Hello there! Howling Sands as we're calling it is officially ready for business (more or less).
In any case, yeah, I'm using this for personal GM thing storage. I'm introducing a few super-basic game systems, nothing tabletop level, just stupid fun stuff.
(If you've heard of dark heresy for example, I usually add a fate point like system, so I'll be keeping a log of each PC's fate points here through edits. Basically if you're fucked you can expend one of these to survive. PC's start with one.)
It's 2431, and in the 2080's a nuclear war happened that seriously fucked the earth, and reduced most of the planet to desert, sand, and sandy deserts, with once-in-a-blue-moon paradise areas. A decent portion (about 800 million) of the population survived by taking refuge in gigantic underground 'Burrows', built near or underneath existing cities. They're city-states in and of themselves, being 100% self sufficient and built strong enough to last many generations. Over time, the population has grown back to around 1.6 billion.
Over the years, what was left of the governments have been utterly replaced by the 'Ruling Companies', which eventually more-or-less enslaved all Burrows' populations, and now fight each-other over land, territory, slaves, and technology.
Massive, ancient and rusted super-weapons from before the war are still occasionally found, and each Ruling Company generally has at least one kept under lock and key for emergencies, yet what dominates the battlefield NOW are NCM's, or Neural Combatant Mechanoids. NCM's main and most valuable advantages are that the pilot is directly wired into the machine, nervous system perfectly linked with the NCM's control computer, allowing lightning fast reaction times, and the pilots would never suffer from obstructed senses; The NCM's sensors become their new eyes, ears, and sense of touch.
NCM pilots need at least minor cybernetic modifications, namely, a Neural Plug system to interface with an NCM's cockpit. Additional implants are available, from replacement skeletal structures made of titanium, to cybernetic eye implants. However, there is one major problem with the Neural Plug system: Changing the nervous systems' layout so drastically begins initiating changes, and it's common for NCM pilots to 'lose their humanity', their neurology slowly changing from what could be called a human, to organic combat computers. As their brains' processes are replaced by combat simulations and changed for maximum combat efficiency, occasionally, the body simply can't handle it anymore. The pilot goes brain dead. Generally, if it WILL happen, it happens before a pilot is 30, yet it's not exactly common.
Another boon, however. NCM parts are highly varied, and any possible setup you could think of is more then likely possible. Generic bipeds with assault rifles, missiles, and combat knives? Moving fortresses on caterpillar tracks, bristling with particle cannons and gatling guns? Spider-like quadrupeds, fitted with single, massive, unfolding artillery cannons for anti-tank-battalion duties? Stealthy, high-speed hover-legged types mounted with stealth equipment and close combat devices? Beastial mechanical monstrosities with a sniper-rifle integrated into their mouths? All possible!
NCM 'quality' is determined using a few factors, one, the 'grade' of the NCM, ranging from Low-Grade mass produced models, to utterly unique custom ones. However, the more determining factor is how well integrated the pilot is with the machine. Young, lower-experienced pilots like the players are commonly called 'Normals', and are more likely to actually get damaged, or even destroyed, by conventional forces. Older, more experienced and 'linked' pilots are called 'Aces' or 'Royalty', commonly, due to their relatively extreme abilities.
The PC's are part of the only anti-corporate rebel group left, after hiding for a decade and building up their resources, Howling Sands is ready for a final last attempt on their mission: Destroy the ruling companies, once and for all.
For what purpose?
Over the years, what was left of the governments have been utterly replaced by the 'Ruling Companies', which eventually more-or-less enslaved all Burrows' populations, and now fight each-other over land, territory, slaves, and technology.
Massive, ancient and rusted super-weapons from before the war are still occasionally found, and each Ruling Company generally has at least one kept under lock and key for emergencies, yet what dominates the battlefield NOW are NCM's, or Neural Combatant Mechanoids. NCM's main and most valuable advantages are that the pilot is directly wired into the machine, nervous system perfectly linked with the NCM's control computer, allowing lightning fast reaction times, and the pilots would never suffer from obstructed senses; The NCM's sensors become their new eyes, ears, and sense of touch.
NCM pilots need at least minor cybernetic modifications, namely, a Neural Plug system to interface with an NCM's cockpit. Additional implants are available, from replacement skeletal structures made of titanium, to cybernetic eye implants. However, there is one major problem with the Neural Plug system: Changing the nervous systems' layout so drastically begins initiating changes, and it's common for NCM pilots to 'lose their humanity', their neurology slowly changing from what could be called a human, to organic combat computers. As their brains' processes are replaced by combat simulations and changed for maximum combat efficiency, occasionally, the body simply can't handle it anymore. The pilot goes brain dead. Generally, if it WILL happen, it happens before a pilot is 30, yet it's not exactly common.
Another boon, however. NCM parts are highly varied, and any possible setup you could think of is more then likely possible. Generic bipeds with assault rifles, missiles, and combat knives? Moving fortresses on caterpillar tracks, bristling with particle cannons and gatling guns? Spider-like quadrupeds, fitted with single, massive, unfolding artillery cannons for anti-tank-battalion duties? Stealthy, high-speed hover-legged types mounted with stealth equipment and close combat devices? Beastial mechanical monstrosities with a sniper-rifle integrated into their mouths? All possible!
NCM 'quality' is determined using a few factors, one, the 'grade' of the NCM, ranging from Low-Grade mass produced models, to utterly unique custom ones. However, the more determining factor is how well integrated the pilot is with the machine. Young, lower-experienced pilots like the players are commonly called 'Normals', and are more likely to actually get damaged, or even destroyed, by conventional forces. Older, more experienced and 'linked' pilots are called 'Aces' or 'Royalty', commonly, due to their relatively extreme abilities.
The PC's are part of the only anti-corporate rebel group left, after hiding for a decade and building up their resources, Howling Sands is ready for a final last attempt on their mission: Destroy the ruling companies, once and for all.
For what purpose?
For your NC, please use your head and realize how resource constrained Howling Sands is right now. Be reasonable, you can have some interesting stuff from the get-go, but no we aren't going full super robot yet.
Fill this in:
NCM Body Type: (Biped, hoverlegs, for example)
NCM Weight Class: (Superlight, light, medium, heavy, superheavy. General 'bulk' of the NCM, you don't need an actual tonnage or anything)
NCM Appearance: (Describe the basic looks here, or use an image you think fits. Preferably both, really)
NCM Weapons: (Pretty much anything you can think of. Weapons are generally mounted in the head, chest, arms, and legs. Externally or internally.)
NCM Equipment: (Stuff like what sort of generator the NCM uses, additional sensory equipments, shields, physical or energy based, jamming equipment, that sort of stuff)
And you can honestly do the pilots' CS however you wish. You can currently have two peeps: An actual pilot, and a co-pilot. The Pilot starts with the neural plug implants, and I request that they start out as close friends, for simplicity's sake in combat.
Fill this in:
NCM Body Type: (Biped, hoverlegs, for example)
NCM Weight Class: (Superlight, light, medium, heavy, superheavy. General 'bulk' of the NCM, you don't need an actual tonnage or anything)
NCM Appearance: (Describe the basic looks here, or use an image you think fits. Preferably both, really)
NCM Weapons: (Pretty much anything you can think of. Weapons are generally mounted in the head, chest, arms, and legs. Externally or internally.)
NCM Equipment: (Stuff like what sort of generator the NCM uses, additional sensory equipments, shields, physical or energy based, jamming equipment, that sort of stuff)
And you can honestly do the pilots' CS however you wish. You can currently have two peeps: An actual pilot, and a co-pilot. The Pilot starts with the neural plug implants, and I request that they start out as close friends, for simplicity's sake in combat.
In any case, yeah, I'm using this for personal GM thing storage. I'm introducing a few super-basic game systems, nothing tabletop level, just stupid fun stuff.
(If you've heard of dark heresy for example, I usually add a fate point like system, so I'll be keeping a log of each PC's fate points here through edits. Basically if you're fucked you can expend one of these to survive. PC's start with one.)