[CENTER][B]NCQuest: A Mecha RP - The Defense of Darwin (BeeNCQuest)[/B] [IMG]https://i.imgur.com/Epcvaz6.jpg[/IMG] [B][URL=https://www.roleplayerguild.com/topics/171774-beencquest-lore-thread-inkarnate-gave-me-permission-to-post-this-on-gui/ooc]The Lore Thread[/URL][/B][/CENTER] The year is 2677, 500 years after a Nuclear War that ended the Age of the Nation-State. Now, the world is split between Independents; settlements and towns living a hardscrabble life in the wastelands, and the Ruling Corporations, eight large organizations that have seized large portions of the planet and its people for themselves. The majority of the Ruling Corporations' personnel are tyrannical and arbitrary, twisted by long isolation from the masses whose work supports their way of life. The average person in Corporate territory lives in fear, bowed down by heavy burdens in a soulless environment, before dying quickly and painfully. Complicating the picture are the Neural Combatants (NCs), giant humanoid machines left behind by the nations of the world before everything burned in nuclear fire. Using technology that binds together brain and machine, all NCs have Cores that cannot be duplicated by even the most advanced Corporation; these Cores, when attached to a body, allow the pilot to conduct feats of strength and speed that borders on the supernatural. In essence, Neural Combatants use technology that makes Mecha work; the impractical made practical. The more NC Cores a Corporation has, the better they are in the constant warfare that covers the planet today. But NCs are also what allow Independents to maintain their fragile autonomy, and Mercenaries to operate without excessive restrictions from the MegaCorps. The largest alliance of Independents is Haven, a democratic federation that covers the whole of Australia and New Zealand after the successful ejection of Red-Star, the tyrannical Ruling Corporation whose yoke spreads all over the Far East. Founded on the principles of sustainable development, direct democracy, and federalism, Haven has bettered the lives of its component settlements by promoting local development and introducing clean technology, as well as a tolerant policy as regards minorities like Australian Aborigines, Maori, and Asian-Australians, who are encouraged to participate in political and economic life. But this approach has provoked the ire of various 'Cultural Purists' who despise the fact that Haven is led by the Hidden Burrow, an underground city populated by the descendants of Kurdish refugees who are unapologetic about mixing Kurdish and Australian cultures. These 'Purists' then conducted a series of bombings and murders bent on bringing Haven into Civil War, Civil War prevented only by the revelation that the 'Purists' were supported by Red-Star as preparation for an invasion of Australia. Now, said invasion has been launched, with the heaviest blow about to fall on the city of Darwin, where the rebuilt settlement had experienced riots over an attempt to rename it to 'New Afrin'. But due to the revelation of Red-Star malfeasance, the citizens of the city rally around the Havenite flag in order to prevent the fate of the Original Afrin from repeating itself, and Mecha Pilots from all over the world volunteer to protect this bastion of freedom from the oppression of the MegaCorps... Consult the Lore Thread linked above if you want more info. [B]System:[/B] The System we are using is [URL=https://www.dropbox.com/s/ngftrwlbok2je6u/battle%20century%20g%20system%20reference%20document%20%281%29.pdf?dl=0]Battle Century G[/URL] (Copy leads to Free SRD) and its supplement, [URL=https://www.dropbox.com/s/l3vi26q9i70qctt/battle%20century%20z%20system%20reference%20document%20%281%29.pdf?dl=0]Battle Century Z[/URL] (Link leads to Free SRD as well). [B]Rules and Houserules[/B] [I]Rules[/I] 1.) No godmoding, metagaming, or mary sues. 2.) Be civil. 3.) Do not be an asshole. 4.) Post length is four sentences minimum, but longer posts are encouraged, of course. GMs are also bound by this rule. 5.) Consult the Lore Thread (linked under the picture) if you want to know more about how NCs, Independents, and Corporations work. 6.) Post at least once a week. [I]House Rules[/I] 1.) No Miracle Skills. 2.) All Grunts are Squadrons and not Mecha. 3.) PCs start out as Talented, giving them 30 extra XP (and thus 30 extra CP and MP) to add to the 100 they already have at starting creation, plus one Genre Power.