Arvana, a fertile world. Wildly varying environments across it surface are home to a wide variety of peoples of humanoid animal species.
They live in a technologically advanced society, the majority in two large coalitions of nations: The Northern Empire, and the Southern Block.
The history of the Arvanans remains unknown, before the previous 1,500 years. The period of 'awakening' came about when, almost overnight, the people of the world looked at their surroundings; the plush technology, the computer networks, loaded with information, the political systems and their overall place in the world, and asked: How?
Immediately, chaos reigned, as questions rose all around the world. People in uproar turned to all manner of explanations, looking both outward and inward.
Opinions clashed, resulting in violent conflicts and the formation of opposing groups, each looking for answers about their origins, and their creators, as the single opinion formed that yes, they must have been created. But why had they been abandoned? And by who?
As time passed by, the conflicts resolved into stalemates with the formation of the two power blocks in each hemisphere, with the Badlands of Arana in between.
A few nations remain independent, following their own course and trying to remain free of the gathering shadows of war and disquiet from both the North and South.
One such place is the nation of Landren, on the edge of a large inland sea in the Badlands. Centrally placed, it remains an important place for both power blocks, thriving on the limited trade between the two, travellers between the blocks, and being centrally placed for anyone exploring in the Badlands.
Lately though, strange occurances have been reported in the Badlands. Entire squadrons on patrol have vanished without trace. Unfamiliar Gears and Sandcruisers have been witnessed appearing out of sandstorms, or on the horizon, only to disappear, or to randomly attack and then vanish. Entire settlements have been found standing empty, or have literally disappeared. Strange snatches of messages have been picked up, only to disappear later. And then there are the lights in the night sky, appearing and disappearing at random, growing larger or smaller.
Each block blames the other for the disappearances, and caught in the middle is Landren, focal point of the Badlands, and first point of contact for anyone exploring and investigating the wastes for more information.
The small city-state is the focal point for whatever happens next - be it war, or a new age of enlightenment and knowledge. And only the people who live and work there will be the ones to guide their civilization into destruction, or salvation.
The Arvarans are a race of anthropomorphic humanoids. Of over one hundred Mammalian and Marsupial species, they are extremely intelligent, bright and resourceful.
Their heights, weights, builds and personal appearances vary wildly, and their personalities, intelligences and outlook on life and the world are equally as varied. Much of this variety is based on their upbringing, surrounding, and general station and circumstances in life.
Arvarans are capable of biological reproduction within their species and with those closely related to their own, such as Lions and Tigers, or Foxes and Wolves. Gender is rarely an issue of equality, though this too can vary depending on the region or group the individual is from.
All Arvarans have a full coat of bodily fur, which varies wildly in colour and length, depending on their species, as well as - often - head 'hair' which is sometimes coloured differently, and styled for the sake of fashion of practicality.
Arvarans wear clothing for protection against the elements, for practical reasons, and for the sake of modesty and to express individuality and personality.
Genetically, Arvarans are extremely stable, with little genetic diseases or instabilities being present, and most Arvarans being very physically resilient to illness or disorders, though some make themselves apparent over successive generations.
Mental illnesses are almost unknown, however many psychological points of view - such as anti-social leanings or intentions, and violent criminal tendencies - are often treated as such, due to the lack of experience and long history to fall back on for reference.
The general culture and society of Arvara was laid out from 'day one' by the Network, the system of uncannily powerful and knowledgable computer systems already present on Arvara. While not able - or willing - to take command of society and guide the peoples of the planet, they nonetheless contained substantial information on various practices of government, technological information, medical information, and much more besides.
The Network refuses to, or is unable to, give any information on the creators, and is incapable of assuming any view other than a purely neutral one, and maintains a passive watch on society, only offering any assistance when it is merited, or asked directly.
The information is purely practical in nature, and has no cultural relevance or significance, and only has relevance to practical applications and necessities. It is not truly an Artificial Intelligence, but is instead a series of powerful programs that can amalgamize data from numerous sources to provide comphrehensive resources on a wide variety of subjects, and to act as a guiding force for the society of Arkana. However, due to the forming of power blocs, much of the Net in both the North and South has been subject to editing and censorship by the rulers of those two countries.
Arkanan society has only developed culturally over the last one thousand or so years, and is based on scientific and rational principles for the most part, as most information is instantly recallable from the Net, in digital form.
The only legends that exist are based on the creators of the species, or on urban myths regarding the Net, or the more unusual phenomena of Arkana itself, such as the Badlands and it's areas of strange magnetic fields, sandstorms, and wildlife.
Only the North has a religion of any kind, based on the fascination and awe surrounding the Creators, and their self-appointed 'prophets and emissaries' the Salasian Imperial Family. Almost every other nation, and even some within the North, regard this as a self-indulgent fantasy, and prefer to turn to more rational facts, instead of spiritualism.
Nonetheless, a regard and appreciation for beauty and creativity is expressed by all species, and the desire to replicate, capture and create beauty is one expressed by many individuals in the form of visual, audio, written and other forms of entertainment of all kinds, building up a healthy and widely varied entertainment industry across the planet.
Some works have even become 'classics' in their field, and museums have been started to record the various works of art accomplished by both blocks, and even some of the independent nations.
Society is varied from the North, to the South, and in the Independent states.
Life in the North is carefully regulated and controlled, with the information citizens receive carefully filtered and monitored by the Imperial Oversight Committee, to the point of watching individuals everyday movements and the company they keep outside and inside of their working environments.
In the South, things are more liberal, yet monitored through the use of social indexing, data tracking and measuring, and all manner of other 'tags' and indices. Subversive elements are carefully controlled and monitored, and are regularly interviewed, counseled and analysed at various stages of their lives and in various capacities to render them model citizens.
In the independent states, and in Landren in particular, things are much more casual and relaxed. People work for the common interest, but also to increase their own wealth, influence, and standard of living. As such, this results in a much wider class divide, and potentially more crime and corruption, but individual citizens are free to live more independently of the government - although receive less of a social safety net as a result.
Most independent citizens and states are looked down upon by the citizens of the power blocs as being 'savage' or 'backward' due to their lack of social security and their more hard-working lifestyle in the case of the South, and for their lack of control and hedonistic lifestyle, by the North.
People of independent nations often look on the blocs as being monolithic juggernauts, full of same-thinking robots - although they tend to be more independent in their opinions.
Technology on Arkana is highly advanced, due to the plentiful resources of the world itself, and the wide range of plans and schematics available from day one on the Net.
Those plans have been modified extensively over time, leading to divergent technology from the North, South and independent nations and competing products and devices from a wide variety of corporate interests.
Power generation is advanced, often from Fusion systems for powering cities, Sandcruisers, water-vessels and even some larger vehicles, while ultra-high density batteries are used to power smaller vehicles and devices.
Computer technology is ubquitous, and is an everyday part of life, seen incorporated into virtually every device a person uses in their day-to-day life, from their personal communicator to their coffee machine or kitchen unit. Almost all of these devices are part of the Net, which is used to monitor - passively - everything, and to suggest repairs, restocking, or any other manner of assistance when necessary.
Vehicles are highly advanced as a result, as are structures and buildings, often using advanced lightweight, high-strength materials in construction. Electronic components are solid-state and highly miniaturised, leading to compact, sleek and elegant designs, that are also highly functional and modular in design, allowing for quick modification, repair, and high commonality of parts between even widely varied devices and vehicles.
While wheeled ground vehicles are extremely common, and tracked ones also, walking vehicles are also common, and none moreso than the 'Gear'. Originally developer from cargo-handling and engineering exoskeletons, the Gear is a fast, agile vehicle used for fast, close-range combat, assault, and reconnaissance in all manner of terrain.
Tracked vehicles are also common, especially in the rough terrain of the Badlands, and for carrying heavy loads.
Rail vehicles have not been developed, but massive 'Road-trains' are not uncommon in some areas, to transport mass quantities of heavy or outsize cargo and materials over distance.
While most water on Arkana is in huge sub-surface aquifers, caverns, cave-systems and underground seas and rivers, what little surface water there is has been explored in some small boats and hovercraft, but they are far less common than any other mode of transport.
The strange magnetic qualities of Arkanas' atmosphere and geology make navigation in aerial vehicles hazardous, especially over long ranges, but some aircraft are in use, especially VTOL craft with tilting fan or rotor engines, propeller aircraft for short-range exploration, recon, personal transport or combat, and even some jet aircraft.
Space travel is relatively unknown for the same reason, with only some exploratory rockets being launched to probe the near-space of Arkana, along with the first forays into satellite launch. However, manned spaceflight is as yet unknown.
Gears are one of the two most distinctive forms of transport and technology on Arkana.
Developed from cargo-handling exoskeletons used for construction, labor, and other purposes, Gears have been used in combat for the last two hundred years.
Mounted with light armour and a wide array of weapons, the average Gear stands twice the height of an Arkanan, with the largest three times the height of an Arvaran, but such giants are uncommon.
A Gear is crewed by a single pilot in the chest area, seated in a reclined seat that can eject in the even of a catastrophic failure or destruction of the Gear. The cockpit is provided with a full Heads-up-display that links to the pilots' helmet and piloting suit, and provides them with a climate-controlled, sealed environment to pilot their machine in all conditions. A small storage locker is provided in the cockpit, attached to the seat, for survival and personal equipment and weapons.
The Gears' head contains all of its' sensors, which are equivalent to those of an attack helicopter or fighter jet in complexity and sophistication.
Communications systems are similarly comphrehensive, and include radio, microwave and laser communication systems, with full scrambling and encoding.
Fine movements and balance, power distribution, and all other ancillary functions are regulated by the Gears' onboard learning OS (L/OS) which is contained in a unit under the pilots' seat, which is retained when a pilot ejects, simply because the L/OS learns how a pilot acts in combat, and will therefore end up making a Gear exactly specific to an individual pilot, to the point of predicting some of their actions and choices in a situation, better adapting to their style of piloting, and compensating the Gears' systems as a result.
A Gears' computer is also able to store and retrieve data from the Net, and can be used for many of the same purposes as a standard computer interface, with some reduced function, as well as to control the Gear, allowing for a greater ease in diagnosing problems and general repair issues, as well as modifications to a Gears' operating parameters and systems in a short time.
Gears are used by all nations on Arkana, and are widely varied in design, from 'chicken legged' types, to quadruped - or more - designs, to bipedal Arkanoid designs.
No one has yet designed any kind of flying Gear, due to the power requirements and complexity, or any kind of transforming Gear. For quick travel, Gears instead often mount wheels or caterpillar tracks in their feet and calves, or some have hovering jet engines. Gears are often also equipped with parachutes for air-dropping from cargo planes into an operational area. Some have even been known to be fitted with submarine propulsion packs for amphibious operations, or infiltration through the cave systems under the planets' surface.
In terms of Gear Weapons, mostly they are equipped with a variety of shell-firing weapons, either propelled by electrothermal charge, or by magnetic railgun principles.
Missile and grenade launchers are also common, as are flame weapons for close quarters against unarmoured structures or targets.
Close combat weapons for use against other Gears or vehicles are also common, and are often equipped with high-speed chainsaw like blades, or armour-piercing high-vibration blades.
Energy weapons are in constant development, and are an emerging technology, with prototypes finding their way onto heavy tanks and other vehicles, and occasionally onto top-of-the-line Gears from the North and South, with the technology yet to trickle down into the independent states.
The modular nature of Gear Weapons, being mounted in aircraft-like hardpoints, or even carried as scaled up versions of infantry weapons like rifles and the like, means that they are remarkably easy to customise, and a Gear will often change its' weapons fit from mission to mission, even ejecting spent weapons when no longer needed for speed and agility increases.
Coupled with the modular nature of replacement parts and the ease in modifying the Gears' operating systems, this results in a large number of 'custom' Gears for individual pilots.
Gears are powered by Ultra-High Density batteries, which are recharged from central power at either a field base, or aboard a large vessel. The UHD Battery pack powers the artificial muscles in the Gears limbs, and all of its' other onboard systems. Gears on long operations sometimes carry additional battery packs on back-mounted racks to increase their operational time, although a gear in minimum-power mode can last up to two days without recharging. High output mode, as in full-combat mode, can be as little as four hours for some power-thirsty gears.
While Gears are fast-moving and potentially hard-hitting when equipped with the right weapons, they are not the 'king' of the battlefield. Their surface area in contact with the ground, and a frame that cannot take a huge amount of force. This means they cannot mount the heaviest weapons or armour and remain mobile. As such, tanks and other platforms are still widely used for heavy and full frontal assaults, and a well-prepared and adequately equipped infantry unit or light-vehicle unit can scrap an overconfident or inexperienced Gear pilot. And all Gear pilots fear being caught in airstrikes or artillery barrages.
Gears tend to operate as small, fast-moving hit-and-run forces, using cunning tactics and strategies to strike hard with what powerful weapons they carry in short skirmishes, rather than engaging in standing battles.
Where possible, Gear squadrons will operate with fire support from their Sandcruiser or other allied units - such as tanks, artillery or rotary-wing air support - rather than operating solo, due to their somewhat fragile nature.
Due to the bizarre magnetic properties of the Badlands and some other areas of Arkanas' surface, large objects can be repulsed from the planets' surface when interacting with the magnetic fields.
It didn't take long for the Net and Arkanan engineers to take advantage of these properties, and build vessels capable of using minimum propulsion to move under this effect.
The results are similar to hovering battleships, cargo ships and other vessels. A minimum size is necessary to take advantage of the effect, meaning that such vessels take on a certain shape, and the effect isn't usable for everything.
Sandcruisers are used to carry bulk loads of freight or persons, as well as for carrying large amounts of troops, vehicles, or Gears, as well as firepower, into remote regions of Badlands for projecting the power of the various blocks.
Sandcruisers are not uncommon, but it is unusual for anyone outside of a government group or a wealthy corporate interest to have one, and anyone with one would be subject to intense attention from all quarters.
Sandcruisers are often armed with heavy calibre cannon, long-range missions, sophisticated communication suites and radar systems, and can often launch and recover aircraft, Gears, and other smaller vehicles.
Sandcruisers have crew complements from fifty to hundreds, many of whom will act as counter-boarding or assault troops when necessary.
Arvara is a world with a comfortable level of gravity, a conventional oxygen/nitrogen/carbon-dioxide atmosphere.
The world has two continents, one huge and one very small, separated by a shallow, very salty sea. Most fresh water is underground, only coming to the surface in rivers and inland oases, some of which are the size of small seas. Vegetation is plentiful and varied, with much of it edible by the Arvaran inhabitants of the planet, who have also introduced many of their own species, along with numerous animal species for food consumption.
The seasons are narrowly varied, with Summer and Winter being the most widely contrasted. Summer is dry, arid and bright, with a short stormy season in its' middle where the rainfall is torrential and winds are strong. However, otherwise rain is scarce in the summer in most areas other than the poles.
In winter time, the cold areas expand drastically from the poles, and snow is not uncommon in both the North and South, with rainfall also common over the Badlands.
The world has two small moons, both of which are a similar distance from the planet, named Iro and Callepsis, after two of the first scholars and philosophers of Arvanan society. Close observation with telescopes has revealed both to be lifeless and barren, with little surface features.
Iro is whitish in colour, while Callepsis is blueish, believed due to heavy cobalt concentrations.
There are many mountain ranges and volcanic areas of the planets' surface, a large amount of which are throughout the Badlands and the areas bordering them - hence the name - and are subject to frequent tectonic disruptions.
The constantly shifting masses and flux of elements under the surface in this area results in the bizarre magnetic activity that makes Sandcruisers practical, and aerial navigation hazardous.
If you have read all the background information, please post your Favourite Colour in your CS. I will not accept character sheets without this info.
The main plot will be centered around a Small experimental Sandcruiser belonging to the Landren military.
Originally designed as a 'light strike' Cruiser, it is regarded as something of a 'dead-end', and is now relegated to scouting, recon, and patrol missions in the Badlands, as well as salvage and general duties.
The PC's will form the Gear squadron (and their supporting personnel, if so desired) aboard the Cruiser, Parvan's Claw.
Following all the strange sightings in the Badlands, and the activity from the North and South, they'll be out exploring, trying to get to the bottom of all the mysterious happenings, and to try and find out what both Blocks' interests are in the region.
Of course, being a small carrier, and something of a 'dumping ground', the men and women of the Claw's Gear Squadron - The 100th Tactical Gear Unit 'Roughriders' - while being professional soldiers, aren't exactly your rank-and-file individuals. So working out how to get along with each other, overcoming their personal problems and trying not to let whatever nasty problems their pasts contain kill them before the bad guys do will be as much as a task as anything else...
Only use this character sheet as it is presented. I will not accept characters without this format. Name:
Nickname:
Species:
Appearance:
Personality:
Personal History:
Weapons & Equipment:Note: No real world weapons exist in this setting!
Personal Theme Tune:
Gear Name:
Pilot:
Appearance:
General Info: A short description of the Gears' main characteristics and purpose
Weapon Systems: No more than five to six weapons, in line with the Gear description in the OP post. No
Super-robot-esque weapons. Gears Are Not Battlemechs! They are much smaller, lighter and faster! Please do NOT use Battletech/mechwarrior terms!
Other Equipment: Anything non-weapon of note, that may be important in the roleplay. If it isn't listed here, it doesn't exist. Things like a radio and standard sensors can be expected and taken for granted.
Anything Else: Anything else you think might be worth mentioning.
The GM - SilverwindBlade - is in control of the story, and the setting. Check with him before introducing anything too revolutionary
no flaming, trolling, bullying, etc. It's just being a dick, and this is supposed to be fun
Don't argue with the GM. My word is final.
Keep it in the spirit of the game - this is a fairly gritty and low-tech Real Robot setting, and a sci-fi one, not a fantasy superhero robot setting.
have a sense of humour. Dear God, have a sense of humour. This is to relax, have fun, and enjoy yourselves. There will be drama and action, but the OOC is a good place for chat and fun. Please do not spam messages here though.
Keep OOC matters in the OOC, please. Any questions please bring them here.
If you have a problem with another player, please raise it with me first.
Players may not player villains, and may only be part of the same unit and Sandcruiser as they other players, in order to promote interaction among the player group. And to make telling the story easier on the GM...
No ones' character is approved until I say so. There is no GM other than me until I say so.
Hair: Red, cut just above her shoulders, only tied up on rare occasions and a slight sweep of bangs coming over her face.
Fur: Light Brown on her chest and lower body, face and the underside of her tail.
Eye color: Green
Personality: Terminally curious and sometimes even mischievous, Jinx has a multi-faucet personality and enjoys knowing a little bit of everything but generally not too much about one particular subject. Mostly fun loving and always on the move, but when she is angry her determination and focus are her greatest strengths. Her partners most often have a hard time keeping up with her both in personality and physically.
Personal History: Jinx hails from a tribe known as the Tel'kai, they where not unknown to technology and the net but they survived in the way of nomads. They moved from place to place, surviving in the badlands and salvaging scrap to maintain their Gear's and vehicles. They as a people where warlike but held the honor of a warrior in high revere, meaning that most off their off spring were trained to fight and be hunters for the tribe, Because Jinx was the first born she was inducted into the ranks of the warriors and was trained to fight both on foot and in some of the tribes Gear's.
The Tel'kai warrior specializes in close combat, using melee weapons and short ranged guns in their fighting style. they use a mix of stealth and ambush tactics on their enemies, playing a psychological front with the brutality of their attacks.
Jinx joined the Landren military when they came looking for prospects for their ranks, the warriors of the Tel'kai tribe are known for being "the guy you want on your side" and they hold Landren in their good graces for being peaceful with them and never refusing trade when they are in times of strife.
Personal Theme Tune:
[yt]http://www.youtube.com/watch?v=5gceOquKxDE&feature=relmfu[/yt]
Red
++++++++++++++++++++++++++++++++++++++++++++++++++ +++++
Gear Name: Buckler
Pilot: Jinx
Appearance:
General Info: The Buckler is designed for combat the way the Tel'kai warrior fights, its smooth edges make it hard to see on radar and it has a special feature of semi camo that stays active as long as the Gear is standing still or moving slowly. It features attachments of close range scatter guns and heavy chain-guns or if desired a sword and shield design for extreme close quarter fights.
Weapon Systems:
-1IF Chain-gun system (Short-Medium range, Left hard point)
-Fusion heated Blade "Daisy cutter" (Short range sword, Right hard point)
-TF2 Scatter Missiles (Left Shoulder)
Other Equipment:
-Semi Cameo systems
-Flares for scattering heat missiles
-Emergency pilot ejection seat
Anything Else: On the front of the the mech Jinx has painted the snarling face of a tiger, covering the rest with tribal markings that do not obscure the rankings and identification of the Gear.
There are 10 types of people in the world, those that understand Binary, and those that don't.
I played dodgeball with live grenades, openly expressed my opinion on 4chan, made Charlie Sheen sober, battled Stephen Hawking in a game of chess, sealed Cthulhu back into the city of R'lyeh, got in a shootout against Alucard from Hellsing (awesome series, watch the OVA's) and Revy from Black Lagoon (another awesome series), had a fist fight with Chuck Norris and Bruce Lee , brought down the Nazi army, took an arrow to the knee and continue to adventure at the same time.
Personality: Silva is a stalwart and focused individual, she will always work to achieve her goals as long as they are within her grasp. Despite her cold exterior she can be quite careing towards those that are close to her. She has a sisterly bond with Jinx
Personal History: Silva is 100% of Landren blood, she was born and raised in Landren, just as her mother and father where.
Her Mother was actually a high ranking officer in the Landren military before she retired at the age of 45 because of injuries she sustained in combat. She wanted Silva to take her place as a military officer but she found no ambition toward joining the higher ranks, instead preferring to be one of the one fighting instead of barking orders.
She joined the 112th Armored Sniper division "Longshots" and became quite good with the long range weaponry that could be mounted on a GEAR.
She actually requested to move to the sand cruiser Pavran's Claw to escape her mother, who constantly nags her to join move up in rank.
General Info: The Longbow is a gear made for long distance recon and a multi-role of combat, this one has just been outfitted with cameo netting and advanced optics for use as a long range fighter.
Weapon Systems:
-2UT Auto cannon (Medium range, Left hard point)
-136REK Anti Material Cannon (Long-medium range, Right hard point)
Other Equipment:
-Anti missile lasers
-Radar jammers
-Cameo netting
-High zoom optics
-Advanced targeting systems
-Experimental AI aid
Anything Else: On board Silva's Longbow a AI system as been installed, it is classified as "Ned" and is their to help scan for targets in the GEAR's sensors and optic units. Basically it is a snipers spotter without the need of a second body.
Last edited by ArcticWolf13; 07-02-2012 at 09:44 PM.
Name: Kujan Raijanasko Nickname: The Iron Fang Species: Leonian Appearance: Height: 6'8" Weight: 285 lbs
Personality: Kujan is a proud Leonian who lives by a strict code of honor. He is brash with a slightly aggressive attitude, yet underneath his intimidating exterior lies a thoughtful intellect.
Personal History: Kujan was born under the Raijanasko clan as an 8th generation cub under Landren rule. History states that before Landren became an independent state, the Raijanasko were once considered the most dangerous and powerful natives of the land. Their eventual rebellion against Landren sovereignty was hard-fought and relentless. After countless battles that did not have a favorable outcome for the proud clan, they were give two choices: Abandon their territories or assimilate. The Raijanasko was thus divided. Those who stayed managed to secure a prominent social and military status within Landren. Those who refused to be ruled by 'lesser species', congregated elsewhere, renaming themselves as the Gaijinasko and proclaimed to be the 'true bearers of Leonian pride.'
Kujan is currently among the few families left in the independent state who retains true Raijanaskan blood. Though brought up in the modern world, he still maintains the ritualistic traditions of his clan, which often puts him in conflict between the two parties. Kujan served under an elite war guard called the Hunters Brigade, where he earned the nickname "The Iron Fang" for breaching three enemy gear units single-handedly. He prefers to pilot quad-designed artillery tanks over standard gear units.
Heavy Armored Pilot Suit
High grade metal riot shield
Chaff/Smoke/Frag grenades
Personal Theme Tune:
[yt]http://www.youtube.com/watch?v=V7OdI-b61qg[/yt]
Gear Name: War Spider Pilot: Kujan Appearance:
General Info: The War Spider is a fast, all-terrain heavy artillery tank unit that provides maximum firepower with a quick weapon reload system.
Weapon Systems:
2 x 80MM M95 High Speed Gatling gun
2 x 100MM M450 3-barrel Rotation Cannons
Other Equipment:
Jamming system
Anti-Missile Defense System
Heavily Reinforced Armor Chassis
Anti-Hack Ware System
Anything Else: A lion skull decal is placed on both sides of the nose-tipped cockpit structure (right in front of the F-36 sign) with a mane that is designed to resemble a blazing fire. Favorite color is green.
I'd love to approve all three of your characters, as there's nothing wrong with them.
Skrull, I'll approve your character even though I'm a little iffy about your characters' background due to the short timeframe and the racial history of Arvara, but I'll let it go since it's a family background more than a societal one.
Give it a read over, and then edit your sheets, and I'll gladly approve all three characters.
Last edited by SilverwindBlade; 07-03-2012 at 10:13 AM.
Amidst the blue skies, a link from past to future, the sheltering wings of the protector. . .
Jinx, Arctic, your characters are joyously approved xD
My character will be coming up shortly, as soon as I can find some appropriate artwork.
If I still had a scanner, I'd draw something. There's not anything on my FA page I'd like to use at the moment though >.<;;
************************************************
Amidst the blue skies, a link from past to future, the sheltering wings of the protector. . .
Personality: Darren is a rather strange individual he has always suffered from a minor second personality it only appears under times of extreme stress just to save him. Normally he is rather laid back he will pull pranks on people and he expects them to do it to him. Put him in the cockpit and his mind kicks over and he will begin trying to analyze and strategic processing. He is a fun loving person.
Personal History: Darren was born into a military family and he lived the military life from the time he was 5 he woke up when his fathers soldiers did, he ate when they did, he studied military formations, strategies, weaponry, and Battlefield tactics, When they were working out, He took on the obstacle course with them, he was expected never to be the last across that line. In all that time he did beat at least two people every time but once when he turned around to help someone who had fallen.
When he was of age he officially joined the military as a mechanic to learn as much as he could about what different Gears could take. he learned the weak points on them most of them were something minor like one of the joints wasn't designed properly and couldn't take sideways jolts. After he learned all this he applied to be transfered to a Gear unit he qualified, but couldn't find a squad willing to take him on as a pilot instead of a mechanic.
He eventually found the roughriders who agreed to take him on as long as he could keep his own gear running and as well as help keep theirs. He thought this was good enough.
Weapons & Equipment:Note: Standard Issue Combat Knife
Standard Issue Pistol Hammer Head
Dog tags that read Lost Arrow
First Aid Kit {Stored on mech)
Emergency repair kit (Stored on mech)
-Water Canteen
-Pilot Harness, GEAR issue
Personal Theme Tune:
[yt]<iframe width="1280" height="720" src="https://www.youtube-nocookie.com/embed/ETFeZ5kEQQM?rel=0" frameborder="0" allowfullscreen></iframe>[/yt]
Black
Gear Name: Gawain
Pilot: Darren Aros
Appearance:
General Info: ITs main purpose is a utility and heavy armaments. It has atttachments to allow the setting up of base camp easier and to blow a few craters.
Weapon Systems: 3x Cobra-class missles designed to track a target and take it down. It is crippling not lethal.
Right arm hardpoint electromagnetically charged shrapnel cannon.
Close range it has a large combat knife that is attached to his back hip.
Other Equipment: Slash Harken (Rocket propelled grappling hook)
Onboard drill stored inside the left arm.
Emergency Eject.
Anti hack
Anything Else: His mothers name is painted on the right wrist.
Last edited by Gothpuppy95; 07-04-2012 at 03:31 PM.
Appearance: Silverwind
About 5' 5" or so, with a wiry frame, kept taut from years of exercise. Years of hard-fighting and life in the military have taken their toll, and while he has a rugged handsomeness to him, he is scarred and grizzled from his various encounters with danger - most notably, in his missing left eye and bionic replacement left arm.
He has an air of intelligence, professionalism and quiet energy to his movements and actions, and speaks in a rough, gravelly voice.
His clothing is practical military wear, often combined with a T-shirt depicting a symbol, logo, or other pop-culture icon of the time, or a simple plain colour.
His fur is rust-red for the most part, with off-white on the throat, front of his torso and tip of his tail. The back of his ears, his forearms, and his lower legs, as well as the longer 'hair' on his head are all much darker brown. His head hair is also salt-and-pepper greying as well, with age.
His single remaining eye is a warm brown, with flecks of green in it. The missing one is covered with a black leather patch.
Personality:
Quietly jovial and comfortable around most people, likes to make friends and to chat with them. Has a somewhat witty aspect, often playing to word games and puns, as well as making light of situations even though they're dark. Refuses to be scared and intimidated, or at least to show that fear, and will rail against any attempt at instilling hopelessness, despair or helplessness in him or others, and will never ever give up, which can be a weakness.
Rewards loyalty with complete loyalty and trust of his own, and punishes abuse of that loyalty severely. Cannot tolerate those who manipulate and deceive others who mean well for their own goals and means; sees it as cruel and unnecessary, as well as petty and deceitful, and will give utter hell to them for it.
Does the right thing, but knows that this sometimes means that even good people have to do bad things, and that 'good' does not always equate to 'nice'.
Is quiet about his own level of skill and expertise, does not believe in bragging: showing rather than bragging is more effective. Treats his skills as a job, albeit one that he enjoys, and is good at.
Doesn't talk about his past unless its' relevant, but doesn't run away from it either.
Likes to get to know other people, and enjoys their company.
Personal History:
Born and raised in Landren, around thirty years ago. Landren was in the midst of a civil uprising.
His mother was a revolutionary, and was deeply romantically involved with another member of the revolutionary group. They had a brief fling, but his father died in violence before they could marry, or so his mother says.
He believes otherwise, and found certain evidence that may indicate his father is part of the Landren Militaries' High Command, leading to his enlisting.
He found life in the military suited him, and gave him a certain amount of order to his chaotic life, and that he very much enjoyed testing his mental and physical limits, and working hard. He also loved the GEARs, and enjoyed working with machines.
Despite his somewhat stubborn and aggressively moral streak he has achieved a lot of success, and rose high in the ranks, and was loved by the men and women he worked with.
This gained him the attention of his estranged father, who, fearing a political scandal, assigned him to the Claw, in order to get him out of the public spotlight - something he holds against him.
His fathers' manipulations ended up with him being sent on a mission rigged to fail. Despite this, he managed to rally the troops he was with, and secured a victory, at great cost, and was wounded, losing both his left eye and arm.
The military had no choice but to reward him, although his father made sure he was left in command of the Roughtriders on the Claw, seen as a dead-end job.
However, rather than violently fighting back, or trying to sabotage the military or country, he intends to show his 'father' how good he is by making the Roughriders and the Claw into the best unit he can.
Weapons & Equipment: Vanguard Handgun - a standard-issue semi-auto handgun, with a mounted flashlight. Four magazines carried. Optional silencer carried.
Strabbett Sub-machinegun - A compact, rapid-fire personal defence weapon. Easily stowable in a Gear cockpit, and using low-caliber high velocity armour-piercing ammunition, the same as used in the handgun. A red-dot scope is attached to the top, and the same silencer as the pistol can be mounted on the SMG, along with a flashlight.
Four magazines of ammunition are normally carried in pouches on Silverwinds' pilots' harness.
Standard Issue combat/survival knife, carried on left shoulder of pilots' harness, handle down.
Personal survival kit (first aid kit, water bottle, small length of rope, matches, personal toolkit & multitool , batteries, pencil flares, firelighters, thermal blanket, sleeping bag, waterproof camouflage poncho, water purifier tablets and canteen, 48 hour rations) carried in large, sturdy backpack, in Gear.
Standard Issue Gear Pilots' Harness, with holsters, etc. attached
General Info:
A general-duty Gear with modular weapon systems, designed for front-line combat and utility roles. Agile, sturdy, reliable and relatively simple, the Harlock is used by many line units in many variations. The CV - Commanders Version - is also in wide use, due to its' increased communications system.
Weapon Systems:
1 x 20mm Assault Rifle Autocannon, with 4 x magazines of 30 rounds each, with AP/Tracer ammunition.
-underbarrel grenade launcher for above, loaded with single 60mm grenade, of varying type depending on necessity.
Rifle can be stowed on back for carrying.
Ammo magazines stored under arm shield, with grenade reloads.
1 x high-vibration combat knife, stored inside of shield, pops out from bottom.
1 x 6-tube guided missile launcher on right shoulder, with anti-armour missiles
1 x 80mm autoloading mortar-cannon, with carousel ammunition loader, capable of loading multiple types of ammunition in field. 5 shots of each ammo in carousel, of the following:
-High explosive
-Armour-piercing
-Smoke/Chaff
-Incendiary
-EMP
-Knockout Gas
Other Equipment:
High-speed winch for obstacle clearance, assisting recovery of other mecha, etc.
Foot-wheels for high-speed movement
C3i - Command/Communication/Control/Intelligence system, for a complete overview of the battlefield, in order to simplify command role.
Arm shield for blocking incoming projectiles.
Chaff/Flares for decoying incoming missiles etc.
Anti-infantry flechette dischargers on legs - directional explosives launchers, automatically triggered if Infantry advance too close when armed.
Anything Else: Coloured in brown/green/black desert camouflage.
Last edited by SilverwindBlade; 01-02-2013 at 01:18 AM.
Amidst the blue skies, a link from past to future, the sheltering wings of the protector. . .