Hidden 10 yrs ago Post by rubymeow
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rubymeow

Member Offline since relaunch

@Onarax
The fewer the more effective way should works well, also the "Specialization only, same power level" way also well understood, now I should try to work with the CS and unit description, maybe build a better drift first to see how we think it sounds.
Hidden 10 yrs ago Post by Onarax
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Onarax Sleepy

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@Gat

Krayzikk and I discussed, the BuCUE looks good.
Hidden 10 yrs ago Post by Gat
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Cool, well I have a work function to attend in about 30 minutes so I'll see what I can cook up by way of a character when I get back.
Hidden 10 yrs ago Post by LaXnyd
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LaXnyd

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Name: Jonathan Kenth

Age: 20

Gender: Male

Occupation: MS pilot, odd jobs.

Appearance: Jonathan is an unkempt man of medium height and asian ethnicity whose only sense of self-image is the knowledge to shave - his black hair is usually in shambles and his clothes usually have a few holes in them (his personal motto is "so long as the holes are small they're still wearable"). By day and during atmospheric combat, he will usually wear his normal, rather torn civilian clothes and a leather jacket with the logo of the old Viper Mercenaries unit he used to be with, which is also coincidentally the one piece of clothing he actually treats with care.

In space combat, he wears a standard grey pilot suit and helmet. While the Serpent does have it's own life support system, he was not going to risk having it crash and get killed by easily avoidable atmospheric decompression.

Personality: Jonathan is a mercenary with a code of honour: While at the end of the war, mercenaries who ended up not getting paid usually resorted to underhanded methods such as piracy and banditry to make by if they were not lucky enough to get one of the very few fighting jobs left in the post war world, Jonathan instead tried to live as a decent, law abiding citizen. To that end, he refuses to harm innocents and is relatively easy-going, always preferring to find a non-violent solution to any problems he is presented with. However, he is still capable of killing if necessary. He is also very likely to make a joke in order to try and defuse a tense situation, for better or for worse.

Skills:

Is able to barter and negotiate, turning potential enemies into helpful allies or avoiding unnecessary conflict. Also helps in getting drinks and spare parts for lower prices.

Has street smarts and knows how to get around as a mercenary

Capable of performing a wide variety of menial jobs (He's still gotta eat somehow)

Not so picky - he is able to pilot a wide variety of mobile suits - to the mercenaries who raised him, the concept of "personal suits" was quite foreign: everyone was expected to make do with what they were given to deploy in.

Financial knowledge - he is a decent accountant due to the fact he and the rest of the Viper mercenaries had to deal with a lot of monetary issues.

Equipment:

- Holdout pistol
- a swiss army knife (he claims it has actually saved his life plenty of times)
- scavenged/random assortment of tools kept in his pocket

Biography: During the height of the war, various mercenary groups who were not politically aligned with any one particular side would move around and sell their services to the highest bidder. These mercenaries often formed groups, slowly formed companionship and became more than just two mercenaries on the same job - they became trusted comrades, just as dependable and reliant as any two proper soldiers would have each other's back. One such mercenary group, forming into the Vipers, had two mercenaries - a man and a woman - who fell in love. They were Alex Kenth and Katherine Long, the parents of Jonathan Kenth.

Unfortunately for them, just shortly after Jonathan was born they became casualties of war. The infant was left in the care of the Viper mercenaries who raised him out of respect for their two fallen members. As such, Jonathan grew up in a war environment since as long as he could remember, although by "war environment" it meant the interior of the ship.

At the age of nine, Jonathan heard something no one saw coming: The war had ended. The Vipers, struggling to adjust to the new era of peace, went around finding meagre jobs guarding shipments and fighting off raiders - leftovers who never could adjust to a life without violence. Jonathan himself began piloting the serpent unit at the age of 15. At the age of 17, however, the mercenary unit finally disbanded, unable to last in the post-war era. Returning to earth, Jonathan settled in on one of the cities and worked odd jobs - guarding, small jobs, the occasional raider hunting. And he hoped it would just stay as small odd jobs.

Weaknesses:

Terrible flyer: Just like the Serpent is terrible for flight, Jonathan has very little skill in handling a mobile suit if it's not on the ground. It is actually one of the reasons he chose to take the Serpent in the first place.

You require more ammunition: The ammunition for the double gatling gun doesn't grow on trees . He is really liable to run out of ammunition in the middle of a battle.

Spaaaaaaaaaaaace: Jonathan really, REALLY doesn't like space combat. At most he'll pilot the serpent to stand on top of a ship and fire away.

~Mech Profiles~

Model: MMS-01 Serpent

Specialization: Heavy Assault, multi purpose defence, rapid defence deployment. To that end, Jonathan's usual loadout for a deployment is almost always the double gatling gun and the rocket launcher.

Appearance:

Weapons:

- 2 x 4-tube Missile Launcher

Two of either:

- Double Gatling Gun
- Bazooka
- Beam Cannon

Capabilities:

- heavy suppression of a single or group of hostile mobile suits with the double gatling gun.
- No flight suit required - no need to change into a pilot suit when ambushed, just jump in the cockpit and go
- Doesn't explode on contact with anything like a goddamn Leo.
- Parachute aided atmospheric drop

Weaknesses:
- It's... not very fast, to say the least. It's best used for heavy suppression and fire.
- It has no flight capabilities. Don't expect to dogfight in this thing.
- It doesn't have a melee weapon. Get close to it and it's finished, although if something actually does manage to get close to it then the pilot is doing something wrong.
Hidden 10 yrs ago Post by RavenxVoid
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RavenxVoid

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Whats the view on beam weapons? How powerful are they?
Hidden 10 yrs ago 9 yrs ago Post by Crimmy
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Crimmy Oi brat, what're ye using that noggin for?

Member Seen 6 yrs ago

Name: Christoph Lockheed
Age: 24
Gender: Male
Occupation: MS Pilot

Appearance: Standing at a little below a metre eighty, Christoph is a young man of average build, albeit slightly on the lanky side. His medium-length hair, slightly messy from constant helmet wear, is a shade of brown, and his complexion is much paler than the average person of his ethnicity. Coupled with his warm green eyes, these traits do not exactly assist him in exuding the aura of an experienced mobile suit pilot, his physical appearance leaning more towards that of a scholar than a soldier.

While his outfit can vary from day to day, Christoph frequently wears a sweater (with colours ranging from white to navy blue) and dark brown trousers, an outfit that is usually complemented by his standard white runners. Indeed, it is quite clear that the pilot prefers simplicity, with really only a small, gold necklace being an item of any note upon his person.

His pilot suit is the standard one worn by soldiers of the Commonwealth States - a blue and silver uniform with the emblem of his nation emblazoned on his shoulder.

Personality: Christoph is a rather quiet young man, preferring silence over constantly speaking his mind on whatever issue comes to pass. However, he is quite empathetic, always serving as a shoulder to lean on for his acquaintances, or somebody to bounce ideas off. Listening is what he does - if he can assist in the troubles of those who approach him, then he will do so. He’s amiable to all, rarely ever acting unkindly to others.

It is quite clear that he also possess a strong dedication for his duty, always ready to do what is asked of him by his superiors and ensure that the job is done well. While he appears to be a rather mild person, it is with this serenity that he does his work, refusing to let anything affect him in the course of his duty. A calm and collected soldier, there is little that can truly faze him.

Skills:
  • Above-average piloting skills.
  • Great chef.

Equipment:
  • Pistol
  • Keys
  • Survival kit
  • Wallet
  • Mobile phone

Biography: Christoph was raised in Newcastle, Australia, as the child of a former Commonwealth officer and a local baker. His childhood was quite a simple one, spent running through the streets, playing football with friends, and searching through abandoned coal mines for “treasure”. While the the threat of war would always shadow everything he knew, it had been a peaceful, relaxing life, where most of his worries were confined to only Newcastle.

He had been thirteen when an uneasy peace had been brokered by the powers of the world. It had been a surprise for Christoph, for he and his friends had lived under the fear of war for his entire life. Yet he had seen the horrors of war for himself in those short thirteen years, and the moment he left school, he would apply to join the mobile weapon division of the Commonwealth army. War was horrible, he knew, but he was determined to defend his nation until there could finally be true peace.

As such, he would be present at the descent of the mysterious mobile suit from the skies, losing his original Skygrasper during the skirmish. It was only recently that he acquired the RGM-122 Javelin, a mobile suit he found much more fitting his combat style.

Weaknesses: Has difficulties communicating his own thoughts.

---

Model: RGM-122 Javelin
Specialisation: General Purpose
Appearance: Eschewing the standard aquamarine colours of the Commonwealth’s European Javelins, Christoph’s own unit is a dark green, a trait shared by most of the models underneath the control of the Indonesian Expeditionary Force. Otherwise, it is quite similar to its compatriots stationed in the city, with the symbol of the Commonwealth Forces emblazoned onto one shoulder.

Weapons:
  • 1x Beam Saber (storage racks in the hip armour)
  • 2x 60mm Vulcan Gun (fire-linked and mounted in the head)
  • 2x Shot Lancer (mounted on backpack)
  • 1x Beam Shield (mounted on left forearm)
  • 1x Rocket Anchor
  • 1x Beam Rifle

Capabilities:
  • Excels at mid-range combat.
  • High damage output.

Weaknesses:
  • Low close-range capabilities.
  • Lack of true specialisation prevents it from excelling in any one area of combat.
Hidden 10 yrs ago Post by RavenxVoid
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RavenxVoid

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Split between, starting with a regular GM or a Night Seeker. Suggestions?
Hidden 10 yrs ago Post by Krayzikk
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Krayzikk The Snark Knight

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Between the two, Night Seeker. Night Seekers are brilliant.

Anyway! On a staff note! There are several things that need to get covered here (Profile acceptances, answer on beam weaponry, elaboration on factions), and I fully intend to work with my Co-GM to get those things accomplished today. Would have gotten more done yesterday, but I was busy throughout the day, and then felt like hell once night rolled around. XD

So stay tuned for those answers.
Hidden 10 yrs ago Post by MysT3CH
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MysT3CH The Wordsmith / ★★★★★

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So. Just letting y'all know I'm still around. Shopping trip for the long weekend. Soooo BAM!

My cs :$
Name: Avris Grimm

Age: 24

Gender: Male

Occupation: Mechanic

Appearance:




Personality: Although generally taciturn and introverted among strangers, Avris is best described as thrill seeking and outgoing. As an pacifist, he despises people who fight or enact violence simply for money, power or pleasure. Thus has little tolerance for diplomats and politicians, believing that their "negotiations" only prolong and create wars. causing more strife. Those who are close to him claim he possesses a radiant personality, and that he is often capable unintentionally imprinting his moods onto others as an result.

While the grim expression or snide smirk that usually line his face my suggest otherwise, Avris is in actuality an deeply loving and protective individual. Something which causes him to immediately hate any person or thing that causes harm to those he cares for. As well as resent those that cause needless suffering. Interestingly, Avris also possesses a heavily cynical outlook on life. As an self-proclaimed atheist, he often questions the motivations of God with religious individuals in relation to worldly events.

What should be made note of however, is his alternate personality when enraged. While he is often understanding, compromising and well disciplined as a norm, Avris is known to became a sort of pseudo-maniac when angered beyond control. When enraged to this degree, Avris has been seen to be vastly stubborn, unrelenting and unforgiving. As well as a profound sadist in regards to the target of his rage, wishing only to inflict the most suffering upon said target as quickly as possible. While this darker side of him can be helpful within combat situations, his judgement usually also becomes heavily clouded. Thus causing him to make frequent poor choices with little regard for himself or others. Next to incapacitation, severely harming his target or an extreme show of affection by a loved one are usually the only things that will calm him down immediately when in this state.

It should also be noted that Avris greatly fears this side of himself, and is often psychologically scarred by his actions following said episodes.

Skills: Avris is a naturally talented pilot with high solo combatitive capabilities. While he specializes primarily in close combat engagements, Avris has learned to be a fairly well rounded pilot, and has proven himself capable of handling varying scenarios on the fly. A feat that helps counteract the Elysium's incapability to handle most forms of combat. When uncontrollably enraged, Avris instinctively channels his emotions into his combat style. Subsequently allowing him to draw out the most from his Mobile Suit offensively.

Aside from his heavy mechanical background, which he frequently uses to enhance his mobile suit performance, Avris is also a gifted tactician and an technological genius. However his aim and fighting ability outside of an MS are no more developed than those of the average civilian's.

Equipment: Avris usually carries little else but his mechanical tools and necklace with an green seashell attachef to it. An keep sake from his mother. They are kept around his neck and in a black backpack respectively.

Biography: Avris' story began with one Emile Schmidt. A highly decorated General of the German Military. Emile's real name is actually Joseff Strauss, however it was changed as part of a plan to sabotage a an enemy war vessel during the War. He was raised within a wealthy family in Dusseldorf, Germany by his father Jakob Strauss. Emile never really had much of a childhood. As he spent most of his time under going rigorous private training. By the time Emile was six-teen, he joined the Earth Sphere Federation. There he studied the mechanics and functions of both military and civilian machines. After years of service, he eventually made the rank of Captain and was given his own Mobile Suit. A GNX-609T GN-XIII, which he heavily customized. Piloting the "Hypereon", which was what he had named his 'Jinx Three', Emile as Josef Strauss at age twenty-three, was once considered to be one of the Germany's most valuable aces.

However, his shining career entered a downwards spiral the day he met a woman named Aria Grimm. Having fallen in love with the former American mechanic, who had been arrested as a prisoner of war, Emile eventually defected in order to save her from her fate as a subject of 'forceful interrogations'. After shooting down several of his comrades during their escape within the Hypereon, the couple sought refuge in New Anahiem. Having chosen to blind themselves to the reality of war.

Yet there was no escape. Shortly following their relocation, Emile, under an mercenary banner, finally left his solitary life behind. Joining the fight for the city as a means of protecting Aria, whom was now his wife, and their unborn child. It was a fight he would never return from. Shortly after, Avris Grimm was born.

With his father having died, Avis spent most of his youth living in war shelters with his mother. Who opted to remain there once the war had ended, refusing to give up her "paradise". She eventually went on to open an MS repair shop in town, fufilly a promise she had once made to Emile. Responsibility of the family business fell to Avris on the day of his eighteenth birthday. Thus, he spent his life helping his mother manage their garage as the assistant, and eventually chief mechanic.

Over the years, Avris, with help from his mother and the shop's staff, built himself an Jegen Mobile Suit. While it was origonally commisioned and used to allow him to defend his hometown from a local band of Mercenaries, whom terrorize the outskirts of the town, it was recently re-designed by him in the wake of last month's attack. As he had been nearly killed during his attempt to help with the defense effort.

Weaknesses: Aside from his wildly offensive fighting style, which often leaves him open to counter attacks. Avris also willingly acknowledges that the Elysium would hard time dealing with remote controlled weapons such as gun barrel pods and would struggle with submerged combat. While these alone are not cause for immediate alarm, they can prove disastrous when coupled with his unstable mental state. Although his fear of combat - more acurately of killing, is usually overruled by his will to protect others. It can sometimes cause him to become shocked into parylization. Especially after an episode of rage results in multiple deaths or when he fails to protect innocents. For obvious reasons, this can be a deadly hindrance during combat.
Model: RGM-89 Jegan

Specialization: Close Quarters Combat.

Appearance:






Weapons:


  • The Elysium is equipped with two beam sabers stored in a recharge rack located in the right and left hip armors. They feature a beam emitter which can be adjusted to a high or low-output mode.


  • A set of vulcan gun pods. These close-range defensive armaments are mounted on the head. These shell firing weapons have a high-rate of fire but have little power and can't damage the thick armor of a mobile suit, though it can damage lightly armored areas such as the sensors. The weapons are ideal for shooting down small, fast moving, lightly armored targets such as missiles, small land vehicles, and attack helicopters.


  • The Elysium features an retrofitted flight pack that allows for sustained flight. However this flight pack can also be used as additional limb with integrated armaments. The first of which being that each of the pack's boosters double as an shield. The flight, or "Voltis" pack's offensive armaments are integrated 3-tube small missle launchers. One per limb. As well as a set of integrated beam rifles. Also one per limb. The small missiles are not very effective against large ships, and are more geared toward use against mobile suits and mobile armor. The beam rifles are an semi-automatic short range types, and are limited to three shots each between recharge of the MS. Sensors built into the rifle provide interface between the weapon and the Jegan's camera sensor.



Capabilities: The successor of the RGM-79 GM series, the Jegan is lighter and more maneuverable than all the previous GM units. A feat that the Avris sought to capitalize on when re-designing the MS. Although it operates much like a standard Jegan, its flight pack allows for improved maneuverability as well as offensive capability due to its ability to function as limbs outfitted with most of the Jegan's normal armament. Allowing it to assault targets with multiple weapon systems simultaneously.

Weaknesses: The unit's "Voltis" pack has an very high energy consumption. Making the suit prone to powering down quickly. While being used for combat purposes, it also cannot sustain flight in atmosphere. The MSs back is always exposed, thus it is very susceptible being flanked. No long range combat capabilities against mobile suits. Relys heavily on beam weaponry, leaving it relatively unarmed if access to these are somehow blocked.
Hidden 10 yrs ago Post by Onarax
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Onarax Sleepy

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So just to give you guys a heads up, we haven't forgotten or anything. Krayzikk's just been little busy, rest assured we'll be discussing, approving and answering questions soon.

Hopefully later today.

Sorry about the wait.
Hidden 10 yrs ago Post by Krayzikk
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Krayzikk The Snark Knight

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ALRIGHT. Finally got all of this sorted out, so we'll get to approving/answering. First and foremost, the profiles;

@LaXynd: Very few issues here, mostly just a few balance things. After reviewing the capabilities of the other things we've approved, we'd prefer it if you could cut the total number of missiles the Serpent has from sixteen to eight. That's still two above the second highest number, so we feel that, given the other weapons he has access to, it's pretty fair. Secondly, since no currently approved suits (Bar an upcoming Flag, which is a dedicated flight unit) have flight, we'd prefer you change "limited atmospheric" to no atmospheric flight.

We'd also like to clarify; Of that list of optional weapons, you mean that he has access to one of each, and he chooses which two he equips, correct? If that's the case, and the above changes are made, accepted.

@Crimmy: As discussed, nix one of the beam sabers and you're fine. Remember the balance of player abilities.

@Beam Weaponry: Beam weapons are split largely in two. Beam sabers are about as deadly as they're usually depicted; they won't tear through armor like tissue paper, and they'll certainly slow down once they hit, but they're going to cut fairly easily. Beams in projectile weapons are a little weaker; you're not likely to be one-shotting anyone. The average mid-range beam weapon will do some serious damage, and likely penetrate the armor a ways, but it's not going to punch straight through the whole machine. A beam sniper rifle will be a little tougher, but it's also harder to get off a decent shot after the first one. Again, not likely to be one hit killing.

@Factions: We're working to keep this mostly vague so that players can make things up as they desire, but here's the general outline; when the world went to hell, people tended to either strike out on their own, or team up for survival. The Commonwealth states, as noted in Crimmy's profile, are one of the 'major' players still around. I say 'major' because every faction is so beaten to hell and back that you can't really call any of them potent anymore. Much of North America loosely banded together into what is temporarily referred to as the "North American League" (Only until we think of a better game), and China and some of the countries near it worked together as a major powerhouse to counter those.

Now, those were, loosely, the three biggest players after the initial dust settled. Many places you would think to be major didn't get past that initial conflict very intact. Now, the Earth Sphere Federation did exist then, and does now; it didn't exist much in between. It's largely a UN-esque organization, and it's the 'unified' banner this city currently flies under.

Now, we went through all of the profiles, and wherever we saw a faction mentioned, we did our best to incorporate it. If you have any problems or questions, feel free to ask.

@Start Date: Now, the Interest Check has been up nearly a week. We have several profiles done, and a few more coming up soon. So Onarax and I, through tomorrow and maybe the next day, are going to get everything organized, all the information, and get the OOC up. Shortly after that we'll start the IC. That said, we're going to keep the game accepting for the near future. We don't feel that accepting a new player every now and again will be too much of an issue.
Hidden 10 yrs ago Post by MysT3CH
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MysT3CH The Wordsmith / ★★★★★

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@Krayzikk: Just want to remind you that my MS has atmosphereric flight capabilities. Granted without the use of weaponry.

In case you overlooked it, or want to amend the above statement.
Hidden 10 yrs ago Post by Krayzikk
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Hrm. I misread that. I'll talk with Onarax, see what we think; we may ask you to tweak that, as we've been limiting flight capabilities at start. Nevertheless, we'll talk, about flight capabilities in general, and get back to you.
Hidden 10 yrs ago Post by RavenxVoid
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Name:
Arthur Sima

Age: 33

Gender: Male

Occupation:
Mercenary MS pilot, formerly of the 33rd Commonwealth Night Operations MS company

Appearance:
Link!

Personality:
Loyal to his friends but bitter to his superiors that just sit behind a desk, his father being in the army himself told him that a leader should always be able to put himself in the same amount of danger as he expects those under him to be. A chain smoker

Skills:
[+] Experienced MS Pilot
[+] Proficient with Firearms
[+] Survivalist

Equipment:
[+] 9mm Pistol
[+] Pocket Knife
[+] 1 Spare Magazine
[+] Lighter
[+] Telescope

Biography:
A grizzled veteran of the last war which only ended eleven years ago, to him it only seems like yesterday in which he would put on this combat suit in preparation for another attack on an enemy base before the regular troopers would come in and mop up any survivors. After years of fighting for the commonwealth Arthur finally had enough, after all Arthur had enlisted when he was 18 and so he had been a solider for four years during that terrible war which ravaged the earth. These days Arthur does same jobs around the colony as he did in the army. Guarding shipments of materials, patrolling for raiders and the occasional reconnaissance missions. All this but without a paper pusher superior sitting behind him watching his every move.

Weaknesses:
[-] Authority Issues, with those that sit behind a desk all day
[-] Takes a pull your own weight attitude

~Mech Profiles~

Model:
RGM-86V "Night Seeker" (GM 3 with Night Seeker Parts)

Specialization:
Hit and Run Night Combat

Appearance:
Night Seeker

Weapons:
- 1x Beam Saber
__The beam saber use Minovsky particles held in place by an I-Field to form an effective cutting surface that can slice through nearly any material. The particles for the beam saber are stored by E-cap in the hilt of the saber, which is recharged from the GM's reactor when the saber is returned to its socket. Once activated, beam saber do not rely on the mobile suit's reactor and can be thrown or discarded as decoys. The beam saber is most often used for close range combat or as an emergency weapon once all other ammunition has been depleted.
- 1x Feyadeen Rifle/Beam Saber
__An extensive beam weapon with a power rated at 6.6 MW, charged by rechargeable energy cap. The feyadeen rifle can perform as a beam saber.
- 2x 60mm Vulcan Guns
__60mm Gatling Guns stored on the sides of the GM's head. Having the greatest rate of fire of all the GM's weapons these are primarily used to ward off advancing enemies, shoot down missiles, or hit other fast moving targets. They also made good use as an anti-aircraft and anti-personnel weapons. The Vulcan guns however had a hard time piercing heavy armor and thus were not often used against larger, more heavily armored foes. Still the Vulcans were useful in preserving ammunition.
- 1x Shield
__The shield is a thick sheet of armor designed to take severe punishment that would normally destroy a mobile suit. Since the introduction of beam weaponry, shields have been treated with an anti-beam coating allowing it to withstand several beam shots before the coating wears off. Typically physical shields can only take so much damage before they succumb to the pressure and break.

Capabilities:
[+] The thrusters allow the Night Seeker to jump to a height of 400m
[+] Lightweight
[+] Ability to increase its sensor range by equipping itself with targeting sensors in the "face guard" visor over its standard sensors

Weaknesses:
[-] Limited Armaments
[-] Minimal Armor plating
[-]
Hidden 10 yrs ago Post by rubymeow
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I guess I did mess up the grammars quite a bit, so please feel free to point out where to improve.
There are also some concepts I didn't asked beforehand, please give suggestions if anything is out of the line.
Hidden 10 yrs ago Post by LaXnyd
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I've made the two changes (Missiles reduced to 2 x 4 instead of 2 x 8) and atmospheric flight capabilities removed. And yes,he has access to one of each optional weapon, and he chooses which two he equips. For example, he can go into battle with a beam cannon and the double gatling, or the double gatling and the rocket launcher, or the rocket launcher and the beam cannon but he can't have both be the same weapon.
Hidden 10 yrs ago Post by Krayzikk
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Alright, my Co-GM has been away for much of the day, so we'll hopefully be discussing things tonight. We'll talk about flight capabilities, approval for the CS* posted a few hours ago, and continue working on getting the OOC ready.

@LaXnyd: In that case, accepted.

*The completed one. We'll discuss Raven's as well, but of course, it is a WIP.
Hidden 10 yrs ago Post by Gat
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Well that took a wee bit longer than I anticipated but Hazzah! A CS arrives.

Hidden 10 yrs ago Post by Krayzikk
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@Gat: Zane is fine, accepted.

@Ruby: Accepted, with a small number of changes. Firstly, we'd prefer is you halved the number of beam gun/sabers, just to keep it a little more balanced. Two seems a little overkill. The other change is just for backstory; it'd be preferred if you nixed any mention to the original Psycommu unit, just because Newtypes haven't been elaborated on in this universe yet.

Other than that, it's fine. Just remember that the TWINS switch is meant to keep the Qubeley's power reasonable, so don't try to circumvent its limitations too much.

@MysT3CH: Onarax and I talked. We're permitting the flight in atmosphere, as long as a. it isn't possible while weapons are in use, and b. it is a limited flight. Not very quick, mostly useful for transportation.
Hidden 10 yrs ago Post by rubymeow
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@Krayzikk
Then I will put it the other beam gun/sabers are all somehow lost and this is the last remaining, and the original Funnel systems are "Inconvenient design left by deceased researcher that only few could handle." Which would still mention his sister was somehow more gifted without any direct relation to NTs. Is this sounds OK?
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