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The 99th Red Baloons. (Far future RP. Open)

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Panthera_Enigma

Hilarious Lunatic

PostPosted: Sun Dec 25, 2005 5:33 am


Table of Contents
1. Table of contents
2. Introduction to RP
3. Blank profiles, Explanations
4. PC Profiles
5. NPC's
6. Additional, non-mech information
7. Current PC's, specialities, etc.

Please read all posts. All except for the profiles and additional information posts are important to the RP, unless you want to be a space pilot or a drop-ship pilot.

Finally, all credit for this RP goes to 5th horseman. He created it in my guild and then, me loving the idea, brought it here.
PostPosted: Sun Dec 25, 2005 5:34 am


Introduction:


Somewhere in the distant future, humanity has settled entire planetary systems, teraforming planets as they went and colonising everything that they could. And then, opposing governments rose up and declared war on each other. The Coalition and the Alliance. The people who sided with no one stayed on their planets and defended everything they could, even though their technology was no were near the standard of the governments.

You are in an elite squadron of mech warriors called the 99th. You travel through the galaxy on one of a trio of ships called the 'Baloon'. You work for the Coalition. Your missions are aimed at dropping you on hostile planets, taking out defenses and eliminating high ranking officials. Most of the time. Sometimes, in fact, most of the time, you dropships are destroyed by the defences of the planet and your mission is not only to destroy those weapons, but to survive until another dropship can pick you up.

Your squadron is one of the most highly trained in the Coalition and has some of the best technology in the war. For instance, not all of your squadron members are completely human. Some of them equate to 'brains in a jar' and they are tied directly into their suits. They are called 'Brain' mechs. They are specialists. Every other member of your squadron is trained in a variety of different tasks, so unlike the Brain mechs, they can do various other tasks as well as their primary tasks.

The other two ships in the trio that you travel on are the 'Vulture' and the 'Scorpion'. On each of these ships are other mech squadrons, not as highly trained as yours. Occasionally you will haave contact with them, but that is only for mass missions. The 43rd are on the Vulture and the 174th are on the Scorpion. The mech squardons are basicaly reinforcements and brute squads.

Brains are the actual human brains of people who were deformed at birth, with disfigured bodies, etc. Their minds are not affected at all and have been placed in their protective spheres. Non-military or earlier brains are intergrated into their machines or have only a few inches of plating around the brain. Military brains have thicker and more protective armour, as they are more important.

In the 99th, there are humans and brains. Because brains aren't common, there will be no more than 2-3 mech brains and 2-3 ship-born brains.

Panthera_Enigma

Hilarious Lunatic


Panthera_Enigma

Hilarious Lunatic

PostPosted: Sun Dec 25, 2005 5:36 am


Blank profiles:


Yes, I know it's long, but there's a reason for that. Please PM these to me. If something in your profile isn't explained and/or is unacceptable, I will inform you.

[b][u]Pilot:[/u][/b]
[b]Name:[/b]
[b]Gender:[/b]
[b]Age:[/b]
[b]Rank:[/b]
[b]Millitary Training:[/b]
[b]Appearance:[/b]
[b]Personality:[/b]
[b]Anything else you want to share, ie background:[/b]

[b][u]Mech:[/u][/b]
[b]Code name:[/b]
[b]Type:[/b]
[b]Armor:[/b]
[b]Augumantations:[/b]
legs-
Torso-
Left Shoulder-
Right Shoulder-
Left Arm-
Right Arm-
Head-
[b]Paint work:[/b]
[b]Deacal/s:[/b]


Explanations


Ship Explanations:
There are various sizes of ships:
Tiny: These are satelites and orbital weapons platform.
Small: These are fighters and mech drop-pods.
Medium: These are drop ships, hot-drop ships and boarding ships.
Large: These are corvettes and troop transports.
Huge: These are the warships of the armies.
Gargantuan: These are Motherships and large ship transports.
Collosal: These ships have not been built due to the resources that they require. Motherships are rare enough, let alone thinking of building such a large ship.

Experience:
The reasons brains get a max starting stars of 9 and humans 5 is that brains focus on their specialities to avoidance of everything else. Humans, however are highly adaptable and can have more areas of expertise.

Brains get 2 more points than humans because they have had longer to focus their skills. This in no way makes them better, because they are slower to increase their abilities further. Humans, however, are highly adaptable and learn faster, being more likely to learn something to save their flesh.

Extra stars are awarded after each mission or two, depending on if you are human or brain. Brains learn their machinery instantly, where humans build up their knowledge. Humans can surpass brains in every area, as the brain is restricted to its machine where as humans are restricted to only their flesh, which can manipulate almost anything. Brains need to be able to interface with the machine before they can learn anything, and once they've learnt something, they tend to focus on that exclusivly.

Brains are kept alive due to the machines in their 'spider'. Because of this, most brains don't care too much for what happens to them after seeming their human brethren walking, talking and doing things they'll never do. This is why they focus on what they do.


Pilot Explanations:
Rank: All of you will be private or corporal, some of you specialists.
Millitary Training: Humans get 12 stars to put into your training and can have a max of 5 starting stars. Brains get 14 stars and can have a max starting of 9. Training is in a variety of areas. The reason for this is because Brains get released from training at about the age of 50, where humans can finish anywhere from 18 onwards. Experience is detailed below. Maximum stars in an ability is 15 stars.
Appearance: For brains, doesnt matter.

Mech Explanations:
Code name: What you are called over the radio
Type: Light, Medium or heavy. Battle, scout, service, etc.
Armor: Depending on your mech depends on how thick your armour is. Light mechs would have 8", medium 12", heavy 16"
Augumantations: These are what's added to ech area of the mech.
Legs- Legs can have a few things. Increased weight capasity and Wheels for faster movement are the only thoings I can think of at the moment.
Torso- Torso can have specialised things, including nanobot system, jetpack (on back), energy shields, etc.
Shoulders and arms- These are were weapons are stored and used. Missile packs can go on shoulders, as well as ammo and weapon storage. Arms can be actual weapons or they be arms with weapons that eject out of the side.
Head- The head stored data banks, computers and sensors as standard. Normal visual radius for mechs are 90-180 degrees, depending on type. Battle mechs are the most likely to have anything higher, even as far as 360.
Paint work: No need to explain. Paint can be changed for each situation.
Deacal/s: These are things like bullseyes, rankings, sharkheads, etc.
PostPosted: Sun Dec 25, 2005 5:38 am


PC profiles:


Pilot:
Name: Rufus
Gender: Male
Age: 26
Rank: Master Sargent
Millitary Training:
Heavy weapon expert:5 stars
Multi-target simultanous firing: 4 stars
Ground based Tactics: 3 stars
Appearance: Tall Well built man, African-American, Bald with small goatie wears millitary uniform at all times as required but on his days of wears Red trousers, boots white shirt, suspenders and a black thin leather overcoat
Personality: He knows what he and his team can do, and will accept nothing than less then the bext his men can give him. Becouse of his skill at what he does he sometimes gets a little hot headed and over does it a few times but still knows his place and how quickliy it can change by a stupid action
Anything else you want to share, ie background:... will think on this
Mech:
Code name: Sarge
Type: Hot-drop, heavy battle mech
Armor: 18" heavy re-inforced Tri-taniam alloy plateing
Augumantations:
legs- Re-inforced Hydrolic Heavy A class
Torso- Nano-bot Self Repair System
Left Shoulder- Heat Seaking 6 shot delayed detonation missle launcer (holds 48 can fire up to 6 at once but cant lock on multiples)
Right Shoulder- Macros cannon, 12" rounds, holds one in the chamber and five in the drum.
Left Arm- 9 Barreled Assault cannon, depleated uranium armor piecing self prepeld bolts, takes 2 seconds to warm up then fires a whopping 27 shots a second
Right Arm- left empty for use of Macros cannon but can use Las pistol that is straped to leg in case of ammunition shortage
Head- short to medium range 360 degreese targeting system, picks up signature tags of squad members and shows their possition and status as relayed to him.
Paint work: No paintwork
Deacal/s:Ranking

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Panthera_Enigma

Hilarious Lunatic


Panthera_Enigma

Hilarious Lunatic

PostPosted: Sun Dec 25, 2005 5:51 am


NPC profiles:


Pilot:
Name: Garthan
Gender: Male
Age: Unimportant
Rank: Specialist, private first class
Millitary Training:
Long ranged precision shooting: 8 stars
Communications: 6 stars
Appearance: Brain-in-a-jar.
Personality: Garthan is highly untalkative. He responds to commands and does his job in silence, communicating only when needed.
Anything else you want to share, ie background: Garthan is a brain and has trained in mech weaponry. His studies lay in the area of communications and long range weaponry. He was top of his class in both areas.

Mech:
Code name: Snipe
Type: Light scout
Armor: 6" re-inforced Tri-taniam alloy plating
Augumantations:
legs- 2 extra legs for stability, tracks. Ammo for sniper and grenade launcher in hidden compartments.
Torso- Thermoactive camouflage. Takes 10 seconds to warm up and then the mech is practically invisible to every sensor. Lasts 10 minutes before needing to recharge.
Back- Jetpack, unstrapable grenade launcher.
Left Shoulder- Short range missle pack, 24, 3 shot fire.
Right Shoulder- Medium range missle pack, 32, 4 shot fire
Left Arm- Half of sniper attacked to outside of arm. Assembles in a few seconds. Ammo for sniper and grenade launcher in hidden compartments.
Right Arm- Other half of sniper attacked to outside of arm. Assembles in a few seconds. Ammo for sniper and grenade launcher in hidden compartments.
Head- Head sees 180 degrees and has every type of sensor possilbe, including long range zoom, heat, infrared and night vision. Also contains a system that allows the mech to receive information from all other squad members and send information back on request and to orbiting ships.
Paint work: Always has camo paint usable in area of drop.
Deacal/s: Insignia on right shoulder, along with a bullseye on the left shoulder
Brain casing: The brain is enclosed in another foot of armor with ports linking the mech to his brain. The brain casing has four, spider-like legs that allow faster than normal human walkign speed.
Extra info: Snipe's mech has lighter armor for quicker manoverability. He is one of the last mechs to be dropped into a battle and always attempts to be dropped on higher ground, outside of the battlefield. Occasionally he will be dropped first, usually to get into ambush position.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Pilot:
Name: Samantha
Gender: Female
Age: Unimportant
Rank: Military rank brain. Equivalent of Sargent
Millitary Training:
Ship control: 10 stars
Mass weapon control: 10 stars
Space tactics: 8 stars
Appearance: Brain in a jar
Personality: Samanth is a talkative brain and communicates every detail that's needed. She sometimes hums while she concentrates on running her ship or hot-drop ship.
Anything else you want to share, ie background: Samantha is one of the first brains with current braintech. She was created before the war and trained for many years. Her battle experience makes her one of the most useful ship-trained brains around.

Machinery information:
Code name: Sam
Ships trained with: Hot drop and normal drop ships, fighters and corvettes.
Brain-casing info: Samantha has a typical brain encasing, 6" armour and four spider legs.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
PostPosted: Sun Dec 25, 2005 5:55 am


Additional, non-mech information


Hot-drop ship info:
Armor: Light armor
Engines: Fastest gravity and space engines possible
Weapons: 4x lazer turrents for helping to clear a landing area.
Other info: Her hot-drop ship is equiped with crates of ammo for all members of the 99th. It also has all round sensors and hot drop pods. These pods alow for high to mid altitude drops of Mechs. The pods protect mechs from intense heat and absorb some of the impact with the ground.

Normal drop ship info:
Armor: Light armor
Engines: Fastest gravity and space engines possible
Weapons: 4x lazer turrents for helping to clear a landing area.
Other info: Her drop-ship is equiped with crates of ammo for all members of the 99th. It also has all round sensors.

Space fighter info:
Armor: Medium armor
Engines: Space enigines with high manuverability.
Weapons: 2x lazers, 2x missle launchers
Other info: Her fighter is enhanced with energy shields and nanobots. It also has all round sensors.

Normal grav fighter info:
Armor: Medium armor
Engines: Space enigines with low manuverability and grav engines that provide high manuverability in atmosphere. Includes VTOL engines.
Weapons: Rapid fire lazer, 2x missle launchers, bomb bay.
Other info: Has all-round sensors and lazer targetting for bombs. Her fighter has energy shields, but Sam relies more on it's manuverability than it's shields.

Corvette info:
Name of ship: The Baloon
Armor: Heavy armor
Engines: Space enigines with medium manuverability. Quantum drive engines.
Weapons: 20x lazer batteries, 2x missle launchers, Orbital Bombardment.
Other info: The Baloon is a planetary assault corvette. It's purpose is to take and hold planets from the sky, while it's fighters and support ships defend it while in space. She deploys the hotdrop ship with a full contingency of mechs to take out any orbital defences.
The corvettes can be controlled by Sam or it's human crew, depending on the situation. When Sam is inside the ship, she delegates movements to the human crew while she focusses on firing. Occasionally she will take over control of the ship, mostly when she's bored.
The Baloon has energy shields, nanobots and a human crew. The crew repair and make sure the ship is running when Sam is not there or when she's concentrating on other things.
The Baloon holds 2 drop ships and 2 hot-drop ships, along with 20 fighters and enough room for 40 mechs. The crew of 100 have seperate quaters, except for married couples and spare quaters for any extra people. The Baloon has quantum drive engines, which push the ship through space fast enough to get between systems in a short time.
Orbital Bombardment: The orbital bombardment reigns four guided missles down on the target area, assigned by the scout of whichever group she is in orbit for. This can only be used about 6 times before needing to replenish at a refueling station.

Corvette info:
Name of ship: Scorpion
Armor: Heavy armor
Engines: Space enigines with low manuverability. Quantum drive engines.
Weapons: 20x missle launchers, The Sting.
Other info: The Scorpion is the heavy weapons platform of the trio of ships. It holds 20 fighters and the rest of the room on the ship is saved for ammo. It's fighters are all anti-ship bombers. It holds 2 dropships for it's mech squadron.
The Sting: The sting is a turrent that sits approximatly in the middle of the ship. It is a giant energy weapon designed for overloading shields and taking out large and larger ships.

Corvette info:
Name of ship: Vulture
Armor: Light armor
Engines: Space enigines with high manuverability. Quantum drive engines.
Weapons: 20x lazer batteries, 20x Ion batteries.
Other info: The Vulture is designed to release boarding crafts and to dissable and scavenge other ships. It holds 2 dropships for it's mech squadron and 6 boaders. It also holds the largest contingency of fighters, holding 40 fighters.
After releasing it's fighters on the edge of the battlefield, the Vulture circles the battle, shooting it's Ions at any ship nearby. When a battle is finished, the Vulture and it's fighters start picking up everything that they can. All of the Vultures fighters are equiped with magnetic grappling hooks.

Panthera_Enigma

Hilarious Lunatic


Panthera_Enigma

Hilarious Lunatic

PostPosted: Sun Dec 25, 2005 5:59 am


Current PC & NPC's, specialities, etc.


PC's:
Rufus (Sarge): Heavy Assault

NPC's:
Garthan (Snipe): Sniper/Communications
Samantha (Sam): Fleet Brain

Positions needed:
Mech mechanic and resupply mech
Scout
Demolitions
Hacker
Stealth/assassination
Aditional fighter mechs
PostPosted: Sun Dec 25, 2005 6:16 am


"99th, please report to the briefing room in 5 minutes," Sam projected through the Corvette. They were nearing their next target and what little intel they had didn't make it sound very inviting.

Various replies echoed through the ship from various locations. The 99th were starting to gear up for their drop to the planet surface and were doing various things, including finishing letters, checking their mechs and getting dressed. And then there was Garathan, another brain.

Sam focussed her sensors on the brain, encased in his six inches of armour. "You know," she said in the room he was in, "You could be a little more talkative. You make a very dull companion."

Garathan's sensors focussed on one of the three cameras in the room. The brain gave the equivalent of a shrug and started heading towards the briefing room. Sam gave a sigh in reply to his shrug. He was always on time and always did his job without complaint or unnecesary words.

Panthera_Enigma

Hilarious Lunatic


Panthera_Enigma

Hilarious Lunatic

PostPosted: Tue Dec 27, 2005 1:35 pm


Okay, post profiles, I'll get back in two weeks to accept them. Cheers for now.
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