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  • Old Guild Username: Lum
  • Joined: 12 yrs ago
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    1. ASTA 12 yrs ago

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Bio

Do your ears work?

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Character Name

Arcade Savage


Age

30


Species

King Cheetah


Appearance


His left fang is broken, but for the most part, Arcade is lackluster in his visage. Pelt is texture is matted, while his eyes are brown. Usually sports a stylish strip of fur that runs down the top of his head and stops at the small of his back; could be likened to a Mohawk of sorts. Short for his age at 5'1 and lean, though I suppose this counts as a perk given the fact that Kitsune Peril was made with usability in mind rather than catering to persons of large size and stature.

Personality


During combat missions, Arcade typically comes off as a jokester, which some may find annoying---especially during the heat of battle where the only thing coming from his end is hysterical laughter and a seemingly never-ending sea of puns, one-liners and lighthearted threats thrown at the enemy. In truth, Arcade uses his sense of humor as a front to protect himself from the deliberating effects of war, for his years spent as a LDF solider have begun to take their toll on his mental health and stability. while his past questionable deeds and controversial actions have led to Arcade debating his own purity numerous times in the past. Honest and blunt, Ruthless is a duty-bound individual that takes prides in his work, and puts forth as much effort as he can afford to offer in everything he does.

Personal History


(I would rather explore this using IC interactions, but if it's required to be posted now, I'll add it)


Personal Weapons and Equipment


UMP-46 'AMP': Modified UMP-45 variant, which is chambered for high-velocity .460 Rowland +P ammunition. Due to the recoil, the '46 is normally fired in bursts. Suitable for defeating higher forms of personnel body armor, but is out-performed by assault rifles and battle rifles both in range and, in many cases, stopping power. Comes with tactical flashlight and rail-mounted holographic sight.

KA-BAR: Standard combat knife. Blade is serrated to enhance cutting power.

GEAR Pilot's Attire: Self-cooling full body sleeve that affords moderate protection from ballistic threats, shrapnel and blast over-pressure. Helmet is equipped with bullet-resistant glass view-slit, radio transmitter/receiver and independent oxygen supply/air filtration system.

Beretta M9C: Modified Beretta M9 base model, which supports a tactical flashlight, laser sight and extended magazine, and to accept .460 Rowland and .460 Rowland +P ammunition.

Personal Theme




Gear Name


Kitsune Peril


Appearance



Lacks in creature comforts, which is expressed by a cramped torso-cockpit that is hot, dry and relatively uncomfortable. Roughly half the size of normal GEARs, Kitsune Peril stands 2.8 meters tall and weighs ten tons (fully kitted). Because of its semi-stationary and defensive nature, the machine lacks jump-jets of any kind, and seems to mimic its archaic power-loader ancestry both in its heavy gait and internal workings. Torso and arms are both controlled using a teleoperation haptic interface (in the form of a wearable harness and a pair of force-feedback gauntlets), while footpedals paired with a series of pressure sensors allow for precise leg movement. At the rear and sides of each foot rest retractable bracing pads, which can be unfolded to stabilize Kitsune Peril when its Aeon-II rifle is set to higher settings.

Role


Support, which constitutes a GEAR designed to lay down punishing suppressive fire from a fortified and/or concealed position, sowing confusion and terror within enemy ranks as rounds are put down range in either burst fire, single fire or in fully-automatic fire mode. Use of an Aeon weapon tends to draw dangerous attention to a Support Role GEAR (the weapon's report is incredibly loud and especially bright), which permits the pilot's squad or fire-team mates to maneuver effectively on the battlefield at the possible expense of the Support GEAR's longevity. Threat of flanking and return fire is mitigated by engaging targets from medium, long or very long ranges, while large ammunition stores ensures a contentious stream of devastating firepower to be brought to bear upon opposing forces.

Normal Loadout


Aeon-II

The Aeon series of squad support automatic rifles (or SSAR) utilize bulk-loaded liquid propellants and electrothermal-chemical technology, or ETC, to fire projectiles at hypervelocity speeds, dramatically improving the weapon's overall penetration probability, accuracy, range, and stopping power. A product of Southern technological prowess, their performance can be likened to that of an electromagnetic weapon's (like a railgun), though without the railgun's more restricting flaws--such as the intense rail erosion it undergoes when firing, its low efficiency and its unreasonable energy requirements. Recoil, however, is roughly comparable, which suffice to say is rather potent, but is counteracted by the inclusion of a muzzle break, the rifle's intrinsic weight, a deployable bipod, and a piston/cylinder recoil-compensation system.

Aeon-II is a weapon system that has an elevated level of flexibility due to its DU/D (dial up and down) function (when dialing up, more fuel is injected into the gun's pressurized holding chambers while more heat is applied as well to generate a denser and hotter plasma; dialing down, naturally, confers the exact opposite), which permits it to function as a light machinegun, heavy machinegun, battle rifle, heavy autocannon, anti-material rifle, or assault rifle when a combat situation require it.

The Aeon-II is chambered for a substandard intermediate .50 BMG cartridge, the .50 Special, which has been altered to include a denser and sturdier ballistic cap, shell and an inert filling. More exotic ammunition, such as self-guided or laser-designated 'smart' rounds, cannot be used, as the forces imparted onto their fragile electronic systems would disrupt the reliability of these unique ammunition types. Explosive ammunition, for similar reasons, also cannot be used, which hampers Aeon-II's anti-infantry capabilities when compared to more orthodox anti-infantry weapons.

Unfortunately, the use of 'hot plasma' cartridges and volatile fuel mixtures has forced the designers of Aeon-II to make the weapon from denser alloys and sophisticated composites that incorporate refractory metals into their base designs, while active cooling systems--such as heat sinks and radiators--have been built into Aeon-II to manage the dangerous temperatures that Arcade must contend with when waging war against the LDF's foes, resulting in a bulky and unwieldy weapon with a total weight figure that even larger GEARs may find detrimental to their reliance on speed and agility.

Kitsune Peril's main weapon is fed from a GEAR-sized assault pack, which has a maximum capacity of 30,000 rounds of .50 Special (and an additional 2,000 rounds in the feed shoot). Below it rests Aeon-II's supplementary fuel reservoir, which consists of two tanks that each hold one half of the fuel mixture Aeon-II needs to function properly. Alone, neither liquid is flammable, which somewhat helps to boost Kitsune Peril's chance of survival if a hit is endured on its rear person.

Aegis

An Aegis system is a defensive hardware loadout that is melded with the main torso armor, chest armor and faulds of Arcade's GEAR. It operates on the same principle as electromagnetic reactive armor (or ERA), where rounds that successfully penetrate the breastplate are instantly vaporized by a high current of electricity. Power constraints and technical complexity issues limit the system to the chest and torso areas. The system is recharged by Kitsune Peril's onboard generator and turbine suite, while additional power can be siphoned from the emergency power cell the GEAR comes with. Aegis is only able to endure several hits before it is fully-compromised and needs to be replaced.

Other Systems and Equipment


Smoke discharger, chaff launchers and electronic-counter measures; NBC protection and EMP hardened. Sophisticated stealth technology, such as thermal cloaking, radar-defeating materials or sound-muffling features, are not used. Visual and tactical readouts are provided by thermal imaging cameras, UV imaging cameras and motion trackers.

CIWS (smaller, obviously, and mounted on Kitsune Peril’s right shoulder). Fires dart clusters to destroy incoming missiles, though extremely ineffective against incoming bullets and shells. Very important to Arcade's survival, as his GEAR and its weapon both have an annoying knack for drawing the attention of heat-sinking missiles.

Entrenching spade (used to dig fox holes and to perform menial engineering work if needed). Also makes for a suitable melee weapon in a pinch.

Three Aeon-II and Aeon-I replacement barrels (barrels are interchangeable between both models). Also can be used as a melee weapon, though this is not recommended for obvious reasons.

Other Notes


Kitsune Peril is one of the oldest GEARs still in active service with the LDF, and has been upgraded and retrofitted with various examples of advanced technical improvements to ensure that it is able to contend with current and future GEAR models.

Despite these proactive and preventive, Kitsune Peril is relatively slow and ungainly when compared to older or newer GEAR models, and has begun to show its growing obsolescence in the face of swifter and faster GEAR variants. Arcade playfully describes his proven war machine as a “Persistent throwback to an era where heavy armor and superior firepower put you a cut above the rest ”, though the seasoned pilot has slowly begun to realize that a newer GEAR model may be required sooner rather than later. On today's battlefields, sheer armor and firepower are no longer guarantees of a sweeping victory.

However, what separates Kitsune Peril from its counterparts is the sheer robustness and hardiness of its superstructure and the simplicity of its internal components. Kitsune Peril's range of motion and joint flexibility have both been greatly reduced to allow augmentative armoring of its joint areas and other bodily sectors where structural weak-points are present, while more daring feats of physical strength and increased amounts of muscle strand can be performed and installed without concern for body-wide system failure.

My favorite color is a toss up between red and black.
Sheet is half-way done.

I have this distinct feeling my GEAR is going to raise a few eyebrows, but we'll see.
Unsurprisingly, I probably worded myself wrong. I don't have an issue with GMs calling the shots or having the final say in things pertaining to the RP. If they didn't, the RP would be about arguing and not about roleplaying. However, I do have an issue with the GMs who are proven wrong on certain--or many--points and then use their status as the owner of the roleplay as their go-to defense against these sorts of challenges.

Honestly, the points Prince made about this sort of behavior pretty much cover what I'm trying to say.
GMs that callously make use of an iron-fist.

There seems to be this infectious belief on this site where a GM is the end-all and be-all to the smooth and contentious function and duration of a roleplay. To supporters and practitioners of this notion, it's assumed that a GM is inherently entitled to be unyielding in their judgement, and that they are infallible in their reason and logic. It's pretty ridiculous, and it's downright scary how much flak you'll take for just calling out the GM's bullshit for what it really is (especially if the other players start a lynch mob in the thread when you decide to open your mouth).

This does not mean be a willing doormat to every wish and whim of your accumulated player-base, but this also doesn't mean become this pompous asswipe that's practically begging to garner a less-than-stellar reputation across whatever roleplaying site you make anchor at because your word is 'law' (which is an indirect way of stating that "Even when I've been proven wrong, I'm right by default because I wield the most power in the thread.")

GMs like these seem to be badly confused as to what their title truly entails, for their station is really only guaranteed true legitimacy so long as they have players that are willing to stick around for the ride.

Typically, no one's going to persist in a thread when there's a shitlord on the loose in it, and I don't think a GM is really much of a GM when his or her thread has nothing to show for itself other than a cool breeze and some chirping crickets.

EDIT: On the topic of bad GMs, I hate the ones that are addicted to making thread after thread---and then suddenly leaving these thread (without warning) right before the thread is about to get off the ground, or when the thread is only a few posts into its IC.
Well, I was about to finish joining this RP.

But then I realized the powerscale for it has literally went through the roof.
Yes, Claw learned his talents from trial and error.

Claw doesn't know what a molecule is, but he can see vibrations all around him by switching to a magically-powered type of *'meta sight'. At some point, he probably messed around with various frequencies and found that strange (and rather destructive) things unfolded when he practiced this art on individual objects or living creatures. Granted, this is one of the higher-end applications for Claw's Echoing abilities (as well as the possibility of causing spontaneous explosions to occur, though without the flame effect), but it's within the realm of possibility.

Unsure if I'll even use something like that though. From a realistic standpoint, he'll only use things that are actually useful to him. Making something explode isn't that useful given it draws unwanted attention to Claw's person, which is bad in a land where the Crusader extremist group (Shien told me about them) wanders about and where frightened villages and towns might decide to don pitchforks, swords and woodcutting axes to do away with the large canine-like creature that's been heard and seen doing undesirable things.

When I was designing the Echo, the idea was to create a magic type that was both a worthy blessing but also a terrible curse---one that grows in power with each use, and that cannot be rectified in any shape or form. I don't want to go down the cliche route and claim that Claw gradually loses his sanity or something, but I originally had it to where Claw's own essence slowly degraded as he made use of his otherworldly talents, opening him up to death's waiting embrace and where his own soul will not go on to the afterlife (if such a thing even awaits the del-korm species. I don't think I ever designed one).

Also, would it be acceptable to have Claw take a page out of the Xuhrl-njok's playbook and consume the hearts of living creatures to power his magic and give it the capacity to grow in strength?

*I might alter this to where Claw can feel and hear these vibrations. The idea of 'seeing' and not 'hearing' kind of clashes with the overall theme I'm going for anyway.
When creating magic, I usually draw from the physical laws that govern and maintain our world. Things like the electromagnetic force or gravity, for example. The small number of applications I've listed for Claw's sound abilities are actually rooted n the domain of reality. Try Googling some of them if you're interested.

I've yet to decide exactly what Claw can and cannot do with his powers, but I'm probably going to tie them in with his deeds, accomplishments and childhood. He learned most of what he knows from his mother, who unfortunately grew to hate Claw for something that he did. In the early years, he was probably schooled in the non-violent uses of Echoing, while Claw himself learned much in its offensive capabilities when he and his mother began feuding with one another.
Dark Jack said
It's always nice to hear someone mention their awareness of the importance of character development and growth; I know many, possibly even most, players know this, but seeing it confirmed just warms my heart (reread that and thought it might come off as sarcastic, so I better point out that I am sincere). I realize that the post wasn't directed at me, per se, but nevertheless I feel the need to assure you that thus far there hasn't been any reason that your character or the species it represents would be lore-breaking (which is my main concern with new things added to the universe; it's a huge pain having to make sure things don't contradict each other, both for me and for you as you have to deal with me maneuvering your peoples around and trying to find the particular little place they would fit in the best), and that for all intents and purposes, as far as I know by now (leaving room for the improbable), your Claw should be welcome to explore the Planes with the rest.And yeah, most beings have weaknesses... in fact I'd go as far as to say that they all have them. Dragons, as you used as an example, are indeed no exception, which is one of the reasons they have been successfully hunted to near-extinction in The Prophecy. Some weaknesses may be hard to find or entirely unexploitable due to the circumstances, but even the immortals and deities of this universe have them. So... yeah. I agree.(That little character you have there in your signature... some of the shorter animation-loops are almost hypnotizing. Before I knew it I'd been staring dazedly at it for several minutes. Interesting...)


Character growth is one of the most important things to me. I'd honestly be somewhat saddened if the RP solely revolved around combat, since it wouldn't give me much of a chance to explore Claw's key psychological shortcomings and the deliberating social struggles he experiences on a day-to-day basis. It's going to be interesting watching him function in an environment where government is the norm, where the concept of 'buying' trumps the notion of 'stealing and forcibly taking,' and where people yield to authority and control without indulging in their (at least to him) innate urge and intrinsic duty to rebel. I want to give off the impression that Claw is indeed alien and is unversed in the ways of the folk outside of his native homeland, and that he does not bear total sameness to the other intelligent species of the known world on both a psychological and physiological level. He's a frustrated and borderline lost soul that needs guidance and help--two things that his persona would not willingly admit--- in a foreign land, so I suppose that you could say that a party of adventurers do not need Claw as much as Claw needs them.

In a nutshell, he isn't the one to go if a deal needs to be brokered between the group and a pompous lord of some sort, if someone needs to be non-violently persuaded to do something or if a crowd of angry people needs to be calmed down. Claw will probably suffer greatly on an emotional and mental basis, though not so much physically due to how his species is designed and the hardships he's been through.

Anyway, enough rambling. Shien and I have been talking over Skype about magic. Claw's magical talents deal with the manipulation, nullification and amplification of soundwaves. I know that soul energy is used to power magic in this world, and that magic typically increases in potency and reliability with use.

Claw is what you would call an 'Echoer', a term attributed to an individual del-korm male or female that was born with the power to control sound. My own setting requires Echoers to consume the voices of the defeated foes. All voices are not sufficient however, for even the thunderous roar of a lazy and unworthy wyvern is laughably weak when compared to the wizened photonics of an elderly king that has led his nation through several wars and snatched up victory with each campaign's conclusion. For Echoers, the power of a creature's soul or voice is determined by the deeds the being accomplished during its life. Strong voices augment and sustain Claw's powers and additionally help him strengthen his control over them.

Shien has told me that there are certain creatures that can do something similar. If so, how is it performed? It would be nice to know so that I can make relevant changes and such if needed. Also, are all souls the same strength? Are some more powerful than others?

I'm unsure if Claw can actually detect how potent a creature's soul is (would this ability be more in line with a Sniffer maybe?), but this does bring me into another point:

In order to make the best use out of his more offensive abilities, Claw peers beyond the veil of space to basically detect how a creature registers in the known universe. This is just a fancy way of describing how Claw picks up the ambient frequencies at which all things vibrate at. When this frequency is found, Claw matches it and disrupts that object's molecular structure by assaulting it with sound, which (provided he throws enough magical energy into it) enables him to vibrate a person to death or level a small hovel. Or something along those lines.

Honestly, it probably isn't the most efficient way of ending life (very painful and deliberating type of magic, though), but the arcane talents and sub-powers of Echoers have to do more with utility and recreational use rather than strictly offensive uses (such as acoustic levitation, sound therapy, voice mimicry, silencing one's physical movements or the sound of your partner's crossbow's firing mechanism, or repairing compromised steel or other materials using ultrasonic impact treatment techniques).
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cthulu said
@DJ No hurry with the Collab we can wait. I haven't posted here for a while, the heat and I disagree quite a lot and it makes me...ill-tempered so I wanted to be able to type this without being in a foul mood. I personally do not see anything wrong with the race options we have, when something new is thought up brilliant, but this just seems to me to be a way of going 'I want to play an untouchable, unbeatable awesome perfect character'. Which I can honestly say bores me to absolute tears. I think I got halfway into the description of each and went 'oh they're just human barbarians but too hard and strong for people to beat apparently. Yawn.' And stopped reading. Whats wrong with the Niin, Humans, Nightwalkers, Deigan, T...(forgotten the big massive don't mess with us characters we already have Ta...something?) or the rest of a plethora of races we have? Whats happened to all the small little vulnerable fragile characters that are actually FUN to roleplay with? Characters like Jaelenc who yes, is strong but nearly DIED at least once since I joined. Or Olan who pretty much did die if it weren't for Thaler's stupid wish. Characters as over powered as this and to some extent Aemoten make me feel like there's absolutely no point in me posting at all. They know everything, they can beat any enemy, they can survive any fight, so whats the point in me even being IN this roleplay when my character can't help at all and when she tries to, she magically becomes a fuck up and has to sit back and let the OP characters fix everything while tutting her, in my opinion, humanity.


To put some of your concerns to rest (and to touch on what Shien has already said), I've decided to port a new species into the roleplay because the character I have in mind is one of the few new characters I've created in a number of years. This character, his name being Claw, is someone who I want to develop further, and to watch him grow as a person as he undertakes adventures in this persistent world that you all have created.

I don't know what the species Shien has rattled off exactly are nor do I know what it is that exactly makes them superior (in a physical and/or combat-based case) to my creation. What I do know is that A) I don't really care, B) I've long since deemed it unimportant to my roleplay experience and C) It's very likely that more of Claw's kind will not feature in the roleplay given Malkor-Kurz's non-critical importance in the story line and its geographical location, eliminating any chance of these listed species ever interacting with one another unless a drastic change occurs.

[Additionally, a species is only as effective as its environment, its physical attributes and the tactics that it employs allow it to be. To be truthful, there is no such thing as an all-powerful creature that rules supreme in every situation that it is thrown into. Even dragons, mythical beasts that lovers of fantasy enjoy writing off as 'invincible' weapons of mass destruction, are absolutely drowning in weaknesses and shortcomings that a mere congregation of determined (and well-coordinated) farmers can exploit to score a victory against .]
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