McDonough's Rest. A small town built into a long abandoned adamantium mine on the far flung frontier world of Actaeon. It's shelter from the native creatures, and any storm that might roll through. When Earth is years of near-light-speed travel away, and no help could conceivably come to their aid, solid shelter is a must for a frontier settlement.
The mine that McDonough's Rest sits in was set up and run by Alvarez Mineral Imports. At the time, they were a small, ambitious operation that set up many such outposts in planets out in one of the star systems that have been colonized from out of the Sol System. AMI’s business tactic at the time revolved around getting in some place cheaply(and with as little regulation to get in their way as possible) and leaving quickly with whatever they could grab. They left behind a network of tunnels, the shallower ones being quite solid and equipped with worker quarters that weren’t completely stripped when AMI left.
This made it an excellent find when Sean McDonough and his ship full of pilgrims arrived on the planet, looking for a place of their own. In the two generations since McDonough’s Rest, as the town came to be called, is alive and thriving, primarily through agriculture. There are other settlements that they can trade with, but they require a long caravan trip to reach, and it’s only worth the effort for things they can’t produce locally, mostly higher tech commodities.
Recently, a representative from AMI arrived and asked, quite politely, that the people leave so that they can continue their mining. When the townsfolk tried to open up some form of negotiations, it became clear that the request was anything but. They were informed(just as politely) that if they did not vacate the premises by the time AMI’s operation fleet arrived, they would be removed by whatever force was necessary.
With no law enforcement to speak of, McDonough's Rest faces death, either at the hands of AMI’s private police force, or the native mega-fauna out in the wild, should they try to flee. The grandchild of the town's namesake, Patrick McDonough, has set out with the town’s only shuttle in desperation to neighboring towns to find anyone, local militia, mercenary, even a rival corporation, that would protect them, or allow them passage to another safe haven.
A handful of pilots and their mecha partners answer the call.
~~~~~
Due to the expense to build a titan and train a pilot, most are in the employ of one of the larger factions out in the frontier. Even so, there's a fair amount that work as mercenaries, either independently, or as a mercenary company.
The premise of this game is basically the plot of The Magnificent Seven, set in the future, on a colonized planet, with mecha pilots as the cast. It doesn't have to literally be seven(in fact, I'll probably title the game based on the number of players).
This thread is more than likely going in Free, because I'm just looking for a fun game, and don't want too much to keep up with.
Pilot
Name:
Appearance:
Helmet: Your helmet contains the neuro-link to your titan. It’s important, but often used as self expression for a pilot.
Weapons:
Gear: If this were a fantasy or super hero game, think of this like what your special power would be.
Background: Where’d you come from, and why are you working jobs alone?
Titan
Name:
Appearance:
Class: light, medium, or heavy
Armament:
Utility: Similar to the gear section of the pilot CS.
Last Stand: Your titan’s greatest, but most desperate ability. It can be devastatingly effective in combat, but uses a huge portion of your titan’s resources, leaving it lower on ammunition, or sluggish until its capacitors are able to recharge.
The last stand often further merged the mind of pilot and mecha, which can lead to a moment of more effective fighting, but can be disorienting for a moment afterwards.
Notes:
A titan isn’t just a vehicle, it’s a partner too, with its own AI. You can choose how your character feels about it. Standard issue AIs are smart enough to be getting on with, but lack in personality. The longer an AI “lives”, the more they pick up from their human partners.
The mine that McDonough's Rest sits in was set up and run by Alvarez Mineral Imports. At the time, they were a small, ambitious operation that set up many such outposts in planets out in one of the star systems that have been colonized from out of the Sol System. AMI’s business tactic at the time revolved around getting in some place cheaply(and with as little regulation to get in their way as possible) and leaving quickly with whatever they could grab. They left behind a network of tunnels, the shallower ones being quite solid and equipped with worker quarters that weren’t completely stripped when AMI left.
This made it an excellent find when Sean McDonough and his ship full of pilgrims arrived on the planet, looking for a place of their own. In the two generations since McDonough’s Rest, as the town came to be called, is alive and thriving, primarily through agriculture. There are other settlements that they can trade with, but they require a long caravan trip to reach, and it’s only worth the effort for things they can’t produce locally, mostly higher tech commodities.
Recently, a representative from AMI arrived and asked, quite politely, that the people leave so that they can continue their mining. When the townsfolk tried to open up some form of negotiations, it became clear that the request was anything but. They were informed(just as politely) that if they did not vacate the premises by the time AMI’s operation fleet arrived, they would be removed by whatever force was necessary.
With no law enforcement to speak of, McDonough's Rest faces death, either at the hands of AMI’s private police force, or the native mega-fauna out in the wild, should they try to flee. The grandchild of the town's namesake, Patrick McDonough, has set out with the town’s only shuttle in desperation to neighboring towns to find anyone, local militia, mercenary, even a rival corporation, that would protect them, or allow them passage to another safe haven.
A handful of pilots and their mecha partners answer the call.
~~~~~
Due to the expense to build a titan and train a pilot, most are in the employ of one of the larger factions out in the frontier. Even so, there's a fair amount that work as mercenaries, either independently, or as a mercenary company.
The premise of this game is basically the plot of The Magnificent Seven, set in the future, on a colonized planet, with mecha pilots as the cast. It doesn't have to literally be seven(in fact, I'll probably title the game based on the number of players).
This thread is more than likely going in Free, because I'm just looking for a fun game, and don't want too much to keep up with.
Pilot
Name:
Appearance:
Helmet: Your helmet contains the neuro-link to your titan. It’s important, but often used as self expression for a pilot.
Weapons:
Gear: If this were a fantasy or super hero game, think of this like what your special power would be.
Background: Where’d you come from, and why are you working jobs alone?
Titan
Name:
Appearance:
Class: light, medium, or heavy
Armament:
Utility: Similar to the gear section of the pilot CS.
Last Stand: Your titan’s greatest, but most desperate ability. It can be devastatingly effective in combat, but uses a huge portion of your titan’s resources, leaving it lower on ammunition, or sluggish until its capacitors are able to recharge.
The last stand often further merged the mind of pilot and mecha, which can lead to a moment of more effective fighting, but can be disorienting for a moment afterwards.
Notes:
A titan isn’t just a vehicle, it’s a partner too, with its own AI. You can choose how your character feels about it. Standard issue AIs are smart enough to be getting on with, but lack in personality. The longer an AI “lives”, the more they pick up from their human partners.