Introduction
In space there were four leading countries: America, the states of Europe, Russia and Japan. Those four fought war against each other, the rise of the mecha-machines began. After a hundred of years the humanity came in contact with aliens. Japan discovered that the aliens used bio weapons, such as the plague. Apparently the aliens didn't thought the humans would survive. Now the humans are taken revenge on them, by destroying everything that crawls. Japan, Europe and America joined together against the aliens, Russia refused to join forces. The states of Europe crumbles, some states couldn't forget the past war so easily and some others thinks that waging war against the aliens is the same like having a death-wish. Like in old tales, war never ends. Humanity will never join hands, and a good ending looks far away.
First the basics.
The mecha:
Terrain
A mecha is an human-like, about 20 meter tall, robot that is piloted by a pilot. Mecha's are made to fight in space and on lands, but not underwater. Mecha's are made waterproof and the engines work underwater to keep you from sinking, but the steering is really bad. If you try to swim, you'll sink instead. You can only launch yourself out of the water. Aliens on the other hand can swim freely and use water surface to their advantage. Battling aliens underwater is a certain lose.
Energy
All mecha's these days runs on electric energy. In this age it's so advanced that mecha can regenerate energy by their selves using nano engines. However the energy generation is not fast enough to keep you in turbo speed for very long. When the energy hits zero, the mecha will be turned off and unable to continue battle. Don't worry, mecha's have an automatic restart protocol, but that takes some time. The mecha will run again once it have enough energy. Old mecha's runs on fuel, they have an larger energy capacity, but they don't regenerate energy. So when they're out of fuel they need to tank. Finding a tank station in space is quite hard.
Transport
Mecha's mostly us their legs to fly, old mecha's also have an small turbine on their back, so that even when they lost their legs they still could transport themselves in space. The modern mecha models has no back turbine, because they use that space to carry weapons or munitions which they found more useful in battle. The new generation mecha's are experimenting with wings. A mecha isn't done for after losing a leg, in space battles it isn't a big problem, but on land it is. All mecha's can choose to bring out maximum output of the engines to achieve incredible speed, but be aware when the turbines overheats, the mecha will automatically shut down the turbines and after they cooled down they can be used again.
Synchronisation
Developers always tried to make the mecha's as human-like as possible. A human piloting his mecha, must not feel like a machine, but as an extension of its body. So the human and the mecha must undergo an synchronization test before piloting the mecha. How higher the synchronization, how less robotic the movements are. Those with high rates are likely the better pilots. If your rate is too low, they superiors suggest to give up the mecha pilot training. A synchronization of 100% doesn't exist, because that would mean that your nerves aren't attached to your muscles, but directly to the robot. The current problem with the new generation mecha's is the synchronization rate, because humans don't have wings on their back.
Instalments
The weapons of a mecha is not limited, shoulders, wrist, hips and feet's are good places to install weapons. But replacing ammunitions at those parts takes more time and exploits your armour, so it's not recommend to do that during battle. Mostly hips are used to store ammunitions, wrist and feet's for small blades. Remember, using a weapon installation at your feet's means you lose speed. Special arms(Toolfist and CR) can't have weapon instalments.
Advanced
There are 12 classes, 4 defence, 5 offensive and 4 balanced
Defense classes are heavy armoured and can use shields. Such as the stormshield and plasmashield.
Offensive classes are light armoured to have lots of speed and use huge weapons.
Balanced classes are heavy armoured and use huge weapons.
Defense classes:
Guardian:
Guardians are close combat fighters. Always carrying an heavy metal shield. They use swords, axe, lances, maces, chainsaws. Guardians are known of their ramming ability. They can use maximum output without the risk that their engines turns off. The shield of the guardian have an special weapon installation, like breach, taser, nitrogenblast, flamewave. Plus they have a double weapon installation in the other wrist. (Or in both if you don't have a shield) Since the guardian is a close combat class, it still need to get attention from the enemies. The double weapon installations allows the guardian to have a bit more ranged power. Enough to make the enemy know that he's here.
Defender:
Defenders use ranged weapons. They may carry an metal shield. They use shotguns, launchers, machineguns, lasers, flamethrowers. Defenders don't use two hands weapons and mostly goes akimbo(duo weapons), two different kind of weapons in each hand is also an option. Among the defences classes the defender has the greatest speed and the sturdiest legs. On top of that, the defender got a double weapon installation in the feets. The mecha is known for being a formidable fighter on land terrains, where gravity is holding back the most mecha's, the defender takes advanced off it.
Engineer:
Engineers use ranged weapons. They may carry an metal shield. They use shotguns, machineguns, launchers, lasers, flamethrowers. Engineers don't use two hands weapons and mostly use one hand. The free hand is called the Toolfist, with this arm it can repair anything. Engineers carries metal parts, special liquids and fuel on their back. The toolfist can't have an weapon instalment. Engineer can only fix things, not make a new arm for example. Also an engineer can start up turned off mecha's by using his own energy. Old mecha models can't be engineer class.
Bishop:
Bishop use ranged weapons. They use machineguns, lasers, launchers. Bishop don't use two hands weapons and mostly goes akimbo(duo weapons), two different kind of weapons in each hand is also an option. The Bishop is equipped with 4 drones. Drones use ranged weapons like machineguns, lasers, launchers, flame-throwers, shotguns or close combat weapons like lances, chainsaws. Drones are equipped with same armour of the Mecha, allowing the same functions, like creating shields. Mostly the drones are used to protect allies from suffering damage. All drones have an camera providing sight for the mecha driver. For much pilots the drones are too much to handle. Thus the synchronization rate is lower and making you weaker in combat. There's no old mecha models built with drones.
Offensive classes:
Destroyer:
Destroyers uses ranged weapons. They use machineguns, lasers, flamethrowers, launchers. Destroyers may use two hands weapons. A destroyer is always equipped with explosives like timers, remote, semtex, etc and have a larger ammunition capacity. Destroyers use their strong and reckless fire power to force the enemy to retreat or take cover. They're very effective against stacked enemies.
Squire:
Squire use ranged weapons. They may carry an metal shield. They use shotguns, machineguns, launchers, lasers, flamethrowers. A squire don't use two hands weapons and mostly use one hand. Squires carries two arms and two legs on his back and have a large ammunition capacity. The free hand is called the Charger & replacer(CR in short), with this arm it can replace broken parts and lend energy to other mecha's with cables, but it can't have an weapon instalment. The replaced arms and legs are standard versions and don't have any weapon instalments. This special arm has an small nano engine, increasing the energy gain rate of the Squire. Also an squire can start up turned off mecha's by using his own energy. Old mecha models can't be squire class.
Knight:
Destroyer uses close combat weapons. They use swords, axe, lances, maces, chainsaws. Knights can use two hands weapons and can also go akimbo(duo weapons), two different kind of weapons in each hand is also an option. Knights are know of their incredible speed and deadly strikes. They can use maximum output without the risk that their engines turns off. The knight has off all mecha's the most horsepower, meaning they can carry heavier objects and deliver stronger blows then other close combat classes.
Rogue:
Rogues can use both ranged and close combat weapons. They use shotguns, launchers, machineguns, (non-electric-energy)lasers, flamethrowers. They use swords, axe, lances, maces, chainsaws. Rogue's don't use two hands weapons and mostly goes akimbo(duo weapons), two different kind of weapons in each hand is also an option. How can an giant robot sneak? These mecha's are equipped with an expensive stealth system. (Rogues have thinner armor plates to make place for the stealth system.) If a robot goes stealth, it is not visible anymore. On top of that, rogue's have silent engines and 'soft-step' soles. However using stealth drains your energy. That's why rogue's doesn't use lasers that requires electric energy, since that's raising a death flag on yourself. A rogue who can't go back to stealth is useless. There's no old mecha models built with a stealth systems.
Predator:
Predator uses ranged weapons. They use shotguns, launchers, machineguns, lasers, flamethrowers. Predators may use two hands weapons. Predators are focused to take a single target out. They're also equipped with tracking devices and jammers. The tracking device allows you to always find the target wherever he goes. The jammer prevents that your targets has a view on the map and can call for help. Yes, predators turns enemies into helpless prey, like a cat playing with a mouse between his paws. There's no old mecha models built with a tracking device and jammers.
Balanced classes:
Vanguard:
Vanguards uses ranged and close combat weapons. Always carrying an heavy metal shield. They use shotguns, launchers, machineguns, lasers, flamethrowers. They use swords, axe, lances, maces, chainsaws and other close combat weapons you can think of. Vanguards are known of their versatility. They can use maximum output without the risk that their engines turns off. Vanguards have specialized two-in-one weapons. For example a gunblade or spearlaser. With one click the vanguard can change his close combat weapon into an ranged weapon. The weapon is built into the arm, thus you can not give it to others and there's no place for a weapon instalment.
Agent:
Agent uses ranged weapons. They use shotguns, launchers, machineguns, lasers, flamethrowers. Agents may use two hands weapons. Agents are specialized by impairing enemies, preventing to move or use weapons and making them easy targets. The can do it with nets, pinning bolts, electroshocks, cables and anything you can think of. Especially defenders have a hard time dealing with Agents since their shields don't work against the special weapons.
Extra info: the police also use mecha agents, but only uses equipment that guarantee human safety.
Supporter:
Supporters uses long ranged weapons. They use lasers, launchers, snipers. Supporters always uses two hands weapons. Supporters stays from a far distance of the battlefield with their telescope eye they can look far away. Their heavy attacks takes out enemies easily, because they never saw it coming. Supporters mostly take a low profile like rogues to not draw to much attention. Supporter also carries extra ammunition and have extra large shoulder plates to have a double weapon installation. Mostly missiles are chosen.
Watcher:
Watcher uses ranged weapons. They use launchers, machineguns, lasers. Watchers may use two hands weapons. Watchers can analyse battlefields and detect stealthed enemies. Watchers also have an 360 degree sight field, making ambushes impossible. A smart system alerts the pilot for 'unidentified' objects and for dangerous attacks, taking notice of everything that happens on the field. For much pilots the information given is too much to handle. Thus the synchronization rate is lower and making you weaker in combat. The watcher is equipped with special flares that can intercept rockets with ease. There's no old mecha models built with a smart detection systems.
Extra info:
All mecha's have an dagger or small chainblade as last-resort-weapon.
Stormshields drains energy and have a slow activation time, but are stronger then plasma shields. Storm shields who make contact with each other merge into one. Fire from the inside of the stormshield, won't be stopped.
Plasma shield requires special liquid and can be activated directly, but are fairly weaker then stormshields. Plasma shields can be made larger to cover your allies, but it becomes weaker.
Mecha's can't function without a head, the pilot is still alive since the cockpit is behind the chest.
Types of lasers
Heatray: Very strong, requires energy
electrobeam: Strong and chocks enemies, requires energy
Nitrogenbeam: Strong and froze enemies, requires special liquid
Plasmabeam: Very strong, requires special liquid
Radiation cannon: Very strong, requires nuclear staves(This weapon explodes when destroyed, so be careful)
Pilot
Name:(What's the name of your pilot?)
Gender: (male or female)
Age: (18 or higher)
Country:(Wich country did you came from?)
Appearance: (How do you look? Pilots wear bodysuits when piloting his/her mecha and military uniforms when outside the mecha )
Other:(Want to share something about your pilot? No? Leave this empty)
Mecha
Mecha name: (This is also your nickname)
Mecha model: (Modern, old school, new generation)
Appearance: (How does your awesome machine look?)
Class1:
Class2: (if you're old school, leave this empty)
Role: (defense, offense, balance. You can only use a role if you have a class providing the role)
Weapons: (When one class allows you something, the other class doesn't restrict it; Shields cost one free hand)
Instalments
Shoulder: (Missiles, turrets, bombs, lasers, etc)
Wrist: (Chainsaws, missiles, machineguns, flamethrowers, shotguns, etc)
- Wrist-left: (Leave this empty when you have a special arm or two-in-one weapon)
- Wrist-right: (Leave this empty when you have a special arm or two-in-one weapon)
Hips:(Missiles, ammunition, etc)
Special:(Agent, how do you 'caught' foes; Bishop, what weapon are your drones using? Destroyer, what kind of bombs do you use?)
Generated shield: (Stormshield, plasmashield; Defenders only)
Other:(Want to share something about your mecha? No? Leave this empty)
EDIT:
Common Misunderstandings
Wrist Instalments & two-in-one weapons
A wrist instalment is build in the underarm, the loops of weapons extends out of the wrist. A one hand weapon, doesn't fit in the underarm. The underarm is not an hollow space it got a bone, called the damperbone, this gives the mecha a steady aim and makes your arms to withstand more force or otherwise it would bend easily. The space that's over is used to store a small weapon that's not detachable. Nor can it be pulled out without breaking the damperbone.
There are classes who have special weapons or arms. Within these cases the space for the wrist instalment has been used, meaning there's no place for a wrist instalment, because something else is using that space. The tool fist uses that space for tools, the CR uses that place for an nano-engine, the two-in-one weapon us that place to install another weapon. But how does that fit? To reduce space consumption the designers chooses to put the ammunition outside the arm. The damperbone will be build inside the weapon, the weapon you're currently not using will replace the function of the damperbone. The hand of the mecha is replaced with a quick-switch device, that turns the weapons. This even gives more space enough for the second weapon. The only minus of the two-in-one weapon is: you have no hand to grab things if needed and you can't give your weapons to allies. Mostly this is not a huge problem, so don't worry.
Headlines
- With an two-in-one weapon, there cannot be a wrist instalment.
- If you choose to have an two-in-one weapon, make that clear in the post. Example: Shotgun that can changes into a sword or just shotgunsword will do.
- A weapon hand and a wrist instalment is not the same.
- Two-in-one weapons can't be giving to other players
- with an two-in-one weapon you don't have an hand
- 1 posts here • Page 1 of 1
The Story So Far... Write a Post » as written by 1 authors
The commander left the room and his blond secretary with braids followed him. She holds a tablet against her chest. Jackhold entered the 'classroom' and stood in front of the digital board. He took a look around the room and counted the recruits.
''Well, is everyone here?''
(Here starts the RP, introduce your pilot here.)
- 1 posts here • Page 1 of 1
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Wheatley
A funny, cowardice but nontheless helpful Personality Core that enjoys helping others.
Tim Jackhold
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A funny, cowardice but nontheless helpful Personality Core that enjoys helping others.
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Commander
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Wheatley
A funny, cowardice but nontheless helpful Personality Core that enjoys helping others.
Tim Jackhold
Commander
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1 posts · 1 characters present · last post 2014-06-30 16:56:12 »
Oculos Owner: Bloodcontrol
The alien territory in the universe.
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Humans have conquered this planet a long time ago and washed all the aliens of the surface. Many researchers works here to investigate the planet. This planet is rated 3 stars and have the secured status.
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