Interest Check thread is here: http://www.roleplayerguild.com/topics/5922/posts/ooc
-Setting-
It is the year 0273 of the so-called 'New Renaissance' Era. Mankind has long since traveled beyond the reaches of Earth, settling in new, planetary colonies. The most notable of these are Mars, Venus, Saturn and Jupiter. Technological developments are at an all-time high and mankind has flourished thanks to the contributions of scientific research. However, not all is tranquil in the Solar System.
Earth, now united under the massive influence of the ITA: International Terrestrial Alliance, has a stranglehold on Mars and Venus. The facilities on these planets toil under the growing demands of the Earth population, churning out raw materials, foodstuffs and other necessities. Not satisfied and needing more resources to maintain its growing populace, Earth has turned it gaze on Jupiter, a potential source of quality gasses, although it has not made a move towards the independent planet yet. Should The ITA decide to mobilize its massive fleets against Jupiter and her sister colonies, it would be a desperate battle for the spacenoids. However, the ITA and major colonies cling to an uneasy neutrality, not wanting to upset the balance of the status quo.
Jupiter and Saturn are longstanding rivals and the most prominent players in the gas mining industry. While the conflict between them has not exploded into all-out war, there have been numerous clashes between Jovian and Cronian forces. Clashes between colonies have usually been small-scale skirmishes, involving combat aerospace craft and frames, over resources and significant installations. Due to the fact that colony fleets are too small to pose much threat, direct, ship-to-ship warfare is rare. Only the ITA has the fleet large enough to challenge the other powers of the Solar System.
Caught in the tension between colonies and corporations are numerous mercenary regiments, selling out their talents to the highest bidder. Often military veterans or deserters, these mercs do most of their employers' dirty work, as to keep dirt off their hands. There are many sell-swords out there willing to do just about anything for credits and a bit of thrill, while others are more politically motivated. Mercenary regiments are as diverse as they come, yet one thing's for certain - in a Solar System of intrigue and backdeals, the jobs are never in short supply.
-Mobile Frames-
"Mobile Frame" is the name attributed to the bipedal machines used for many aspects of life, from construction, to agriculture, to warfare and so on. Frames vary in size depending on their purpose, although most military frames top off at eight or nine meters in height. High-tech military frames are powered by miniaturized, thermonuclear reactors and held together by an internal skeleton of sorts, to which armor and components are attached. Myomers, thin tubes of artificial musculature, sheathe actuators, or the joints of a frame. This allows frames to perform precise movements and to an extent, mimic that of the human body. Multiple layers of laminated steel and composite armor protect the frame's internals.
The cockpit of a frame is located in the torso, and allows the pilot to perceive the outside world through electronic monitors. These displays are connected to various cameras fitted on the frame's body, the main of which is typically mounted on a head unit. Cockpit designs closely resemble that of jets, having control systems that make use of combinations of joysticks, throttles, and foot pedals.
Frames are semi-modular machines, able to be equipped with a variety of equipment and weaponry. This commonly includes autocannons, in the form of frame-sized rifles, missile launchers and grenade launchers. Beam weaponry has not been perfected on a level required to be assigned as a standard-issue armament. While the combat protocol of most militaries pass the notion of hand-to-hand between frames as unrealistic and impractical, there are mercenaries who try to make use of melee weapons on their frames, whether for fun or intimidation. Their effectiveness is dubious, but that hasn't stopped them from trying.
-Story-
With the information presented above in mind, players will take on the role of pilots in one of many squadrons of a famous mercenary regiment. Although the large portion of the RP focuses on the operations and battles of the regiment, I want the interactions between characters, NPCs and the technical aspect of the frames to be a driving force of the RP. Politics, rivalries and to a degree, economic strife will come into play at points in the story, and I'd like to spend as much time out of the cockpit as we do inside it.
When it comes to the frames themselves, I'm not terribly picky about the design, as the hangars of merc units are diverse. However, I want to keep a 'real robot' feel to the setting. Patlabor and Armored Trooper VOTOMS are the best examples of franchises I'm taking inspiration from. That said, here are a few clips from those series that illustrate the kinds of action I'm visualizing for frames:
-Character & Mobile Frame Sheet-
-Pilot-
Pilot Name:
Age: (20+)
Gender:
Personal Info: (Personality/demeanor, hobbies, likes/dislikes, etc.)
Brief Bio: (Optional but preferred)
Appearance: (Picture and/or description)
Link to Theme Song: (Optional)
Personal Emblem: (Optional; painted somewhere on frame)
-Mobile Frame-
Serial Number:
Designation/Nickname:
Weaponry/Equipment: (Maximum of three armaments except where mentioned)
Appearance: (Picture preferred; aim for similar styles to VOTOMS, Heavy Gear, Patlabor, early Gundam, etc.)
Other: (Any special details about the frame you want to add, personal history, colors, etc.)
-Regarding Frame Weaponry & Equipment-
To keep the setting somewhat persistent, I've compiled a list of weaponry you can choose to outfit your frame with. In the IC, you can elect to modify your loadout depending on the scenario, as the regiment keeps a stockpile of munitions that is pooled between pilots. Whatever loadout you list in your sheet is simply the most optimal/common for your frame. Feel free to add your own spin on the lists below; serial numbers, fire rates, ammunition types, etc. Merc units are diverse!
Ballistics
Autocannons are handheld by machines as 'frame-sized rifles.' Calibers typically range from 20-30 mm. Many boast the ability to operate more than one fire rate and use varieties of ammunition. Just about every military frame carries an autocannon as its primary weapon.
Machine guns do not count towards the limit of three armaments as specified in the CS. MGs are not primary weapons in their own right, and are usually built into the frame's chassis. Used for anti-infantry duties, and sometimes as an anti-missile system. Every frame has at least one somewhere on its chassis.
Cannons take the form of recoiless rifles, usually clocking in at 80 mm. They are potent direct-fire AT weapons. Many are carried in the frame's hands like an autocannon, though some can be mounted to a shoulder. Certain models can fire a variety of warheads, from HEAT to fin-stabilizing SABOT. As there isn't much room to carry extra ammunition, many are fed by an internal magazine with six shells on average.
Missiles & Rockets
Missile launchers are most often shoulder-mounted platforms, housing a cluster of warheads that can be laser-designated. The number of missiles carried is dependent on the model, but most range from four to eight tubes. Rockets are much the same, but are unguided and launchers will, for the most part, mount more munitions than missile launchers. Missiles and rockets come in different varieties, though most missiles are geared for anti-tank use.
Grenade Launchers & Mortars
Grenade launchers and mortars are potent anti-infantry and area-denial weapons, often mounted to a shoulder. Grenade launchers average 30 mm in caliber and are capable of automatic fire. Mortars can be fired further, but have a slower fire rate.
Other
Less common, but exotic equipment exists in the form of frame-sized flamethrowers, pneumatic melee weaponry, shields, mine-layers, anti-infantry shrapnel/flechette launchers, etc. Most of these do not take up one of your three weapons slots. Feel free to improvise, so long as it's plausible.
Welcome! Assuming you've read all the above and want to jump in, you're welcome to submit a CS for review. I ask that if you plan to participate that you remain active within the RP unless other commitments demand your attention. I'd like to keep this going for as long as possible, and have quite a lineup of events to run through!
I've yet to decide on a name for our mercenary regiment, so drop a suggestion if you'd like!
-Setting-
It is the year 0273 of the so-called 'New Renaissance' Era. Mankind has long since traveled beyond the reaches of Earth, settling in new, planetary colonies. The most notable of these are Mars, Venus, Saturn and Jupiter. Technological developments are at an all-time high and mankind has flourished thanks to the contributions of scientific research. However, not all is tranquil in the Solar System.
Earth, now united under the massive influence of the ITA: International Terrestrial Alliance, has a stranglehold on Mars and Venus. The facilities on these planets toil under the growing demands of the Earth population, churning out raw materials, foodstuffs and other necessities. Not satisfied and needing more resources to maintain its growing populace, Earth has turned it gaze on Jupiter, a potential source of quality gasses, although it has not made a move towards the independent planet yet. Should The ITA decide to mobilize its massive fleets against Jupiter and her sister colonies, it would be a desperate battle for the spacenoids. However, the ITA and major colonies cling to an uneasy neutrality, not wanting to upset the balance of the status quo.
Jupiter and Saturn are longstanding rivals and the most prominent players in the gas mining industry. While the conflict between them has not exploded into all-out war, there have been numerous clashes between Jovian and Cronian forces. Clashes between colonies have usually been small-scale skirmishes, involving combat aerospace craft and frames, over resources and significant installations. Due to the fact that colony fleets are too small to pose much threat, direct, ship-to-ship warfare is rare. Only the ITA has the fleet large enough to challenge the other powers of the Solar System.
Caught in the tension between colonies and corporations are numerous mercenary regiments, selling out their talents to the highest bidder. Often military veterans or deserters, these mercs do most of their employers' dirty work, as to keep dirt off their hands. There are many sell-swords out there willing to do just about anything for credits and a bit of thrill, while others are more politically motivated. Mercenary regiments are as diverse as they come, yet one thing's for certain - in a Solar System of intrigue and backdeals, the jobs are never in short supply.
-Mobile Frames-
"Mobile Frame" is the name attributed to the bipedal machines used for many aspects of life, from construction, to agriculture, to warfare and so on. Frames vary in size depending on their purpose, although most military frames top off at eight or nine meters in height. High-tech military frames are powered by miniaturized, thermonuclear reactors and held together by an internal skeleton of sorts, to which armor and components are attached. Myomers, thin tubes of artificial musculature, sheathe actuators, or the joints of a frame. This allows frames to perform precise movements and to an extent, mimic that of the human body. Multiple layers of laminated steel and composite armor protect the frame's internals.
The cockpit of a frame is located in the torso, and allows the pilot to perceive the outside world through electronic monitors. These displays are connected to various cameras fitted on the frame's body, the main of which is typically mounted on a head unit. Cockpit designs closely resemble that of jets, having control systems that make use of combinations of joysticks, throttles, and foot pedals.
Frames are semi-modular machines, able to be equipped with a variety of equipment and weaponry. This commonly includes autocannons, in the form of frame-sized rifles, missile launchers and grenade launchers. Beam weaponry has not been perfected on a level required to be assigned as a standard-issue armament. While the combat protocol of most militaries pass the notion of hand-to-hand between frames as unrealistic and impractical, there are mercenaries who try to make use of melee weapons on their frames, whether for fun or intimidation. Their effectiveness is dubious, but that hasn't stopped them from trying.
-Story-
With the information presented above in mind, players will take on the role of pilots in one of many squadrons of a famous mercenary regiment. Although the large portion of the RP focuses on the operations and battles of the regiment, I want the interactions between characters, NPCs and the technical aspect of the frames to be a driving force of the RP. Politics, rivalries and to a degree, economic strife will come into play at points in the story, and I'd like to spend as much time out of the cockpit as we do inside it.
When it comes to the frames themselves, I'm not terribly picky about the design, as the hangars of merc units are diverse. However, I want to keep a 'real robot' feel to the setting. Patlabor and Armored Trooper VOTOMS are the best examples of franchises I'm taking inspiration from. That said, here are a few clips from those series that illustrate the kinds of action I'm visualizing for frames:
-Character & Mobile Frame Sheet-
-Pilot-
Pilot Name:
Age: (20+)
Gender:
Personal Info: (Personality/demeanor, hobbies, likes/dislikes, etc.)
Brief Bio: (Optional but preferred)
Appearance: (Picture and/or description)
Link to Theme Song: (Optional)
Personal Emblem: (Optional; painted somewhere on frame)
-Mobile Frame-
Serial Number:
Designation/Nickname:
Weaponry/Equipment: (Maximum of three armaments except where mentioned)
Appearance: (Picture preferred; aim for similar styles to VOTOMS, Heavy Gear, Patlabor, early Gundam, etc.)
Other: (Any special details about the frame you want to add, personal history, colors, etc.)
-Regarding Frame Weaponry & Equipment-
To keep the setting somewhat persistent, I've compiled a list of weaponry you can choose to outfit your frame with. In the IC, you can elect to modify your loadout depending on the scenario, as the regiment keeps a stockpile of munitions that is pooled between pilots. Whatever loadout you list in your sheet is simply the most optimal/common for your frame. Feel free to add your own spin on the lists below; serial numbers, fire rates, ammunition types, etc. Merc units are diverse!
Ballistics
Autocannons are handheld by machines as 'frame-sized rifles.' Calibers typically range from 20-30 mm. Many boast the ability to operate more than one fire rate and use varieties of ammunition. Just about every military frame carries an autocannon as its primary weapon.
Machine guns do not count towards the limit of three armaments as specified in the CS. MGs are not primary weapons in their own right, and are usually built into the frame's chassis. Used for anti-infantry duties, and sometimes as an anti-missile system. Every frame has at least one somewhere on its chassis.
Cannons take the form of recoiless rifles, usually clocking in at 80 mm. They are potent direct-fire AT weapons. Many are carried in the frame's hands like an autocannon, though some can be mounted to a shoulder. Certain models can fire a variety of warheads, from HEAT to fin-stabilizing SABOT. As there isn't much room to carry extra ammunition, many are fed by an internal magazine with six shells on average.
Missiles & Rockets
Missile launchers are most often shoulder-mounted platforms, housing a cluster of warheads that can be laser-designated. The number of missiles carried is dependent on the model, but most range from four to eight tubes. Rockets are much the same, but are unguided and launchers will, for the most part, mount more munitions than missile launchers. Missiles and rockets come in different varieties, though most missiles are geared for anti-tank use.
Grenade Launchers & Mortars
Grenade launchers and mortars are potent anti-infantry and area-denial weapons, often mounted to a shoulder. Grenade launchers average 30 mm in caliber and are capable of automatic fire. Mortars can be fired further, but have a slower fire rate.
Other
Less common, but exotic equipment exists in the form of frame-sized flamethrowers, pneumatic melee weaponry, shields, mine-layers, anti-infantry shrapnel/flechette launchers, etc. Most of these do not take up one of your three weapons slots. Feel free to improvise, so long as it's plausible.
Welcome! Assuming you've read all the above and want to jump in, you're welcome to submit a CS for review. I ask that if you plan to participate that you remain active within the RP unless other commitments demand your attention. I'd like to keep this going for as long as possible, and have quite a lineup of events to run through!
I've yet to decide on a name for our mercenary regiment, so drop a suggestion if you'd like!