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9 mos ago
Current 10+ years of an RP idea, finally finished, on 10.10.2025. Goodnight Raven Squad, you were the best, wildest, most silly near future SOF RP that lived on the guild, and you got a worthy send off :)
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Bio

I've RP'd for the best part of over 15 years now here on the Guild, and particularly like military settings, both contemporary, past and near future. I have even dabbled in a little more experimental RPs, as well as created a plethora of 1x1s over my time in the guild. I like creating RPs with a distinct flavour- and often shift between narrative-led RPs to semi-randomised plots. I've been more a GM lately than a player, and don't really lean into fandom- instead, exploring my own universes lifting themes from other source material.

My main interests are military-themed, near-future RPs, with a focus on technology. But I'm beginning to push what that RP idea looks like- taking inspiration from lots of media and focussing on the fun, indulgent side of RP, whilst also exploring the lows and emotional side.

roleplayerguild.com/topics/190121-rav…

Raven Squad is a project over seven years in the making, and focusses on a class-based, eccentric yet half-grounded near future special forces team that acts as a response team where you can't send any special forces team in. It's incredibly dumb, incredibly loose, and yet, has delivered some of my favourite plot points in RPG. A brainless action flick a la John Wick and Kingsman meets a complex thriller with a fun left turn in it, Raven has been the culmination of over a decade of loving special forces RPG, gaming influences and other silliness in a package that has provided players with something quite different to a normal military themed RPG. While at an end, this is an RP that is a signature- it's silly as hell, takes itself barely seriously, and is what peak fun military RPG to me should be.

roleplayerguild.com/topics/192916-del…

Delta Hyper is a love letter to Wipeout, F1's Drive to Survive (Netflix) and contemporary Formula One, with influences from solarpunk, cyberpunk, transhumanism and other posthumanist concepts. An RP that follows pilots in their ups and downs, it's a story that hasn't got me playing an actual character, but framing the camera at each pilot (played by others), and presenting it as if it were a documentary. Lifting elements from TTRPG, this is a Racing RPG like no other and no parallel exists- using dice rolls and randomisation, with a stats-driven system to generate race results, rather than actually RPing the races, players experience the fast-paced, dynamic world of anti-gravity racing. This means that come Qualifying and Race, the results are genuinely a surprise to everyone- and based on decisions made through dilemmas and decisions made between races. Friendships, rivalry, the glamour and even a little political undertone play out in 2094, in a colourful, utopian future that focuses on the fight to take first place.

roleplayerguild.com/topics/196931-tac…

Then there's Tactical Breach Wizards: Fireteam Hex. First use of any set IP as a formal setting, this is an RP that offers a darker mirror to Raven Squad, focussing on the other side of the equation- unlikely heroes in an uncomfortable position. I don't normally do fantasy, but the world, the lore, the feeling of the characters and the ability to write a comedy just was too difficult to pass up. An RP that focuses on a group running away from a variety of threats as wanted mercenary wizards in the middle of a post-revolution, Eastern-Europe adjacent 1990s to present Polavia.

roleplayerguild.com/topics/197399-dis…

Lastly, Dispatch: Heroes of Claremont. This is another IP-adjacent world, albeit drawing on a different setting and a new cast of superheroes. As my "first" proper superhero RP, this combines workplace comedy, a Storyteller-lite system and a fun, diverse, and large cast together in a dynamic, diverse setting.

I'm pretty flexible and try and get back to people on ideas and responses, but sometimes, I may become very busy and it will take some time till I am un-busy. I aim to clear posts within a week!

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I assume it's to basically augment the feeling of being underequiped. I assume it's easy to get an AK at some point- though I'd expect it would be a rusty and faulty piece of shit, when we have one by two dozen posts or so I guess.
Like I said earlier, there is a split, clearly. So I mean, the ratio of 1:8 of mech:infantry seems about right to me, perhaps two squads of infantry (some NPC'd) or 1:6 tops is the best shot. OR, that quote above, as was mentioned- that is probably the best solution.
Enalais said
When I did Cav in the desert. We had 2 Strykers and 4 Humvees backed by infantry, Humvee roles were fast attack, rapid deployment, as well as transport. While Stryker roles were fire support, IED destruction, and mobile cover. Infantry did whatever infantry did. But if we were to do this with mechs you can possibly have upwards of 2-4 light mechs built for harassment and speed and 1 or 2 heavier ones to be used as cover for infantry as well as fire support.


Just this. Please.
We have a massive, massive split here I can feel. Now personally, I don't feel offended by mecha, but the way I see it is this- we can't dominate our RP with them, nor with just infantry alone. Perhaps a get-between works well. For example, say one 10 foot mech, that happens to be the "IFV" like tool of the squad, the piece of kit that brings heavy firepower but isn't perfectly suitable for CQC. Then scale it back to maybe two mechanized suits, about 7-8ft in size, that are between that. They're far more mobile but carry less armor and weaponry, being perfect for street-to-street fighting closer to an infantry team. Then the infantry themselves perhaps use exoskeletons, as a far more nimble way to move through an urban environment, to basically enhance jumping and strength-based abilities. It's just figuring out how this all works in a tangible context- if we have too many mecha pilots for example, suddenly infantry sort of become irrelevant, while too many infantry kinda make the former a situation that is inverted. I'd like to see a neat fusion of the two, as I assume this orbital team will be stretched supply wise, and any mechs dropped will literally have to be almost like the Airborne Tanks of old- lightweight, compact and deployable alongside other airborne forces.
Name: Arran Mackenzie
Age: 37 (1977)
MO: Scout/Recon

RN (Royal Navy) 1996-2003
-Naval Reconnaissance Team Member/Leader
-Skilled with SOFLAM
-Good Swimmer
-Particpated in Yugoslav Crisis, 1999
-Participated in Battle of Basra, 2003

SBS (Special Boat Service) 2004-2010
-Highly skilled with RIB Boats (Duh)
-Well trained in Stealth Operations
-Reconnaissance/Scout Soldier
-Capable of Diving Usage
-Talented with Krav Maga/Knives
-Effective with Silenced/Specialized Weaponry
-Operations in East Timor, Iraq, Afghanistan, Somalia

Equipment:
-Sig Sauer P226 (Grey)
-SOG Knives Tomahawk

History: Born in Stornoway in the Outer Hebrides (Scotland), Arran was born to a teacher of a mother and a drunk of a father. He made no mistake when after having pretty poor grades, joined the RN, or the Royal Navy in 1996. He served aboard a frigate for around six months, before getting himself involved in some more ground action, where he found that he was far more effective as a soldier than a mariner- ashore in Iraq in 2003, in Basra as a RN Naval Reconnaissance team. He had balls. He lost three toes on his left foot following an IED, and was notably known for still fighting, with L85 in hand, after even this before then getting himself checked out. While seen by some of his squad as an unrelenting psychopath and by others as a bold and brave man, sometimes this mentality works well in warfare, and his eventual progression into SBS training was inevitable. He became a honed and refined stealth operator, sent in either pairs or teams up to twelve on operations that the SBS, like it's American counterpart, the US Navy Seals, would carry out where military intervention didn't really happen. Over time, he ranked up to Staff Sergeant within his time-frame of service.

After five years of service in the SBS, something went terribly wrong. An operation in Somalia in 2010 left two of his squad dead, and three of his mates injured from twelve. Someone was going to take the blame. And unluckily for Arran, he was the man who was busy pushing forward when there were comrades of his coming down. He was suspended without pay, but this was insane. He was angry. He turned to drug dealing and left, and found his training apt to deal with the reality of the streets. He was arrested consequently a year later, after making what was effectively half a million from Methamphetamine, one of the largest groups in Northern Europe. He was thrown into a cell for four years, out of his fifteen year sentence. Until someone came along and offered a way out. Arran was deniable as an asset, and the blame game had just found him unlucky- he was a talented SBS operator, and he had capability where many other inteligence assets would just get blown open. Sent to Africa, he was instructed to hunt the Scorpion. No support, just the release of his jail sentence, the "accidental" return of his drug money, and whatever money that Scorpion had on his head. It was too good not to go for. A chance to at least buy himself into some more conflict, and redeem himself. And make some cash while at it. He needed a Zodiac upriver, and that was what the British Government gave him- from there on out, he was now out for some money.

Appearance:
Almost completely bald shaven, and with a thick brown beard, as well as being fairly built from his time in prison, Arran is a nutter if there ever was one. He has brown eyes, and stands about 6"3 tall. Arran usually wears a blue T-shirt with a pair of outdoors trousers, as well as a Boonie hat, painted a distinctive digital green. A pair of black Oakleys join this, further separating him from the locals in a way. He is well built, having a tattoo of a Wyvern on his back, a mythological dragon-like creature, as well as having a strong Scots accent. He is missing three of his toes on his left foot, from a previous IED in Iraq, something that is the most prominent of his war wounds- the rest being small scars and bruises. He isn't eloquent, or refined. He is a thug from first appearances, and happily looks like a man who would take a life in either warm or cold blood.
I really don't like the idea of pure mechs only. I'd prefer to see Mechs as the overall picture, but not the only focus. ie. SF soldiers that compliment it, like infantry squads help IFVs. In urban terrain, they're it's extended reach, and in the open, the mechs are heavy fire and cover.
Hmm, I'll see where this goes. I'd like to see Mechs in support, but not as the focus of the RP. Mechanized/first option preferable.
Hmm, I was thinking of going back with my SBS character. So that will compliment the Welsh character, I suppose. I did have my character get a P226 with a Surefire silencer at the start, but I'll have it this time without.
Name: Dave Harris
Age: 28
Former country of residence: Bristol, United Kingdom
Appearance: Around 6"4, Dave has a fairly short head of hair, not being bald but not exactly regularly haired, with blue eyes and a stubble. He can sometimes be seen wearing a pair of goggles around his forehead, of a welding type, as well as usually having a Engineer's jumpsuit while at work- with just a T-shirt and jeans when he's off duty. He has his own EVA kit, something of which he prizes over most of his possessions, to explore whenever he can on the Lunar surface as well as carry out external work.
Any family coming to the colony: None
Any family NOT coming to the colony: Left behind a brother, and his parents.
Are they a member of Moonpeace?: Nope- while his position would compliment an organization, he prefers his pay and security, over terrorism.
Job: EVA (Outside) Engineer
Personality: Happens to be fairly calm, but can be effectively riled, given the right situation. He isn't arrogant- rather being reserved, and being a thinker. He knows how to connect the dots, and while it seems that he has a fairly labor-intensive job, he knows the importance of running the EVA side of things at the base- and making sure that things work on site.
Slight History: Dave was born in Bristol, England, and was brought up in a stable and secure household. He was a good academic, and gained a degree from the University of Bristol, before then signing up in an aerospace company's graduate scheme, for something a little more extraordinary. His degree and his specialisms proved that he had knowledge of space-bound equipment, and himself being a member of the new wave of engineers, found that he'd be invaluable on any temporary colonies that were being set up on the Moon. In particular, he became a hydrogen fuel cell engineer, working on a temporary colony. After this, he got given an offer by the newly launched venture at the PLCB, as an EVA Engineer- working in particular, in oxygen recycling and other external matters in the darkness of the base's perimeter- a matter that requires knowledge and courage to work in the areas that don't often see much attention.
I'm in. Nothing like mercenary work.
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