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ALL RIGHT! WHIM'S LAST CHANCE LET'S GO! [SEXY RP IDEAH] 
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Joined: Tue Aug 19, 2008 1:22 pm
Posts: 1561
Location: <3 Melty Blud
Gender: Female
YEAH! I've been working maybe about a week and a half on my last chance/last stand idea.
Just so you know, I've been working my a** off on this. I put my entire soul and being into this.
I've promised myself that if this doesn't work out, I'm stepping down from RPing (ALREADY QUIT PRO RP LUL).

It's not complete yet, but to spare me any more hard work that might be for naught, I'll post it here. All I'm asking for is honest opinions now.

THIS IS TO SURPASS DoL!
_______________
POSTING FRUM NOTEPAD, SO IGNORE THE BUNCHED UP WRITING

What Are We to Fight For?

The Cycle of Weapons. An era filled with the sound of crashing metal and the smell
of death. Cold machines with human hearts inside fight an endless battle against
one another. The beating of one heart is equal to the beating of another, but they
are not aware of such occurrences. As men began to step down from the battle, not
willing to die in vain for a never ending war, factions turned to children and
women, using them as the hearts for the machines. Others turned to the past.
Pulling random men, women, and even children out from years past and forcing them
to join the conflict.
A new control system was developed to make it possible to force them to fight.
Using the Mind Cable on these people meant that they place the bulk of the control
upon their insignificant minds. Some die of the shock and pressure after one fight,
other live on and continue.
But they ask themselves as this madness continues; "I should not be part of this,
why must I fight for what I do not care for? What do I fight for?"
The answer, is much more sinister than they can even fathom...

The Mind Cable

The machines run on a complex system through the unstable Iota Particles.
The Iota Particles travel through the Mind Cable, and enter the brain, where they
are exchanged with oxygen rich Ieta Particles.
The Mind Cables simplify the controls for those who cannot take the time to learn
how to pilot the machines normally.
However, the loss of the Ieta Particles causes stress on the brain and can lead
to loss of sanity or death.

Machines

The machine list contains pictures (however, if noted, certain parts will be
omitted. Weapons mostly, as they are add ons), and information of the machine. It
states the power of the thrusters, the level of defense, strength without weapons,
flying capabilities (or hovering, depending on the machine).
[In addition, when you write the bio, you can make customizations to your machine
for astethics purposes (i.e. capes, extra showy armor, hair, etc.), and to make
it more of a personal unit. After all, you're dying within it, why not make it
special?]

Guarlion
The Guarlion is a dual superiority unit, capable of both sliding upon the ground
and zooming through the air. It is one of the fastest units that can be chosen,
though control can be sloppy at best. For the swift mobility to become possible, it
was constructed with normal grade armor. However, with all the pros the Guarlion
holds, it cannot fight without weapons, where it is rendered useless.

Grave Ark Phantom (Gun Omitted)
The GAP is a nimble unit which can only perform on ground but can hover for short
periods of time. It is about as fast as the Guarlion, but has weaker thrusters. It
is the armor purged version of the original Grave Ark, (which is no longer in
production in lieu of the success of the GAP.) and due to the fact that it has
almost totally no armor, it is one of the weakest units available. It can perform
well without weapons, but damage is minimal.

Grigory
The Grigory is an armored unit which can only perform on ground and has no hover
ability. It is a slow, hulking mass of metal which has the lowest speed of all the
units, even with it's high powered thrusters. Even though, it's armor is first
class and it makes up for the speed. When no weapons are available, the Grigory can
use it's arms as laser cannons.

Virgola/Balgora (Gun Omitted)
The Virgola (or Balgora) is an All-Purpose unit, able to hover in the air with it's
powerful leg thrusters and is the only unit able to submerge itself underwater and
work perfectly normal. It has average speed and wears core strengthened armor,
which is a stronger version of the same type of armor used by the Guarlion. When
without weapons it can fight hand to hand but has shoddy melee controls.

Esrim
An unorthodox unit which houses a nuclear reactor inside. It can only travel on
ground by walking, unlike others which can slide while boosting. It's speed is
based upon how long the nuclear reactor has been charging. It can become faster
than the Guarlion and GAP together if its been charging long enough. The armor is
on par with the Virgola, but the body and head are constructed from steel from a
warship, providing better protection to the areas where the reactor is located.
It is practically built to be used without weapons, and has hidden missle launchers
in its arms.

ART-1 (Guns & Shield Omitted)
The ART-1 is the only unit which is able to transform into a flying mode, the ART-WING.
It can go underwater as well, but must be in flying form or it cannot operate as it
normally can. It mostly mirrors the Virgola with speed and armor in normal mode, but
when it is ART-WING, it is much faster. It also is weaker in WING mode as the
armor shifting around leaves open areas on the bottom open to attack. Like the
Virgola, it can fight hand to hand, but its controls are much more balanced.

Weapons

This is a list of weapons which can be chosen for use. There are no limitations for
which weapons the machines can use. Be sure to take note that the size of the
weapons can slow down the speed of your machine.
These lists note what type of weapon, what is does, the amount of ammo, and if it
is a held weapon, shoulder weapon, or an equipped weapon (strapped to arm) [note
that equipped weaponry are held weapons themselves and you cannot use a sword
or gun in the same hand as an equipped part. If the part takes up both hands, you
cannot use held weapons unless you purge your equipped weapons].
If it is also noted as Back-up, that means you don't hold it at the beginning, but
pull it out. Usually used with swords and such.
Take note if the weapon is two handed or both hands, as you cannot hold other
weapons until that one is purged.

Howling Launcher
Long Range Gun
Shoots focused blasts of beams
16 shots per round, 1 round
HELD [TWO HANDED]

Revolver Stake
Short Range Gun
Shoots high powered steel stakes
6 shots per round, 3 rounds
EQUIPPED

M90 Assault Machine Gun
Mid range Gun
Shoots bullets
30 shots per round, 5 rounds
HELD

Roshe Saber
Beam Sword
unlimited use
BACK-UP HELD

Cold Metal Knife
Knife
unlimited use
BACK-UP HELD

Magna Beam Rifle
Long Range Gun
Shoots focused blasts of beams
4 shots per round, 3 rounds
HELD

Chainsaw
Chainsaw
limited use (Chain dulls over time)
BACK-UP HELD

Divine Blade
Sword
unlimited use
BACK-UP HELD [TWO HANDED]

Assault Blade
Sword
unlimited use
BACK-UP HELD

Missile Launcher
Missile Launcher
Shoots a quick homing missile
20 missiles
SHOULDER

Dynamic Knuckle
Knuckle Launcher
Launches the hand of your machine at the opponent Mazinger Z style
1 use
EQUIPPED

Lancet Gun
(folded up ver)
Long Range Gun & Bayonet
Shoots large shells
12 shells per round, 1 round
BACK-UP HELD (strapped to your machine's back, folded up until used)

Magnum Beak
Claws
unlimited use
EQUIPPED [BOTH HANDS]

O.O. Launcher
Long Range Gun
Shoots large shells
5 shells per round, 1 round
SHOULDER

Shield
Shield
limited use (until destroyed)
EQUIPPED

Six Slave
Blast Generator Ring
Creates a large blast in the area around
1 use [Never Purges]
SHOULDER/BACK

Over Kaiser Sword
Sword
Unlimited use
BACK-UP HELD [TWO HANDED]

Multi Trace Missile
Missile Launcher
Shoots several homing missiles
30 missiles
SHOULDER

AM Gunner
Assault Unit
An all purpose assault unit which can be called in to the battlefield
1 use
SHOULDER (transmitter takes up space)

R-1 Shield
Shield
limited use (until destroyed)
EQUIPPED

Laser Cannon
Long Range Cannon
Fires powerful lasers
7 shots per round, 1 round
SHOULDER

Cosmic Zankantou
Size comparison
[Note that that mech is 50 meters, the ones the players control are a mere 20 meters.
So it WILL be heavy, and slow you down immensely]
Sword
unlimited uses
HELD [TWO HANDED] (Only sword which you don't switch in, but instead use at the
beginning, because of its size)

Spirit Powers/Special Commands

Pulled from the SRW series (like most of the stuff here), Spirit Powers (or
Special Commands) are abilities which raise or lower the power, chance of hitting,
health, extra range, and any other add-ons. Each costs a certain amount of SP,
which is given to you once you turn in a character.
You do not choose your commands, instead I will assign them depending on the
character's personality.
I am not using them all. These are taken from Alpha 3. If you'd like to see
the whole list; http://www.dra-mata.com/texts/a3spcommands.htm
[Effects might be changed to fit with the RP standard]

Hot Blooded - 2x damage for next attack ~ 40 SP

Invincible - nullify damage taken for one attack ~ 35 SP

Flash - 100% chance to dodge next attack ~ 10 SP

Lock On - 100% chance to hit with next attack ~ 20 SP

Concentrate - 30% up to hit and dodge ~ 15 SP

Inspiration - Give any ally Lock On ~ 30 SP

Disturbance - Halves enemy accuracy [One select enemy. Usually works best on bosses]

Anticipation - Restore 50 SP to target pilot ~ 60 SP

Mercy - Leave enemy almost completely destroyed, but still alive ~ 5 SP

Sniping - +2 range to all weapons (especially Melee) ~ 20 SP [experimental, unsure if it will be used]

Scan - Lets you see an enemy's stats ~ 10 SP [once again, usually works best on bosses]

How Spirit Power Is Used

To clear up any confusion, You use the Spirit Power through an activation in a post.
I'll give a couple examples with Hot Blooded, Lock On, and Mercy.

"He watched in horror as his wing mate fell from the sky, burning in crimson flames.
'YOU BASTARDS!' He screamed in agony. 'I'M SENDING YOU TO HELL!!!'
*Hot Blooded activated, 10/50 SP left*"

"'Ah~! I see you love to dodge!' She shouted playfully. 'Guess I need to try harder~!'
*Lock On activated, 20/40 SP left*"

"'Brother! We can't fight like this!' He tried to explain. 'Mom always told you to
watch out for me, but this time I can hear her asking me to watch out for you...'
*Mercy activated, 35/40 SP left*"

Note that in each situation Spirit Power is used, I state which ability has been
activated, and how much I have left. Also, to activate a power, you must have had
something said, thought, or done which is like what you activated. Take example the
Hot Blooded; It is the most obvious in which it happens, as he shouts and releases
tons of GAR. (in this case not so much, as I didn't put enough soul into it)
Now I understand certain ones like Anticipation and Disturbance will be harder to
do, but that is the fun comes with playing the game.

You can't stack effects (say using Lock On and Sniping in the same turn), and you
can't activate another until you use up the one your originally used. However, you
can hold on to an effect for as long as you want, as long as you don't do what it
provides. I'll leave a note in posts explaining who has what activated to remind
you.

leveling with the Spirit Powers will mostly act like it does in SRW; you start with
about one out of the three (the game has you starting with two out of six), and over
time, your levels will increase and you gain more SP and newer Spirit Powers.

Leveling isn't fleshed out yet, but it might be FE style, as SRW style takes too
much math to pull out without a computer calculating it for each engagement.
(i.e. FE keeps it simple at 100 at the most. SRW keeps adding more and more, where
the experience you need never stays at a fixed level.)

[NOTE: As an update, to level up, you must get experience up to 100, a la FE style.
At the end of each encounter, I write a note at the top which notes who received
how much experience and how much they have towards the next level.
i.e. {Cubis gets 12 exp. 44/100}
The experience received depends on how well you performed, how many enemies you
fought, and if there is a boss; how much damage you did to him/her.]

Depending on which Spirit Powers I give out, the earlier or later you get them. The
better they are, the higher level you'll have to be to unlock them.
That's how it works.

Also, as a note, some bosses have SP as well. And in keeping with the matter this
was based from, certain ones can use it infinitely.

Mechanical Details

As every mechanical subject goes, there is always a question whether you implement
certain features such as upgrading or repairs. What it comes down to is my next
plan. During battle, you have a chance to return to the Walker Fortress and receive
repairs. However, pulling back endangers yourself and your allies to enemy attack.
Also, repairs are real time, and therefore, time consuming. You can spend an entire
battle just getting repairs on your machine, especially if the damage that's been
done to you is great.

During repairs, you may still post, but most likely, you'll have to talk to NPCs or
make observational notices, as every other player character will be fighting for
their lives, unless some went back with you, which is almost equivalent to suicide
for the rest who are left to fight.

On weapons and their ammo; if you use up a round (shots per round depend on your
weapon, so read up and memorize it or write it down, because it is IMPORTANT to
know when to RELOAD, as I am keeping track, and I will know whether you've fired
off all your shots or not. I will PUNISH you if you ignore this most basic rule.)
make sure you note that you are reloading. You you are out of rounds to reload with,
you MUST PURGE your weapon, you you will become the weakest link. It isn't against
the rules to keep your weapon, but you are a sitting duck without a working one.
(Unless you enjoy trying to b**** others with an empty gun.)

Damage to the machine is spaced into several sections. Depending on the type of
weapon, it can either do major damage (i.e. blowing off a limb, destroying the
machine completely) or barely scratch it.
When you are hit square in the chest (where the c*** is located), you're dead
instantly. No chance of launching an escape pod.
However, an instant kill like this is classified as a crit hit.

When your legs or arms are taken out, you get the option of launching an escape pod
to save yourself. However, losing your machine makes it so you can't participate
in the next couple of engagements.

Lastly, Upgrading (Which is, first of all, experimental), can be done when the
Walker Fortress reaches a new Bazaar. There, weapons can be sold and new weapons
can be bought. In bazaars you can also upgrade thrusters, armor, and strength of
your weapons.

The Walker Fortress

The Walker Fortress is a large machine which is the base of operations and the
housing unit for you and your machines. It's a menacing sight; An old, rusty,
pill bug shaped machine, traveling on four legs almost as large as the body itself,
covered with plasma cannons which are able to rip through even the most fortified
armors.

However, there is a catch: You can only count on the Walker Fortress' might once
per mission. The decision must be unanimous and the transmitter (the one who brings
up the idea of using the fortress' cannons) must not be damaged while sending the
message. If hit while transmitting, the request is canceled, and you lose your
chance to attack with the cannons.

When you aren't in a bazaar or fighting, you spend your time in the Walker
Fortress. You can never leave it outside of those two types of events.

Also, while inside the Walker Fortress you are able to switch around weapons that
you have purchased to customize your machine.

The Battle System

The battle system is arguably the most important part of this RP. Without a good
system which works (in theory at least), it is failed to begin with.

With this in mind I couldn't recycle the system I used in DoL. (actually, there was
no system at all, it was a game of "block and dodge as much as you want because I
don't give a s***")
Looking for a better way, I looked around at other battle systems from multiple
games, be they forum RPs to tabletop RPGs. I pulled several ideas and procured a
"Double Dice" system, which is supposed to work well in theory.

The Double Dice system makes use of two six sided dice. When attacking, the dice
will be rolled for the attacker. The number rolled is then taken note of. The
dice will be rolled for the defender as well. If the number is higher, they dodge
or guard (depending on their preference). If it is lower, they take damage based
on the type of weapon, whether it is a boss or not, and the difference of the
numbers for attacker and defender.
However, if an attacker gets either dual sixes or snake eyes, it counts as an
automatic crit hit, which, as stated above, kills instantly.
[As a note, it works on most bosses as well, except for those who are bigger than
a normal machine.]
Stalemate rolls are treated as a blocked attack. You still get slightly damaged
from block attacks, unless you have a shield equipped.

Lastly, there are certain "special" rolls which are combination that affect the
defending machine. These effects usually hinder or help the functionality of the
machine for certain amounts of time.
Special rolls do not nullify the damage done by the attack, and works as a side
effect.
[Note that special rolls can never be stacked with Spirit Commands. For example
when you have Lock On activated and get a special roll, Lock On is pushed back
to the next attack phase due to the priority of the special roll]

Dual Fives - Paralyzing blow. Machine(s) hit cannot make any movements for an
amount of time which is reliant on amount of damage already inflicted upon said
machine(s)

Triple Boost - When dual threes are rolled, there is a re roll, and a new number is
used for the attacker/defender

Triple Boost~Full Third Turn - When a triple boost is is activated, any extra dual
threes rolled during the re rolls grant a limited afterimage effect, which lowers
chance of enemy attack.

Triple Boost~Eleven Half - When a triple boost is activated and the re roll is eleven,
a third die is pulled out and is rolled. The number is added to the eleven, and
the damage is calculated normally.
[Note that numbers higher than 12 aren't crit hits]

When special rolls are activated, I will make note of the occurrence at the top of
the post in brackets. Doubt I need an example, but it doesn't hurt to add one.
EX: [Cleo: Triple Boost~Full Third Turn. Afterimage effect activated, wears out in
3 posts by player]

It's also important to remember that bosses can activate these effects as well.

Non-Player Characters
Lyn Snider: The Boson jumper responsible for bringing the group to the far future. She monitors the group during missions and acts as the center control, updating them with extra info. It is well known information that she's being held on the Walker Machine against her will.
[Boson Jumpers are people with an ability to go back and forward in time]

Major Graff: A brilliant military commander who was thrown out with the trash after the Deceda Massacre during the last war. He commands the crew of the Walker Fortress and proposed to use people from the past to fight with the Mind Cable. He doesn't state his reasons for using Lyn or the people from the past.

Ganap Star: A legendary ace who pilots a custom craft known as YYY (Pronounced "Y Three"), which has an interesting color scheme consisting of light to dark reds. He cooperated with Graff in the Deceda Massacre and co-founded the plan, but was only suspended from service for several weeks. It is not known whether he still works with the military, but he continually contacts Graff with information.
He hates women, just like his ol' buddy Graff.

Name: Very simple yes?
Age: Going with standards seen from multiple places, I'll accept 13 as the youngest age.
Occupation & Time period: Are you a Catholic high school girl from the present? A Monk from the 15th century? An accountant for the mafia from the 60's? Let your imagination run wild here. Not too wild though kiddies.
Character appearance: Name to separate from mech appearance
Personality: This is a MUST. I cannot assign Spirit Powers without this information.
Machine: Choose one of the six...or is it seven? I don't want to check at the moment.
Machine appearance: Remember how I wrote that you can make it personal through appearance? Here it is. Don't go crazy, "wit flamz brustign ouut frum teh sidz!!!11!!1" please.
Weapons: Note your weapons. One shoulder weapon, two held (one is back up, swords are auto backup) or you can have one equipped (must state which hand if it is a one handed equipped like a shield. If it is two handed equipped, no held weapons.)
Spirit Powers: Leave this blank
Bio: You know the drill

NINI
Name: Nadezhda(Nadya)Alexandrov
Age: 29.
Occupation & Time period: Russian Spetznaz, Soviet-Afghan War 1980's
Character appearance: Nadya stands about 5'6 with a peak performance , yet slender physique. Her hair is raven black and tucked away in a braided ponytail towards her mid-back. Atop her head she wear's a maroon colored spetsnaz beret. Her eyes are a rare emerald green. Her uniform is colored in an array of dark and light browns, desert camouflage. After becoming the pilot of her GAP Unit, she sports a full-body rubber suit of the same color variations as those painted upon her mech, the suit ofcourse stops at her neck.*
Personality: Stern, unforgiving, devoted and reliable.
Machine: Grave Ark Phantom
Machine appearance: Her mech has a camo paint-job, done simply in memory of her roots. Image
Weapons: O.O Launcher, M90 Assault Machinegun, Cold Steel Knife
Spirit Powers: Concentrate Char SP: 30
Bio: Nadezhda Alexandrov was born November 8th, 1957 in the Russian city of Barnaul. by age 18 and with a childhood filled with communist indoctrination, she became a devoted red 'patriot', active in politics for the time, and filled with an aggressive loyalty to her country. After joining the military at age 22, she enrolled in Frunze Military Academy in Moscow, and later became active in military duty as a Spetsnaz GRU. By 1982, Nadya was sent in as part of an airborne offensive into the Panjshir Valley in north-east Afghanistan, in an effort to capture the region from Mujahideen rebel forces. It was on this hot august day, she, like thousands of other Soviet soldiers during the war, wouldve.. or rather shouldve, met her end.

____

Nadya descended down into the valley alongside several other operatives, parachute out, radio chatter in her ear, gunfire rang out from the surface of the stagnant desert area. A contingent of mujahideen emerged from the ramshackle village below them, firing erratically at the descending crew in an ambush. A stray round whizzed through the material of her parachute, shredding a fine hole across the cloth which then grew until the chute could no longer sustain a careful course, and tore asunder. Nadya sped downward, crashing loudly through the rooftop of a building in the village and into a dusty room just bellow.

She quickly pulled herself up and pulled the torn chute off of her, clutching her AK74u which strapped snug to her chest. The thunderous sounds of gunfire filled the air outside, the radio chatter turned to nothing more than disrupted static in her ear. "s***.." she said silently to herself, weapon drawn and ready as she made her way towards a rickety set of stairs leading towards the first floor. Her body ached from the fall, and for the first time, terror ran through her body like a snake-slithering along her muscles. How quickly things had turned so grim.

Not even halfway down, three mujahideen rebels burst inside through the front, with the intent of searching the building. Outside, the air had already ran silent, an eerie calm that told a tale of hasty, fleeting death. Clad in ragged clothing and armed with pilfered AK's, the rebels quickly took notice of her. Her quick wits taking the better of them, she swiftly unloaded a burst of 7.62 hot lead rounds into the upper chest and neck of the closest assailant, sprays of red gushing from him as he fell back, his weapon going off. The remaining two rushed towards her, haphazardly firing off their weapons in vengeful fury. Already in retreat back upwards, a round managed to pierce through Nadya's right shoulder, causing her to cringe in pain, forehead glistening in sweat as her adrenaline pumped throughout her tired body, crimson staining down along her arm. Her vision grew hazy, the vibrant rays of the middle-eastern sun beat down into the upper floor through the windows and torn roof; Nadya turned herself about, and fired another quick burst towards the incoming foes, catching one through the face. red paste splattering against the wall as his body fell backward. The remaining rebel managed towards her in his violent rampage for a physical confrontation.

He threw his weapon off to the side and clutched his burly hands against the rail of her rifle, pushing it away as she set off another few rounds, blasting loudly into the wall. Desperation in her eyes as he fought against her. Outside, she could hear more were indeed coming. The foreboding specter of her demise flashed within her mind, a primitive instinct to survive took hold. Her teeth grit as the rebel managed to yank the weapon from her grasp and throw it down, using the opening to tackle her down upon the floor, blood leaking over the barren, dusty surface. His hands gripped towards her neck, distress in her eyes, she tugged her ballistic knife from her side with a shaky hand and jammed it into his jugular, pushing his dying carcass off of her, gasping for air with raspy breaths; Downstairs, the echos of footsteps and c*** weapons. Painfully she pulled herself onto her feet and made way for the single door across the room, the only alternative to simply standing there and dying a dogs death. She burst through and into what seemed to be a small closet, and nothing more. Clutching her shoulder, she pulled her standard issue makarov from its holster and pressed her back against the rear of the closet, aiming the weapon towards the semi-opened closet rickety-door as scurrying feet rang just on the other side. Her vision grew hazier, her breathing labored, deaths vice-like grip clasped over her soul. This would be her demise.

In the endless timeline of history, it indeed was. Within a few short seconds, rebels tore the door wide open and mercilessly unloaded a hail of gunfire upon the lone Russian trooper. That was her fate.

But what a waste that would be, having spent all of her young life in service to a failing regime, gunned down.

When the rebels yanked open the closet door, a Russian standard issue makarov lieing in a puddle of blood greeted them. The lone spetsnaz was nowhere to be found.


KITTENPUNCHER
Name: Ned
Age: 17
Occupation & Time period: Unemployed graduate, 2014
Character appearance: Basically speaking, an average American teenager: Brown hair and eyes, tall and skinny. In his own time, he would wear the blue jeans and black t-shirts that were so popular with his generation, but he has become accustomed to wearing whatever he has on hand.
Personality: A friendly, supportive and quirky genius. (It sounds weird, but you'll see what I mean) He also sees the suffering of other people as a personal failure.
Machine: Virgola. He calls it Virgil, though, just because Virgola was too wierd for him to remember.
Machine appearance: A red-stripes-over-black pattern completely covers the hulk of his mech.
Weapons: Holing launcher, Lancet gun
Spirit Powers: Sniping Char SP: 30
Bio: Ned was born in 1997, in the bathtub of his parents povertatious West Virginia. apartment. Ned doesn't know any of these facts, However.
Ned also doesn't know that at the age of six months, he witnessed his mother's murder from inside of a tiny crib.
Nobody knows for sure who did it, but it was presumed to be Ned's father, who disappeared earlier that night and was never seen again.
Naturally, Ned's aunt came to take him.
From then on, times were good for the baby, as he lived a pleasant life every parent wishes for their baby. Until Auntie Carol began to notice strange things about him.
On his second birthday, all of Ned's playmates came over, so the overjoyed toddler decided to show off with the building blocks.
The adults watched in shock as he created a neat, color-coded tower that could be sat upright without even a tremble.
Auntie was horrified at the warning sign of Autism that was playing out before her eyes.
As a result, Ned was resented by the normally calm lady.
A week after his second birthday, Carol disowned him, and the toddler was sent to a foster home in the next town over with no memory of his past, no hope, and no guidance.

It wasn't until the age of two and a half that the fears of autism were sent away. Because at that time, Ned could speak and read fluently. He grasped basic math quickly, and could easily put on a convincing lie. Harvey Tompson even wrote about it in the town newspaper. Only days later, the news had spread to everyone.
A genius had arrived in a tiny town in West Virginia.


Almost fifteen years later, Ned was preparing to go out into the world.
He had an idea of what he wanted to do. He wanted to bring end as much suffering as possible, and help embrace the wonderful things that a regular human being could do. With his brain, he could turn that idea into more than just a pipe dream, and he knew it. However, he was never arrogant or controlling, and he never thinks of himself as superior. Ned's philosophy is that every human is given tools with wich to better the world around them.

In reflection of his personality, Ned likes to mainly use support weapons to aide his allies.


Ned SHOULD'VE changed the world. But he never got his chance.
The "recruiters" took the world he wanted to help, and ripped it away.
Ned let that bother him for about a week, until a thought occurred to him.
"I'm in pretty much the same position I'd be in during my own time!"
With that thought in mind, the man turned to this world so full of pain and suffering.
"Might as well start here."

THAIBERIUM
Name: Ekyll Suomalainen

Age: 31

Occupation & Time period: Warrant Officer of the LeLv34 of the Finnish Air Force circa 1944.

Character appearance: Ekyll is clean shaven with a short cut that he maintains due to military indoctrination. Typical of people from Scandinavia, Ekyll is blond and has naval blue eyes; he is so blond in fact that it is almost white. He is a bit short though, standing at a short height of 168 centimetres. Having been dragged from the past, Ekyll maintains his service uniform whenever he sorties, refusing to put on anything else, even a flight suit. The uniform itself is coarse blue-grey wool for the flight tunic and a darker blue for the pants. He wears a M-43 German-style officer's cap that matches his tunic colour which also sports the Finnish roundel of a blue ring inside a circle of white.

Personality: Cool and collected. His usual tight-lipped nature hides well his perceptiveness in the heat of battle.

Machine: ART-1

Machine appearance: ART-1 is actually painted a matte white-grey with the 1944 low-visibility roundel of the Finnish Air Force (see below) where the wings would be. The nose, when in ART-WING mode, is painted with his squadron's icon (also below).
Image
1944 Finnish Air Force Roundel. Note: The blue swastika has nothing to do with Nazism, it was considered a lucky symbol by Eric Von Rosen who gave the "white" (i.e. non-communist) Finland their first aircraft and considered it his lucky charm (he painted it on the plane he gave to the Finns). The blue swastika was banned after WW2 but can still be found in the modern Finnish Air Force today in various insignia.
Image
LeLv34 Squadron Icon

Weapons:
    Shoulder Mounted Missile Launcher
    Lancet Gun
    Cold Metal Knife

Spirit Powers: Scan Char SP: 20

Bio: Born on the 5th of April, 1918 in the homely country side municipality of Rautjärvi. He enlisted for the Air Force after he finished his compulsory military service in 1930. He was involved in numerous engagements during the Winter War of 1939-1940 in which he flew under the wing of the soon-to-be legendary Eino Ilmari Juutilainen. Eventually, as the Continuation War rolled around in the summer of 1941, he flew other sorties but these were mostly boring air patrols along the coast of the North Sea. In 1943 he was transferred to the LeLv34, re-uniting with his mentor during the Winter War.

They say that by the end of the Continuation War, 12 pilots of the LeLv34 were listed as MIA, presumed dead. They forgot to mention the thirteenth pilot, Ekyll Suomalainen. Ekyll was shot down on June the 13th, 1944, one week after the Normandy Invasion, while on a routine patrol by a relatively unknown Soviet Ace who still remains unidentified by first name today. His last name was Lapanskii. It came to a surprise by the Soviets who came across Ekyll's empty plane wreckage with the parachute but no pilot a few days later.

NOT SAYO
    Lyonel Solobaid

Age: 17

Occupation & Time period: Hiding murderer in Greece during the very late 1800s during late winter.

Character appearance: Lyonel is relatively short, standing at 5'6", which was the height he stayed with since he was 15. He is constantly seen with his legs bent in a nonchalant way, further reducing his height. His hair is a mix of yellow (Not blond) and orange, with the orange usually showing at the edges; his hair is messy with the front reaching to the top of his eyes and the back going to the middle of his neck; his sideburns are very thick and long, reaching down to the middle of his chest and spreading out near the ends. His eyebrows are strong, yet slender, his eyes are slightly thin and seem to have no slant; his pupils are wider than they are tall and have a brilliant yellow. His nose is thin and low, and his lips are thin, while his mouth is slightly wide.
He's quite thin, and lacks muscles, which gives him a wire-like figure.
When he was taken in, he was wearing a large brown scarf which seemed to originally be red, wrapped sloppily from his ears to his neck; he wore an over-sized coat (Especially for him) colored gray which had scratches and dirt, reaching down to his knees; underneath the coat was a thick, baggy shirt and long ragged pants; he was also wearing long brown gloves and short black boots.

Personality: Lyonel has sporadic and unstable thoughts; though it doesn't mean he can't concentrate. He tends not to show his strange behavior, where he pretends to be slow and dimwitted. He hardly loses control of his temper, but he will berserk if provoked enough.

Machine: Guarlion

Machine appearance: Green and dark gray.
Image

Weapons:
    Equipped: Magnum Beak
    Shoulder/Back: Six Slave

Spirit Powers:: Flash Char SP: 20

Bio: Lyonel was born on January 4th, 1876. He was told to have a heart defect which would not let him live an average lifespan. While he was raised, he was very quiet and lacking hunger, and seemed to barely pass through education. However, despite his good behavior and obedience, he was constantly pestered and abused by his parents, calling him a mistake and hiding that they were glad that he would die before them.
Lyonel suppressed his anger and urges to suicide, which couldn't go on much longer. By the time he was 16, he brutally murdered his parents, making sure they would suffer every moment of their last moments of life. One of his father's friends got involved, and was quickly killed by him as well. He was quickly found out, and had to take refuge and hide.
Lyonel was practically dead by the time he was taken in, just before his life gave out. His body was nearly completely frozen despite his layers of clothing, and he was struggling to breathe; there happened to be a blizzard that year.

WHIMSKULL
Name: Akiva Maechin (Hebrew naems are always good)
Age: Looks 30
Occupation & Time period: Occupation Unclear, served as a Jack of all trades. Neo New York, 2153
Character appearance: Akiva is disguised rather well as a normal 5'11" Caucasian male adult. His head comprises of oily, black hair which is very well trimmed and his face holds cold black eyes. His physique is rather well built, but it it mostly due to the prefabricated body which has nothing to do with the stress taken on my the joints inside. He wears a jumpsuit of that of a mechanic, as he is quite handy at fixing almost anything he has seen before and that was his main forte as a Jack of all trades.
When damaged badly, His fake skin begins to deteriorate away, showing his inner workings a la Terminator style, except no regeneration capabilities. If this takes effect, he must be repaired later.
Personality: Almost completely devoid of emotion, and thus acts with no emotion what-so-ever. He can feel one emotion: sadness. He is arrogant and cares not for the beings lower than himself, attempting to constantly stay at peak performance. Even with this, he still cannot seem to understand to fluttering feeling inside himself...is it the love that he lacks?
Machine: Virgola
Machine appearance: Akiva's Virgola is painted completely white, with some strange designs of lines crossing all over the body, as if they represented the circuits inside himself. On the back he has two golden wings detailed.
Weapons:
[HELD] Magna Beam Rifle
[BACKUP HELD] Assault Blade,
Spirit Powers: Scan Char SP: 15
Bio: Akiva was never born. He was a crude machine creation made for cheap labor in any job available, forged in the large warehouse plant of Neo New York's Levan Maechin Co.
He was implanted with false memories as all Levan creations are, to make them feel like true humans and not suspect their true role in society and the world. He was created with a body to please the new President of the company, Levi Levan, who wished to create a new era of mechanical men; the Akiva generation.
Only one was made as a prototype, and was created to be a lover for Levi, as she could find no suitable men. He was given false memories of an intense relationship with her and false feelings for her. However, he couldn't bring himself to love, being far from the perfect man, even though his body and bodily functions were perfectly created.
Pulling himself away from Levi's constant state of inebriation and seeming endless sex drive, Akiva left to pursue his own life as a cold individual who knew of his dark secrets.
It was very well known to him that he was just a machine created for Levi's pleasure, as she stated it once during her drunken fervor. It was up to Akiva to change his false life, as he became a jack of all trades, mostly working as a free mechanic for various small companies and some private residence work at times.

Levi never gave up on him, and began searches to find him. It seems that for her, he was more than a pleasure machine, and she never caught on with the basic idea of creating a new lover.
And it was then, on a rainy day in March 2153; Levi finally caught up with Akiva while he was working on the old vehicles in the War Museum of Neo New York. She confronted him, begging for him to return to her, for she was lonely without him.
He told her that they were never meant to live together, woman and machine, and she was obsessed with what was physically wrong. He pushed her away, knocking her to the floor. Her guard pulled out his standard "machine killer" pistol, and fired several shots at Akiva.

However, he was saved from a wrongful fate by unwillingly taking on one that would seal it once again...

KIKI
Name: Josephina Corrigan
Age:27
Occupation & Time period: Knight Archer - 14th Century England.
Character appearance: Josephina stands at 5’6 and has a slender figure though her arm muscles are noticeably toned. She has long dark brown hair braided into one long braid usually kept down her back but occasionally over her left shoulder. Her bangs are straight and frame her face. Josephina has brown eyes, a bit of a pointy nose and a small mouth. On her left arm is a scar from a wound of a fellow page. She wears clothing provided by those from the future which consists of a yellow tight fitting body suit with blue stripes that run along the legs, around her waist and a circle on her chest.
Personality: Josephina is determined, supportive, and chivalrous.
Machine: ART-1
Machine appearance: Her machine is primarily sky blue with a golden lion on the chest and a crown on each of the heels of the robot. While in flight mode it is revealed that a lion also resides on the front of the nose of the plane.
Weapons: Laser Cannon, Magna Beam Rifle, Lancet Gun.
Spirit Powers: Lock On Char SP: 20
Bio: Josephina grew up in the harsh 14th Century, a time when women like her had no rights or freedoms whatsoever. She was a spirited child, always getting herself into trouble and fighting with her boy cousins. Her mother was appalled, and forbade her from doing any activity unfit for a young woman, it was then that her interests in knights began to blossom.

Her mother thought that she was perhaps allowing the knights to court her, and perhaps even marry her as well and she was pleased. This lasted only until she was 11 when she was discovered swinging a sword against a training dummy. Her mother, furious at Josephina immediately set up a marriage for the girl, forcing her to marry an old and rather disgusting man, but to her mother she only saw that he was rich. As the wedding was being planned, Josephina ran away from home. She cut her hair to the length of a boy’s and dressed in boy’s attire, life wasn’t easy for her but eventually a knight took “Joseph” as his page.

Josephina trained very hard, excelling in the trade of archery as well as horseback riding. Though as she grew older it became harder and harder for her to conceal her femininity. Eventually she made it to her knighting ceremony, where the king knighted her, a glorious day for herself. She was always considered the “girly boy” because of her looks but none of them were the wiser, or so she thought. After a feast, celebrating their knighthood, one of her fellow knights approached her after dark. He knew that she was a girl and he wanted his way with her. Josephina ran away from the knight cornered in a dark alley, there would have been no use crying out for help. Women were simply objects. Elbowing the knight, her friend, and tackling him to the ground she dashed out of the alley only to be bound and gagged by someone else who appeared to be waiting for her.

Josephina woke up in a world completely unlike her own, everything was different. The clothing, their dialect, there was even a magic they referred to as “electricity”. After many months of therapy and transformations she soon became more accustomed to the world, especially with its giant robots that she was forced to pilot. Her exceptional aim allowed her to become an avid gun user.

Name: Samuel Anderson
Age: 24
Occupation & Time period: Dimensional Traveller/freelancer who's last jump was in 2106.
Character appearance: About 6'2, and gaunt with a lean face with green eyes and unruly brown hair. He also has a tattoo of a dragon on his left cheek, a souvenir from a incident he would love to forget, which helps giving him a aura of a criminal. As for taste in clothing, he was wearing a black duster, a white T-shirt, grey sneakers and blue jeans when he jumped, although he was just putting the duster for fun.
Personality: Tries to remain optimistic, despite being practically a toy of his own ability, however, he ends up becoming depressed and maybe a slight hint of being cynical when in danger. Otherwise, he tends to be kind with others, if only to make sure they have his back. As a side note, he really isn't afraid or disgusted by anything, due to how weird sights are usual for his world.
Machine: Virgola/Balgora
Machine appearance: Only special details are that it's painted burgundy, and three parallel lines on the shoulder .
Weapons: AM Gunner, M90 Assault Machine Gun, Cold Metal Knife.
Spirit Powers: Flash Char SP: 15
Bio: Not a stranger to basically anything, especially since those like psychics were the norm where he lived. He had the rather annoying and incurable (as far as anyone could tell) ability of teleportation (which first appeared when he was 10, playing around, it took an hour before he was found hanging on a tree in a nearby park.), and honestly wanted to get rid of it. Soon, at the age of 18 he eventually handled the power, but a tiny sneeze activated it on his birthday, and he found himself in a prehistoric era, and after a year of jumps and adventure, he finally made it home. Of course, the teleportation powers didn't give up, and he found himself looking at a incoming train...though all the witnesses were surprised when the body wasn't found.
__________

Go ahead MG, rip it a new a****** if you hate it.

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Last edited by A Cat on Thu Jul 30, 2009 12:19 am, edited 14 times in total.



Thu Jul 16, 2009 12:59 am
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Legendary Ghost
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Holy f*** thats detail.

Im in, i wanted a mech RP.

Btw dont step down from RP.

we need people that dont suck.

Meaning you.

(Ill submit my profile shortly, within a day or so)


Thu Jul 16, 2009 1:15 am
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Will do it, profile eventually.

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Thu Jul 16, 2009 1:24 am
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Nini wrote:
Holy f*** thats detail.

Im in, i wanted a mech RP.

Btw dont step down from RP.

we need people that dont suck.

Meaning you.

(Ill submit my profile shortly, within a day or so)

Sure, Though I still have a bunch of things to flesh out.

I need to get that leveling system straight, I might need to place basic damage values for weapons and health standards for the mechs, and I'll need to figure out what would make a good profile for this.

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Thu Jul 16, 2009 1:29 am
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Legendary Ghost
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Location: Where angels fear to tread, and man is but a cautionary tale.
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Whimskull wrote:
Nini wrote:
Holy f*** thats detail.

Im in, i wanted a mech RP.

Btw dont step down from RP.

we need people that dont suck.

Meaning you.

(Ill submit my profile shortly, within a day or so)

Sure, Though I still have a bunch of things to flesh out.

I need to get that leveling system straight, I might need to place basic damage values for weapons and health standards for the mechs, and I'll need to figure out what would make a good profile for this.


Also, you wont mind if i borrow the battle system, in part, right? For the rp im going to make sometime. Its not going to share your genre and all, and so will not be similar from the look of it. Just the battle system might be similar. >>;;

Looking at it, it seems perfect.


Thu Jul 16, 2009 2:01 am
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You lost me once I saw stats. I may change my mind as you update it. I like the lore too.

EDIT: I take that back after I saw the ART-WING.

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Thu Jul 16, 2009 6:59 am
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I'll think about it (I'll be more serious about the character sheet this time). Don't let us down Whimmsy.

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Thu Jul 16, 2009 8:19 am
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I like the Grigory... sounds like this could be a MechWarrior novel type of thing.

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Thu Jul 16, 2009 3:26 pm
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can i join and then stop posting right in the middle of the beginning


Thu Jul 16, 2009 3:35 pm
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Not Sayonara wrote:
can i join and then stop posting right in the middle of the beginning


a******.

LoW!


Thu Jul 16, 2009 5:30 pm
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Before I make any updates, does anyone have an opinion on whether weapons should have damage values and mechs should have health values?

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Thu Jul 16, 2009 6:35 pm
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Whimskull wrote:
Before I make any updates, does anyone have an opinion on whether weapons should have damage values and mechs should have health values?

No.

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Thu Jul 16, 2009 9:48 pm
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Whimskull wrote:
Before I make any updates, does anyone have an opinion on whether weapons should have damage values and mechs should have health values?

Yes. In depth ones, such as if it hits this part of the mech this much damage is caused and such and such will stop functioning, and this stat will reduce by this much:D
yes I'm being a total a** on purpose

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Thu Jul 16, 2009 10:14 pm
Legendary Ghost
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keep hp values out of it i say. i think it will allow more freedom to the rper while retaining a layer of stat-based systems in the game.


Thu Jul 16, 2009 10:20 pm
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Actually that's good.

I didn't want to trouble myself with all that calculation anyway.

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Thu Jul 16, 2009 10:35 pm
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