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Hidden 6 yrs ago Post by Krayzikk
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Krayzikk The Snark Knight

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The game opens in the city of Horizon, one of seven mass driver cities on the planet. Horizon is located in Panama, a Federation member state, and acts as an immense travel hub for the world. Its mass driver, and connected spaceport, bring ships both civilian and military back into orbit. Its harbor and airport can ferry travelers to any part of the globe. As such an important city, Horizon is also the site of a major Federation military base staffed with a full Walker complement.

The city itself is a diverse, vibrant travel destination. Even the soldiers on base make regularly trips out into its districts on leave, and some even reside in housing within it rather than on the base proper. Its beaches are one of the most popular destinations for pilots and personnel free on personal time. The city, at the moment, is in full swing to gear up for the celebration of Armstrong’s foundation anniversary. Federation brass may be wary, but the common soldier and civilian alike are looking forward to the holiday.





1. Respect the GMs (Krayzikk and Plank Sinatra) and their rulings. We are reasonable, but if we have given you an answer please respect it.
2. Respect your fellow players. Arguments happen, but please keep it civil.
3. There is not a hard character limit. If you wish to write more than one, that is permissible but please keep it within reason.
4. This is a futuristic, but still grounded setting. In all situations, but especially combat, please bear this in mind.
5. This is a Casual game. We will not require an essay for every post, but a reasonable degree of both quantity and quality will be expected. At the same time, we understand that real life takes priority. If you think you will not be able to post for a while, please inform us. We’re happy to work with you.

Character Sheet




Characters:





* Custom units are permitted, but. They will be subject to greater scrutiny than customized versions of stock Walkers. This scrutiny will cover everything from game balance to how well it fits with the tone and lore of the game. Significant detail will be expected if you pursue a custom unit.




Welcome to Breaking Point. Those of you with approved sheets can put them in the Char Tab, everything will get a little more prettied up later.
Hidden 6 yrs ago Post by Athol
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Hidden 6 yrs ago 6 yrs ago Post by UltimoScorp
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UltimoScorp Pink Trans Catgirl

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Name: Ruby Cloutier

Age: 21

Gender: Female

Occupation: Walker pilot: Private

Appearance: Tall at 5'11"(180cm), Ruby stands heads over some of her fellows. Dirty blond hair drapes comfortably down her back almost exclusively in a neat ponytail, and her eyes are a dull green color. Her french heritage shows in her large nose and puffy cheeks.

Equipment: standard sidearm, mobile phone, a class ring from high school, uniform, Miss Direction.

Skills: Marksmanship, playing simulation games.

Personality: Generally upbeat and pleasant, Ruby finds her way through life fairly easily, and never hesitates to speak her mind, be that a kind word, or criticism about her CO's orders. She's thrilled about having her own giant robot, but it's clear she's not quite a soldier at heart. She's a bit of a slacker when it comes to the day to day duties, and she openly speaks about her distaste for war. Despite this, she serves to her best in this peacetime and she's always on when it counts.

Bio: Young and seeking employment before getting fed up with the job market and joining the military, Ruby's life has been fairly uneventful, with a supportive family and a gender transition when she was 16. She doesn't talk much about that time as she doesn't see the point. She doesn't avoid the topic if brought up. Her military life has been short, in fact, she's only been in the service little over a year. Originally quite sullen and snippy about military service, it seemed she was bound to be discharged, until she learned about the Walker Program. She jumped at the chance to pilot an AW, her very own giant robot! After that, she worked herself hard to be accepted and couldn't be happier now to be a military woman.

Weaknesses: Her general inexperience often puts her at a disadvantage in combat, and her easy-going nature does occasionally land her in trouble. Her noted apathy for basic day to day responsibilities has also impeded her progress.

Base Model: Gunner FAW-016



Designation: Miss Direction



Appearance: Unpainted, Miss Direction is an angular, tanky Walker with thick, boxy legs and a broad torso. Her joints are twice the strength of other walkers of her class, due to the heavy redundant armor plating on her torso and the massive shield. Her sensory head is something out of a sci-fi military game, sporting a broad, orange visor



Armament-

Upgraded joints, these double strength joints allow for Miss Direction to actually stand under the weight of her arms and armor.

Head: 2x 60mm Vulcan rotary guns, for AA.

Shoulders: 1x FAW-15 Railgun, requires stop and brace. Essentially a single, larger version of the now standard double Railguns, this older model packs twice the punch, but also is bulky, locked in a forward position, and nigh impossible to use in close combat, not to mention it's slow firing speed. Able to be detached to improve agility slightly in emergency situations.

Chest: 2x racks of 6 255mm missiles each. Carries 12 additional missiles, can be loaded with variable payload as mission dictates, but typically carries HEAT, but can be fitted with spreading micro munitions at the cost of not being able to lock onto a target. Requires one minute to fully reload after depletion.
1x Bulwark redundant armor system. This additional armor plating is an ablative type that fits over the existing standard armor of the Walker, significantly increasing its survivability in combat.


Arm left: 1x Phalanx-class deployable cover shield, planted in the ground, expands to cover a roughly 45-degree angle. Heavy.

Arm right: 1x Ares-class 100mm heavy machine gun, 130 round drum with attached vibro-bayonet for close quarters defense.

Weaknesses: SLOW. Even by Gunner standards, Miss Direction is painfully slow, due to heavy payload and increased armor. Can be quickly overwhelmed due to single pilot controls of Gunners being notoriously complex. Armor has weak points on the securing hardpoints of the detachable Railgun.



Pilot: Ruby Cloutier
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Hidden 6 yrs ago 6 yrs ago Post by Norik
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Norik mutualist mecha pilot

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Hidden 6 yrs ago Post by Raider Dog
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Raider Dog

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Hidden 6 yrs ago Post by ArmorPlated
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ArmorPlated

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So is the Characters section for approved CS only, or are we supposed to keep all CS Posts there?

scratch that, opening post had a little more to it than a copy/paste from the interest check.

Also, if anyone wants to come up with some common companies/locations/organizations, I'm down to churn out a few decent-sounding names.
Hidden 6 yrs ago Post by Norik
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Norik mutualist mecha pilot

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Feel free to use the made-up armament companies I made up in my profile
Hidden 6 yrs ago 6 yrs ago Post by ArmorPlated
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ArmorPlated

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(man this took a while.)

So, current list of arms manufacturers are:

Norik
Tajcorp (Supplemental Armor)
General Engineering (Supplemental Weapon modules)
Kreuller Weapons Systems (Heavy weapon modules, FAW Specialized weapons)
Federation Ballistics (FAW Melee weapons)
United Armaments (FAW weapons)
Robco (FAW weapons)
Pratt Corp (Heavy? FAW weapons)

Athol
Rheimetall(?) (Heavy FAW Weapons)
Bushmaster(?) (FAW Weapons)
GDOTS(?) (Supplemental Weapon/Utility modules)

ArmorPlated
Federation Armaments "FedArm" (FAW weapons, Supplemental Weapon/Utility Modules)
Hitchens-Belmont (Sensors, Electronic Warfare systems)
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Hidden 6 yrs ago 6 yrs ago Post by Selvariabell
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Selvariabell More Filipino than some actual Filipinos

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Hidden 6 yrs ago Post by CaptainSully
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CaptainSully 🆆🅸🆃🅷🅸🅽 / 🆃🅷🅴 🆁🆄🅸🅽🆂

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So here is my CS. I hope it's fine. If not let me know and I can adjust it. I'm not going to have PC access until Monday from tomorrow so any changes will have to wait until then unfortunately.



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Hidden 6 yrs ago Post by ArmorPlated
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Anyone else get the feeling that the barrel sizes and weapon ranges on all our sheets seem like they're all over the place?
Hidden 6 yrs ago 6 yrs ago Post by vietmyke
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@ArmorPlated I concur, I dont think people realize how big 20mm autocannons are. Thats the stuff they put on IFVs, or as a primary cannon for modern day fighter jets. That shit tears apart vehicles, nevermind what it does to the people inside them. Probably won't kill a tank- if you hit it dead on from the front anyway, but other IFVs, fighter jets, humvee equivalents? They're going down like people sliding into your DMs.

Also hi, interested and writing a character application
Hidden 6 yrs ago Post by ArmorPlated
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@vietmykeI think one thing contributing to the weirdness is the fact that the only mentioned weapon is the FAW-022 Gunner's shoulder mounted 150mm Railguns, so it's all anyone has to compare against.

I think the only thing I got wrong on those 20mms was the ammo pool. probably need to cut it down to 100-150 Rnd. per internal magazine...

As for making a CS, there's more info back on the Interest Check about the mech chassis the Federation has, and the lore to build from.
Hidden 6 yrs ago 6 yrs ago Post by vietmyke
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vietmyke

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edit: Aaannd done
sorry if I presumed too much about the 'standard' FAW-022, but in my head I imagined them to be a combination of the advanced avionics and mobility of the F-22 Raptor (which I assume they were named after), and the BRRRRRRRRTTT of an A-10 Warthog

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Hidden 6 yrs ago Post by Krayzikk
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Krayzikk The Snark Knight

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Anyone else get the feeling that the barrel sizes and weapon ranges on all our sheets seem like they're all over the place?

@ArmorPlated I concur, I dont think people realize how big 20mm autocannons are. Thats the stuff they put on IFVs, or as a primary cannon for modern day fighter jets. That shit tears apart vehicles, nevermind what it does to the people inside them. Probably won't kill a tank- if you hit it dead on from the front anyway, but other IFVs, fighter jets, humvee equivalents? They're going down like people sliding into your DMs.

Also hi, interested and writing a character application


Yeah, historically the only thing that's had a solid number was the Gunners' railguns. Everything else is either based on what I remembered from the last time, or independently extrapolated. When everything else on my to do list is done I'll try and at least mostly standardize everything.

@vietmyke, good to see you. I look forward to what you'll come up with. I'll leave reviewing your Walker CS until then, though, so that I don't delay these ones any longer.

@Athol, I've been mulling it over for a few days. Truth be told, the Walker's riiiight on the border of what I'm comfortable allowing. But you did build in significant weaknesses. I may ask you to tweak it a little, later on down the line if it's necessary. But for now I'm willing to extend the benefit of the doubt and give it a shot. You're good to go, just bear in mind the weaknesses inherent in the design. On a player note, and not a GM note, I might bring back a character that's somewhat similar. If I do I'll talk with you, I don't want to step on any toes.

@UltimoScorp, I'd like it if you could flesh Ruby out a little. I don't need anything drastic, but things are a little barebones right now. Especially with her history. Do that for me, and we should be good to go.

@Norik, Natalie's history still makes reference to her rank at E3. Otherwise, we should be good to go.

@Raider Dog, looks much better. I think we're good to go.

@ArmorPlated, I truthfully haven't really thought how to balance this sort of machine. For the moment, I'll allow it as long as you can clarify for me how many drones it gets. Just remember the inherent weaknesses not just of the Walker, but of the character. Ground-based Walker combat is less demanding, physically, but it's still not going to feel great for someone like that. Especially not when they eventually have to maneuver in space. Like Athol, I may ask you to tweak a few things down the line depending on how things go.

@Selvariabell We're closer. Age works much, much better. History is closer, too, but still just a little off. I've been thinking about it for a few days, and this is my suggestion.

The Federation represents most of Earth, but its constituent states do maintain some autonomy within its rules. Similarly, PMCs do exist in some form just not the same way as they do now. And around fifteen to twenty years ago, neither the Ark Union nor the Federation has as developed a space fleet. The Federation, as a whole, would be unlikely to work with a PMC to solve a problem. But a constituent country that founded a colony might, if they needed it solved quickly.

So my suggestion is that the Richthofen and Churchill Corporation had a reputation for acting in the gray area, out in space. Nothing criminal enough to bring the hammer down on them, but sketchy enough to make working with them a problem. So the Red Guard commandeered a smaller, scientific or residential colony established by a smaller Federation member state. For whatever reason, the situation needed to be resolved quickly so the nation cut a deal with the PMC. Handle it, and be absorbed into the member state's military rather than face any criminal proceedings. That way it could be absorbed as part of the nation's military, where the Federation wouldn't really do anything of the sort. Eun herself later was transferred to the Federation's Walker Corp, since the Federation Armed Forces draw in part from any standing member state militaries. I should note, though, that PMC wouldn't have access to Walkers. When they handled the Red Guard, they would still be using conventional weapons.

Her old unit would just be background details; cameo appearances, maybe, but the focus of this game is on the Horizon garrison. They're not really a resource she'd be able to draw on. But handled in that manner, they could still be a part of her history.

The only real sticking point, still, is her Walker. Variants on the Raptor don't exist yet. The program was highly experimental, most of its development kept close to the chest, and its flagship model only justs tarted rolling off the mass production line. I would highly suggest switching it to a Scout, if you want to keep a similar level of maneuverability. Or a Warrior, if you wanted a little more versatility. But a Raptor variant would not exist yet. Later down the line, it'd be possible. But not at this point in time.

Sheet is much closer, just needs a little more tweaking. I don't want to stifle your creativity, but I do need to make sure it meshes with the setting and focus of the game.

@CaptainSully I hate to be blunt, but there's... A lot here that doesn't work. Starting from the top, there's nothing presently in his backstory that would indicate why he's an officer. It's a relatively simple issue, but worth noting for consistency. The issues get bigger from there. First of all, the exact nature of his dual role as a research and combat pilot is... Tenuous. That's not to say a similar concept isn't present, but one is generally either doing test piloting or combat duty. At least in peacetime. When things kick into gear that will get a little muddied, but it's not a duality that would really be present the way you describe from the get-go. Another relatively small issue, since it could be tweaked to reflect how it has otherwise been handled.

After that is where we get into the meat of the problems. To be frank, you've made him over-the-top good as a pilot. From a GM perspective, it's simply excessive. There are no advanced combat tactics for him to know, because there isn't any history of Walker-to-Walker combat to draw on. It's extremely unlikely to be familiar, and skilled, in every potential theater of Walker combat because few people have practically trained in all of them. Especially seeing as the Walker Corp hasn't had an air-capable Walker until extremely recently. The third listed skill, however, is where suspension of disbelief goes right out the window. No one exceeds the reaction times of a Walker. That's simply not within the realm of possibility. You would have to be faster than a military grade computer a century, give or take a few decades, more advanced than what's currently available. The Walkers themselves may not be as proportionally fast as a person, but a pilot is never going to outstrip its ability to keep up. Put excessive demand on its capabilities? Sure, but that's simply ignoring the recommended limitations of your Walker and not pilot reaction times. It happens to people that pilot older Warriors not infrequently.

And it continues into history. I will not approve a character expressed as being better than literally anyone that came before him. Is it possible? Sure. Someone, somewhere, by definition has to have the highest raw scores. But it's not going to be a PC. It wouldn't be a PC, anyway, considering that it would almost certainly be one of the original Walker test pilots. Pilots whom, it must be noted, where the ones that helped develop the ideas for the Raptor Program. The Program, as alluded to when I went over it with Selvaria, was very close to R&D's chest until they started field testing it. Attempts to insert a PC as the most important factor in creating such an important part of the lore is a major red flag.

His Walker has about as many issues. AI are not in use on Walkers, what limited AI technology is in use has not been applied to such a small military scale. That extends into other issues with the design, but that's key to clear up right away. Its primary weapon is not setting appropriate, either; railguns are not in use on something so small. A Scout that can use a rifle that approaches something similar is extremely experimental, and comes with substantial drawbacks just to make it possible. And needs a Warrior-use reactor to power it. The only other design that may come into play, similarly, uses coils and not rails at the Warrior scale and still comes with equally substantial drawbacks. Automated PD systems aren't in use on Walkers, either. On a Gunner, perhaps. But smaller models use head vulcans to accomplish much the same effect. Its stealth technology far exceeds what would be applied to Walkers at this time, too. Not to mention that even if the thermal dampeners did work, it wouldn't work that way. Anyone on the other end of an imager would still see a Walker shaped reading at a different temperature. It's really, really hard to completely hide a giant robot.

This is longer-winded than I really wanted to be, but truthfully this is a sheet that will need a lot of work to fit into the setting.
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Hidden 6 yrs ago Post by vietmyke
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@Krayzikk Walker and pilot are ready for review at your leisure mon capitan.
Hidden 6 yrs ago 6 yrs ago Post by ArmorPlated
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@Krayzikk

Of all the things on there, the drones are dead-last in importance. If I have to drop them, I'll do so in a heartbeat. camera-drones were just a less-dangerous way of peeking around corners or going for a bird's-eye-view.

planet-side drone pod carries ten, fields five at a time.

space drone pod carries six drones, fields two.

As for ground combat being easier on a pilot, I know. Most of the ongoing Walker use might be planet-side, but if everyone and their mother expects war with Arc Union, the harder of the two locales is going to be what the Federation will measure by, right? If you're prepping for war, why bother putting resources into training pilots if you won't be able to use 'em? Alex is a bottom-of-the-barrel pilot, but only because the barrel is small.

edit: plus, it's more fun to watch a character struggle to stay afloat than to cruise by like it's nothing, isn't it?

edit 2, electric boogaloo: if Alex needs a more significant weakness, I can dial up the "stress" bit and start making him panic when things go south/when surprised.
Hidden 6 yrs ago Post by Athol
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@Krayzikk Thanks. What I had in my head, but I now realize never made it to the sheet, is that the AW is really supposed to just be a test rig built on a handy platform (trying to find a way to get something as powerful as a railgun (or near enough) working on something other than just Gunners)
Hidden 6 yrs ago Post by Krayzikk
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@Krayzikk Walker and pilot are ready for review at your leisure mon capitan.


Fantastic! Banging my head against a network textbook right now, but I should get to take a look by tonight.

@Krayzikk

Of all the things on there, the drones are dead-last in importance. If I have to drop them, I'll do so in a heartbeat. camera-drones were just a less-dangerous way of peeking around corners or going for a bird's-eye-view.

planet-side drone pod carries ten, fields five at a time.

space drone pod carries six drones, fields two.

As for ground combat being easier on a pilot, I know. Most of the ongoing Walker use might be planet-side, but if everyone and their mother expects war with Arc Union, the harder of the two locales is going to be what the Federation will measure by, right? If you're prepping for war, why bother putting resources into training pilots if you won't be able to use 'em? Alex is a bottom-of-the-barrel pilot, but only because the barrel is small.

edit: plus, it's more fun to watch a character struggle to stay afloat than to cruise by like it's nothing, isn't it?

edit 2, electric boogaloo: if Alex needs a more significant weakness, I can dial up the "stress" bit and start making him panic when things go south/when surprised.


Wasn't a criticism, I'm looking forward to seeing how you write him. Just pointing out that with the way you've set him up, he will suffer when it comes to combat maneuvering. Feel free to toss him over in the Char tab, I may need a liiiiittle bit of Walker tweaking in the future but nothing immediate.

@Krayzikk Thanks. What I had in my head, but I now realize never made it to the sheet, is that the AW is really supposed to just be a test rig built on a handy platform (trying to find a way to get something as powerful as a railgun (or near enough) working on something other than just Gunners)


Yep, we talked about it a little. Makes perfect sense to me, and fits in with a couple characters that might return.
Hidden 6 yrs ago Post by vietmyke
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Also, unsure if this was already asked, but how do walkers organize and operate? Do we operate similar to modern day armor companies? Combined arms approach like today's mechanized infantry? Do we operate alongside traditional tanks and jets or are do we operate on our own?

Questions pertaining to Raptors specifically, the walker mode is incapable of flight, so when we change mid battle I assume we slow down and go close to ground before changing but how does walker to fighter work? Do the walker forms move fast enough to jump and perform short takeoffs without a dedicated runway? Or are they VTOL capable?
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