|
|
|
|
|
|
Posted: Sat Feb 23, 2008 11:53 pm
|
|
|
|
|
|
|
Posted: Fri Feb 29, 2008 1:57 pm
[b]Gaia Name:[/b] [b]Character Name:[/b] [b]Age:[/b] (Older than 20) [b]Height:[/b] [b]Weight:[/b] [b]Appearance:[/b] (Start working on this. Either a good description or a picture submitted as a link.) [b]Weapons:[/b] (Detailed descriptions. Pictures if you can find one or something similar to it. If its a gun, state the ammo count. If its a weapon that requires some kind of power source, state its limits.) [b]Bio-enhancements:[/b] (Given the rundown state of the world, people have taken to enhancing their bodies by whatever means possible. Mechanical implants, energy conduits, built in weapons, etc.) [b]History:[/b] (Make it good, but don't put in too much. We want the characters to be able to develop, ya know?) Mech Profile sheets These will be listed in another post, and here's my rules on the mechs. Each character will be allowed only one mech. [b]Mech Commander:[/b] (Gaia Name, Character Name) [b]Mech Name:[/b] (Whatever you want it to be) [b]Mech Class:[/b] (Use one from the list below or clear a new one with me.) [b]Mech Appearance:[/b] (On this, I'm requiring a picture. Its just that, with all the nuances, a description would be entirely too long. You can state any difference to paint color, though. I'd prefer that they aren't Gundams.) [b]Mech Weapons:[/b] (This includes the visible weapons, along with any hidden weapons. I'll be listing special rules for weapons later on. Also, for ST and CB weapons, I'm going to request an ammo count.) [b]Signature Ability:[/b] (Have fun, and be creative. Just don't go too far overboard.) [b]Mech History (Optional):[/b] (Yeah, this one is optional. If you want, you can put in a little history on the creation of your mech, how/when it was built, how you found/stole it, etc..)
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Fri Feb 29, 2008 2:29 pm
Mech Weaponry
This is the list of what I've created. Feel free to think up anything else, but it needs my approval before its added.
Slug Thrower: This type of gun fires a solid slug as the name implies. In general, there are three types. Shredder, AP, and HE. -Shredder rounds are designed to expand and fragment when they hit organic material. While generally not useful in Mech weaponry, have the side affect of splintering within the target Mech's armor, destroying hydraulics, wiring, and whatever else comes in between. -Armor Piercing (AP) rounds, as implied by the name, are made to penetrate the thickest of armors. While they can punch cleanly through joints and full armor plates, they lack the punch to do any larger damage. They usually are used for sniping out specific points on the target Mech. -High Explosive (HE) rounds, as implied, explode on contact to cause their damage. They can tear apart light armor and are good for anti-aircraft, but the heat and odd electrical output of most of the shells allow for them being used for scrambling the enemy's electronics.
They can be fired mid to mid-long range, and have a moderate rate of fire. Overall, they are the most balanced type of Mech gun.
Charged Bolt Cannon: CBC weapons use tech similar to Slug Throwers in that they fire a solid round of ammunition to fit a variety of purposes. In essence, they use various chemical mixtures of standard chemicals and chemicals infected with the N-33 strain to create "Elemental Bullets." Nearly all of the "prime" elements (water, earth, fire, wind, electricity) have been converted into Charged Bolts, allowing for a massively wide range of combined shots. They have mid-short to mid-long range, and are fired at a slightly slower rate than ST rounds.
They may NOT be used in the same gun as any type of ST ammunition.
Plasma Weaponry: Plasma weapons superheat particles of water into a super condensed, incredibly hot tool. Plasma weapons can fire in two general modes: -Wad: It fires a compressed orb of plasma, launching it mid-short to mid range. The heat and energy of the shot can blast through most armor, and is known to burn cleanly through hillsides. -Jet: This essentially is a flame thrower on a massive scale. The Plasma is allowed to rapidly expand as it is launched, creating a spray of the superheated energy. It fires at short range, used primarily as an anti-infantry or last ditch weapon. It has a tendency to create lingering walls of flame wherever it touches down, making a useful tool in creating distractions.
All plasma weaponry has a downside, however. When using a plasma weapon, you will roll (in your post) 1 D6 for the jet shot and 2D6 for Wad shots. For the jet, if you roll a 1, your plasma weapon overheats and damages itself. For the Wad shots, if you roll a 1 or 2, your gun overheats and damages itself. In both instances, the shot is still fired.
Plasma weapons have a moderate-slow rate of fire and middle range.
Laser Weaponry: Laser weapons have become very commonplace in current Mech design. They allow a very wide range of uses, and have the durability to last through multiple conflicts. -Multilaser: Effectively a series of generators rotating around a fixed point with only one generator lining up with the focusing barrel at a time. It has a very high rate of fire and shoots up to mid-long range, but it is relatively weak. -Lascannon: This laser weapon is comprised of a single, large beam generator mounted to a single heavy focusing barrel. Due to the power draw of the generator, it fires at a fairly low rate of fire but has Long range. It is also an incredibly powerful shot but is easy to avoid due to the long time required to charge and fire it. -Lasblade: This weapon is mounted directly to the arm or body of a Mech, and it creates a short burst of laser energy capable of cutting through light to moderate armor. It has very short range, and it can be used multiple times in quick succession before requiring a cool down phase. -Sniper Laser: As the name states, this laser is meant for sniping. It fires a very thin, high powered laser over a Very Long range, and it has enough strength to punch through all armor types. Its biggest drawbacks are the length of the focusing barrel, the slow rate of fire, and the necessity of being immobile to fire it.
All Laser weapons require a power module separate from the gun. The power module must be contained within or on the mech.
Particle Weaponry Particle weapons use large generators and power cells to create controlled nuclear reactions within the weapons. That reaction is converted into a blast of energy, creating very powerful weapons.
-Particle Cannon: This weapon uses the nuclear energy to release a massive blast of energy, firing at Mid to Mid-Long range. The very force of the shot is enough to rip all light and most moderately armored Mechs to pieces, and severely damage the rest. Particle Cannons have an incredibly slow rate of fire, and require a long cool-down period every three shots.
-Particle Whip: This weapons was created in a bit of an accident. While attempting to use magnetic fields to direct the effects of a Particle Cannon shot, the Particle energy condensed around a pulse of magnetic energy, forming into a crackling neon-green whip that seemed to dance from one target to the next. Particle Whips have to be fired at their first target within mid-short to mid range. Once the Particle Whip hits, it creates a bit of damage before leaping to the next object with a magnetic signature, be it another Mech, a metal building, or even a large supply of ore. Particle Whips have an slow rate of fire, and require a moderate cool-down period every three shots.
All Particle weapons, due to the nature of the controlled nuclear reaction, have a bit of inherent danger involved in them. When you fire one, roll 3D6. On a total of less than six, the weapon is severely damaged along with the Mech.
Missile Weaponry: Missiles have long been a staple of Mech combat. They all share a common principle, yet the types of missiles and their means of implementation vary a good deal.
The main types of missile guidances are as follows: Dumb: The missile flies in a predetermined path with no form of external guidance. Heat seeking: These missiles follow large sources of heat, tracing in until they make the target go cold. Wire Guided: These missiles are guided by the mech pilot or an in-unit computer. While very guidable, they respond slowly which makes them fairly easy to dodge.
Missile Pod firing rules are as follows: In a missile pod, only Dumb missiles may be fired en masse per pod (more than 10 at a time). Heat seeking may be fired 5 at a time per pod, and Wire Guided can only be fired 2 at a time per pod, due to the necessity for control.
Missile Launcher firing rules are as follows: The launchers fire missiles one at a time, but they fire at a much higher velocity, making them more dangerous than pod missiles.
Missile Types: -HEAT Missile: HEAT (High Energy Anti Transport) missiles explode on contact for massive amounts of damage against Mechs and Vehicles. They are either Dumb or Wire Guided. -Krak Missile: Krak missiles are made to create a big explosion, but not as much as an armor killer. They expand rapidly on explosion, creating massive clouds of debris and rubble. They can be Dumb, Wire Guided, or Heat Seeking. -Melta Missiles: These missiles utilize an offshoot of plasma technology that essentially turns the missile into a lance of plasma energy once fired. They work incredibly well for anti-mech/vehicle, and can annihilate even the most armored mechs easily. However, due to the odd technology involved, the Missiles are only Dumb launch compatable.
Grenades Note: All of the following grenades can be implemented into Dumb guidance rockets, generally carried by people (also available to Mechs) Or used in Mortars. Enjoy.
Anti-Mech/Transport EMPs – These are grenades/missiles which, upon detonation, release an extremely concentrated surge of electromagnetic energy, rendering all electrically reliant contraptions unable to function until repaired.
Anti-Personnel Incendiaries – These are the grenades/missiles which show you the need for that satisfying “floosh” gained from searing flesh. Once detonated, an intense inferno envelopes the immediate area (usually gained from a volatile chemical reaction).
Anti-Personnel Shrapnel Explosives – These are grenades/missiles which, once detonated, release high-velocity metal fragments that can easily tear through any soft, organic material (i.e. the supple flesh of the run-of-the-mill man/woman).
((More to come?))
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Fri Feb 29, 2008 7:04 pm
How we got here...
Conspiracy theory is always based on a long and twisting path of partial truths. None could truly predict that so many partial conspiracies would combine together into one full truth.
In the final days of World War II, President Eisenhower warned the world of the threat of the military industrial complex. He could not reveal any truths at that time, knowing that to do so would result in not only his own death but the deaths of hundreds of thousands of persons.
The truth as it was later discovered was that the very military industrial complex that Eisenhower warned of had already seized control of one very powerful nation using their prominent figurehead Josef Stalin. True, it seemed contrary to intuition that this massively capitalistic institution would use the cover of a Communist government, but it was the truth. And so the Cold War began as a massive chain of unknown battles in highly valuable areas; namely Europe and the South Pacific region. Still, no matter how hard the combined forces fought against these Corporation controlled nations, they slowly lost their standing. In a chain of brilliant tactical and political moves by the Corporation, the United States finally fell and the whole of the civilized world fell under the control of the Corporation.
However, no military or political movement can exist without some kind of resistance against it. Almost as soon as the Corporation began their workings, resistance groups began to make their works known. One such group made their presence known in China and other Eastern Asian nations. The army of the United States, then still the most developed of any other in the world, was sent into these nations, first Korea and then Vietnam. Despite the efforts of the Corporation forces, the Resistance forces were too well entrenched and defended. Many casualties were had, but if not for these wars there wouldn't have been any reason for the creation of N-33.
By itself, N-33 is only a magnificent work of chemical engineering. When put into solution with other chemicals it creates a massive magnification of their properties. One example is Napalm. While some chemical mixtures are given, it is truly just a mixture of gasoline and the N-33 chemical. It was deemed too dangerous, though, and all samples were ordered to be destroyed. It had all nearly been accomplished when a sect of resistance soldiers stole a large supply of N-33 in 2107 and began to engineer their own substance which came to be known as the N-40 strain. This was no longer an enhancing chemical, but a highly powerful bio-weapon capable of annihilating the world's population on a large scale.
The Corporation immediately began to select troops and combined them into strike teams with the hopes of seizing a sample of N-40. Their goal was achieved and Corporation scientists began to engineer an antidote of sorts. What it truly did was alter a person's genetic coding to make it resistant to the poison. Some of the most terrible outbreaks between 2112 and 2150 could be attributed to N-40, even though the general population was kept in the dark as to what was truly happening. By the year 2200, though, the Resistance forces had all but disappeared, leaving the Corporation in a lull as they continued to vaccinate the world against what they perceived to be their greatest threat, the N-40 strain.
In the year 2415, over 200 years after their last formal attack, the Resistance again began to make attacks using a slightly modified version of the N-40 strain to minimal effect. The world was still being ruled in secret by the Corporation, and they again began to send out small groups of soldiers. By this point in time warfare was being conducted almost entirely using giant mechanical exoskeletons, or Mechs as they were commonly known. These groups used strike forces of masterfully built machines that could far exceed the capabilities of standard military machines. They were still hunting in the year 2440, and by this time the designs of Mechs had gone to the point of being massively varied, so much so that you couldn't guarantee that you'd really ever see two mechs that looked alike.
March 8th, 2515 is known by all as the day that the world ended. On this day the Resistance sects rose up using the heavily modified N-40 strain known as the Imperator Virus. Countless stolen missiles launched into the atmosphere, detonating in the lower Ionosphere and many detonating lower in the Jet Stream. The Imperator Virus spread across the world, dropping the mass population to less than 600 million persons and killing off all but the most resilient plant and animal life.
It is now the year 2613, and the world population is now just barely one billion persons. Fuels are now all based from controlled fission reactors and fresh water has become one of the rarest commodities on the planet. Most of the landscape is barren desert, baked dry by the cloudless sky. The only means of traveling from one place to another is via Mech or by devices known as Crawlers. Crawlers are massive transports that can easily traverse most terrain and their designs are as varies as the designs of Mechs.
One particular Crawler, the one that this story is focused on, is owned by a group of Mercenaries known as the Crimson Wolves. They're one of the most well known of these "water hunter" mercenaries, patrolling the deserts, hiring themselves out for work as they search for enough water to live by. However, there are the ancient legends of the fountain of youth...
Update 1: Sergius, owner of the Salamander, and Valco, the Captain of the Crimson Wolves, have come into the outlander city of Fado to allow their crew to rest, hit the tavern, and pick up both supplies and new crew.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Sat Mar 01, 2008 11:50 am
Mech Classes
Stormchaser: Moderately armored Mechs with focus on capture of other Mechs/vehicles. Specialty in EMP launcher weapons.
Sandriders: Speed Freaks. Light-Moderate armored Mechs with a focus in Light Laser weaponry (Multilasers, Lasblades, etc.).
Raider: This is the most common type of Mech class, consisting of sturdy armor and capabilities to carry all weapon types.
Havok: Heavily armored and slow moving midrange Mechs that are traditionally outfitted with Particle weapons.
Gunboat: Light armor and very, very heavy weapons. Specialty in multiple missile pods.
Fareye: Moderate armor with specialty in Sniper Lasers and Long Barreled ST rifles.
Foxbat: Heavily armored close range specialist Mechs.
((Again, feel free to make up anything else and just make sure that you get my clearance.))
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Sat Mar 01, 2008 10:37 pm
Gaia Name: Caleidah Character Name: Valco "Wolf" Ansgar Age: 26 Height: 6'7" Weight: 270 lbs Appearance: As shown above, Valco is a big guy. Even though he's spent a lot of time as a mech pilot he's spent even more time before his days as a Merc as a Mechanic, and his body is lean and strong from a lifetime of hard work. The first unusual thing of his appearance is the the coloring of his hair. His shoulder length hair, his thick mustache, and his beard (think like a Norse beard where it's thick and runs together with the mustache down past his chin) are a salt & pepper coloring. He's usually got the hair held back with the strap of his welding goggles or just has it held back with a pair of sunglasses. His face is framed on the bottom by a firm jaw and on the right side by partially repaired burn scar. The only visible part that wasn't fixed by quick surgery is from the bottom of his ear to his jaw and around the back of his neck. More is visible on his shoulder and on his back around where the cybernetic meets his body. The other unusual thing of his appearance is the degree of pointing on his canines. They're pointed to the extent that they almost look like fangs, lending more to his nickname of "Wolf."
Nothing is very constant on his appearance, but he's usually wearing his constant Camo Pants and Boots, his tight shirt ,a fingerless glove on his left hand, and a surpluss military pistol belt and LBE Vest for storage of tools, spare power cells, ammunition, weapons, etc. Weapons: Falchion AC-9 MAR (Modular Assault Rifle) with an 18 round STAP clip and a 6 round under-slung ST Shredder. Combat Knife, Strapped to Left Boot. There is a small power cell contained within the grip of the blade that can power the blade full of energy and allow it to fry electronic locks. Fulgrim WM-4 Laspistol with adjustable output to allow for quick use as a spot welder or cutting torch. Bio-enhancements: Due to the plasma accident that Valco was in, both his right arm and right eye are no longer organic. His eye is a completely standard civilian issue item, but his arm is a custom built machine from a few skilled technicians. The prosthetic limb allows him some slightly modified strength and the hand can be removed to allow for attachable tools or weapons that will run off of the arm's power. History: Valco is a third generation Captain of the Crimson Wolves, but only the second to fully use Mechs. In his younger years he worked as a mechanic as his uncle/surrogate father led missions. At the time of the raid on their transport, the Black Falcon, Valco was working to repair the generator coils on a plasma cannon. A stray bullet flying from the Mech of one Commander Michal Cyron punctured the hull and hit the plasma generator, spraying the super ionized gases out onto Valco. His right arm was burned completely off and his face was badly damaged along with irreparable damage to his eye. When his uncle returned and found the boy near death, he took him into a nearby outpost city and got him medical care. While Valco was in surgery, being fitted for his various new prosthetics, a bounty was called in on his uncle and Cyron showed up, hauling off the man.
Now, ten years later, he's fully in command of the Crimson Wolves and attempting to get together a group of Mercs to follow in his uncle's footsteps and raid Corporation controlled water posts to build up his own fortune and seek out some fame.
Mech Commander: Calediah/ Valco Ansgar Mech Name: Fenrir (Original military name: Opressor) Mech Class: Raider Mech Appearance: Fenrir Mech Weapons: Left Arm- Heavy ST Cannon (150 round cap) and overslung modular Laser/Plasma. Generators on back. Right arm- Light ST Cannon (500 round cap), Grappling Claw with contained Lasblade Signature Ability: One of the rare devices that Valco was able to steal along with the Fenrir was a prototype magnetic shield. When activated, it can turn aside all solid slug ammunition and ward off plasma shots. It can decrease the power of inbound laser shots, but it has the unlucky side effect of drawing in Particle based weaponry. Due to power concerns it can only be activated from time to time and it cuts down massively on the Fenrir's movement speed. Mech History (Optional): The Opressor Mk IV was a step forward in Corporation mech design. The well designed leg joints and stabilization gyros present within the body and firing arms allow it to fire very accurately on the move. Its specialized generators allow for a bevy of weaponry to be mounted on the arms and operate fairly well. It was for those reasons that Valco chose to raid what was known only as "Corporation Mechanical Development Center 56671." After stealing it he went on the hunt and later teamed up with the ex-military Sergius to make his work a bit faster.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Sat Mar 01, 2008 11:06 pm
Gaia Name: Zerg_Rush Character Name: Logan "Og" Denube Age: 32 Height: 5'4" Weight: 180 lbs Appearance: LoganWeapons: Multilaser (30 'shots' before recharge) Bio-enhancements: None yet. History: Born into an average family sometime after the virus was released, Logan's father became a mech pilot for some time after his birth. When Logan was 12 though, he had heard of dreadful news, that his father was killed during a raid on Corporal Water supplies. Disgusted at the fate that befell his father, he at first said he wouldn't become a mech pilot. He stayed this way until he was 19, when he found the very mech used by his old man, which was actually safe in a corporation facility. Infuriated moreso at the corp then his family, he stole it and ran off, intended to make sure the corporation falls. *Cheesy but it works :/* Mech Commander: Zerg_Rush / Logan Denube Mech Name: Draeval (Original Military Name: Lobos) << Just to bring back memories :3* Mech Class: Fareye Mech Appearance: DraevalMech Weapons: Has a Sniper Laser mounted just behind the top of the head, and a Melta Missile launcher near the center of its back, and a multilaser gun in the 'jaw'. The generators are near the middle of the Mech. Signature Ability: One of the adjustments Logan made onto the mech was Four glass plates, two at the front leg shoulders and two at the front leg knees. At different points on the bottom of the head are four laser cannons. He can take the shot from his sniper laser and channel it through various pipes in the mech, shooting it out through those machines as they reflect off the glass. This allows him to hit the target at different points and increase the chance of hitting a needed part. Mech History (Optional):
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Sat Mar 01, 2008 11:17 pm
IMPORTANT THINGS OF NOTE!
Once Clever_Username choses the name of his character (probably going to be something like Sevren Marduk, but that's just a guess), here's what's going down. Pat's character owns the crawler, while Valco is the commander of the Crimson Wolves.
Also, as already pointed out in Zerg's profile, Mech weapons (except for Particle weapons) can be scaled down for personal use. Note, the same danger warnings apply except that humans are, obviously, much...well, they're fleshier then Mechs, so a single laser shot has the capability of killing outright.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Sun Mar 02, 2008 7:56 pm
Gaia Name: Desdemona13 Character Name: Chrysanthemum Delphinium 'CD' or 'Chrys' MacLeannan Age: 23 Height: 6'2 1/2" Weight: 200 lbs Appearance: CDHer sunglasses are sometimes tucked up in her hair, holding it back if she doesn't have it in a pony tail or a braid or something similar holding it up out of her face. CD's eyes tend to shift color a lot, though the hue doesn't necessarily tell her mood like a mood ring will. She knows what the color change means, but isn't big on talking much about it. She wears a lot of tank tops and sleeveless shirts, usually in darker colors. These show off the tattoo she has on her right shoulder, and the long scar one her left arm that stretches from her shoulder blade to the second knuckle of her middle finger. Jeans or cargo pants are her bottoms of choice, and many have rips or tears and patches, but are all very clean. She wears boots all the time, usually very clunky masculine ones, and sometimes fingerless gloves on her hands and wrist guards. Weapons: Usually one of her kitchen knives or a wrench -large wrench-, failing that usually just her fists. CD isn't big on using guns or anything similar, and only will if she's forced to. Bio-enhancements: Twelve inches of her lower spine was replaced with cybernetic parts, the result of having something heavy dropped on her back when she was younger. The prosthetic spinal chord extends all the way up to the back of her head and connects directly to her brain. It's made her reflexes slightly faster then normal, but also left some irrepairable damage to her behavior and movements. Both of her inner ears have been replaced because CD was born clinically deaf. Her earrings are part of her external enhanced hearing and let her pick up frequencies to high and to low for normal human ears. They also allow for some hacking of encrypted messages, and let her eves drop on conversations. But she lets people think that they're just earrings. History: A self taught cook and well trained medic, CD, despite her strengths, has issues with social situations due to an almost fatal accident when she was a teenager. Her back was broken by a heavy chain falling on it from her fathers heavy duty mechanics shop. Twelve inches were replaced, and she was able to walk again. But the surgery and bio-enhancement messed with her brain a little, leaving a distrust of most of humanity and a slight twitch that she learned to hide over time. She also was left with the habit of talking to herself and inanimate objects that can't answer back, even when there are other people around. Joining up with the Crimson Wolves for her own reasons, using the excuse that they needed a functioning medic and someone who could cook things that didn't come out of a package, CD keeps most of her personal history to herself, behind carefully constructed walls and shields meant to keep others out. Pretty much done.
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Mon Mar 03, 2008 9:51 am
Gaia Name: Clever_Username Character Name: Sergius P. Balder Age: 26 Height: 6'3" Weight: 218 lbs. Appearance: Weapons: Bio-enhancements: History:
Mech Commander: Clever_Username, S. P. Balder Mech Name: VAS Ex-Gen 003-17 "The Gestalt" Mech Class: Special (Transport) Mech Appearance: The Gestalt Insignia Mech Weapons: Signature Ability: Mech History:
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Mon Mar 03, 2008 5:26 pm
 Crawler Pilot/Explosives/Fine Detail Electronics and Mechanics: Sergei Balder Head Mechanic: Valco Ansgar Chef/Medic: Chrys MacLeannan ((You need a crew job aside from just being a merc. Be creative.))
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Mon Mar 03, 2008 10:41 pm
-Ancilla Devionus-Gaia Name: DerangedEmo [Just freakin' call me Deranged...I'm not an emo, I'm just crazy!] Character Name: Ancilla Devionus [Pronounce the 'c' as a 'k' The word is latin guys.] Age: 23 Height: 6'2 Weight: 170 Appearance:{A} Weapons: Sniper Laser It is only for use when she knows she can't get close enough to the target. Bio-enhancements: Cilla has tried to stay away from any sort of emplants but couldn't resist getting just one, she recieved a chemical that sped up healing time by at least 5 times the normal human rate, the cells in her body just divide alot fasted when the adrylilyn is pumping through her blood streams. History: Ancilla was raised by her father, General Devionus, her Mother had died when she was two, her mech had a malfunction while she was inside and the oxygen shut off leaving her suffocating. Her father was a General at a local base, ment to protect those that would pledge allegance to them, he taught her the basics of firing a weapon and helped her build her first mech, sure it was rather crappy, but it wasn't one that you would be inside, it was sort of remote controled. Cilla started getting better and better at tinkering with the insides of her mech, and her father helped her build a base design for the one she currently has. Her father lives at the same base, one of the most hardened individuals in this dust bowl. She went out on her own, searching for a few men that had tried to take over the base a few years back but had failed misserably and left her father with a single arm and one full leg, she had to build him replacements herself.
Mech Commander: Deranged/Ancilla Mech Name: Facio Poena Mech Class: Sand-Rider Mech Appearance:{F} Mech Weapons: Laser Cannon and Laser Blade. The power modules were built on the inside of the mech, under the compartment which holds the person. Signature Ability:The mech can move quick enough to stirr the sand into kind of a blinding storm for a few minutes giveing Cilla enough time to slice and dice with the Laser Blade. Mech History:Facio Poena was created by Cilla and her father after several attempts to make one that could stand up to the desert heat, and run fast enough to make it to civilization in 3 seconds flat.
|
 |
 |
|
|
|
|
|
|
|
 |
|
|
|
|
|