Current
Noble Arms is now either four years old, or three years and eleven months. The third thread had lasted for more than one year.
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1 mo ago
New Interest Check, everybody!
1 mo ago
My Roleplay, Noble Arms: The ASEAN War, will reach its 4th year in June or July. It's been a long journey.
1
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2 mos ago
Despite its massive flaws, my RP, Noble Arms: The ASEAN War, is still one of the longest ongoing RPs in RPGuild - It turns 4 years old in July and the current thread itself is more than a year old.
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2 mos ago
On 4/14/2026 (on my end), my RP, Noble Arms: The ASEAN War, is now three years and ten months old, and the current thread is one year and four months.
Ascot's response as he ate his food was, "As you said, you're on the edge of Federal Space. Once I rescue my parents, I'll flee with them to beyond the edge, find a nice little neutral world not touched by either Feds or Vyexul Coalition, and then live out the rest of our lives in relative safety among a community of farmers or townsfolk. Or rather, they will - I plan to rejoin the Vyexul counteroffensive once I've rescued my parents and settled them, then defend against the inevitable Federation counterattack. After that, if I'm still alive, I'll join my parents in their hopefully peaceful life."
A wistful smile, "And I don't intend on compromising your people's safety, Ms. Serenity - You can believe me on that." Finishing his meal quickly, the young man said, "As for peaceful, boring jobs, I won't lie, I can use those too. But if you ever need additional security and it won't endanger my and your secrecy, well... I'm good at that too."
In essence, he was offering himself as his host's personal bodyguard and soldier, or even someone who would do any dirty work she might need done. A sign that while Ascot was a kid, he was one who had seen much, done much, and been permanently marked by it.
"But for now," Ascot said as he was finishing his meal, "I'd be happy to help with maintenance and such, even cargo hauling. There's also salvaging derelict wrecks if there are any. But yeah, I'd be happy to work."
Michael serves the Federation because he has faith in his superior, the one who rescued him from almost certain death after the traumatic experiences he had been through, of disownment and brutal experimentation. His superior, Admiral Esprit, is the person he admires most in the world, because he took him under his wing and taught him that there were still good people in the Federation. Together, they plan to reform the Federation to be a more humane society, one which truly protects the weak, and Michael will serve and die for that dream. But this loyalty deepnds on Admiral Espirit's continued life, and if that ends, Michael will have little to keep him in the Federation.
He also has a crush on his counterpart, Ascot Rider, and privately hopes to be the one to 'bring him to justice'. While he sympathizes with Ascot and his goals, Michael believes that Ascot is short-sighted and that he needs to be made to pay for the Federation lives he has taken, preferably by serving with him. Nevertheless, in battles where both are present, both take great pains to reduce actual fatalities in order not to irrevocably breach their fragile relationship...
Reputation
Michael is the Federation's Ivory Flash, their Mecha Ace, admired and loathed in equal measure by both ally and enemy. An attack dog serving a fool, pledging his allegiance to a cause which has become completely rotten, and yet someone capable of devestating acts of destruction to achieve that futile dream. Though he has killed no civilians yet, killed no innocents, the enemies of the Federation still see him as a monster to be hated and feared.
History
Michael remembered being the youngest of a family of six children, all members of the Federation's richest class. Raised in wealth, luxury, and also responsibility, Michael still had a naturally mild personality, and also a charitable streak which led him to sneak food and extra money to servants who clearly needed it. But that was not what got him disowned, rather, it was when he was being shown around his family's treasury, where several ancient weapons were kept, including a small white and gold mech. On instinct, he touched said mech, and began glowing. It was then that his nature as a Psychic came out, and he was quickly disowned by his parents and other family members before being sold off to a Federation laboratory, where he suffered many... Traumatic things.
Then one day, a Federation Admiral made a surprise visit to the facility and incensed at the actions of the scientists, had them imprisoned and freed Michael from the operating table he had been strapped to, before ordering his subordinates to make sure Michael was treated as a human again, albeit with restraints on his psychic powers. This Admiral, Admiral Espirit Locke, adopted him as a son, albeit a son whom his own superiors forced him to use as a weapon - For if Michael wasn't useful, he would be killed out of hand.
So Admiral Espirit and Michael began playing the long game - Fight against the enemies of the Federation, gain power, and eventually reform the nation from within. Of course, the fact that they had to crush the enemies of the Federation put them on the crosshairs of one Ascot Rider, and so the story begins.
Gear
Psychic Powers: Michael has the ability to project barriers and burning beams of pure white-and-gold force, as well as levitate himself and fly. But his most powerful ability, and his most problematic, is a keen sense of psychic empathy which overlaps with mind-reading which allows him to see an opponent's thoughts and emotions, from redeeming qualities to true monstrosity and both. This empathy is two-way, meaning that he can 'broadcast' his feelings to his opponent in the middle of battle, sometimes without concious intent. And yes, this means that Michael can feel the emotions of enemies who merely want to defend their homes, making himself disgusted with what he does...
The Light's Wrath Mech
Overall Height: 4.51 Meters Weight: 7.51 Metric Tonnes Power Source: A 'Psychic Reactor' which breaks the laws of physics to produce free energy.
Composed of the same psychically-resonant materials as Ashbringer, Light's Wrath is much the same, a mech capable of bonding with a pilot of sufficient potential to awaken its psychic reactor. Able to keep up with Ashbringer, Light's Wrath is also retrofitted with Federation Tech, with none of the 'taint' of the Vyexul.
Light's Wrath has four grappling hooks (launched from the forearms and each side of the waist), energy wings, and a forcefield. It also has..
Hybrid Plasma-Solid Rifle
A railgun-based weapon that fires rounds of super-dense metal coated in plasma at a fraction of lightspeed, and which can also 'switch' to firing balls of concentrated plasma or just 'pure' railgun rounds...
Exclaibur Nova
A blade of meta-materials which is normally blunt, but can be instantly sharpened to a monomolecular edge by running psychic power through it, and can even be 'coated' in burning white-gold energies which are as hot as a sun's surface, yet at the same time, be 'altered' to not burn anyone Michael thinks of as an ally...
Webs of Fate
Light's Wrath can release threads of laced graphene from its wrists, the pilot telekinetically weaving them into a secondary shield which saves energy normally used for the forcefield.
Alternatively, it can be used as an offensive weapon for incapacitation.
Aurora Breaker
Light's Wrath's torso has a red gem whose function is to siphon heat and electricity released in a battle, store it, and then unleash it back as a pulse of devastating light which explodes outward, burning enemies engulfed in its burst. The longer the battle has been going on (the more heat released), the more devastating the resulting explosion would be.
Personal Equipment:
- Omni-tool. - Medkit w/ medical nanomachines and organic healing gels. - Small Holdout Coilgun Pistol w/ two cartridges of ammo. - Switchblade. - Pilot Suit. - Fine Civilian Clothes. - Bulletproof vest. - Credit Stick containing a lot of money. - Gentleman's Rapier - Cuff/Bracer which dampens his powers when he wears it, thus lessening the danger he presents to fellow Feds.
Michael serves the Federation because he has faith in his superior, the one who rescued him from almost certain death after the traumatic experiences he had been through, of disownment and brutal experimentation. His superior, Admiral Esprit, is the person he admires most in the world, because he took him under his wing and taught him that there were still good people in the Federation. Together, they plan to reform the Federation to be a more humane society, one which truly protects the weak, and Michael will serve and die for that dream. But this loyalty deepnds on Admiral Espirit's continued life, and if that ends, Michael will have little to keep him in the Federation.
He also has a crush on his counterpart, Ascot Rider, and privately hopes to be the one to 'bring him to justice'. While he sympathizes with Ascot and his goals, Michael believes that Ascot is short-sighted and that he needs to be made to pay for the Federation lives he has taken, preferably by serving with him. Nevertheless, in battles where both are present, both take great pains to reduce actual fatalities in order not to irrevocably breach their fragile relationship...
Reputation
Michael is the Federation's Ivory Flash, their Mecha Ace, admired and loathed in equal measure by both ally and enemy. An attack dog serving a fool, pledging his allegiance to a cause which has become completely rotten, and yet someone capable of devestating acts of destruction to achieve that futile dream. Though he has killed no civilians yet, killed no innocents, the enemies of the Federation still see him as a monster to be hated and feared.
History
Michael remembered being the youngest of a family of six children, all members of the Federation's richest class. Raised in wealth, luxury, and also responsibility, Michael still had a naturally mild personality, and also a charitable streak which led him to sneak food and extra money to servants who clearly needed it. But that was not what got him disowned, rather, it was when he was being shown around his family's treasury, where several ancient weapons were kept, including a small white and gold mech. On instinct, he touched said mech, and began glowing. It was then that his nature as a Psychic came out, and he was quickly disowned by his parents and other family members before being sold off to a Federation laboratory, where he suffered many... Traumatic things.
Then one day, a Federation Admiral made a surprise visit to the facility and incensed at the actions of the scientists, had them imprisoned and freed Michael from the operating table he had been strapped to, before ordering his subordinates to make sure Michael was treated as a human again, albeit with restraints on his psychic powers. This Admiral, Admiral Espirit Locke, adopted him as a son, albeit a son whom his own superiors forced him to use as a weapon - For if Michael wasn't useful, he would be killed out of hand.
So Admiral Espirit and Michael began playing the long game - Fight against the enemies of the Federation, gain power, and eventually reform the nation from within. Of course, the fact that they had to crush the enemies of the Federation put them on the crosshairs of one Ascot Rider, and so the story begins.
Gear
Psychic Powers: Michael has the ability to project barriers and burning beams of pure white-and-gold force, as well as levitate himself and fly. But his most powerful ability, and his most problematic, is a keen sense of psychic empathy which overlaps with mind-reading which allows him to see an opponent's thoughts and emotions, from redeeming qualities to true monstrosity and both. This empathy is two-way, meaning that he can 'broadcast' his feelings to his opponent in the middle of battle, sometimes without concious intent. And yes, this means that Michael can feel the emotions of enemies who merely want to defend their homes, making himself disgusted with what he does...
The Light's Wrath Mech
Overall Height: 4.51 Meters Weight: 7.51 Metric Tonnes Power Source: A 'Psychic Reactor' which breaks the laws of physics to produce free energy.
Composed of the same psychically-resonant materials as Ashbringer, Light's Wrath is much the same, a mech capable of bonding with a pilot of sufficient potential to awaken its psychic reactor. Able to keep up with Ashbringer, Light's Wrath is also retrofitted with Federation Tech, with none of the 'taint' of the Vyexul.
Light's Wrath has four grappling hooks (launched from the forearms and each side of the waist), energy wings, and a forcefield. It also has..
Hybrid Plasma-Solid Rifle
A railgun-based weapon which fires rounds of super-dense metal coated in plasma at a fraction of lightspeed, and which can also 'switch' to firing balls of concentrated plasma or just 'pure' railgun rounds...
Exclaibur Nova
A blade of meta-materials which is normally blunt, but can be instantly sharpened to a monomolecular edge by running psychic power through it, and can even be 'coated' in burning white-gold energies which are as hot as a sun's surface, yet at the same time, be 'altered' to not burn anyone Michael thinks of as an ally...
Personal Equipment:
- Omni-tool. - Medkit w/ medical nanomachines and organic healing gels. - Small Holdout Coilgun Pistol w/ two cartridges of ammo. - Switchblade. - Pilot Suit. - Fine Civilian Clothes. - Bulletproof vest. - Credit Stick containing a lot of money. - Gentleman's Rapier - Cuff/Bracer which dampens his powers when he wears it, thus lessening the danger he presents to fellow Feds.
The story of Asphodel begins long ago when ancient humans discovered a complicated tunnel system under the Ural Mountains 50,000 years ago. With the tribe that reaches the subterranean world of Asphodel becoming the first to set foot on a parallel world inside of a hollow earth.
Time moved on as per our timeline on the surface, with the human population in the subterranean Asphodel diverging into a sister species, the Fiends, with their gray skin, antler like horns, black and yellow eyes, and a far more tribal and agressive nature influenced by their exposure to the strange ans powerful lifesource of the planet, the Sol Noctis.
By the 1950s, humans had broken into Asphodel a second time, trying to wage war with the native fiends over their resources. The result was a series of devistating battles that crippled both worlds. As a result, a truce was called that currently is ongoing, resulting in a type of cold war.
Though in Asphodel, a shady organization known as the Black Hand seek to restart war with humanity and begin a Fiend take over of the surface world.
Important Nations (Great Powers, etc.): Asphodel Fiend Kingdoms, Soviet Union Overall Technology Level: Dieselpunk