View Full Version : Interest Check: Mech RP...
Epyon94
06-13-2008, 4:27 PM
Ok I've had the idea to do a Mechwarrior/Battletech style Rp for a long time, I'm just wondering if there's enough interest here to bother going any farther with it...
If anyone wants I'll be posting the back ground shortly.
Rifleman223
06-13-2008, 5:46 PM
i would gladly join it sounds like a good idea.
DarkMirror
06-13-2008, 6:37 PM
Rifle, I think you should limit yourself to 1 or 2 RPs at a time. Otherwise your quality of post might go down. More than it already is... I mean come on! Your horrible at posting! God damn I just wanna wring your neck sometimes. Learn to RP better, you thundering moron!
100thlurker
06-13-2008, 6:42 PM
How about instead of mecha, we can have...
ONE MAN BATTLETANKS!
I frackin sick of mecha. Mecha this, Mecha that! Look Mommy, my mecha has HANDS and it uses a gaint gun even though it is TOTALLY ILLOGICAL! Even better, it has A LASER SWORD! Yeah, my guns are soo sucktastic, that they have to use SWORDS!
Whatever some whoring mecha can do, a tank can do better. Squared, Cubed, and Infinitised, the Tank will do better at ANY task that some walking, clunky arse redheaded stepchild of a main battle machine.
Battletech isn't so bad, it merely rapes the concept of tanks, before hugging them and saying, "I love you".
Sorry, I had to get it out of my system. I'd still join though.
Epyon94
06-13-2008, 6:49 PM
To clear this up, before there are anymore little bits of confusion, the is NOT Japanese mecha.
These mech's have much more in common with Battletech than Gundam or EVA or any other Japanese Mech.
The only thing that they share is the face that they are called Armored Cores, but that could easily change.
100thlurker
06-13-2008, 6:57 PM
I'm very sorry. I wrote all of that on the spur of a moment, with no thought to politeness. I did not intend to spew vitirol to the point that it oozed out of your moniters as I did. Please forgive my...irrational hatred of mecha in all its forms.
I am more than willing to join this RP, as you specified that you were going for the Battletech theme of Warmachine. This is a more palatable aproach to such machines than the anime induced vision. Ironically though, Armored Cores are the most realistic of mecha. The whole point is that these machines are piloted by skilled psychics hooked up to their machine who break reality. The machines needed legs because the pilots couldn't move treads or something.
I hope you would accept my apology for being rude and uncouth. As I said earlier, I am more than willing to join your RP.
Rifleman223
06-13-2008, 7:52 PM
what he means is Machineguns and rockets lol if you ever play mechwarrior and stuff their is no robots with arms.
Giggilyomeromicon
06-13-2008, 7:56 PM
what he means is Machineguns and rockets lol if you ever play mechwarrior and stuff their is no robots with arms.
Battletech has plenty of robots with arms. Hell, there are even mechs with swords, axes, lanes, and the like. Mechwarrior actually barely scratches the surface of the Battletech arsenal, and even then the Atlas, a mech with arms, is in game.
100thlurker
06-13-2008, 7:57 PM
what he means is Machineguns and rockets lol if you ever play mechwarrior and stuff their is no robots with arms.
Yes, I know battletech, and I have said repeatedly that it is one of the more palatable universes with walking main battle machines. Though there are several innacuracies in your statement. There aren't many "Rockets" per say so much as dumb missile swarms used to drown any sort of anti missile system and cripple your opponent, with LRMs being the "Smart" alternative (other missile systems stand as exceptions that point out the rule). Machine guns are lightweight weapons, their role as "rapid fire" projectile weapon is mostly taken over by variants of auctocannons.
I find Mechwarrior 4 is an extremely distasteful representation of the Tabletop Wargame.
Epyon94
06-13-2008, 9:41 PM
In an attempt to steer this Convo back on track I give you the backstory!
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The State of the World
Name: Earth
Year: 2650 AD
In the later half of the 22nd century governments of several nations across the world began to talk of a long-term alliance that would link each of the governments both socially and economically. The three main camps for these alliances were NATO, The United Nations and the European Union. However the members of the United Nations that were not part of the other alliances began to petition the UN to either disband, or some how force their inclusion into the alliances. By 2208 most members of the EU had withdrawn from the United Nations, because of the constant pressure to include nations that wanted nothing to do with the founding principals behind the EU, the only other country allowed entrance to the EU was Australia because of it’s historical ties to Britannica. In 2215 the members of NATO too were forced to withdraw from the United Nations after only agreeing to accept members from North and Central America. This left the world deeply divided, and the world economy nearly broke down in the year 2220 because of boy-cots that had been lodged by various nations.
Frustrated by the lack of progress the UN achieved in dealing with NATO and the EU, Russia, China, Mongolia, and Japan pulled their support from the UN in 2223, to form the Pan-Asian Coalition or the PAC. With the loss of a major number of powerful supporters the voted unanimously to change its name in 2228 to The United Southern States of Earth, or as it quickly became known as USSE. However because the counties of Greenland and Iceland were located north of the equator they decided that a group that mainly consisted of countries in a tropical climate could not understand the issues that affected them, they elected to remove themselves from the USSE, to from Gaia in 2230. The remaining members of the USSE that were in the Northern locations of the world soon followed them.
This left the world more divided than before, and the loss of Greenland and Iceland, as well as the PAC, EU, and NATO, years earlier shook the confidence of many member nations of the USSE. Brazil for one left the USSE for NATO in the year 2240, and was followed by Columbia and Venezuela in 2244. These were the last nations to leave or join any of the 5 alliances.
An uneasy peace began in 2260 with the signing of the Capitus Maximus Treaty. The leaders of all 5 alliances signed the Treaty, and by signing it all of the alliances agreed to keep communication and the trade routs between them open, and that no open hostilities would occur that could escalate into a war that threatened to span the globe and drag all members of all the alliances into it. This peace lasted until the year 2540 when the communications between the PAC, USSE, NATO, and EU began to brake down. Gaia had managed to maintain contact with all the other nations up until 2560.
The communication breakdown caused suspicion to begin to be thrown around, as no one faction knew what the cause of the breakdown was. The suspicion grew to out right xenophobia as each alliance blamed another, for the problems and threats abounded about military retaliations. In fear from these attacks the various factions constructed the super-cities.
These Super-cities are massive fortresses that only exist in the safest and most defensible locations on the planet. The three most well known exist in the Rocky Mountains of what used to be Northern Canada, Deep in the African Jungle, and thousands of feet above what used to be the British Isles, however many others exist in much more secret locations. A Super-city is in effect a massive production plant for the latest tools of warfare, as well as acting as a recruitment center for the faction controlling it. Most factions take great pride in the super-cities that they control and as such do their very best to accommodate the populace that lives there, this may be out of generosity or because of the fact that none of the factions, no matter how powerful, can afford a revolt in one of their super-cities.
The factories were pressed into overtime as an arms race began in the year 2590, in the hopes of having a more able military that would be better suited to defending the faction controlling it, in the inevitable attack. The arms race not only strengthened each faction’s military but the yielded the latest invention in military history, the Armored Core or AC.
Shortly after the Arms race began the alliances opted to change their name with the idea that if they did they could erase the mistakes of their past. The EU became Neonia, the USSE becoming The Southern Cross Coalition, NATO was known as Mechanus, and the PAC controlled territories became known as The Black Gate. Gaia decided to stay with the name I had taken in 2230, feeling that, because they had remained neutral in the arms race and in the communication black out, they had done nothing wrong and had no reason to change their name.
In November of 2646 Gaia was attacked by a group of ACs that appeared to come from the mercenary group, The Knights Templar. Before this incident Gaia having successfully remained neutral in the world of international politics and warfare had not needed to request the aid of any-other faction. However it was now forced to ask for aid from the 4 other major factions. Exactly why the original attack was launched is unclear, as all of the members of the Knights Templar that were involved in the attack are nowhere to be found. As such no one knows the real reason for the attack on Gaia in November of 2646.
Infighting broke out as to who was responsible for the attack, and once again threats declared and accusations were leveled amongst the various factions. Then just when things couldn’t get any worse, the Mechanus city of Mechani in the Rocky Mountains, the Neonia city of Neo-Britannica in the Alps, the SCC city of Kisangani in the African Jungle, and The Black Gate City of Arkhangel’sk on the White Sea in what used to be northern Russia, were all hit by ACs bearing the insignias of the other countries, in the February of 2647. This act alone was cause for international repercussions but because of the attack on Gaia earlier that year, each of the Four Grand Factions declared war on one another in June of 2647.
However a machine no matter how intelligent cannot control the dogs of war, they require a human master. As such there are often recruitment camps running 24/7 in any given super-city in attempts to draw new recruits into that faction’s army. The goal of many of these new recruits is to become an Armored Core Pilot, the idea to control the greatest piece of military machinery yet created by mankind. However many of the factions are finding that as this war drags on the number of recruits is beginning to dwindle with each passing month, and are therefore forced to resort to less favorable alternatives to gaining soldiers to fight for them.
Not willing to institute conscription campaign, many of the factions are forced to turn to the few mercenary companies that had been formed before the start of the war, as well as those that had been formed since. These mercenaries are little more than soldiers for higher, fighting for the highest bidder, but most have a distinctive mark on their ACs allowing fellow members to recognize them, and not destroy them. This allowed any given mercenary group the flexibility of working for multiple sides and still being able to come out on top.
Welcome to the year 2650 AD, when all hell has broken lose and the war torn earth that is being fought over is all but unrecognizable.
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The Warring Factions
The World has split into five factions: The Black Gate, Mechanus, Neonia, The Southern Cross Coalition, and Gaia. In addition to these five, rumors have surfaced of a sixth faction, The Titans which if in-fact exists could be responsible for the entire war. The validity of these rumors however cannot be confirmed.
The Black Gate:
Leader: Known only as Lord Psychosis, real name is unknown
Motto: “Emperors die, empires fall, but The Black Gate stands forever!”
Goal: To safeguard their people, at the expense of the other factions if necessary
The Black Gate is the most xenophobic of the factions; because of generations of mistrust between themselves and the others, and that they were hit first when the war started. As a result they only care about the war if it directly affects them. If it weren’t for the attacks launched against them in the very beginning, they would happily watch the entire world go to hell, and not care as long as it did not interfere with the order within their borders. This amount xenophobia has caused The Black Gate to be looked over by many of the mercenary companies, because they only seem to hire mercenaries from groups that existed before the start of the war, and they appear to have a long running contract with the Knights Templar.
Mechanus:
Leader: The Grand Council
Motto: “Perfection through experimentation.”
Goal: The perfection of the human race at any cost.
Mechanus is the leading faction in terms of technology required for the construction and operation of ACs and their various support units. However most of these new improvements are still experimental and are prone to breakdowns. The populace of Mechanus reflects the opinion of its government, in terms of experimentation. It is common to see people walking down the streets of a Mechanus controlled city wearing various cybernetic implants, and tech devices. This attitude has created mixed feelings amongst the various mercenary groups, but all of the groups realize the power of the tech that a Mechanus contract can bring.
Neonia:
Leader: Lord Claudius, “The Pendragon”
Motto: “Unbowed. Unbent. Unbroken.”
Goal: To establish one nation, one government, that controls the entire globe.
Neonia was originally founded as a republic, but when the government failed to achieve a balance between the wants and needs of the parties involved the faction threatened to break apart. That is when Claudius arose from the ranks of the faction’s military in an attempt to unite the faction, not only through promises and results that impressed the leaders of the involved parties but by military might, by crushing those who oppose what was perceived as the greater good of the faction. After his unification of the differing sides Claudius was granted the title of Lord and promoted to the rank of general. In addition to this he was given the title of “The Pendragon”, a title that reaches back to Middle Ages Britain, used by King Arthur himself. The title was given to the High King of Britain, and the person who unified the many clans. Through this act Claudius was declared High King of Neonia, and leader of its armies. And thus did the Republic of Neonia become an empire.
The Southern Cross Coalition:
Leader: Lord Father Baratheon, “The Hand of God”
Motto: “United we stand against this tide of darkness.”
Goal: To bring “The Word” to all corners of the earth.
Where most of the factions have displayed a clear separation of church and state the SCC has made no such definition. In fact the religion, known only as “The Word”, and the government have become one political/social entity. The fact that the faction is led by the Lord Father Baratheon, also known as the Hand of God, and is a powerful religious figure and claims to rule by divine right only exaggerates the fusion of religion and government inside this faction. However despite this fusion the SCC is more than willing to hire mercenaries from all of the groups equally, and will pay handsomely anyone who “converts” their enemies to their point of view, even without this attitude the SCC posses not only the fanaticism but also the means to make their goal a reality.
The Titians:
Leader: Unknown
Motto: Unknown
Goal: Unknown
The Titans is the name given to a ghost like faction, that while there is no proof of its existence, is blamed for the attack on Gaia, in 2646, and the other attacks launched against the Factions in early 2647. If the faction does in fact exist it has yet to rear it head as a world contender and its leaders are content to exist in the shadows of the other nations.
Gaia:
Leader: The Council of Elders
Motto: “Survival through cooperation.”
Goal: The survival of the human race
Gaia is the only truly neutral faction in this war, and because of this they refuse to assist any of the other factions in a military fashion. However they will not stop to provide humanitarian aid to whatever faction requires it. This stance has fathered both respect and contempt in the other factions, as they all seek dominance but do not wish to risk the humanitarian aid offered by Gaia. Many of the mercenary groups however dislike the Gaia faction, as their stance does not offer contracts or hardware, despite the fact that Gaia maintains its own military to protect their own borders.
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The Mercenary Groups of the World
(Who’s your boss?)
Pre-War:
The Knights Templar:
Leader: Head Inquisitor Kryptman
Motto: “Innocence proves nothing.”
History: The long running contract that the Knights Templar have achieved with The Black Gate has caused them to refuse contracts from other groups, most notably The Southern Cross Coalition who’s objectives stand directly opposite to those of their main employer. This blatant refusal of contracts has lead to the dismissal of the rumor that The Knights Templar was a splinter group or the armies of The Southern Cross Coalition. It now appears that The Knights Templar are bordering on becoming a permanent part of the military of The Gate, but there appears to be forces within The Knights that oppose this.
The Chimeras:
Leader: “Cypher”
Motto: "We aren't men disguised as dogs. We're wolves disguised as men."
History: The Chimeras are the newest of the Pre-War mercenary factions. Having being formed only 10 years before the start of the war they lack most of the organizational ties that Vertex and The Knights Templar have gained. This however does not stop them from gaining contract, as their ferocity in battle is second to none. Most of their pilots carry at least one melee weapon equipped to their AC, and relish in the prospect of charging headlong into melee combat with a foe. However there are also a number of them who make deadly use of ranged weapons, so their tactics can never be completely figured out before the battle commences.
Vertex:
Leader: Martin “The Eagle” Lalune
Motto: “A dishonorable Raven is dangerous, but an honorable one is invincible.”
History: Vertex is among the oldest of the 3 mercenary groups that existed before the war broke out. Founded by a group of old air force veterans afraid of what to do with their life now that the wars had supposedly ended, Vertex specialized in training their recruits in hit and run tactics when on the ground, and specialized in air-to-air and air-to-ground combat. As a result the AC pilots trained by Vertex often equip their ACs with jump jets in order. During the peace created with the Capitus Maximus Treaty, Vertex constructed a number of training facilities that it used to train new recruits, and pilots. The most prominent of these being “The Eagles Nest” where about 100 recruits finish their training each year. The other training facilities were either abandoned after the start of the war or, like the “Raven’s Perch”, were captured by rival mercenary groups.
Post Start Of War:
Birds of Prey:
Leader: David “The Raptor” Lalune
Motto: “Only the strongest will survive.”
History: The Birds of Prey were once an elite group of Vertex, known under the same name, until the leader of the group David Lalune, brother of Martin Lalune and known as “The Raptor” had a strong disagreement with his brother. David believed that only by serving the more powerful factions did Vertex have a chance of surviving, while Martin believed the key to Vertex’s survival was to serve all the faction’s equally. This disagreement ended in a blood fight and concluded in The Birds of Prey leaving Vertex and forming a Mercenary Core of the same name.
The Arctic Wolves:
Leader: Logan Blackmane, “The Wolf Lord”
Motto: “Winter is coming.”
History: The Arctic Wolves come from the great white north of northern Mechanus and The Black Gate. They are unique in the fact that their ACs and pilot uniforms are normally rimmed in white fur, and they appear to have developed a resistance to the cold weather that permeates their territory. They will fight for any of the factions but are most comfortable when fighting in cold climates, which makes them prime choices to supplement the armies of Mechanus and The Black Gate.
The Crimson Scourge
Leader: Barrbosa the Red Dragon
Motto: “Ours is the fury, fire and blood.”
History: Unlike The Arctic Wolves, The Crimson Scourge maintains and frequently establishes their bases of operation in the southern areas of the globe were the climate is hot and humid. Their ACs often sport a mixture of red slashes, mixed in with the normal camouflage paint. But like the Arctic Wolves the bodies of members of The Crimson Scourge are often adorned with tribal tattoos, in reds and oranges, unlike the tattoos of the Arctic Wolves, which are blues and blacks.
The Ghost Legion
Leader: Cyris, The Battlefield’s Reaper
Motto: “They’ll never know what hit them.”
History: The Ghost Legion is, exactly that a ghost. Most members of the militaries and the other mercenary groups have never heard of this group, this fact in itself is a testament to the efficiency of The Ghost Legion. But those that have will attest to the fact that the Pilots in this group excel in hit and run attacks eliminating their target and anything around it. The saying “dead men tell no tales” holds it’s truest when applied to The Ghost Legion, for few that ever engage the Legion ever survive the encounter, not just because of The Legion’s combat premise but also because of their ability to hit when their opponents least expect it. The lack of information on the Ghost Legion has led to rumors of a supposed link to The Titans, but this rumor cannot be confirmed.
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Sink your teething into that, and feel free to comment on it.
Rifleman223
06-14-2008, 12:18 PM
i.. i... this is as good as... i just love it..
DarkMirror
06-14-2008, 12:25 PM
Again, you might be stretching your skills to join this RP while in so many others.
Anoiktos
06-14-2008, 5:50 PM
Note: Interest Checks are usually best placed in the Scratch Pad! thread.
That said, your intro is engaging enough that I will very likely join; in fact, as I try not to simply state that 'I'm interested in joining', I would have liked to simply introduce a character, but I don't know how you want character creation to go, or how freeform the RPG will be. From the number of disparate factions, I would assume that it's reasonably freeform, and the players can be from any of the merc factions but not the global ones. Can you give us an idea of how you'd like the RPG to proceed?
Epyon94
06-14-2008, 6:54 PM
Sorry about misplacing the thread.
Anyways for character creation what I would like is this:
Name: (easy)
Faction of birth: (one of the 5 Great Factions, Neonia, Mechanika, The Black Gate, etc, No Titans)
Current Employer: (Normally a Merc Faction, anyone wanting to play a member of a Great Faction's Army please PM me first, same goes for anyone wanting to be from The Ghost Legion)
Description: (Height, Weight, Age, hair color, gender, only physical please, leave the personality to the RPing)
History: (simple enough, why are you fighting)
That's all for now thanks, once I figure out how to post the outline for Mech Construction I'll do that.
P.S. the reason that this is taking abit is cause it is all based off a Game I'm designing, so i need alittle bit of time to convert the data over. Thanks for your patience.
100thlurker
06-14-2008, 9:39 PM
Heh, I had a good feeling about this one.
Epyon94
06-14-2008, 10:05 PM
I just realised that you guys might want some info on exactly a Mech pilot Has on them, well here it is.
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Characters in the World
The briefing hall of “The Eagles Nest” was huge, stretching more that 40ft to the ceiling, 50ft across, and running 70ft from the podium to the back wall where the massive iron door stood. The door was still open as trainees and cadets piled in into the room, all of these had been sent here or willingly come here in order to fight, for their own personal reasons. A hush fell over the people assembled as Head Instructor Captain-Sergeant Nauffts walked across the stage to the where the podium stood.
As she crossed the stage the other instructors began to filter into the room, lining up against the back wall on either side of the podium. Their crisp black and gold uniforms moving in the breeze that was created by the fans spinning high above their heads.
“Welcome one and all to The Eagle’s Nest. Many of you are wondering why you are here; you have proven yourself as admirable combatants on both foot and in armored vehicles. You believe that there is nothing more for you to learn, in the most brutal of today’s arts, The Art of War.” Nauffts began as she gestured to the crowd. “But I tell you that this idea is wrong…” she paused to raise her hand to silence the crowd, “I tell you this is wrong because the power is no longer in the hands of a single soldier with a gun, or with a tank commander. For while they still have a formidable amount of firepower it is dwarfed by the power of an AC.
“But others of you already recognize this power gap and have come here in hopes of either closing it, or controlling the power of an AC yourself. Either way you are here, and most of you will not leave until your training has completed, some of you will remain even after, functioning as an instructor to the green horns that will follow in your comrades foot steps.” Nauffts finished, “However know this, no matter your final occupation, soldier or instructor, pilot or support officer, you are all brethren. Remember this and you will achieve great things together. Once you complete this course you can truly call yourselves Ravens!”
-Captain-Sergeant Nauffts, Head Instructor at the Vertex training camp, The Eagles Nest.
The main class that most people deal with when having to deal with ACs is the AC pilot, however there are also Support Officers who handle everything from repairing ACs to keeping in touch with home base.
AC Pilot
The character is a military Armoured Core Pilot in one of the faction’s militaries or a paramilitary force, such as one of the various mercenary groups. Most AC Pilots consider themselves elite compared to infantry soldiers, patrol cops, or other "ground pounders."
Adventures
AC Pilots may fight for glory, honour, or even loot, but most are reluctant warriors, battling because they feel they have no choice. The enemy is coming, and they are all that can protect their loved ones, their comrades, their country or the world. Sometimes they even feel that war has already been lost ... and now they seek revenge.
Characteristics
Some AC Pilots are chivalrous, hot blooded, and confident, but most know war is not a game, whether the foes are criminal gangs, terrorists, or the armed forces of rival powers. They may ponder over whether to climb into the cockpit again — or even consider deserting — but when they actually get on the battlefield, they fight to win, using their superior firepower to reap lesser adversaries like wheat before a scythe as they smash their way toward their opposite numbers. The most famous AC Pilots — like fighter aces of the past — are renowned for situational awareness, the always-preternatural "sixth sense" of keeping track of everything in the confusion of battle that lets them fight many foes at once.
Background
Some AC are operated by steely-eyed professionals who graduated from a military academy, others by scarred veterans of a hundred battles, and a few by angst-ridden teenagers all too eager on revenge and have barely read the manual. In short, an AC Pilot can come from any class, race, or background.
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Equipment:
The equipment used by an AC pilot is considered to the second most important thing in his possession, the first of course being the AC itself.
Helmet:
The AC pilots helmet, aside from protecting his head from stray bullets should they be caught outside his AC, it also acts as the main visual interface while piloting an AC. The view of the battlefield, taken from the data collected by the AC's main camera, is displayed on the inside of the helmet’s visor. While over top of this display is information about the AC’s critical Systems, such as Damage sustained, ammunition left and the amount of heat that needs to be vented. The helmet also houses the an internal comm. system that allows the pilot to communicate with members of his squad, this system hooks into the AC’s comm. system and allows for communication with all friendly ACs in the general vicinity.
Body Armor:
The body armor worn by an AC pilot is a Kevlar/Ferro-Fibrous-Armor hybrid in-order to maximize protection, while keeping the weight down. The body armor also contains detachable pockets that can store small devices like, flashlights, energy bars, a handgun, a combat knife, and devices that are used frequently such as a compass and a map. The pockets can be detached and moved around to suit the users preference.
Bag:
The bag carried by an AC pilot contains all the supplies that the pilot may need during a mission. These are items such as, ammunition for their personal weapon, a first-aid kit, cooking kit, and canned food.
Weapon:
Most pilots carry some form of personal weapon. While for most this weapon is a form of handgun, others prefer more brutal weapons such as a shotgun, and even others prefer a melee weapon, the most common being a sword. The exact kind of weapon is up to the pilot, but it is rare to find a pilot without some form of weapon should they be caught outside of their AC.
Other (Rations, flashlight etc.):
All other equipment is normally stored in various compartments inside the AC cockpit. The cockpit also contains charger units for devices that require electricity such as the pilot’s flashlight or GPS unit.
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I'm going to ask nicely and seeing that everyone understands that this is a "real" war I don't think that I will have any problems, but please, no angsty Teens. Thanks
Giggilyomeromicon
06-14-2008, 10:59 PM
So this went from Battletech to Armored Core?
DarkMirror
06-14-2008, 11:00 PM
I believe he said that the mechs are called Armored Cores. As far as I can tell, thats it.
kongurous
06-14-2008, 11:10 PM
I believe he said that the mechs are called Armored Cores. As far as I can tell, thats it.
Someone's not familiar with the Armored Core plot.
in b4 what plot
Epyon94
06-14-2008, 11:15 PM
Yes the Mechs are called Armored Cores, that's mainly cause when I was first designing this game, I used Armored Core as inspiration.
The name is now all that remains of the similarities.
Jaxander
06-15-2008, 12:31 PM
Just wanted to say that it sounds awesome! And since it looks like The Last City has slowed and Evacuate has been lying limp for a while, I figured I'm safe to join another. Hope this isn't too early for a character! Just wanted to get it in there.
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Name: Alexander Sqidar
Faction of birth: Mechanika
Current Employer: Vertex
Height: 6' 0"
Weight: 185 lbs.
Gender: Male
Hair: Long, dark brown hair. Almost always pulled back and tied.
History:
Alexander was born in Mechanika, and as such learned the importance of technological advancement at an early age. He constantly strove to better anything he owned, taking it apart and piecing it back together. He was studious, he was pensive, and he was calculative. Relatively calm in all situations, Alex had a way with people, and a way with words. It was this mild, unthreatening charisma that allowed him to convince his best friend, Mikhail, to join the Mechanus military with him. The two did so, and quickly learned the ins and outs of the Armored Cores. They were literally the best students; Mikhail could pilot the AC like none-other, controlling it as if it were a mere-extension of his body. And Alex, while a good pilot, excelled at the repair work, and the customization of the AC's.
However, the war saw the death of Mikhail during what Alex recognized as a suicide mission, a mere distraction that allowed a larger force the opportunity to strike unseen. He warned Mikhail of this, but his friend wouldn't listen. The war saw the death of Mikhail, and Alex discharged from the military on insubordination. Now, Alexander has found work amongst the ranks of Vertex as probably their best Armored Core Specialist, or 'MechSpec'. He prefers to stay out of the fight, but his exceptional piloting skills cannot stay dormant for too long.
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There you go! Looking forward to getting this underway.
And it seems that Alexander and Allahd from The Last City are pretty similar...oh well. Whatever works.
Epyon94
06-15-2008, 10:28 PM
Ok, people that's one character down for sure, I'm looking for at least 3-4 more.
I'd like to make a Star (5 mechs) if possible. So lets keep the energy alive.
I'll have the info for building your mechs shortly.
Anoiktos
06-17-2008, 2:41 PM
James Kilpatrick, son of Geralt, son of Blake, had joined the army.
While many of those young men and women who joined the army did so through no choice of their own, answering the decrees of the Pendragon, James Kilpatrick had done so because he felt it was right; because he felt indeed that he was Unbowed, Unbent, and Unbroken. He had a choice, and he made it, electing to serve Lord Claudius's forces to the best of his ability, and to protect the borders of neonia from incursion.
And so the cruel hand of fate led him through the battlefield unscathed; primarily through luck and charisma did he gain promotion, and soon enough he found himself aged, in his late thirties, and behind a desk, a general without a cause, a perfect soldier grown too big for his boots, and so set aside for future use.
And he stands, and for the first time he finds his mettle tested; his enemy has sent him a bullet that he cannot dodge, that his armor cannot absorb. For the past week, he has been dutifully informing mothers of the deaths of their sons and husbands, fathers of the deaths of their daughters and wives. Patriotism is a heady brew, but there is nothing so sobering as seeing the reactions of those who have lost what to them is most dear in this world.
James can only be happy that he has not had children, he feels, that he has not had time for a family. It is the blessing that keeps him going, he says to himself, though there is a hollow in his heart, and the days grow heavier.
The reactions of those to whom he speaks are all different, all the same; there is outward grief; yelling, blame, even shut doors. He was shot, once or twice, and part of him seemed to scream to him: "Let it hit! Let me die!". And sometimes there is none of these, and that is the most terrifying of all; the calm acceptance, hidden grief; some of them thank him for doing what he does. Sometimes, he thinks, a calm thanks is a more terrifying weapon than any bullet.
And so, one bright morning, he finds himself at the house of a retired captain; one, perhaps, just like him, save that the man bothered to have a family. James does not look forward to this call; Captain Raban Hareck - a name that calls back to the original settlers of this land, darker-skinned and wild - has recently lost his wife; his daughter ran off, long ago, and his only son joined the army.
The house is a simple one; the architecture of Neonia has changed, over the centuries, and this one beckons to an earlier time, when stone houses were more common, and durability what one looked for in a home. On the porch, an man peers at him, and James stands straight, as he has been instructed.
"Are you Captain Hareck, sir?", James says, as calmly and confidently as he can manage. The man stands up, and James notes first his height, second his build, and third his eyes. Captain Hareck stands tall, just over six feet, and his arms and legs are half that length. His musculature is tense, hidden; the man has not an ounce of fat on him, but neither does he have the bulk of a particularly strong man. His eyes are a patient brown, flecked with silver, and his greying hair has not yet begun to fall out.
Perhaps, James thinks, it never will. This man seems more a statue, a titan, than a living creature.
"I must regretfully inform you, Captain, that your son is dead. He died valliantly defending the-"
"-interests of our nation, and will be entered into the annals of our military blah blah blah", Hareck finishes, completing the speech. "Spare me the bullshit." James resists the temptation to edge backwards, but does so anyway when he sees the man's grim smile.
"I was just like you once, General Kilpatrick. Except I never quite made it to general. I guess I felt starting a family was more important."
"You turned down the offer, sir.", James stammers, and Hareck nods.
"Yes. I turned it down in favor of resignation shortly after doing a tour of duty much like you are doing right now. Nothing", he says, "in my life has been easy, save that decision. Now go. You've done your job. Just leave me in peace."
James nods, and turns to leave, but feels a void, an irresistible silence to be filled, and speaks:
"Mister - Captain Hareck, sir." Hareck eyes him with distaste, but James continues, unable to stop himself. "I don't know you, sir. I've been talking to a lot of people I don't know. A lot of good people, and some not so good. All of them had people they loved, and some of 'em hated me for telling them what I did, and some of them thanked me, and I'm not sure which is worse. But I want to say, sir, that even if you hate me for telling you this, I would still say it, and not just because it is my duty, but because I have fought beside these men, and I have seen them die, and I feel I owe them this much, at least, no matter how much you may hate it or fear it." With that, he turns, and motions to leave, but he hears a cough from behind him.
"Let me tell you a story, General Kilpatrick." Hareck moves into the house, and Kilpatrick stands outside for a while, unsure of what to do, before entering. There, he finds Hareck pouring tea, and accepts a cup graciously.
"When I was younger - maybe thirty or so, after all I'm only fifty-three - anyway, when I was younger, and I'd just gotten married on my leave, I was sent to do just what you're doing now. They haven't even changed the speech in all these years, nor the coldness behind it. And one day, I had to tell a grumpy old soldier that his son had died, and that soldier hated me for it; he hated my guts so much he shot me - shattered my leg, though it healed - and I left, and didn't press charges, because I knew just how he felt. Or I thought I did. I'd seen my men - good men - die at my side, and knew it wasn't my fault but couldn't stop it from eating at me anyway." He stirs his tea absentmindedly, peering into its depths as though he could see, in its reflection, the very deaths of which he speaks.
"I guess in some way, I felt I earned that shot; some part of me thanked him for it, that even though I'd had my share of bullets and frag shards in my skin, this was something more personal, a sort of payment for the evil I still felt I'd done. Still do." He twists his lip inwards, chewing it softly.
"And I forgot that man, for a time, but he never forgot me, and five years later, after I'd left the army and had a bouncing boy on my knee, I got a letter from him; wanted to talk to me before he died. So I went, and sure enough there he was, older, with his hair fallen out and his eyes clouded, but even so he recognized me, and he said to me: 'Boy, I'm sorry I shot you, because I know it weren't your fault. But I hear you have a son, with a daughter on the way, and I came to tell you what I wished I'd done with my life, and I hope you can see to doing with yours. I know you don't owe me anything, but... I just hoped...', and I cried there, for him, and he knew that I knew what he meant.
"He said: 'Hold yourself accountable to no one but yourself. Live so that your regrets are few, and do only what you feel proud of doing. Because the secret is this: You are your own man, and owe no allegiance to country or place; live well, and with a light heart, and that will be its own reward.' And I thanked him, and I left, and years later here I am; I changed nothing, because my life was happy, and I had a wife and children to hold, and when my daughter ran off, I told myself I still had a wife and son; and when my wife died, I told myself I still had to support my baby boy." Hareck sighs, a long, indrawn breath that seems to suck the color out of the world around him.
"And now you come, and tell me this, and I realize the old man is right. And so I say to you: he was right. And I was angry at first, but now I feel free; perhaps it's selfish, but it's true, and I know well enough what I am to do now."
After a time, Kilpatrick asks:
"What?"
"I'll leave this place, these people behind, and I will join whatever company accepts me. I'm still one of the best damned pilots this nation ever knew, and I hope that if I tell you the truth you won't think worse of me for bein' arrogant. I'll go and defend the right of other families to live, because after all this - despite all this, I have no regrets. I lived a good life, with a good family, and wherever my daughter is now, I can only hope for her well-being." He sighs, but this time it is one of elation, of opportunity, and he smiles.
"I go not to avenge the death of my son, but defend the life of others. I go to sacrifice my life to defeat the beast of war, for that is what I see is right."
That was the last Kilpatrick ever saw of Hareck, and I'd like to say the reason for that was that James Kilpatrick had a son, and a family, and he turned out all right after all, but I wouldn't know, would I?
Datacard: 'Aegis' (Raban Hareck)
Independent Contractor, currently working for Vertex as an enforcer for Gaia's aid efforts
Born in Neonia (?)
6'2
201 lbs
Male
Short, grey hair.
Dark, chesnut-colored skin.
Datacard: The "Implacable"
Mechanika-forged Mobile Defense AC.
Core - Medium
Legs - Medium
Arms - Medium
Cockpit - Recon
Generator - Medium
FCS - Advanced
Armor - Hardened
Specialty: Mobility, Defense, Adaptation.
Details:
weapons:
Assault Rifle (arm)
Assault Rifle (arm)
Gatling gun (shoulder)
Gatling gun (shoulder)
ammo:
Gatling:
light laser
100 mm
Assault:
medium laser
150 mm
external:
smoke launchers (legs)
jump jets (legs)
antimissile systems (core)
shields, medium (core)
internal:
night vision (cockpit)
advanced OS (cockpit)
extra heat sinks (core)
extra heat sinks (core)
extra heat sinks (core)
extra heat sinks (core)
Note: Due to the lack of speed/maneuverability statistics for legs, this is subject to change.
[Concept is, of course, an AC most suited for dealing with ACs likely to be attacking Gaia's aid operation lines, i.e. those fast enough to preclude plausible deniability, as no one really wants to 'officially' attack them]
Epyon94
06-17-2008, 7:13 PM
2 down, 2 to go, oh and Anoiktos, which character are you playing as? I'm not sure that it was ever stated. It seems like your playing as Hareck, but I'm not sure.
Anyways, why don't you two give me your Mech's here's the data for them, and the way that the frame construction works.
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Anatomy of an AC
Armored Cores are modular in construction. This allows of a great amount of customization between pilots and means that any given AC can be equipped for a given mission in a very short amount of time. However it also makes it hard to keep new technology from rivals as the fact that the business of scavenging the battlefield for parts that can be salvaged has become a popular way to make money, both among mercenary groups and civilians.
Core:
This is the torso of an AC. It is also the most heavily armored part of the AC and gives them their names as Armored Cores. The Core houses the generators, cockpit, and back-up power supply. Cores can come in a variety of styles for different weight requirements, and most can mount a small number of missiles inside them, an anti-missile system, smoke charges, or a number of other useful items.
Arms:
Arms hold the primary weapons used by an AC, and are always sold in pairs. Like Cores they also come in different weights for different weight/strength requirements. Most also have shoulder mounted hard points than can be equipped with extra missiles, heat-sinks, or other useful attachments.
Cockpit:
The cockpit houses both the pilot as well as the control systems. There are a number of different cockpit styles, some of which have better armor than others but as a result their software often has a longer lock on times for missiles and shorter detection ranges, making them more suitable for close quarters/urban combat.
Legs:
Legs are the support for an AC and often determine what class if falls into. There are several kinds of legs that differ in weight, speed, and armor capacity.
Generator:
While cores can, to a limited extent, power attached equipment, most pilots choose to attach a generator unit in-order to power the heavier and more destructive weaponry. Generators also come in varying weights and with varying output capacity depending on the equipment needed for the mission.
Fire Control System:
The Fire Control System, or FCS, of an AC determines the accuracy of the pilot’s attacks when using the weapons mounted on the AC. It also determines how effective a given AC’s Anti-Missile System (AMS) is when attempting to shoot down in coming missiles.
Armor:
Armor is possibly the most important part of an AC, as it protects the Pilot and the AC’s systems from damage, and allows the AC to operate after sustaining damage. Armor comes is a variety of forms each slightly different that the others, and each with certain strengths and weaknesses.
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AC Components
Parts:
Cores:
Light: The lightest of the core sizes, the light core weighs in at only 15 tons, has a base armor (tonnage) value of 15, and 1 external hard-point. It also contains 3 internal hard-points. A light core can handle a total of 24 points of heat before shutting down. As with all Cores the light core has two rear weapon ports. Price: 600 credits
Medium: The middleweight of the core sizes, the medium core weighs in at 25 tons, has a base armor (tonnage) value of 25, and 2 external hard-points. It also contains 4 internal hard-points. A medium core can handle a total of 36 points of heat before shutting down. As with all Cores the medium core has two rear weapon ports. Price: 700 credits
Heavy: The heaviest of the core sizes, the heavy core weighs in at an impressive 30 tons making it the heaviest AC part constructed. It has a base armor (tonnage) value of 30, and 3 external hard-points. Also like the medium core it contains 4 internal hard-points. A heavy core can handle a total of 48 points of heat before shutting down. As with all Cores the heavy core has two rear weapon ports. Price: 800 credits
Legs:
Light: The lightest of the legs, light legs have a base armor (tonnage) of 10, a weight of 10 tons, can carry 5 tons on both of the leg hard-points (one on either leg), and have a price of 500 credits.
Medium: The middle of the legs in terms of weight, medium legs have a base armor (tonnage) of 15, a weight of 15 tons, can carry 10 tons on both of the leg hard-points (one on either leg), and have a price of 550 credits.
Heavy: The heaviest of the biped legs, heavy legs have a base armor (tonnage) of 20, a weight of 20 tons, can carry 15 tons on both of the leg hard-points (one on either leg), and have a price of 600 credits
Treaded: The only leg system that doesn’t actually use actual legs, treaded legs function through use of a pair of treads that run under the base not unlike a tank. They have a base armor (tonnage) of 25, a weight of 25 tons and, can carry 25 tons on each of the three hard-points located on the leg system. Price: 700 credits
Quad: Quad legs function through use of multiple legs, normally 4 legs but ACs with more have been seen though they are rare. They have a base armor (tonnage) of 20, weigh 25 tons and can carry 10 tons of equipment on each of the 4 hard-points, located on the upper section of the legs. Price: 650 credits
Arms:
Light: Light arms are the weakest of the three arm classes. They can only support a limited number of weapons, have a base armor (tonnage) of 10, and weigh 10 tons. They can also support 5 tons on each of their shoulder hard-points. Price: 400 credits
Medium: Medium arms are the medium weight and caring capacity of the three arm classes. They can support a larger number of weapons than light arms can but still can’t carry the heaviest weapons; they have a base armor (tonnage) of 15, and weigh 15 tons. They can also support 10 tons on each of their shoulder hard-points. Price: 450 credits
Heavy: Heavy arms are the heaviest weight and have the highest caring capacity of the three arm classes. They can support every weapon with the exception of PPCs and weapons that fire 300-millimeter Artillery Shells; they have a base armor (tonnage) of 20, and weigh 20 tons. They can also support 10 tons on each of their shoulder hard-points. Price: 500 credits
Cockpits:
Sniper: The sniper cockpit is designed for use with ballistic weapons, and as a result adds a cumulative +1 to the roll to attack when firing a ballistic weapon. It also has a weight of 5 tons, an armor tonnage value of 10 and 1 internal hard point. Price: 100 credits
Recon: The recon cockpit is designed for long-range scout work, and as a result doubles the detection range for any piece of sensor equipment on the AC. It also has a weight of 5 tons, an armor tonnage value of 8 and 2 internal hard points. Price 100 credits
Urban: The Urban cockpit, as its name suggests is designed for use with the close-quarters weapons of urban combat, and as a result adds a cumulative +1 to the attack roll when attacking with a weapon when within 75 feet. However he urban cockpit halves the detection range of any senor equipment attached to the AC. It also has a weight of 6 tons, and an armor tonnage value of 15 giving it the highest armor tonnage value of the various heads, but it does not contain any internal hard points. Price: 150 credits
Missile: The missile cockpit is designed for use with explosive weapons, and as a result adds a cumulative +1 to the roll to attack when firing an explosive weapon. It also Price: 100 credits
Normal: The normal cockpit is the most common head, and gives no benefits pertaining to combat or detection ranges. It also has a weight of 5 tons, and an armor tonnage value of 7, and 1 internal hard point. Price: 75 credits
Beam: The beam cockpit is designed for use with energy weapons, and as a result adds a cumulative +1 to the roll to attack when firing an energy weapon. It also has a weight of 5 tons, an armor tonnage value of 10 and 1 internal hard point. Price: 100 credits
Generator:
Light: The light Generator is the smallest of the generators and has the lowest armor capacity, however it is still required in-order to utilize some weapons and to run. It has a base armor (tonnage) of 10, weighs 10 tons. Price: 250 credits.
Medium: The medium Generator is the most common of the Generators, has a moderate armor capacity, and is required in-order to utilize some weapons and to run. It has a base armor (tonnage) of 15, weighs 15 tons. Price: 300 credits.
Heavy: The Heavy Generator is the heaviest of the Generators, has the highest armor capacity, and is required in-order to utilize some weapons and to run. It has a base armor (tonnage) of 20, weighs 20 tons. Price: 350 credits.
FCS:
Normal: This is the most common FCS used, and comes standard in all ACs. As a result and because of the versatility required by the pilots this FCS offers no bonuses or penalties to attack rolls. Weight: N/A, Price: comes stock in all AC Cores
Advanced: The Advanced FCS is just that, advanced. It uses the latest technology to calculate firing arcs and where predict the enemy’s location when the weapon fire would hit them. As a result of this an AC with an Advanced FCS gains +1 to all of its attack rolls. This bonus stacks with all other bonuses to attack rolls. Weight: N/A, Price: 100 Credits
Ballistic: The Ballistic FCS has been specially calibrated for use with ballistic-type weapons to make aiming easier for the pilot. Though through this process scoring hits with weapons that use either of the other two damage types becomes that much harder.(+2 to attacks with ballistic weapons, -1 to all attacks with non-ballistic weapons.)
Energy: The Energy FCS has been specially calibrated for use with energy-type weapons to make aiming easier for the pilot. Though through this process scoring hits with weapons that use either of the other two damage types becomes that much harder.(+2 to attacks with energy weapons, -1 to all attacks with non-energy weapons.)
Missile: The Missile FCS has been specially calibrated for use with explosive-type weapons to make aiming easier for the pilot. Though through this process scoring hits with weapons that use either of the other two damage types becomes that much harder.(+2 to attacks with explosive weapons, -1 to all attacks with non-explosive weapons.)
Armor:
All Armored Cores wear some from of armor to protect their internal components, as well as the pilots operating them. For Stock parts, the cost of normal armor is factored into the cost of the part, however if you wish to replace the normal armor with another kind, then you must pay the difference between what the cost of the normal armor and the cost of the new armor.
Normal: Normal Armor is just that normal. Two separate layers of armor provide ACs with protection against energy and projectile weapons. Aligned-crystal steel is usually used for the outer layer of 'Mech armor. The aligned-crystal steel has excellent heat-conducting properties, and so it provides excellent protection against lasers and particle-beam weapons. An inner layer of boron nitride impregnated with diamond monofilament stops high-explosive armor piercing (HEAP) rounds and fast neutrons. This second layer of armor also prevents any armor fragments from damaging an AC’s internal systems. Price: 5 Credits per ton (one ton equals 1 point of armor).
Ferro-fibrous: The next step up from normal armor in terms of level of protection offered. Ferro-fibrous armor is an improved version of ordinary AC armor that uses woven fibers of ferro-steel and ferro-titanium to greatly increase its tensile strength. The increase in strength means that the armor provides the AC with the following Damage Reductions: DR 6/energy or explosive, and 4/ballistic. However this comes at a cost, that being that Ferro-fibrous armor is more expensive than normal armor. Price: 7 Credits Per ton (one ton equals 1 point of armor)
Hardened: Hardened armor is effectively multiple layers of Ferro-fibrous all sown together. This creates a greater resistance against ballistic attacks but lacks when it comes to attacks from energy or explosive weapons. The damage resistances provided by this kind of armor is as follows: DR 12/energy or explosive, and 6/ballistic. However because of the materials involved this armor is more expensive than normal armor. Price: 10 Credits per ton (one tone equals 1 point of armor)
Reflective: Reflective armor uses a combination of improved ablative construction and reflective surface to offer much better protection against energy weapons than normal armor, though this is at the cost of much reduced ability to absorb impact from falls, physical attacks, and ballistics. The damage reductions provided is as follows: DR 12/ballistic or explosive, and 6/energy. However as with Hardened and Reactive Armor, Reflective costs a significant amount more than Normal Armor. Price: 12 Credits per ton (one ton equals 1 point of armor)
Reactive: This armour is made up of two or more conductive plates separated by some space or by an insulating material, creating a high-power capacitor. In operation, a high-voltage power source charges the armour. When an incoming body penetrates the plates, it closes the circuit to discharge the capacitor, dumping a great deal of energy into the penetrator, which may vaporize it or even turn it into a plasma, significantly diffusing the attack. The damage reductions provided by this armor is as follows: DR 12/ballistic or energy, and 6/explosive. The downside of this armor it that while it is extremely effective against explosive weapons it is less so against non-explosive weapons. It is also significantly more expensive than normal armor. Price: 15 Credits per ton (one ton equals point of armor)
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Ok, don't worry about armor values and what-not I'll calculate it if you really care, but it's just for a guideline, this is an RP not an actual session for this game.
That being said the Mech sheet should look like this.
Name: (Can be anything from "Dashi" to "OMM-049-01 Thanatos" Be as creative as you want.)
Core:
Cockpit:
Arms:
Legs:
Generator:
Armor:
FCS:
Weapons will be coming soon, and are all in more or less equal numbers.
Jaxander
06-17-2008, 7:40 PM
--Alexander's Mech--
Name: STR-763-2 "Sting Ray"
Core: Light
Cockpit: Urban
Arms: Light
Legs: Light
Generator: Light
Armor: Normal - Tonnage: 12
FCS: Normal
Weapons:
Dual Gattling Guns (Arm Mounted, 100mm) - Heat Output per Round: 12
Missile Rack (Shoulder Mounted, SRMs) - Heat Output per Round: 6
Machine Gun (Core - Rear Facing Weapons Mount, Light Laser) - Heat Output per Round: 6
Add-Ons:
Anti Missile System (Core Mounted)
Electronic Counter Measures
Additional Information
Damage Per Round: (2d6x6)x2 (12 Heat) / 4d6x3 (6 Heat) / 2d8 x3 (6 Heat)
Heat Capacity: 24
Total Armor: 72
Total Tonnage: 75 Tons
Total Value: 2260 Credits
Epyon94
06-17-2008, 7:58 PM
One last thing, well two actually, Weapons and Add-ons.
I don't want you too worry about the dice (d4,d6,d8,etc) cause we won't really be using them for combat. Once again this is an RP.
and now on with the show.
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Weapons:
Gun types:
Name: Name of the Gun Type
Compatible Ammo: The ammunition compatible with this type of gun
Max Firing Rate: The maximum number of time that gun can be fired in one round. (1 round = 6 seconds).
Weight: How much the gun weighs
Name: Assault Rife
Compatible Ammo: Medium Laser, 150mm, Heavy laser, 180mm
Firing Rate:
-Medium Laser & 150mm: Fast (3 per round)
-Heavy Laser & 180mm; Medium (2 per round)
Weight: 2.5 tonnes
Name: Sniper Rifle
Compatible Ammo: Medium Laser, 180mm, Heavy Laser, 200mm
Firing Rate:
-Medium Laser; medium (2 per round)
-Heavy Laser & 180mm; slow (1 per round)
-200mm; very Slow (1 every 2 rounds)
Weight: 2.5 tonnes
Name: Cannon
Compatible Ammo: 300mm, PPC, Heavy Laser, 200mm
Firing Rate:
-Heavy Laser & 200mm; slow (1 per round)
-300m & PPC; very slow (1 every 2 rounds)
Weight: 5 tonnes
Name: Missile Rack
Compatible Ammo: LRM, SRM, Streak Missiles
Firing Rate:
-LRM Medium; (2 per round)
-SRM Fast; (3 per round)
-Streak Missiles; very fast (6 per round)
Weight: 2.5 tonnes
Name: Machine Gun
Compatible Ammo: 100mm, light laser, 150mm, medium laser
Firing Rate: fast (3 per round)
Weight: 2.5 tonnes
Name: Gattling Gun
Compatible Ammo: 100mm, light laser
Firing Rate: very fast (6 per round)
Weight: 2.5 tonnes
Ammunition:
Name: Name of the ammunition
Damage Type: Ballistic/Energy/Explosive
Damage: amount of damage done to an AC’s armor, assuming 1 shot (1 bullet/1 missile/one shot from a laser)
Heat Generated: amount of heat generated by the firing
Energy Required: The amount of energy that this type of ammunition requires from the generator.
Restrictions: Any restrictions on the weapon, such as where it can be equipped on an AC. If nothing is inserted into this section there are no restrictions on the weapon using this ammunition.
Name: 100-millimeter rounds
Damage Type: Ballistic
Damage: 2d6
Heat Generated: 1
Energy Required:
Restrictions: None
Name: 180-millimeter rounds
Damage Type: Ballistic
Damage: 2d10
Heat Generated: 2
Energy Required:
Restrictions: Medium/Heavy Arms.
Name: 200-millimeter rounds
Damage Type: Ballistic
Damage: 2d12
Heat Generated: 3
Energy Required:
Restrictions: Medium/Heavy Arms.
Name: 150-millimeter rounds
Damage Type: Ballistic
Damage: 2d8
Heat Generated: 1
Energy Required:
Firing Rate: fast (3 per round)
Restrictions: None
Name: Light Laser
Damage Type: Energy
Damage: 2d8
Heat Generated: 2
Energy Required:
Restrictions: None
Name: Medium Laser
Damage Type: Energy
Damage: 4d6
Heat Generated: 3
Energy Required:
Restrictions: Medium/Heavy Arms.
Name: Heavy Laser
Damage Type: Energy
Damage: 5d8
Heat Generated: 5
Energy Required:
Restrictions: Medium/Heavy Core or Heavy Arms.
Name: PPC
Damage Type: Energy
Damage: 6d10
Heat Generated: 10
Energy Required:
Restrictions: Heavy Core. Can only be mounted on the rear Core weapon points.
Name: LRM
Damage Type: Explosive
Damage: 4d8
Heat Generated: 3
Energy Required:
Restrictions: Medium/Heavy Arms.
Name: SRM
Damage Type: Explosive
Damage: 4d6
Heat Generated: 2
Energy Required:
Restrictions: None
Name: Streak Missiles
Damage Type: Explosive
Damage: 3d6
Heat Generated: 2
Energy Required:
Restrictions: None
Name: 300-millimeter Artillery shells
Damage Type: Ballistic/Explosive
Damage: 5d12
Heat Generated: 8
Restrictions: Heavy Core. Can only be mounted on the rear Core weapon ports.
Shields:
Shields are an interesting prospect. While they add to your AC’s defenses they also remove from the number of weapons that the AC can wield, as one of the core's weapon ports must be used to mount the shield array. For most pilots they either use shield, or they don’t, there is no in-between. However those that use them swear by them and would rarely fight without one.
The shields used in combat by Mech Pilots are not like the metal shields of old. Instead they work by projecting a force field of energy surrounding the Mech, and protecting it from incoming high speed projectiles, such as bullets, missiles, shrapnel, etc.
Shields have a variety of effects, first because of the force field they add to the Armor Class of the Mech, but they also have a second almost more important ability. Each shield can absorb a small amount of the damaging energy of weapons fire, although they can only absorb so much before they have to shut down, in-order to recharge. While they have shut down the AC no longer benefits from the protective advantages of the shield.
However because of the law of thermodynamics, and that energy can not be destroyed, the energy must be transmitted to some form, or something. Unfortunately the scientists who developed the shields have not yet found an effective way to transmit the energy into anything but heat that must be handled by the AC's internal heat management systems, and the heat-sinks that have been installed on the mech. The heat created is equal to the amount of damage that the shield absorbed. The amount that a shield absorbs depends on the grade of the shield being used, and the kind of damage that the shield is absorbing.
Type:
Weak
Medium
Strong
Add-ons:
Add-ons are extra components that can be added to the hard-points of a mech. They are not weapons and most have a specific role that they play, or function that they accomplish. Most can only be attached to a specific kind of hard point, either External or Internal. This is detailed in their description.
AMS (External): The Anti-Missile System on an AC was designed and built with a very simple objective; to shoot down and destroy incoming missiles before they impact on the AC. Anti-Missile Systems, for the most part, are computer controlled and therefore can not target enemy troops or ACs. Weight: 2 tons, Price: 100 credits
When an AC armed with an AMS system is attacked with missiles, the player controlling the defending mech rolls 1d8 and subtracts 1 from the roll to see how many missiles have been shot down.
Extra Armor (External): Extra Armor can be equipped to an AC in order to raise the total armor tonnage value of the AC. Extra Armor of any type can be added but you can not mix types of armor. Example: If your mech is equipped with Reflective Armor, you can only add extra armor that is of the Reflective Type.
Each hard-point equipped with armor adds 5 points to the Mech’s total armor. This is added before the calculation to determine the Mech’s base HP. Weight 1 ton, Price: depends on type of armor.
Jump Jets (External): Jump Jets allow an AC to “jump” short distances. Under normal circumstances an AC is land bound, however if an AC has been equipped with jump jets then it can become air born for short periods of time, as the fuel requirements and heat created are directly proportional to the weight of the AC using the jump jets. Weight: 2 tons, Price: 200 Credits
Self-Detonation (Internal): This Add-on is a last resort device, designed to take out as many enemy units as possible, do as much damage to the surrounding terrain, and leave as little as possible in the way of salvage. The Self-Detonation system is directly tied to the AC’s generator, and triggers a massive explosion that deals explosive damage equal to half of the AC’s max armor rounded down to everything within a 75 foot radius.
Example: And AC with 75 tons of armor has a max armor of 375 (75 tons x 5 points per ton). Thus the explosion would deal 187 points of explosive damage (375 / 2 equals 187.5 rounded down equals 187) to all AC’s within a 75-foot radius.
This is looked upon as a waist of resources as there is an extremely low chance that the pilot will survive the explosion and what is left of the AC is normally slag metal. Weight: N/A, Price: 500 credits
Extra Heat Sinks (Internal/External): Extra Heat Sinks increase the maximum amount of heat that a mech can handle before being forced to shutdown. Each extra heat sink installed increases the heat capacity by 5. They are also the only Add-on that can be mounted either internally and externally. Weight 1 ton, Price: 75 credits
Advanced OS (Internal):
Searchlights (External): Searchlights triple the distance you can see while doing nighttime missions. However, they do this by shining a bright light ahead of your AC and this can risk alerting enemies to your presence in the area. Normally used only when stealth is not required and a Night Vision Enhancement system cannot be acquired. Weight: ˝ ton, Price: 50 Credits
Smoke Launchers (External): Smoke Launchers can be used to provide an equipped AC with temporary concealment (a 50% miss chance, on attacks against the AC). There is only enough smoke to cover the AC using the smoke launchers, and they must be recharged before they can be used again. The smoke covers a 25ft square, and provides concealment to anything within. The smoke naturally dissipates over time depending on weather conditions, but normally remains for about 5-10 minutes. Weight: ˝ ton, Price: 50 Credits
Night Vision Enhancement (Internal): The night vision enhancement triples the limit on how far a pilot, can see when operating his AC at night. While this does the same thing as the Searchlights many pilots choose it over searchlights, because it does not come with the draw back of giving away your position to the enemy while in use. An added bonus to the system is that it also doubles your vision range when fighting in fog. Note that this does not multiply the improved vision distance if fighting at night. Instead as noted in the rules you take the lower of the two distances for how far you can see. Weight: N/A Price: 100 Credits.
Extra Missiles (External): When attached to a hard point this add-on adds 1 extra missile to the number that have been launched, when ever missiles are fired from the equipped mech. They come in three varieties each corresponding to a kind of missile (LRM, SRM, and Streak) and only fire when that kind of missile has been fired from the AC. Damage and all factors that are affected by the number of missiles fired are affected by this extra missile.
Example: If a mech fires 5 LRM missiles and it has two of these units equipped, the total number of missiles fired at the target is 7. That means that the damage dealt to the target is as if it was hit by a max of 7 missiles, and there are now 7 missiles for the targets AMS to shoot down, before they reach the AC. Weight: 5 tons, Price: 200 credits
Extra Ammo (External): Extra Ammo is simply that, extra ammo that has been attached to one of the AC’s hard points. The main reason for this is to hold ammunition in the case that an AC’s primary weapon runs out of it. The cost varies depending on the type of ammunition and the where the weapon is equipped. Weight: varies with ammunition, Price: varies depending on ammunition and location of weapon
ECM (Internal): Electronic Counter Measures obscure the equipped AC from enemy sensors, as well as prevent enemy targeting systems from tracking the mech properly. ECMs come in a variety of strengths and ranges, depending the power output of the equipped mech as ECMs require a large amount of power and are therefore not frequently used outside of combat or recon operations. Weight: N/A, Price: 200 credits
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I believe that the rules for the construction of weapon systems is self explanatory, so I won't go into that.
Oh yes and movement, I'll have that for you soon, I just need to convert fpr to mph or kph
SolidSamurai
06-18-2008, 6:07 PM
What about mecha involving psychic commanders and drones? OMFG, I just created an idea spark.
Yah I'm like that. I'll totally write sci-fi someday.
Nostradamus
06-18-2008, 6:21 PM
I'm sure you will..................
Anywho. If/when this RP goes ahead is there any chance that I could RP at the helm of a 'mega-tank' or tank division? I'd just prefer that to Mechas.
Giggilyomeromicon
06-18-2008, 6:39 PM
What about mecha involving psychic commanders and drones? OMFG, I just created an idea spark..
Off the top of my head I can think of Macross/Gundam having this.
Nostradamus
06-18-2008, 7:58 PM
And don't forget Warhammer 40k.
Writing sci-fi isn't just pulling two idea's out of one's ass. It requires immense vision and drive to form a good plot. VERY few people have what it takes to write good sci-fi.
SolidSamurai
06-18-2008, 8:42 PM
Dudes I wasn't being serious, I was just saying I could add in some sort of psychic guy with some sort of cyborg helmet attachment that commands a fleet of robots from his own mecha of some sort, if that fits at all. It'd be my character.
ForTheSwarm
06-18-2008, 9:11 PM
Mind if I join? Even though I've used this guy before, he never actually did anything in the RP.
Name: Alex Zenith
Faction of birth: Mechanus
Current Employer: The Arctic Wolves
Age: 29
Height: 5' 8"
Weight: 140 lbs.
Gender: Male
History: For as long has his family can remember, they have lived on the nothern outskirts of Mechanus. This made them prime recruits for the Arctic Wolves, which many people in their family have worked for. Wanting to follow in his ancestors footsteps, Alex too joined the Arctic Wolves around the age of 24. He quickly learned how to operate a AC, and due to the nature of his mech and specialty, was not on the frontlines very often. This is most likely why he is still living, for he is by no means an expert AC pilot.
Mecha Name: Revenant
Core: Medium
Cockpit: Sniper
Arms: Light
Legs: Medium
Generator: Medium
Armor: Ferro-Fibrous
FCS: Ballistic
Functions: Stealth, sniper, guerilla tactics (hit and run)
Weapons:
1 Sniper Rifle (Arm Mounted) -180 mm
1 Assault Rifle (Arm Mounted) -150 mm
1 Gatling Gun (Shoulder Mounted) -100 mm
Shields: Weak
Add-ons:
(External)
Anti-Missile System
Jump Jets
Smoke Launchers
(Internal)
Night Vision Enhancement
Electronic Counter Measures
Extra Heat Sink
Extra Heat Sink
Advanced OS
Speed: 68 mph
Total Armor: 75
Total Weight: 89 tons+Advanced OS
Total Credits: 3475 credits+Advanced OS
Damage Each Turn (all weapons fired): (2d6)*3+(2d6)*6+(2d10)*2
Heat Generated Each Turn (all weapons fired): 13
Max Heat: 34
Epyon94
06-18-2008, 10:29 PM
Yup FTS that works quite nicely, it's good to see that someone picked up my favorite of the Merc Groups.
By my count that means I have room for 1-2 people left, running out of space people, if you want in PM me with your char concept to get it approved, and keep the thread on topic.
Thanks all, and I should have to Movement Chart up shortly.
Rifleman223
06-19-2008, 12:42 AM
Name: John Richard
Faction of birth: Neonia
Current Employer: The Knights Templar
Description: 6' 4" , Brown Hair, Red Eyes, male, slightly muscular.
Age: 22
History: John Richard began piloting a mech 2 years ago when he enlisted for the Neonia army. How ever having enlist in the army, he wasn't going to enjoy it.
When his town was attacked, his sister was raped and murdered, while John at the age of 16 tried to protect his family with an armed weapon. He soon realized that was too late, his father's division arrived too late to save everyone that was killed.
John forgave his father, but he swore that he would kill the enemies that killed his sister and his mother. His father's battalion was soon sent to the front-lines.
John soon figured out that his father's battalion was slaughtered and ambushed by a squad and division of AC's.
SolidSamurai
06-19-2008, 3:38 PM
Mech Title: Ironhide 2.0 (lol kiddin'... name temporary ;))
Core: Heavy
Cock: Sniper
FCS: Ballistic
Armor: Hardened
Generator: Heavy
Arms: Heavy
Legs: Treads
Weapons:
Two 300mm Cannon (mounted on shoulders and front; ironhide's starting to look like the Thor :P)
Two 180mm ARs (mounted on arms and torso/front panels, etc.)
Ammo: 300mm/150mm rounds
Heat Output: 8/round (ARs), 8/round average/22 every second round (cannons)
Total (on full attack): 8/round (or 24/every second round)
Final Update: I've added 2 ARs and 2 cannons in total. That leaves the output at 8/round and 24/every second round. Extra heat sink gives me a total heat limit of 53, so that'd be ALOT of heat left over on every second round to sink into powering an add on or whatever might occur.
Add Ons:
- Extra Armor: Hardened
- Jump Jets
- Extra Ammo (180mm)
- Night Vision
- ECM
- Extra Heatsink
- Self-detonation
- Advanced OS
Internal/External ports left over: 0
Down payment: 4045 credits (guns and unlisted prices for add ons not included; may need a loan for this one :D)
Update: Spent 520 credits on 52 layers of armor if that's allowed. Check out my weight and tonnage, for reference.
I'll have a character bio up and running in a bit.
Someone should calculate my tonnage, please. Treads provide a maximum of 150 tons. :P
Extra Crunch: 110 armor tonnage; 52 = 110 armor tonnage
Tons: 39 + 45 + 8 = 91 tons
EDIT: KK, can someone please calculate my total tonnage? No need to include extra armor (I'll factor that in myself).
------------------------------------------------
Character name: Miles Anthony 'Rhino' Hunter
Weight: 190 (my actual weight irl)
Height: 6'0, rather muscular and sexy ;)
Age: 21
Personal Weapon: A Belt Fed, High Caliber Machine Pistol (looks like a sleek little glock; single, 'squeeze', and automatic firing feature)
Personal Weapon Ammunition: 10mm 'shredder' rounds; 'shredder' rounds work somewhat like shells, however they're hollow and designed in such a way as to 'shatter' upon impacting the target. The small shrapnel from the resulting impact is made to attract to the target, cutting apart the impact area in a chaotic fashion. The bullet is designed with specially dense material, perforated in such a fashion as to allow the 'shattered' bullet's sharp points to cut apart the targeted area like knives, magnetizing to it in a way much akin to pollen or flowers giving off floating seeds during asexual reproduction. The result is similar to that created by explosive and hollow point rounds. Shredder rounds are especially efficient at close proximity, due in part to its engineers having found ways to utilize chaotic trajectories to utmost effect; the bullet's ability to utterly ruin cloth based body armor and play pudding with internal organs is a favored choice among many of its users.
Employer: The Arctic Wolves
Faction of Birth: Mechanus
Bio:
Miles was afflicted with a sense from birth... a hunger. That the world was one saturated with violence and that the individual had to be unique to override the perpetual mass of thought. He always sought huge aspirations in life, an idea instilled in him from a young age, due in part because his parents were upper middle class.
Miles has seen little combat because of his young age, however he possesses a stunning sense of willpower. His drill instructors have noticed it themselves (and yet they haven't obliged to mention it to him, considering that was never their job). The kid has a stunning hunger for the unknown and where even death might lead to. He always insures that he is quite perpetually prepared in any given situation. He goes by a tight schedule.
His emotions, while not clearly hidden, are convoluted. Perhaps this explains while he still has yet to strike rich in relations dept.
Hair: Buzzcut Brown
Eyes: Green
Face: Smooth but broad
Ethnic: Caucasian (german ancestors; if germany exists or has existed at one point)
Appearance: Pale but muscular... hardly appears self-aware, if at all, as he has a slumped posture but foreboding gaze.
ForTheSwarm
06-19-2008, 3:56 PM
You can have 105 armor, +some extra armor. That is one heavy mech.
SolidSamurai
06-19-2008, 4:04 PM
Indeed.
Yah, I'll join the white wolves and mechanus. My character would have lived in canada in some funky, alternate universe. :P
BTW, self explodey = NUKE
100thlurker
06-19-2008, 7:09 PM
Name: Caldia Moore
Faction of birth: The Black Gates
Current Employer: Knights Templar
Height: 5,8”
Weight: 180 pounds
Gender: Male
Hair: Black
History: At 31 years of age, Caldia is one of the Knight Templar’s older and more experienced pilots. He has served in twenty campaigns, and in each has been commended and lauded with distinguished service in every report. He was part of two platoons of Heavy Cavalry that smashed the armored columns of the Southern Cross in the Six Rivers Campaign, before being turned back with heavy losses to his command by a squadron of Armored Cores. Moore was there when the Templars brought the steel of Knights to the heart of Mechanus forces through several well-timed assaults in the Basch Rivers Campaign. His armored battlegroup weathered the power of a White Wolf assault and inflicted great casualties amongst the foe until reinforcements arrived in the Gord of Naples Campaign. The veteran lead a squadron of Super-Heavy tanks as his company leveled yet another Southern Cross armored spearhead, leaving nothing but smoldering wrecks in his wake. As such a veteran, he has noble distinction amongst his battle brothers, having fought in many of the Knights Templar’s greatest victories. Yet, there is some stigma attached to him. Moore is one of the “Old Guard”, one of the factions that does not support the Knights Templar’s gradual absorption into the Black Gates. Despite his heritage, he feels that the Knights Templar are exactly that, Knights. They are there to cast light upon the darkness, and take the torch to the foes of Order. By becoming one with any faction, they may no longer be able to pursue the goals which the Great Inquisitor, he who founded, set for them.
Armored Core Specifications
Name: “Bolo” class Main Super Heavy Battletank, Warhammer Pattern, Identification Number: Julie-18395(Product ID).2433(Production Run).3377873(Factory Number).-Romeo-Alpha, named Bellum Lancae by its pilot.
Core: Heavy
Cockpit: Urban (Replicates layers of armor around the pilot, and the sensor arrays that are less exposed to enemy fire but are less exposed)
Arms: N/A (Tanks have no arms)
Legs: Treads
Generator: Heavy
Armor: Ferro-Fibrous
FCS: Advanced (Due to the greater stability and control offered by tank designs engineers noted, to their great delight, that less processing power was needed to compensate for the constant and endless gyrations of a legged design. As a result, it was easier to mount an advanced targeting system)
Weapons:
Three VLS (Vertical Launch System) mounted in the back of the tank’s treads-LRMs
Heavy Laser (Main Battery/Cannon)
Assault Rifle (Co-axial mount)-180mm Rounds + Extra Ammo
One Missile Rack (tubes are spread across the turret)-Streak SRMs + Extra Missiles
Addons:
Night Vision Enhancement (Internal System)
Advanced OS (Internal System)
Smoke Launchers (External Passive Defensive System)
AMS (External Weapons System)
Extra Ammo (See coaxial 180mm weapon)
Extra Missiles (See Streak SRM tubes)
SolidSamurai
06-19-2008, 7:16 PM
If any of you care, ironhide 2.0 in relation to 100thlurker's is basically some awkward set up of treads, arms and jets (for flyin'). :P
Oh, and like 4 artillery cannons and a hell of a lot of machine guns (think Thor, only no legs beefy enough exist to carry the arsenal... apparently.)
EDIT: Sorry, I'll change it from Miles Anthony 'Stingray' to 'Rhino'. >_>
Epyon94
06-19-2008, 7:53 PM
I believe that I asked you to PM character concepts to me.
ARG!
Solid I'll be in contact with you shortly, there are some things that I believe need to be fixed.
Lurker I'll look over your Char shortly.
Once again PM ANY Character Ideas to ME for Aproval
SolidSamurai
06-19-2008, 7:54 PM
I already PMed you. I don't see the issue.
Epyon94
06-19-2008, 10:25 PM
Ok I'm clearing everyone with the exception of SolidSamuai.
I'll start the actual RP thread shortly. This should be fun.
EDIT: In responce to FTS's post below, and the interest of saving space, the max for any Mech is 4 guns.
EDIT: And at long Last here is the Movement Chart, yes it's in Miles Per Hour.
I'll convert it soon eventually
50-59 tons: 102 mph
60-69 tons: 85 mph
70-89 tons: 68 mph
90-109 tons: 51 mph
110+ tons: 34 mph
ForTheSwarm
06-19-2008, 10:52 PM
SolidSamurai, I think the main problem is that you have 10 guns, when the max for you should be 4.
SolidSamurai
06-20-2008, 2:14 AM
Fiiiiine.... make it 2 cannons and 2 ARs (edited, replaced with 180mm primary ammo and assault rifles) then. But where is all the extra heat gonna go? This is where balance comes into play.
I'm still playing along, because I've never tried this kinda RP before, but y'know... balance. If you want stats at all, go for balance.
EDIT: Those 45 layers are not extra armor. It's the amount of armor that I chose to add on after you basically explained that you could apply additional armor tonnage of the chosen armor according to how much you want to allocate credit wise.
I've only got one add-on for extra armor, because I'm going for the whole tank build.
Rifleman223
06-20-2008, 3:08 PM
Name: Phoenix MHBT(Main Heavy Battle Tank)
Core: Heavy
Generator: Heavy
Cockpit: Sniper
Arms: No Arms
Legs: Treads
Armor: Ferro-Fibrous
FCS: Advanced
Weapons:
- Cannon - 300 MM - Extra Ammo
- Cannon - 300 MM
- Machine Gun - 200 MM - Extra Ammo
- Machine Gun - 200 MM
Add-ons:
Anti Missile System
Extra Heat Sinks
Smoke Launchers
Night Vision Enhancement
Extra Ammo
DarkMirror
06-20-2008, 7:24 PM
Didn't I mention you shouldnt be stretching your abilities across so many RPs, Rifleman? If you do that, your post quality might degrade from trying to multitask too much.
Rifleman223
06-20-2008, 10:12 PM
THIS is the only rp im in at the moment, other than Halo
DarkMirror
06-20-2008, 11:08 PM
And Revelations.
Rifleman223
06-20-2008, 11:13 PM
actually 3 my bad.. I want to try..
SolidSamurai
06-21-2008, 9:44 PM
If I have it right, I might have to remove the arms from my mech and turn it into a complete tank rather than some awkward hybrid. Fine by me. :)
EDIT: Nevermind. All I need is a way to find out the amount of tons without clicking back and forth.
Looks like I can have 52 layers of armor total (52 tons worth of armor).
And apparently it's impossible to raise your tonnage above 100 (if I'm correct; I just took the equation that I'd already written out and got 91, totalling 97 with extra armor... I never recalculated.).
DarkMirror
06-28-2008, 3:29 PM
Hey Rifleman, so... yeah. Do you think your straining a bit much? Your posts seem kinda repetitive. Maybe you take a bit more time on your posts. I think I kinda hit it right on when I said your posts would degrade from multitasking too much.
Take a break, come back later, and hopefully you'll be rested enough to make some better posts.
Rifleman223
06-28-2008, 8:10 PM
I have such a fast past life right now, school and all that, i will hopefully over come this in the near future since this is summer. I have alot of things going through my mind right now i will try to be more descriptive of my work.
DarkMirror
06-28-2008, 10:26 PM
Descriptive doesn't mean repeating the same word 20 times in the same post, btw.
SolidSamurai
06-29-2008, 6:13 PM
Wanna post?
Seriously, anyone wanna post and continue?
Jaxander
07-04-2008, 1:42 PM
Yeah, I'm wondering where this RP is going. Certainly doesn't seem like the battlefield...*shrug* I had some high hopes for this one too.
ForTheSwarm
07-04-2008, 3:31 PM
There's only so much you can have conversations about. I hope Epyon can get the action started soon.
Jaxander
07-05-2008, 12:13 PM
His last activity was 6-24. He may be having net or comp trouble. :S
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