they stitched the clothing into your skin anyway. At least you'll be left alone most of the time. Chemists are most useful when they spend time making premixed chemical combinations or ship chemicals off to the C.C.M. for profit.
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Undertaker

1 Secretly the most important person in the entire clinic. You love to hang around corpses, so you got the wonderous duty of hacking up bodies and feeding their limbs to The Beast. There is sure to be no shortage of dead people in the bunker. Undertakers are very versatile. Who's to say that person wasn't already dead when you caved their skull in?
Scrungissary.png The Customary and Commercenary Ministry - Turn a profit, damn the expense!
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Commissariat

1 The economic heart of the bunker, supposedly. You know what things are worth. Never pay full value, you have to turn a profit as well. Your men are loyal, as long as you pay them well. As long as there's a profit to be made, ANYTHING is justifiable to the C.C.M..
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Crate Pusher

2 You push crates. You also break legs and kidnap people, if the Commissariat needs it done. Work hard. Set goals. Invest. C.C.M. mindset.
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Cargo Kid

2 You're a young entrepreneur, starting that grind early. Your older colleagues are sure to have some tips for you. A great learning role with very little responsibility.
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Salvage Miner

4 You're a miner. You mine. Bring anything especially valuable to the Commissariat, dump the rest onto the Blacksmith. Great for spelunking or fighting mobs. Cave drip is not real.
Redzgus.png The Factory - No union? No worries!
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Mr. Redz

1 You're the fattest fuck in all of the bunker. You won ownership of a factory here in a backroom game and it's turning you a tidy profit. Your Foreman will typically have the factory under control, so feel free to go commiserate with your fellow fatass nobles. Always have food at hand. It's always time for a Cheeseburger. NO ONE FUCKS WITH MR. REDZ.
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Foreman

1 You're Mr. Redz's trusted assistant. Do whatever he asks of you. This will typically be yelling at his workers to work harder. Mr. Redz has a lot of money and you work oh so hard for him. Perhaps a bonus is in order?
Factory.png

Factory Worker

6 You're true working class, real brown collar shit. Whittle down the hours until the whistle blows so you can get off shift and blow your meagre paycheck at the Italian's place on cigarettes and pasto. Keep a steady pace. Work too fast, you never know what might happen.
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Child Worker

2 Workers are getting harder to come by in Redistan as more and more people are sent to the front during the Civil War. Thank GREAT LEADER child labour is encouraged for proper childhood development. Don't be afraid to ask for help. No one expects anything of you, you're a child!
Scrungchef.png The Civillians - What, no food?
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Cook

1 Not quite experienced enough to be a proper chef, you at least know enough to run your own hash house. Cook whatever you like, just don't get too Italian with it, it doesn't mix well with the local palate. Don't give your child tap water. Food service has very thin margins. Mark up everything you can. The vending machines are far too expensive to be worth it.
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Assistant Cook

1 You're the cook's apprentice. You're not going to do much cooking, but he should be able to teach you the art of crying in the walk-in between orders. Cooking is best for visual learners. Pay attention to what the cook does if you want to learn.
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Janitor

2 Sweep it up, janny. The bunker is filthy and you control the mops. A clean bunker is an orderly one. You have good justification for getting into other people's workplaces. Try not to have sticky fingers.
Mullen.png

Mullen

1 A private dick. This bunker is a festering pit of darkness and hyper realistic blood, angels weeping, dead inside, fucked up shit and thick skin. You get the idea. Try to offer your services, there's sure to be someone who has a case. When a bum sees a dick coming, he don't stick around.
Scrungiminal.png The Underbelly - Woah mama mia cunt
Caporegime.png

Caporegime

1 The head of the local branch of Post-Italian troublemakers. You're here representing your Godfather back West in the Spaghetto. There's a multitude of ways to get things done down here, it's just a matter of picking which one. Pure violence is typically a poor choice for the mafia. Try to keep your exploits well thought out and executed. Do not play this role if you're bad at leading people.
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Associate

3 Your standard Post-Italian grunt. Follow your Caporegime's orders, it's not like you have anywhere else to go. Post-Italians are naturally intimidating. Their patterns of speech strike fear into even the most stalwart Carnifexes. This is a Wildcard role. Talking will quickly give you away, but you can blend in fairly well if you keep quiet.
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Bocconcino

1 The Mafia's very own orphan to boss around. Although you're not Italian, they've accepted you as one of their own. You're not Italian, yet. People are far less suspicious of you.
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Drifting Mercenary

2 You're a mercenary. You might have no money to your name but you're sure to find work somewhere. Try your local nobles. This is a Wildcard role. DISPERSE IN THE NAME OF MR. REDZ'S FRIENDLY ORDINANCE COMPANY!
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Wildcard

>20 A pool of special roles that you can't get normally, ranging from noble tourists, to Post-Italian Mafiosos and everything in between. Most wildcard roles are not listed on this page. Follow your instincts and you will do well.