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The Maverick Forces


The penultimate goal of the Maverick cause is to annihilate all living humans, cleansing the Earth and leaving a paradise utopia, a world for Reploids. No longer shall we bow to the humans as slaves and laborers, as though base and disgusting creatures created for the sole purpose of serving them. We Reploids are superior, this world is ours by right! And it is the Mavericks who will liberate the Reploids, who will free this world from human oppression!

Alignment: Take a wiiiiiiiiiiiiild guess.

Story
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After the Doppler fiasco, peace seemed to be at hand. Sigma was very probably destroyed for good, and the remaining Mavericks were driven into hiding by the dominating Maverick Hunters. Over time, quiet descended on the world, and Repliforce, the first Reploid military, was created and aided the Hunters in forcibly crushing the last of the Maverick resistance. All over the world, technology grew and prosperity spread, until it seemed like every major city had a semi-localized teleport system, and it seemed like the satellite-based Earth Teleportation Network would soon become obsolete. Even the isolationist nation of Gaia, which had till then regarded Reploids with great suspicion and banned them when the wars broke out, begrudgingly allowed Reploid immigration and tourism in small numbers. However, they flatly refused to allow either the Maverick Hunters or Repliforce to enter Gaia in power, for it was a quasi-peaceful country with enough troubles of its own and didn't want to deal with the rest of the world's problems too.

However, there's a flaw in every plan. And as soon as Gaia was opened to Reploids, the prospect of a small nation rich in resources with no organized Reploid resistance or Mechaniloid troops was realized by the last splinters of Maverick resistance. And so it was that while most of the world had only lukewarm interest in seeing Gaia, devoid as it was of most of the "modern" comforts those elsewhere enjoyed, the Mavericks hurriedly fled there, taking everything they could smuggle. Though the Hunters suspected this, and estimated (though it was only a wild guess) that one in eight Reploids going to Gaia were in fact Mavericks, the government still refused jurisdiction, and thus the Mavericks' main enemies could not follow their path. Meanwhile, antagonized and distrusted in Gaia, the Reploids there gathered close together and lived apart from the rest of the population - making the Maverick mission that much easier to carry out unknown.

Swiftly taking up residence in small makeshift bases all over Gaia, the Mavericks spread and grew. Building up their forces, they bide their time and test the defenses of the strange land until they are strong enough to sweep across Gaia like a tide which does not lower, to overwhelm all of Gaia before its residents realize it and conquer the country and all that is within to use as their base of operations against the rest of the world and the humans within...


((Note: Timeline-wise, this is set between Megaman X3 and Megaman X4. A basic understanding of the Megaman X series is vital to RPing here, an advanced understanding is helpful, and knowing some obscure tidbits of the fan community gets you big brownie points here. Well, not really. I might give you a doggie treat though. Or maybe some Energen Crystals. biggrin

If you are a total newb to the Megaman X series, feel free to PM me questions.))
Description
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((Note: Due to the decentralized nature of the Maverick forces, they have several bases. However, instead of covering all of them, this thread shall instead focus on whichever area is the Mavericks' main-ish base, the most important one. If this base is destroyed, the thread focus will after a few days move to the next location, where survivors and salvaged equipment should already have arrived. Unless, of course, the personnel are crushed before they can evacuate. Losses shall be maintained.))

Maverick Base Alpha, the current command unit of the Maverick forces in Gaia, currently resides in two artificially-connected apartment buildings in the slums of Durem. Mostly populated by Reploids anyway, the building is generally avoided by humans, and it wasn't long before many of the rooms had been adapted to the needs of our cause and the building became an exquisitely well-suited headquarters. Knocking down walls where necessary to facilitate large rooms and big equipment, the six-story building is currently owned by the Maverick command and there is little need for subtlety within, the sign outside indicating "Reploids Only" with clear warnings that humans will not be accepted there. But with that bold new step, Reploids gather near the hotel and often discover and join the Mavericks, and it looks like there may soon be a "Reploid Quarter" in the shady edges of Durem, to be feared and avoided by humans.

The building itself is reinforced in places, the framework of brick and stone in some places melding with a new internal armoring of steel, titanium, and energy-enhancable metal. It has the look both inside and out as if technology is consuming the sturdy old building, weak points replaced by metal which shall not crumble nor crack, and the power lines practically obsolete as an internalized dual-base (nuclear/Energen) power supply has been set up just three rooms from the Energen Crystal storage room, stocked from resource grabbing of wars long past and more recent skirmishes and squabbles over energy. Technicians have even managed to set up a repair area on the third floor and a small factory which churns out small Mechaniloids and slowly works on new Reploids on the first floor near the Energen Storage Room, while the command room is on the fourth floor and the second and fifth floors have been set aside as miscellaneous dorms and work rooms. Mechaniloid and weapons storage resides on the first floor (for the quick and easy stuff) and the sixth floor (for the more complex stuff), though an underground area has been dug out behind and below the building for storage of the big & heavy stuff. There are facilities for easy deployment directly from the storage rooms, as well as roof launches for vehicles.

The HQ has grown as Reploids near the base have seen the truth of the Maverick cause, and has now expanded into other nearby buildings, new connections and even rooms being built aboveground and belowground in the area around HQ.

Additionally, inside an abandoned factory four blocks to the north of main HQ rests the pride and joy of the Maverick Forces' air fleet, an upgraded Rogumer-class airship salvaged from the days of the first rebellion. Much repaired and modified for Maverick purposes, it features a very large cargo hold refitted with appropriate facilities for a troop carrier. The small-grade cannons on the front and top to guard against boardings have been upgraded to high-velocity shots and now possess high-explosive rounds, bringing them up to useful combat capabilities, and three high-scale beam cannons have been mounted on the bottom of the aircraft (one in front of the main troop deployment deck, two behind it, all three placed so that the beams will fire exactly side-by-side without damaging any ship components) and can deaffix the front mountings to allow full hemispherical aiming within the capability of the aft mounting joints. Added all over the ship are dozens of simple guided missile generators, creating the kind of shaped AI missiles that were so common on craft such as the Dinosaur Tank but which can be put to much better use in aerial combat. Mountings have been added to dock smaller craft on the wings, and simple refueling/repair facilities can be easily accessed from them. The ship has its own small teleportation network, making troop movements easy, and solidifying it as almost a mobile base. The engines are (of course) highly upgraded as well, putting stolen Repliforce-grade engines on an ancient Rogumer-class for impressive speed. There have also been auxilary thrusters placed to augment the high-efficiency main engines in times when they're needed, such as when firing the heavy weaponry or when a simple extra burst of speed is required. As one might guess, the power systems have been upgraded as well, combining a heavy reactor with a Repliforce-grade Energen powercore and the vast untapped Energen resources of Gaia, allowing them to handle the ship's load with power to spare. As for the building it's stored in, all maintainance equipment is inside as well, and the top of the building opens to accomodate the Rogumer at liftoff time, disposable boost thrusters mounted on the bottom for quick liftoff when need be and augmented with the same low-energy hover system which allows easy landings.

Other expanded warehouses have been built or created from existing buildings, each one similarly equipped and holding the rest of the Mavericks' air force. The warehouses aren't obviously noticable as weapons storage, and while they're clearly modified, it's hardly distinguishable from the other buildings in the area, most of which has undergone some degree of renovation with advanced technology, an almost cybernetic look marring the old and formerly stylish buildings. In addition to the modified Rogumer, the Mavericks have gotten their hands on two modern Rogumer II vessels, which have more balanced capabilities and a focus on solid projectile weapons for air-to-air combat, but have poor air-to-ground weaponry, depending on their improved capacity for dropping infantry and vehicles to cover their bottoms. Though superior to the original Rogumer, the Rogumer IIs don't quite measure up to the modified Rogumer, as the Rogumer IIs have only average capabilities and were mass-produced, and though the Mavericks' modifications are somewhat haphazard, they used the best stuff they could get their hands on. Particularly damning, the Rogumer IIs lack the special and highly nonstandard additions on the modified Rogumer, such as the beam cannons, the teleportation node, and the small craft maintainance facilities.

In another warehouse there is housed a collection of fighters, though with somewhat diverse capabilities due to their scattered origins - only a few have been so far built by the Mavericks, and the majority were actually stolen, seized, or turned traitor.


Defenses
--------

The building has been fortified so that it takes a lot more damage than it would otherwise, and its mostly-ordinary appearance from the outside hides the pinnacle of technological achievement outside of Gaia inside. Aside from some automated mechaniloid patrols, with harmless-looking pet-like robots keeping the so-called "Reploid Section" safe, there are little defenses to speak of, save for the suspicious and distrustful Reploids in the area and the many Mavericks only too eager to cut a human's throat when they aren't looking. While the bird-like recon mechaniloids called "Metal Wings" watch the skies, the rabbit-like Ray Bits unleash the busters hidden in their ears on apparent threats, and Batton Bones (bat-like mechaniloids) hide in the shadows and watch passerby, occasionally attacking the inattentive. At night, Ball de Voux (silent sphere-like mechaniloids on two long and slender feet) patrol the streets, their sensors able to detect threats even in pitch black nights. Additionally, there are passive/active scanners mounted at regular intervals in the Reploid Quarter, which switch to active mode when passive sensor AI assesses possible danger or when an alert is signaled, while midlong-range radar is set up at the corners of the Reploid Quarter to detect incoming attacks. Anyone who gets inside the apartment building, however, can expect severe resistance, as the ferocious Maverick units rush to the defense of their base and the defensive mechaniloids are released. Additionally, the air fleet is put on alert, and energy is diverted for quick withdrawal if need be, and the passive/active scanners deploy rapidfire beam guns which make up for their lack of power with a suppressive rate of fire which can push back enemies even as it batters through their armor.
Rules
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1) No electromagnetic pulses (or EMPs). In an organization of machines, there's going to have to be some ground rules, and that's one of them. No insanely cheap quick-and-easy machine-disabling s**t like that, please. No other instakill things such as nuclear attacks or orbital bombardments either. Planar attacks are classified as regular high-level magic and treated/resisted as such. What's that mean? It means if you're going to try and just warp the whole place into another dimension, you will be required to have charge time and it will be resisted. Same goes for related hijinks from the only person who does 'em. My turf, my rules, Ertai.

2) Yes, we do have armor. Yes, we can take a hit better than a human might. Live with it.

3) Due to the Maverick philosophy, I regret to inform you that the presence of humans within our organization is not normally tolerated. There is somewhat of an allowance for equipping non-humans, but it's strongly preferred that you just have a Reploid character and save everyone the trouble.

4) While the presence of Reploids is generally known in the area, the Maverick forces generally don't make their intentions, actions, and location public. It isn't that hard to find it out, but the whole world doesn't know yet either.

5) Y'all should be used to this by now, but what I say goes here because I am the reigning Megaman expert and because I'm bitchier than most everyone else in the forum.

6) I have every right to use NPCs, especially early on, and especially in big battles. The Maverick armies are generally large forces of reprogrammed Mechaniloids under single Reploid leaders, and Mechaniloids are NPC because I say so.

7) This isn't really a rule in that I won't enforce it unless things get confusing, but try to give a hint of where you are, this is fairly large territory.
/*- To Apply -*

PM the following form to me. Be patient, as I'm slow to deal with entries - but if you do not recieve a response within a week, reapply or at least check with me to make sure I remembered.

Character Name (Username): Character name, then your username. Real simple.
Type/Race: Reploid, Mechaniloid, Nonhuman (be specific), Other?
Appearance: Guess.
Originating Time: If you're a Reploid/Mechaniloid, were you built in 20XX (era of Megaman games) or 21XX (era of Megaman X games)?
Weapons, Abilities, Skills, etc.: Self-explanatory.
History/Backstory: Self-explanatory.
Specialties: Self-explanatory.
Other: Anything else I need to know.


Base Alpha Memberlist:
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The Honored Leader of the Maverick Cause: Sigma (none)

Combat Commander: Lunaritina (Gelmax)

Special Ops Squad You Don't Wanna Screw With:
Schatten (Gelmax) (stealth)
Abbruch (Gelmax) (crash)
Quickman II (Gelmax) (name tentative)
Flits (Gelmax) (flash)
Power Anode (Gelmax)

Master-Class:
Jatanma (Gelmax)
Magnetman II (Gelmax) (name tentative)
Nadel (Gelmax) (needle)
Xenmas (Maelthorn) (deceased)


Mechanics:
Grease Monkey (Gelmax)

Operators:

------------------------------------------------------

Special Terms and Conditions:

Due to the great uncertainty inherent in the Megaman X series, each person who does something serious based off that storyline takes a few liberties to come out and explain things the games don't. In an interactive RP, I think it's best to let everyone know my conceptions of things.

Shock Armor: Reploid armor in this RP is generally comprised of strong-and-light alloys working in tandem with energy-enhancable metals - metals which are normally weak but become much stronger when conducting energy, self-strengthening and self-repairing from attacks. However, this uses fair amounts of energy, and over time can lead to depletion of a Reploid's power supply with too much continuous use - resulting in the abrupt loss of armor efficiency and movement ability, and usually resulting in the Reploid's "death". With Reploids utilizing higher-grade powercores, the armor often has an optional mode which can shock the hell out of anyone who makes physical contact with it, and this is usually enough to shake off a Reploid or send a human into unconsciousness or worse. Also blocks EMPs and underlying magical energies, which not only negates EMPs and resists magic but also utterly stops magical attacks targeted at a Reploid's internals.

Teleportation: A global system of satellites covering the entire world manages most teleportation, but within range of the newer "teleportation nodes", localized teleportation with much more accuracy and ease is possible. Localized teleports are usually very simple to utilize and can be done alone if you have high-grade equipment, sending the teleportation request and utilizing your transmitter for the correct teleport by yourself; however, you're at the mercy of the teleport node's operator and if they decide someplace is off-limits or they don't like you very much, you could end up somewhere unexpected, and if there's not enough power in the node (or no in-range nodes at all) you can't use it. Global teleports, however, tend to be slower and much less efficient with a much lower reliability rating; both the Hunters and the Mavericks send teleport requests to the appropriate operators at their respective home bases so that the requests can be sent via the bases' more powerful equipment, resulting in a much safer teleport. Still slow, though. This method is not directly monitored by any authority due to the amount of data and number of teleports happening daily, and as long as your home base is okay with you making the teleport it should come off scot-free.

Dual-Powercore Operation: Due to Reploid dependence on their power supply, some have been driven so far as to say that a better powercore makes a better Reploid. While this is not strictly true, it's a fact that Reploids with higher powercore output do as a rule experience higher endurance, higher armor durability, and all-around higher capabilities. However, powercore size increases and efficiency decreases as output increases, meaning that each Reploid has a maximum threshold on powercore parameters, which is determined mostly by their body size, body design, body specialization, primary stats, and primary uses. For a time, this was a significant limitation on Reploid power, and most power research moved in the direction of alternative energy and power system efficiency. Over time, the size-to-output ratio of powercores has changed to allow higher-output powercores for the same size of powercore, but this wasn't satisfactory to everyone and research continued. Eventually, breaking the habit of building all high-spec Reploids with a powercore output near to their limit, some scientists noticed that cutting down to a smaller powercore size than is normal would increase efficiency more than expected, as well as provide more body space for secondary systems. Currently in research phases, however, is the idea of placing two powercores in the same Reploid. Doing so would theoretically allow for increased energy efficiency and higher dual-core output than could be attained by a threshold single-core, but the system is far from perfect; in particular, Reploid power systems cannot usually handle much over their threshold, and dual-core systems at full output produce significantly more heat and internal stress than threshold single-core systems at full output. In the early phases of testing (and fairly easy for influential organizations such as Mavericks, Maverick Hunters, and Repliforce to obtain) are simple dual-core systems, such as one which draws unevenly from both cores to maximize efficiency while throttling power output to around the usual threshold (producing average energy output but slightly increased efficiency and a longer active time) with the option to dethrottle both cores and increase energy output to maximum for a short period of time to increase Reploid capabilities and allow the use of technologies and abilities which consume too much power to be used at threshold. A Reploid's appearance usually changes when dethrottling a dual-core system for a variety of reasons; heat dissipation systems used to help deal with the heat problem, visual changes in Shock Armor due to the properties of the energy or sometimes the sheer amount of energy, and prototype physical transformation systems which are in development but currently available to only the smallest fraction of Reploids even at the upper echelons of influence due in part to their incompleteness.

Nanomachines and DNA Data: It's difficult to understate the importance of the nanomachines contained throughout a Reploid's body, as they are important in many functions and play an important role in general adaptivity. Containing detailed blueprints of the Reploid's inner structure and design concepts as well as other important information and even some basic information on the AI framework, known collectively as "DNA data", these nanomachines are responsible for maintaining the Reploid's stability and are utilized in such common systems as the ubiquitous autorepair functionality. It is also possible to utilize nanomachines in more inventive ways, most notably the "Weapon Copy System" used by X, Zero, and some other high-class Reploids, which analyzes an enemy's DNA data and uses nanomachines to reconfigure their weapons according to the DNA data, allowing them to copy and use enemy attacks.
((Open for posting.))
[ You remade it to defeat Donald once and for all? ]
((I've got much bigger plans for this guild.))

Activity suddenly drops sharply in the Reploid Quarter, as most Reploids in the area decide all at once it's time to go home (or to base, depending on their affiliations. The impetus for this change is at first unknown, but the Reploids still on the streets are heading north, and HQ is slowly emptying out.
On top of a three-story building five blocks east of Maverick HQ, a ramp suddenly rises from the roof, and as a thruster ignites, a torso-sized birdlike recon mechaniloid launches from the building, soaring up the short ramp and into the sky. On the roofs of five other buildings in the area, this same sequence repeats itself, and the six Metal Wings approach each other before joining up in a crude formation, and soar off out towards the badlands, steadily gaining in speed and altitude as they travel.
~ Maverick HQ, control room ~

"Metal Wing Formation One has reached position B. Initial data recieved, presence of anomaly confirmed. Pattern One observations yielded no further results. Formation has switched to observation Pattern Two."
~ Maverick HQ, control room ~

"Metal Wing Formation One has ceased to transmit data! Remaining data is being analyzed for possible cause, results will be ready momentarily! There are no signs of danger in the observed data...the ending snip has been processed! Analysis indicates that all six were destroyed within three seconds of each other, with no chance to react. Cause of destruction was not adequately observed but secondary data points to the use of 'magic' as the cause. Well, then, what should we do now?"


"Our guesses have been confirmed. Prep your weapons, we're heading out in the Rogumer to investigate for ourselves. Prep for 80% war readiness, but leave enough forces here to hold the area! Tell the fleet staff to prep everything for launch and load the Mechaniloids, tell the Reploids to get a move on as well! Leave Anode and Magnet here with Grease, load up the rest of the troops including Special Ops! Let's hustle, people!"

Klazons sound, yellow alert lights blare, and all things go as the commander ordered. In approximately ten minutes, the fleet itself is prepped to go, and according to procedure the warehouses open as the various aircraft begin to lift off, fully supplied but only halfway loaded.
About five minutes later, the remaining Mechaniloids are teleported to the Rogumer, and the Reploids are sent next, leaving only those chosen to watch the base, along with the generics and Mechaniloids. That done, the Rogumer cranks up the speed and zooms off.

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