Hidden 9 yrs ago Post by vietmyke
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This RP is now closed to further interest. - If you ask if we are open, you clearly have not read this.


Falling Skies: Private Military Company



It is year 2899. Humanity has long since conquered the stars around them. The resources and riches from their conquests had brought the human race into an Golden Age of technological advancement. Powerful self sustaining AI's were developed to aid humans and their machines, and cyborg parts allowed cripples and the weak to continue working for society.With the advent of AI, biotech and cybertechnology several centuries prior, the advancement of humanity has grown exponentially. Starships of massive proportions were built, floating worlds in space were created, massive Utopia cities on lush green planets were erected. Worlds beyond even what humanity thought were possible were discovered. Wars weren't fought, the human race was too busy expanding at a breakneck pace. Life was perfect. Nothing could possibly go wrong.

And then it did. By the year 2480, Humanity had overextended itself; the great sprawling empire it had forged had become too large for it to support itself. The empire collapsed onto itself. In the course of 20 years, the mighty empire humanity had established splintered into thousands of factions. The fall of the Empire resulted in a massive power vacuum and the Galaxy erupted into a large feudal war. Some factions grew power by warring with other factions, taking them over; others stayed secluded for as long as they could. Many were taken back by the earth empire, and just as many were lost in deep space.

By the 25th Century, most of the numerous factions had consolidated into 3 major powers: The original Earth Empire, the largest and most numerous of the 3 powers, made up of most of the core empire planets; The Coalition, a group of separatists strictly opposed to the Earth Empire, spanning across most of colonial space; and the Krellian Republic, a reclusive, bizarre group focused mainly along the outskirts of known space. The Earth Empire and the Coalition fight bitterly, the Empire seeking to reclaim their lost territory, and the Coalition fighting for a new order in the galaxy. The Krellians choose to stay out of the conflict, their faraway frontier colonies too far away to be bothered by the other two factions.

By the turn of the 26th century, the Earth Empire and the Coalition had suffered dreadful casualties on both sides, and just as many worlds lost in the splintering had been razed by both sides. The two superpowers agreed to an uneasy truce. That marked the start of an intergalactic cold war, as the two superpowers begin a buildup of military strength and engage in proxy wars with smaller nations and colonies.

As the end of the 28th century drew near, a series of failed operations by the Earth Empire at an attempt at securing a rumored Coalition Superweapon has sparked up and reignited the flames of war. After almost 300 years of peace, war between the Coalition and the Empire had renewed in earnest. Millions of people from both sides are drafted as fleets of starships and planets are thrown into vicious war. The Coalition forces take advantage of the Empire’s overextended lines to take victory after victory by utilizing a new type of fighting machine: Mobile Armor Suits, a humanoid fighting machine much more maneuverable than conventional aircraft and ground units, and effective in most environmental situations.

As the war between the UEE and the Coalition rages on, they leave unstable planets and regions in their wake- drained of resources, life, and infrastructure. This highly contested no-man's region of space between the two mighty superpowers is known ironically as the "Free-Enterprise Zone". Planets and regions within the Free-Enterprise Zone are often left to fend for themselves, as they often bounce between Coalition and UEE control by the month. The Free-Enterpise Zone is rife with corruption, crime, privateers, pirates, and the like. As a result, security and safety for settlements and planets are usually provided by mercenaries- which this region has an ample supply of.

Mercenaries and PMC's are widespread and common in the Free-Enterprise Zone, working for planets, settlements, and even under-the-table Ops for the Coalition or UEE. While looked down upon by the Superpowers, their occasionally seedy nature as independent allows them to engage in actions that would otherwise go against the rules of the Neo-Geneva Conventions.

In this region of unstable space, a group of mercenaries known as the Steel Hunters Company has begun making a name for themselves. A small, but effective task force, these mercenaries find themselves sought out by planets, private corporations, and superpowers themselves. This is Falling Skies: PMC.




Plot:

We the players will play the role of the Steel Hunters Private Military Company, a small mercenary company based within the Free-Enterprise Zone. After accidentally stumbling upon a cache of powerful weapons while on a routine mission, they will find themselves torn at from all sides. Our story will be dramatic and tense as we attempt to prevail over insurmountable odds. Our characters will face daunting challenges, testing their wit and willpower, as well as their morals as they are pushed to their absolute limits in this RP that blends the humanity and melodrama of a space opera, with giant robots.

Terminology and Technology:






Mobile Armor Suit Tools



Commonly Encountered MAS's:




Rules:

1. This Roleplay will have above average standards. I will be expecting at least a few well written paragraphs, and absolutely NO ONE LINERS.
2. Please do not write in first person.
3. No Mary/Gary Sues, its alright for your character to be a hero, but they're not perfect.
4. No God-modding. Its no fun for anyone. I value your characters, but I will not hesitate to injure them if they do something exceedingly stupid.
5. This RP will have mature content. Violence, foul language, and mature themes are freely allowed. However for the sake of decency any sexual acts will fade to black (or will be taken to PM) before it goes too far.
6. Player Knowledge is not necessarily character knowledge. Just because you know something (be it through OOC or someone else's post) does not necessarily mean your character knows.
7. As GM, my word is law, I will expect you to respect any executive decision I make.
8. If players find a ruling of mine unfair, they are allowed, and encouraged to speak up and offer sound reasoning to dispute my decisions. Provided the discussion is productive, polite, and reasonable, decisions I make may change.
Hidden 9 yrs ago Post by vietmyke
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First post on the character sheets page details our current mission. This will be updated as we go through different missions.
Hidden 9 yrs ago Post by Athinar
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Athinar Big Stupid. Veteran from Oldguild.

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@vietmyke IMO, those raiders are boned.
Hidden 9 yrs ago Post by Whoami
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Whoami All things atmospheric...

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@vietmyke What is Carmen's starting funds?
Hidden 9 yrs ago Post by vietmyke
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@Whoami - Good question... you won't be buying much MAS gear- because Ultra-Lights can carry infantry equipment... let me go find my D10.

500.
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Hidden 9 yrs ago Post by Slamurai
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I'm itching to get started!
Hidden 9 yrs ago Post by Athinar
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Athinar Big Stupid. Veteran from Oldguild.

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@Aristo Same.
Hidden 9 yrs ago Post by EnterTheHero
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Present for duty!
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Hidden 9 yrs ago Post by vietmyke
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With Alf's character about to be complete- since I'm reviewing it as its being created, I've repurposed Sam into a melee/close range specialist.
Hidden 9 yrs ago Post by Slamurai
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Will we have the IC running by tonight, or should I not hold my breath any longer?
Hidden 9 yrs ago Post by vietmyke
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It might be up tonight- tomorrow at the latest- depends on how long it takes me to finish it out.
Hidden 9 yrs ago 9 yrs ago Post by vietmyke
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Also, before we start- a quick note about piloting MAS's.

All former military pilots have Neural Links- and anyone employed with the Steel Hunters would've had a neural link installed in their heads. Neural links are extremely handy for piloting MASs, and are part of the reason why they're so much more effective than other vehicles.

A neural links allows for a wireless connection with the MAS. It doesn't let you necessarily control it like a portion of your body, but it helps with many functions.

For example, your MAS's primary viewing camera is on the head. Instead of having to use a manual joystick to turn the machine's head, you use the neural link to turn the machine's head. With the neural link, the MAS knows when you're trying to turn your head to look around the cockpit and when you're trying to make the machine's head turn.

The neural link is also what allows more precise, calculated motions by MASs- There is no crouch button, but a combination of one's neural link and manipulating the controls, its quite easy to make your machine take a knee. This same concept applies to most motions of the MAS. The neural link doesn't give you absolute control over your machine, but it assists in many of these fine movement controls.




Edit: Posting MOAR because I can. I decided to throw us right into the beginning of an operation to start us off. Everyone's free to set themselves up however they wish, but I've noted three major "positions" for most people to be in- either on top of hills/cliffs with long range weapons, on the front lines heading down the northern road, or flanking around.

Needless to say, I'm not going to say you can't start shooting, but if you do, it might make things more annoying for me.
Hidden 9 yrs ago Post by EnterTheHero
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Adrian is ready for explodey shit.
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Hidden 9 yrs ago Post by vietmyke
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So many posts so fast :o
Hidden 9 yrs ago Post by Whoami
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Whoami All things atmospheric...

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The hype was real, Myke.
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Hidden 9 yrs ago Post by Hexaflexagon
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The hype was real, Myke.


Hype has no bounds.



Hidden 9 yrs ago Post by Alfhedil
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Alfhedil What do you see Kaneda?

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Oh hey, a question while I'm trying to wrap things up here, that may or may not have already been addressed. Do the pilots share a barracks, or do they have personal rooms on the Sirius?
Hidden 9 yrs ago Post by Hexaflexagon
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@Alfhedil

Oh hey, a question while I'm trying to wrap things up here, that may or may not have already been addressed. Do the pilots share a barracks, or do they have personal rooms on the Sirius?


Amongst these include the crew bunks separated by gender.


The Sirus isn't the biggest ship in the world so they don't have a "barracks" per say. They barely have enough room to fit all the essiental systems actually as they had to make room for the specialized MAS hangar. So they share the crew/sleeping quarters with the rest of the crew and these quarters are separated based upon gender to keep things civil. Terin gets his own room though because it also functions as his office and also because he is ze captain.
Hidden 9 yrs ago Post by Athinar
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Hidden 9 yrs ago Post by Oxenfree
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The Sirus isn't the biggest ship in the world so they don't have a "barracks" per say. They barely have enough room to fit all the essiental systems actually as they had to make room for the specialized MAS hangar. So they share the crew/sleeping quarters with the rest of the crew and these quarters are separated based upon gender to keep things civil. Terin gets his own room though because it also functions as his office and also because he is ze captain.


Wow. I didn't know Terin was captaining the interstellar struggle bus.

I kid, of course.
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