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Caleidah
Crew

Eloquent Lunatic

PostPosted: Tue Mar 04, 2008 7:23 pm


Welcome to the End of the World. There are no more nations, merely one Corporation that rules over the whole world, or what's left of it. There is no law but for that of the strong, and there is no survival but for those determined to live. This is the Wasteland.

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PostPosted: Tue Mar 04, 2008 7:28 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. The Corporation no longer operates in secret, given that they're the only true governing power. They have created massive strongholds to protect the stores of water that are left in the world and keep tight pressure on the people and keep obedience in exchange for water.

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 Gestalt, 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.

Update 2: The final two paragraphs of the story have been altered.

Caleidah
Crew

Eloquent Lunatic


Caleidah
Crew

Eloquent Lunatic

PostPosted: Tue Mar 04, 2008 7:31 pm


The Gestalt, official transport of the Crimson Wolves


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Coloration: ((Coming Soon))


Crawler Pilot/Explosives/Fine Detail Electronics and Mechanics: Sergius Balder

Mech Suit Mechanic: Valco Ansgar

Engine Mechanic: James Anders

Chef/Medic: Chrys MacLeannan

Communications/Navigations: Logan Denube

Gunner #1: Will Hunter

Gunner #2: Koraj Vincent

((You need a crew job aside from just being a merc. Be creative.))
PostPosted: Tue Mar 04, 2008 7:41 pm



Caleidah
Crew

Eloquent Lunatic


Caleidah
Crew

Eloquent Lunatic

PostPosted: Tue Mar 04, 2008 7:56 pm


The Crimson WolvesUser Image

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.


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Gaia Name: Zerg_Rush
Character Name: Logan "Og" Denube
Age: 32
Height: 5'4"
Weight: 180 lbs
Appearance: Logan
Weapons: 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: Draeval
Mech 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):

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Gaia Name: Zerg_Rush
Character Name: Koraj "Peewee" Vincent
Age: 28
Height: 6'7"
Weight: 190 lbs
Appearance: Koraj
Weapons: Multilaser with 30 round shot like Logan, has a back up ST pistol with 15 shots.
Bio-enhancements: None yet.
History: He had met Valco as he was trying to remake the Crimson wolf, Feeling a bit of hate against the corporation, and out of boredrom and the want of some action often, he joined up. He is quite known for a smart mouth that earned him his nickname. He doesn't speak much about what happened to him before just the past few years.



Mech Commander: Zerg_Rush / Koraj Vincent
Mech Name: Daxunyrr
Mech Class: Foxbat
Mech Appearance: Daxunyrr
Mech Weapons: Particle Whip, Lasblade, and an ST Cannon of 150 Rounds. Near the back of the head is the generators that power everything, with the Particle being in the chest.
Signature Ability: He overdrives the Energy system of his mech, which makes him take more damage but making him much faster. He also overdrives his laser generator so he can lash more often. This can turn him into a berserker of sorts, but often leaves scrap of the opponent in his way.
Mech History (Optional): None. smile

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-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.

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Gaia Name: Grenaderbrad
Character Name: Derron Lontaine
Age: (Older than 20) 35
Height: 6'5"
Weight: 175 lbs
Appearance: Derron Lontaine
Weapons: Holds a 50 cal. sniper rifle with a 10 round ammo count. He also carries a battle rifle for closer quarters with a 36 ammo count. The battle rifle fires in bursts of 3 bullets.
Bio-enhancements: His eyes have been replaced with scopes, sort of. His new bio-mechanical eyes have the ability to zoom to 10 times magnification.
History: Derron has always enjoyed shooting at things. When he was young, his parents ran a shooting range. That was before the destruction. One day, he left to go work in the military, but when he got to the recruitment center, there was nothing left. He didn't want to go home though, so he set out work in the Crimson Wolves.

Mech Commander: Grenaderbrad/Derron Lontaine
Mech Name: Seeker
Mech Class: Fareye
Mech Appearance:Seeker
Mech Weapons: Fareye uses a Sniper laser as it's primary weapon. It also has two multilaser side arms, just in case. The multilaser generators are located in the torso of the mech and the Sniper laser generator is located in the head.
Signature Ability: The Seeker as an ability called "Nullsig." Not only does this ability make him invisible on radar, but it also makes him physically invisible.

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Gaia Name: Desdemona13
Character Name: Chrysanthemum Delphinium 'CD' or 'Chrys' MacLeannan
Age: 23
Height: 6'2 1/2"
Weight: 200 lbs
Appearance: CD
Her 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.

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Gaia Name: Thee Stranger
Character Name: William "Blade" Hunter
Age: He has aged 33 years, but he is actually 131 years old.
Height: 6'3"
Weight: 255
Appearance: Blade Hunter - He can often be seen wearing his usual Datafilm suit (shown) which is an incredibly thin bodysuit that transmits the wearer's commands to their Mech. It protects against acids, alkali's and other chemicals, lets sweat escape while repelling water and cushions shock.
Weapons: Ripper-Lance (7.62mm caseless) Assault Rifle: The Ripper-Lance is a standard assault rifle, but it features a built in diamond edged chainsaw. It is supposed to be used for cutting through barbed wire, fencing, and other obstacles. Of course, if a human being happens to get in the way, well, that's dogfood... (Ammo Count: 95) Araska Kai (10 gauge) Combat Shotgun: This semi-automatic combat shotgun is chambered in 10 gauge. It is tube fed, and also accepts a 15 or 25 round magazine. (Ammo Count: 25) H&K G38 (5.56mm cased) Sniper Rifle: A complete sniper system that fits in a large briefcase, complete with scope, suppressor, bipod, and 2 magazines. The case it comes in is the same type of attaché used by diplomats, and as such is lead shielded against x-ray. This weapon is the perfect choice for covert work. (Ammo Count: 10) HP654 "Punisher" (12mm caseless) Handgun: Pretty much just your standard sidearm. The HP654 is a reliable, hard hitting weapon that never fails to impress. It is equipped with your standard laser sighting. (Ammo Count: 24) Combat Knives: Never leave home without one.
Bio-enhancements: Dermal Temperature Regulator: This implant, which places 5 endothermic strips on the back of the head (shown) 6 along the spine and shoulders, and two on each limb, helps to regulate body temperature, keeping its user warm in cold weather, and cool in the heat. It can offset a bodies surface temperature up to 15 degrees by means of a special material that reacts to surrounding thermal activity and uses small electrical charges to cool or heat the ceramisteel strips placed strategically around the body. In short, Blade never sweats.
Nikon "Spotter" Cyberoptic: A very aesthetically pleasing cyberoptic capable of storing up to 6 display patterns which range from stationary colors to animated patterns or scenes, as well as 6 cyberoptic option spaces and an optional lavender glow. This cybereye was originally designed for field snipers, but has since become increasingly popular with photographers and surveyors. Comes equipped with Advenced tele-optics (twice normal distance) low-light, rangefinder, night vision, image enhancement, and thermograph. Thanks to this implant, Blade is quite the marksman.
Job Title: Gunner
History: Blade's history is a mystery, even to him. One of the few things he does know about himself is that he was born sometime in the year 2484 A.D. He and his wife, Karen, were discovered sometime in the year 2611 by the 7th Cyberian Investigative Neutral Force. They were found in a long since abandoned underground military bunker in a state of cryogenic slumber. The search team discovered three cryogenic sleep capsules; one of which had already been jettisoned. The starting date for the hibernation sequence on each one of the pods read 3/8/2515 - the date most know as, "the world's end". The hibernation duration on both Blade and Karen's pods were set to Permanent. The team was unable to recover the wake date for the third pod. Blade and Karen were then both taken into protective custody, and released later that same year. Due to the fact that they were in such an unusually long hyper-sleep, both Blade and Karen suffered from severe amnesia. Furthermore, their permanent records were government classified, and not even they were permitted to view them. Being that Blade and Karen had absolutely no memories together, there was very little to base a relationship on, and they eventually separated. In the following year, Blade was offered a job with the military, which he accepted. He became a soldier and a Mech pilot. The military "upgraded" him with various tactical implants, and sent him on numerous missions to eliminate various "water hunter" transports and other outlaws. Life seemed to drone on meaninglessly, as he had no idea who he really was, or even if he was fighting for the right side. The government he was working for wouldn't even give him the answers to his own past. He began to dislike the cruel methods of his employers, and eventually went AWOL. During his illegal leave of absence, Blade took a trip to the military bunker in which he and his wife were recovered. Upon arrival, he had discovered that it had been converted into an underground reservoir, which the Crimson Wolves were in the process of raiding. Blade was caught in the middle of the battle, and nearly killed. However, the Crimson Wolves saved his life, and brought him aboard their crawler as a Gunner. Blade is now a full-fledged Mercenary.
Other: He has the same frequent, reoccurring dream most every night. ((Magnify the picture so you can read the screen and get the full effect. XD))

Mech Commander: Blade Hunter
Mech Name: The Albatross
Mech Class: Gunboat
Mech Appearance: Albatross
Mech Weapons: Right Arm - Slug Thrower (Ammo Count: 200). Left Arm - Plasma Cannon. Right-Side Mount - Multi-Laser. Left-Side Mount - Charged Bolt Cannon (Ammo Count: 300). There is also a Laser-Blade mounted on it's left arm for close-combat purposes.
Signature Ability: The Albatross is equipped with a Jet-Pack and therefore capable of flight. This makes the Mech very maneuverable and agile. However, it cannot make use of it's Laser and Plasma weaponry while it is in flight.
Mech History (Optional): The Albatross is a military Mech which was issued to Blade. When he went AWOL, Blade stole the machine as a means to travel.

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Gaia Name: Clever_Username
Character Name: Sergius P. Balder
Age: 26
Height: 6'3"
Weight: 218 lbs.
Appearance: Sergius stands no taller than the normal man, his only truly striking quality of his appearance being the silvery flesh gracing his right arm, and the full-length tattoo spreading across his right. Due to constant sun bathing, his natural skin has taken on a tanned (and slightly sunburned at times) quality. His hair, however, has always been the same jet black, inky hue; its near shoulder-length mass swept back or left unkempt to frame his deep cerulean eyes.

When lounging about his massive transport, Sergius usually wears nothing but loose fitting pants, and sleeveless shirts (mainly due to the fact that an excess of fabric easily irritates his countless scars and cybernetic flesh). Whenever he must leave his bastion of mechanical genius, however, he straps up. With a belt around his waist, and two crossed across his chest, he keeps numerous explosives close by, leaving true ranged weaponry and overly encumbering armor to his companions.

Weapons:
Fission Blocks -- These are fundamentlly a miniature fission reaction confined within an unassuming black block (only slightly bigger than an eyeglasses' case). It is more or less a modified form of many a mech power core, the immense power trapped within having the ability to do countless tasks (such as "opening" a door, or mech cockpit, or face).
EMF Generators -- These are basically a reusable form of the EMP grenade, having the ability to produce a short burst of electromagnetic energy before needing to be recharged. They are no larger than a run-of-the-mill taco, the meaty goodness being electrically charged channels of imminent mech-doom. The effective radius is approximately one hundred feet.
"Sun Spot" Gen-011 Hand Grenades --
"Blade Sentinel" Mines --
Combat Drones --

Bio-enhancements: During his employment by the Corportation, a planned explosives test went awry, resulting in the fragmentation of virtually every supoorting bone within Sergius' body. After an immediate response by on-hand medics, Sergius' life was preserved, yet his body was a crumpled mass of flesh and fractured bone. Before his condition was completely stabalized, however, the superiors who practically owned his body and mind made a rash decision. Balder was to be the subject of a newly developed reconstruction surgery, a procedure meant to replace the complete skeletal structure of those severely injured in battle.

It was a success.

Sergius' skeleton is now a complex amalgamation of cybernetic channels and natural bone, his neural impulses surging through this osseous matter as if it were a mass of muscle. His lifting capacity has increased beyond that of a normal man, and his dexterity knows virtually no equal within the realms of pure humanity. However, the experiment did have some easily apparent flaws. Patches of electrically sensitive "flesh" spread indiscriminately across various parts of his person, predominately his right arm. It is through this that his skeleton draws much needed energy. If he doesn't somehow "charge" his skeletal structure throughout the day, his strength and speed revert to less than what would be expected of a normal man - luckily, the patches of skin are photosensitve, possessing the ability to draw upon the ever abundant sun for energy.

History:



Mech Commander: Clever_Username, S. P. Balder
Mech Name: VAS Ex-Gen 003-017 "The Gestalt"
Mech Class: Special (Transport)
Mech Appearance: The Gestalt insignia

Mech Weapons:

Signature Ability:

Mech History:

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Gaia Name: VincentValintine LimitBrk
Character Name: James Anders
Age: 23
Height: 5' 9"
Weight: 190 lbs
Appearance: |X|
Weapons: A Custom build pistol that can fire either a specialy designed CBC round that can fire one round per shell while having to reload after every shot, or more commonly standard ammo from a special add on that attaches to the back so James doesn't have to reload after every shot. ((Standard ammo limit = 9 shots per clip))
Bio-enhancements: None as of the moment
History: James was the son of a mid level soldier working for the corporation and gerw up around machinery. As he grew older he started tinkering with any and every machine he could find to the point that he could create working machines from things in a junkyard that profesionals couldn't do anything with. As he got better with machenery he learned of the atrocities the corporation had commited in the past that even most of the higher ranked soldiers didn't know and started to systematicly destroy the corporations mechs that came into the base that he lived while taking tiny parts so he could build his own mech. Once he turned 20 he was found out and he had to run away with his half finished first mech, a sandrider that only had one arm and no head. He eventualy go away and searched for a place that he could stay until he found a cave that had enough humidity he could collect just enough water to live. While in the cave he ambushed other mechs, mostly scouts and patrols from the corporation until he had finaly gathered enough parts to build a second mech and retire the first which was now a frankenstien like monster. Once the Alexis was complete after about a year of ambushing and living off of the suplies he got from the people he had ambushed the, mostly by accident, stubled across a traveling group that was headed towards a town and when James took a closer look he noticed that they were not from the corporation but were water hunters. After they got to the town James asked if he could join and was then part of the Crimson Wolves.

Mech Commander: VincentValintine LimitBrk / James Anders
Mech Name: Alex
Mech Class: Stormchaser
Mech Appearance: |X|
Mech Weapons: A large multilaser, multiple EMP grenades(Max = 6 without restocking) the power source for the laser is located on the back of the gun and has a limt of two hundred shots before it needs to be swiched with pne of two spares located on the back of the mech.
Signature Ability: The Alex has multiple power generators and converters on it so it can normaly serve as a recharging point for almost any other mech that is running low on power.

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Gaia Name: Rue Tskino
Character Name: Vashti
Age: 27
Height: 5’7 1/2
Weight: 130
Appearance: Vashti
Weapons:
one of her two main guns second main gun
She also keeps two daggers, both strapped to the inside of her thighs by the use of a belt, one on each leg. The color of the hilts and the sheaths she keeps the same color as her leggings so that they are hard to notice unless someone was looking for them. On the outside of the belt holding the daggers on the inside of her leg she has one gun each. twin gunsShe normally uses these guns unless she feels she has to use her more powerful ones that she keeps on her main belt at her waist. She also has hidden daggers in her shoes, that she can pop out to use in tight situations or in close hand to hand combat.
Bio-enhancements: She has none.
History: Vashti is not like normal people, she never got around to liking or even wanting Bio-enhancements. She always felt that they would bring nothing but bad luck to the ‘shell’. When she was small she soon learned that she was right, being as her parents both died for the same reason. They died when she was young because of their Bio-enhancements. She never did find out why or how it happened, seeing as she was to young to know the details about it all. One things he did know, she herself would never modify who she was with them. The only reason she would ever get them is if was between that or dieing, and even then she might choose death.
Vashti grew up after that training herself, so that she could live on this half-dead planet. Vashti when she was able would travel to the different area’s spread about that still held civilization…training and learning to fight better than your average person. The last place that she was known to be traveling towards was outlander city of Fado.





Mech Commander: Rue Tskino
Mech Name: WindFang
Mech Class: Sandrider
Mech Appearance: WindFang

Signature Ability: It is less of an ability and more of speed, it can move at very high speeds, even as to breaking the sound barrier. It isn’t something meant to be used all the time, for after the battle she needs to check out her mech to make sure it didn’t take any damage itself. She made an attack out of it similar to high speed jets. When breaking the sound barrier it creates a force that may knock other mech’s off their feet.
Mech History : Vashti found her mech, when traveling around learning how to survive in this dead world. She had come across the broken down mech. She had never seen any like it, so she had used what money she had. Took it in and repaired it for her own.

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PostPosted: Tue Mar 04, 2008 7:59 pm


The Corporation ForcesUser Image

(Coming Soon: Commander Michal Cyron)
(Coming Soon: Lieutenant Sarah Alder)

Gaia Name: Luana_Blodwyn
Character Name: Lillium Harakhty
Age: 33
Height: 5'0
Weight: Light enough
Appearance: []X[] Hood down Over her right eye she has a tattoo of theEye of Ra, demonstrating he belief in the old religion still.
Weapons: Lillium is never seen without her bullwhip either rolled up at her waist or simply wrapped around her body. She's an ace with it as a weapon, form of entertainment and various other uses. Duct tape has nothing on her whip. At her hip, resting in a sheath, lay her nine inch hunting knife. A good weapon for those quick kills, also useful if you're stuck out in the wilderness for a time. The only gun she carries is a stolen, military grade sniper rifle complete with a silence and scope.
Bio-enhancements: With her bank so large and her loyalties so wavering she has had communications installed in her own head. She can close of this means of communication easily to outsiders making her impossible to trace. On top of that she has installed GPS to never lose her own location. A series of wires runs down her right arm and to four of her ringers. There she can "un cap" her fingers and plug into multiple databses in order to hack and gather information.
History: The last few of true Egyptian decent, her family were all assassins. She was trained at a young age to kill quickly and silently. Her very first mission was with her father when she was only ten years of age. Granted she only stood by and watched, but it was still a first. It was at the age of fifteen she had her first kill and has been tacking them on ever since. Her family still lives, though she would never say where. She has two brothers, no sisters and both her parents are alive and well. Since she left home to set off as an assassin she has killed people from common schmoes who owe money to big business leaders and the odd politician. She'll take any job if it pays well enough and her loyalties lie to those with the biggest pockets. That's all you need to know.

Mech Commander: Luana/Lillium
Mech Name: Anubis
Mech Class: Foxbat
Mech Appearance: [][X][]
Mech Weapons: The whip and spear Anubis carries are the main weapons. Lillium would prefer to sit in the back and not bother fighting with the giant robot, but some situations just call for it. There are no hidden weapons, just the two it carries and it's extremely dense armor.
Signature Ability: The wings on Anubis do not enable flight, but do enable a very nice gliding feature which helps her in combat. Not only can she glide for several miles using the wings. They also act as rudders, so to speak and it makes Anubi extremely manuverable.

Also, rather than a cockpit and controls, Anubis has a full bodied virtual suit . Lillium stands in the central hub and moves her body to make Anubis move that way the responses are fast and the suit is a little more agile.
Mech History (Optional): Assassins make one hell of a living, she bought all the parts for Anubis, legally and other wise, and had him constructed in the likeness of the God of Mummification.

Caleidah
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Caleidah
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Eloquent Lunatic

PostPosted: Tue Mar 04, 2008 8:01 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).
PostPosted: Tue Mar 04, 2008 8:03 pm


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PostPosted: Tue Mar 04, 2008 8:04 pm


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PostPosted: Tue Mar 04, 2008 8:06 pm


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PostPosted: Tue Mar 04, 2008 8:11 pm


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PostPosted: Tue Mar 04, 2008 8:12 pm


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PostPosted: Tue Mar 04, 2008 8:16 pm


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PostPosted: Tue Mar 04, 2008 8:17 pm


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PostPosted: Tue Mar 04, 2008 8:19 pm


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