Live, and die, by your own hands.
A Broken World was all that remained. Five hundred years ago, Earth was destroyed in a nuclear fire, urban sprawls and what little remained of the natural geography turning into searing hot sands and radioactive tundra. While a few people at first survived above ground, many of the billion that survived took shelter in underground Burrows.
Burrows were originally controlled by the governments of old, yet, the corporations that built them eventually replaced the proper leaders. Much knowledge was lost during these ancient times, so much data was erased, and so much technology was forgotten.
The Burrows' few connections to one another were lost as time passed, Sabotage and simple neglect did them in. Thus, the Burrows forgot the existence of one another in the coming centuries, and rebuilt society by themselves in silence. The Ruling Companies made names for themselves after a while as the governments and countries from before were simply erased.
The few individuals that eked out their relatively pathetic lives above ground were no more then vermin to the people who didn't. Beneath their notice, which is ironic, considering they walk above. Due to this, many of the Surface People would cherish, and covet a chance to strike back at their oppressors from below, with their advanced technologies, and their infrastructure, and their weapons!
Indeed, while much was lost above, in the Burrows, so much was relearned. One of the developments, and the one which this story will revolve around, is the Neural Combatant. The Neural Combatant is an interesting, and surprisingly deadly concept... Why not link the mind of a man and a machine, so the pilot can control the humanoid tank as well as his own body? Neural Combatants were first invented just a few months before the nucear cataclysm, and changed warfare forever then. Now, they are simply walking, metallic war-gods on the battlefield, advanced, unique pre-war technologies that are too difficult to mass produce anyway are put into these, making them so much more then what else is in each corporations' military. Tanks, artillery, helicopters, jet-fighters, even the mighty battleship has to bow down to a well-taught NC pilot and their machine.
This, is why the failing independent colony of Smith's Rest called in its' last favor to a certain corporation to acquire parts for them. Smith's Rest, to put it bluntly, is failing in every single way. There are too many people, there isn't enough food, nor medicine, nor knowledge, nor simple money, to get anything done. Thus, the leaders of the town, in a final effort to keep their independence, called in that favor.
It's a few months after, and the five NC's have their pilots. Each NC is customized for a specific role with the parts that were provided, and with them, the volunteers will create a mercenary team. This mercenary squadron will reap the rewards of the inter-corporate warfare that is assured to start, and will acquire the funds to simply re-build Smith's Rest from the ground up if need be. If not, they'll die trying.
Each player will be allowed to have one NC, and up to three characters, including one NC pilot, and two related individuals (Such as family members, or friends). The NC Pilots will control their NC and go on various missions, either as a group or each independently (Or anywhere in between). Their sole over-arching objective is to acquire 30 Million standard Credits to fully rebuild one of the very last independent surface colonies, Smith's Rest.
And, I will be writing two example sheets to help give an idea just to what extent you can currently customize your NC.
Money needed for SR: 30,000,000
Money Acquired: 725,000
Joe: 18,000
Percy: 30,000
Madison: 29,800
Eli: 30,000
Jingo: 30,000
A Broken World.
A Broken World was all that remained. Five hundred years ago, Earth was destroyed in a nuclear fire, urban sprawls and what little remained of the natural geography turning into searing hot sands and radioactive tundra. While a few people at first survived above ground, many of the billion that survived took shelter in underground Burrows.
Burrows were originally controlled by the governments of old, yet, the corporations that built them eventually replaced the proper leaders. Much knowledge was lost during these ancient times, so much data was erased, and so much technology was forgotten.
The Burrows' few connections to one another were lost as time passed, Sabotage and simple neglect did them in. Thus, the Burrows forgot the existence of one another in the coming centuries, and rebuilt society by themselves in silence. The Ruling Companies made names for themselves after a while as the governments and countries from before were simply erased.
The few individuals that eked out their relatively pathetic lives above ground were no more then vermin to the people who didn't. Beneath their notice, which is ironic, considering they walk above. Due to this, many of the Surface People would cherish, and covet a chance to strike back at their oppressors from below, with their advanced technologies, and their infrastructure, and their weapons!
Indeed, while much was lost above, in the Burrows, so much was relearned. One of the developments, and the one which this story will revolve around, is the Neural Combatant. The Neural Combatant is an interesting, and surprisingly deadly concept... Why not link the mind of a man and a machine, so the pilot can control the humanoid tank as well as his own body? Neural Combatants were first invented just a few months before the nucear cataclysm, and changed warfare forever then. Now, they are simply walking, metallic war-gods on the battlefield, advanced, unique pre-war technologies that are too difficult to mass produce anyway are put into these, making them so much more then what else is in each corporations' military. Tanks, artillery, helicopters, jet-fighters, even the mighty battleship has to bow down to a well-taught NC pilot and their machine.
This, is why the failing independent colony of Smith's Rest called in its' last favor to a certain corporation to acquire parts for them. Smith's Rest, to put it bluntly, is failing in every single way. There are too many people, there isn't enough food, nor medicine, nor knowledge, nor simple money, to get anything done. Thus, the leaders of the town, in a final effort to keep their independence, called in that favor.
It's a few months after, and the five NC's have their pilots. Each NC is customized for a specific role with the parts that were provided, and with them, the volunteers will create a mercenary team. This mercenary squadron will reap the rewards of the inter-corporate warfare that is assured to start, and will acquire the funds to simply re-build Smith's Rest from the ground up if need be. If not, they'll die trying.
Required Sheets, and stuff
Each player will be allowed to have one NC, and up to three characters, including one NC pilot, and two related individuals (Such as family members, or friends). The NC Pilots will control their NC and go on various missions, either as a group or each independently (Or anywhere in between). Their sole over-arching objective is to acquire 30 Million standard Credits to fully rebuild one of the very last independent surface colonies, Smith's Rest.
And, I will be writing two example sheets to help give an idea just to what extent you can currently customize your NC.
Money needed for SR: 30,000,000
Money Acquired: 725,000
Joe: 18,000
Percy: 30,000
Madison: 29,800
Eli: 30,000
Jingo: 30,000