Oh man, I like this, a lot.... Going to draw up a cs
The year is 2600, and humanity has finally expanded beyond the borders of its atmosphere, establishing colonies on worlds that can support life, or planets they have terraformed to support life. Countries all have but ceased to exist, becoming the Terran Empire as a collective whole however, they still have the enmities that were present before the Empire was formed. Britain and France were still going at it long after its citizens had forgotten why. They just knew they were supposed to hate each other.
However, the further humanity expanded, the more sentient aliens they discovered, and the more sentient races they discovered, the more that are hostile towards them. Humanity has since long invested less in conventional ground warfare, as many aliens are physically superior, and seem to be impervious to bullets, and has resorted to the use of A.W.E., or Armored War Exoskeletons.
Originally developed in a joint effort of the Terran Empire, it has since spread to almost every nation, and, as a result, each country has one or two names which are known throughout the world for their quality. While each company may be good in one aspect of A.W.E manufacture, they often have a downside due to the company's focus on one aspect.
The pioneering attack that made the A.W.E.s famous was the Taking of Demeter in 2213, now an agricultural world mostly dedicated to farming and recreation. Before the Terran Empire possessed it, it was held by hostile extraterrestrials called 'Larks', so called because of the laughing sound they made to communicate with each other. After attacks were launched by them on the nearby economical planet of Arethusa, the Terran Empire retaliated by sending their own armies to invade the larks, including their new weapons, the A.W.Es.
Usually, a campaign as large as the one planned would have taken months of delicate planning and back and forth between the two forces, however, the A.W.Es tipped the balance greatly in the favor of the Terran Empire. The sheer size of the original A.W.Es was intimidating enough, and sent Larks running for their lives, but they pushed on without rest, taking the cities one by one with little to no difficulty as they shrugged off the energy rounds that they threw at them. Only one A.W.E was lost in that campaign. The Larks were soon subsumed into the Terran Empire, and allowed to live on their planet in exchange for the Terran empire taking them as vassals.
After that campaign ended, A.W.Es were put into mass production, and the various countries started to churn them out one after the other, putting their own marks onto them and starting to shape their own molds for them.
As the years passed, A.W.Es started to grow less bulky, though they were still physically large and imposing. Meeting other races meant that the world of science made leaps and bounds, and the operators of A.W.Es soon found themselves with many options to choose from when selecting their weaponry.
Now in more modern times, only the elite Terran troops are allowed to don these suits however, because of the worth and the difficulty of operating the suit. Children are tested at an early age for compatibility, and only those with a high enough score are permitted into one of the many training academies after their secondary education. These A.W.Es are given to the soldiers, provided they sign a contract that essentially locked them in for a long term of service the military. Those who have been accepted receive the following letter from one of many schools:
To whom this may concern,
Congratulations, (insert name here), your application to Lunar Academy has been accepted, and we are happy to welcome you to our school.
Lunar Academy is a school dedicated to the training of A.W.E pilots for the military. Located on Luna, the moon of Terra, Lunar academy boasts some of the finest facilities available to the Terran empire. The chefs are top notch, the rooms are filled with fine furniture, and the teachers are all veterans of one war or another, and are eager to teach the new generation and pass on their experiences. In this school, potential A.W.E pilots learn tactics, teamwork and A.W.E maintenance, as well as combat training.
An advanced holographic arena allows students to pull the data or their A.W.E.s from the school banks and bring them into realistic being in the arena, where they may compete with them with school mates or with teachers in their yearly exam. This method is to ensure that injuries are minimized. In case of injury, the school is staffed by an entire hospital, and one entire wing is dedicated to medicine and recovery practices.
The curriculum of the school consists of 3 years of education and training, before they are handed over to the military to complete their contract. During every year, there are various events that will happen to entertain the students, as well as test their resolve, camaraderie and strength. During the year, the students will be allocated into 'Teams'. In these teams, the members must learn to overcome their differences and work as a cohesive unit if they want to pass their test, or survive their career, as these 'Teams' often carry over into the military.
A.W.E.s will be delivered to the school garages for storage. At any time, a student may access their teams garage via access card, however, when not in use, please leave your A.W.E in your designated garage to avoid any misunderstandings with staff or outside authorities.
On the day of orientation, a shuttle will come to pick you up at the Luna Spaceport at Terminal 3. Please be waiting there by 1100 hours sharp with your luggage and accoutrements. We look forward to meeting you and teaching you in the coming year.
Signed, Nav Balwind
Principal of Lunar Academy
A.W.Es are exactly what they imply. Covering the body of the operator, they emit a translucent layer of energy that protects the user from most forms of harm. At first they tested mechas, but they proved to be too cumbersome to transport, so they settled for exoskeletons. These exoskeletons are fitted with armor and weaponry of their soldier's choosing, another perk for being an A.W.E operator.
All A.W.E.s are powered by a core which is the most important part of the A.W.E. It is the part that powers all functions from weapon systems to life support. Sealed within a black cylinder, the core is capable of powering a home for decades, but can only last at most a week in an A.W.E due to the machine's power hungriness. Now rechargeable!
Your frame is the body of your A.W.E. This is what decides the size, armor, and general use of your machine. Frames come in three types: light, medium, and heavy. As is implied, lights A.W.E.s are small and agile and have little armor, heavies are big and slow but well protected, and mediums are somewhere in the middle. Your frame also dictates the special perk provided by the manufacturer of your machine. Different companies specialize in different things, and this will be reflected in your A.W.E.
Based In: America
Specializes In: Energy Weapons & Stealth
Summary: Spirit originally specialized in one thing: energy. Generators were the first specialty of the company; no one could ever match them in quality and output. After they were established as the go-to name, they began licensing their generators to other companies, which helped the grow into the super-power they are today. With the large stream of cash flowing in, not only did they hire the best of the best to help with creating even greater generators, they also expanded into the weapons and stealth department due to a change of lead. Paul and Lily Roman took over after Maes Roman stepped down, at it was by their hand that Spirit took a more direct role in the production of A.W.E. technology. They were the ones who invented the Clarke System a stealth system with the power to slip straight through anything made by the leader in sensor technology, Knight. Spirit also produces energy based armaments, such a lasers and plasma guns. However after coming to the realization that their weapons would never be able to out-power the kinetic based armaments of Knight thanks to the limited size on their weapon's personal generators, they have moved from creating A.W.E. weapons to creating more massive weapons designed for battleships.
Based In: Grease
Specializes In: Armor
Summary: Heracles is a company named after the famous Greek hero. While not particularly big or powerful, Heracles has considerable sway in the Melee section of A.W.E.s. Known for the durability of their A.W.Es, they are the primary choice when it comes to survivability and defense. However, Heracles model A.W.Es have a lack of offensive capability, with most of their efforts in helping the pilot to survive. While their armoring and defensive items are good, their rifles, pistols, and other weapons are sorely lacking in comparison to other companies.
Based In: England
Specializes In: Energy Absorption & Melee
Summary: Formerly headed by a powerful English businessman, the Ghoul has now come under the financial wing of the Spirit company after running into some difficulties. The main problem was the complaints from pilots about their energy consumption, and only being able to finish half a fight while others moved on. They tried to solve this through larger cores, but these only served to bulk down the A.W.E and remove its only asset, its speed, maneuverability, and responsiveness during melee combat. After the company was purchased by Spirit, the engineers worked together to find a solution to this problem, which resulted in the concept of the CANNIBAL system, which solved their basic problems mostly.
Based In: France
Specializes In: Sensors & Railguns
Summary: Knight, the brainchild of former military engineer Francois Chevalier who upon leaving the military founded his own AWE company, taking with him a team of his own people as well as a wealth of practical knowledge and experience. Having seen first hand the vulnerability of many AWE's without dedicated data support he envisioned a system that would once again give AWE pilots a fighting chance against the new wave of stealth systems that were flooding the market. It was a huge success at the time, using Spirit's technology as a guideline he set out to defeat it. This success secured Knight's position in the field. It was these advanced systems that later paved the way for Knight's latest pet project in the arena of advanced kinetic weaponry, rail gun technology. Though certainly not the progenitors of rail gun technology Knight's scientists and engineers have advanced the technology by leaps and bounds since taking on the challenge, becoming the leader in not only rail gun theory but also development. It was Knight that produced the first high caliber (by rail gun standards) portable rail guns that could be fired using AWE's rather then needing to be mounted onto heavy platforms. Knight currently owns large area's of space in the region within the asteroid belt, as well as a few of the smaller moons around Saturn to allow for safe weapons testing and development due to the potential for catastrophic weapons failure.
Your armaments are the equipment that you carry with you into battle. They come in two categories: weapon and support. Weapons are exactly what you would expect guns, swords, missiles, etc. Weapons come in three categories:
Conventional - This weapon type refers to weapons commonly used by the Terran military in the form of either ranged weapons which fire solid rounds, or melee weapons which reply on sharp edges or other such means to pierce shields. This includes shock mauls, vibro-swords, and knives, as well as rifles, shotguns and high velocity sniper rifles.
Laser - This weapon type makes use of stimulated emission of photons to fire a powerful beam of light, which, while containing no physical impact, is faster, but somewhat weaker than conventional weaponry. The wounds cauterize wounds upon impact, but deal enough tissue damage to take people out of a fight. These weapons have shorter range due to the refraction of light, but can pierce shields easily.
Plasma - This weapon type is currently the most advanced munitions currently in the possession of the Terrans, and is still experimental in nature. If compressed too much, the plasma becomes too volatile and excited, the particles often gathering enough strength to detonate in a blue-white shower of burning hot ooze, which explains why there is a minimum size for the use of plasma in weaponry. Usually only used in large scale war machines such as artillery and some larger tanks, technology has progressed to the point where it is somewhat able to implement the munitions into A.W.E weaponry, although this is still considered dangerous.
Weapons can also come equipped with special modifications, attachments, or ammunition that give it a unique ability, as all base weapons are of standard stock and all function the same. Support armaments are the flip side to this. They all tend to be unique and made to help the A.W.E. perform its intended role. They tend to take on the form of drones, jet packs, repair kits, or other small attachments and devices, but they are not at all limited to just that. Some support armaments can be multipurpose as well, allowing them to do a variety of tasks while taking up less space.
Your shield is what protects you from your enemies weapons. It is an invisible energy barrier that is form fitting to your A.W.E. that is powered by a special generator inside the core of your A.W.E., and its size determines its power.
This is your A.W.E.'s most powerful armament. It can take the form of either a weapon, support armament, or even something built into the frame or your A.W.E.'s CPU itself. The options for these sorts of assets are near limitless.
Your heads up display is what provides you with battle information in the midst of combat. The standard HUD, however, is extremely limited in what it provides, giving not much more than internal diagnostics, slight aim and tracking support, and an extremely limited radar. Add-Ons give your A.W.E. the access to information it needs to help your A.W.E. perform its role more efficiently.
In order to ensure that no one turns their character into a one-man-army, there are a few rules to combat:
You will notice that when you read the 'A.W.E. Construction' hider below, you will see the phrases 'dodge score' and 'maneuverability penalty' numerous times. Those two numbers determine your chances of getting yourself out of harms way when the time comes. These times will be notated at the bottom of the the GM's IC posts. How it works is simple: first, you are to add up all of the maneuverability penalties your A.W.E. has, and add them to the dodge score. Once you have that number, you are to roll a twenty-sided die (or use a random number generator if you don't have one). Compare the two numbers. If the number your rolled exceeds the combined maneuverability penalties and dodge score, then you dodge! If it is equal to or lower, then you get hit. This also works in reverse when trying to hit enemies. If there is a reasonable chance for them to dodge (which should be fairly often), you are to ally the same system for them. Be sure to post in the OOC when you are going to attempt to dodge or fire at an enemy before you summit your post, as well as the numbers your got. Now, as no one but you can see your screen or die, this is an honor based system. If it is thought you are faking it, you will be kicked. There are no exceptions.
Should you actually land a hit on an opponent, or vice versa, two things are expected. First, you are allowed to dictate where the damage was done, and how much. Again, this is using the honor system; you are not to make all of your shots one-hit-kill head shots, while only taking minor grazing wounds yourself. Be realistic in the damage you cause or receive. Be sure to take note of the types of weapons and how powerful they are (detailed in the 'Components' hider'), as well as the strength of your special weapons. Second, you are to be reasonable about acquired damage. If you take heavy damage, something on your A.W.E. will break or malfunction. A bunch of small hits over time do add up. One more thing to mention is this: you can knocked out/killed. You are not invincible. If you botch your dodge roll and take lethal damage, you are to own it. If it is thought you are not, you will be kicked. There are no exceptions.
As the A.W.E.s are machines, they require energy to run. The energy comes from the core of they A.W.E., and it factors into combat by limited the amount of time you can fight. This is represented by the number of posting rounds that you can participate in. For example, the standard energy allotment for your average A.W.E. is eight. This means, once combat has started (as will be dictated by the GM), you have eight posts (less, if you miss a round) before your A.W.E. runs out of power and shuts down, and you are taken out of combat.
Like the combat system detailed above, to prevent people creating super-overpowered machines of death, a point system has been implemented in the creation of your A.W.E.s. The rules to this system are as follows:
Pick a frame type: light (10 point slots; 2 dodge score), medium (15 point slots; 4 dodge score), or heavy (20 point slots; 6 dodge score).
Create your own unique company to be added to the lists (please discuss with the GM first when deciding upon bonuses).
> Energy Tech - 1 free point is given towards a single laser or plasma weapon.
> [SIZE=1]Energy Efficiency - The A.W.E.'s energy reserves are doubled.[SIZE]
> EMP Shielding - The A.W.E. is not effected by electromagnetic pulses.
> Fragile - The armor of the A.W.E. is damaged much easier.
> Conventional Clumsiness - The A.W.E. cannot use conventional projectile or melee weapons.
> Durable - The armor of the A.W.E. can take much more punishment.
> Climate Shielding - The A.W.E. is highly resistant to both hot and cold temperatures.
> Encumbered - Add two points to the maneuverability penalty.
> Melee Affinity - 1 free point is given towards a melee weapon.
> Agile - Subtract two points from the maneuverability penalty.
> Low Fuel - The A.W.E. will run out of power and shut down if it goes without using its special weapon for more than four posts.
> Railgun Tech - 1 free points is given towards a single size three 'railgun' classified armament or special weapon.
> Omniscience - Up to 2 free points (cannot go below 0) given towards a 'sensor' classified support armament or special ability.
> Energy Enigma - The A.W.E. cannot equip laser or plasma weapons.
Create your weapons. Conventional and laser weapons come in three sizes: one-handed (1 point and maneuverability penalty per), two-handed (2 points and maneuverability penalty per), and heavy (3 points and maneuverability penalty per). Plasma weapons can only be found in heavy, and are more costly (4 points; 3 maneuverability penalty per).
Pick your perks (1 point per). Perks can be anything, including but in no way linted to: a clip of unique ammunition, a special barrage function, an alternate caliber firing method, or transformation abilities. Be warned that special ammunition will be in limited supply (consult with GM; 1 point to double given capacity).
Create your support armaments. They are more costly depending on size (1, 2, or 3 points and maneuverability penalty per; consult with GM).
Decide upon additional functions. If you want your small laser drone to also be able to generate a small barrier for your protection, this is where you dictate that (1 point per function).
Pick a shield type: weak (1 point and maneuverability penalty), moderate (3 points; 2 maneuverability penalty) or strong (5 points; 4 maneuverability penalty).
Create your asset. Special weapons are extremely limited in use, but have the benefit of being much cheaper and much more devastating due to having a low, flat rate despite being weapons with a lot more perks attached (2 points; 1 to 3 maneuverability penalty depending on size). Special support armaments follow this same line of thinking (4 points; 1 to 3 maneuverability penalty depending on size; consult with GM).
Pick your Add-Ons (1 point per).
Each player has to make two skeletons: one for your pilot, and one for you Armored War Exoskeleton.
Name: Self-explanatory. At least, I hope it is self-explanatory... If you don't know what to put here, leave now please.
Gender: Same as above.
Nationality: Tell which country (or in some rare cases, planet) your character originates from.
Appearance: Please provide a picture of what your character looks like. Also, unless you are stating your character looks and is dressed exactly the same, please mention any change of clothes or other cosmetic differences (this is mostly for anime pictures).
Personality: Explain how your character behaves. I expect a decent paragraph here.
Bio: Your character's history. Like above, I expect a few decent paragraphs here.
Other: List anything else that doesn't have a category, such as things your character may be carrying, and habits or quirks they might have, etc.
Designation: The name of the A.W.E
Role: A short description of the role of the A.W.E in combat, whether it be sensory disruption or sniping or assassination
Frame: The frame of the A.W.E, choose from light, medium and heavy <X Point Slots>
Appearance: The appearance of the A.W.E. This can be a short written description, or a picture.
Manufacturer: The company that produced your A.W.E. List the bonuses that it gives.
Armaments: The weaponry and support systems an A.W.E holds on its person.
Shield Strength: The strength of the shield that the A.W.E uses, ranges from none to heavy.
Signature Asset: The signature asset of the A.W.E.
HUD Add-Ons: The things that are added to an A.W.E.'s HUD to facilitate the pilot's tastes. This can be something such as a heartbeat sensor, heat sensor or projectile estimation.
<X total point slots>
<Maneuverability Penalty of X>
<Dodge Score of X>
<Energy Levels of X>
Other: Anything missed.
If you can understand most of this, you're qualified
Oh man, I like this, a lot.... Going to draw up a cs