Hidden 6 yrs ago 6 yrs ago Post by UltimoScorp
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UltimoScorp Pink Trans Catgirl

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The year is 3550. Mankind has spread through the stars, finding itself the most advanced species in the galaxy, but not the only one. Aggressive colonization paired with trying to maintain alien relations eons apart from each other has left the galaxy splintered, factions claiming small tracts of the cosmos in desperate bids for power or influence. Warfare has evolved. Infantry no longer serves as the frontline in planetary wars, instead, immense, multi-ton machines called Mechs dominate the battlefield. Armed to the teeth and more maneuverable than any land vehicle, Mechs are the ultimate war machines. Mech pilots are the new frontline soldiers, and you are about to join that illustrious group.

The Galaxy at Large:



A civil war brews on planet Kell, pirates run entire star systems with iron fists, mega-corporations in the inner colonies vie against each other in corporate warfare, outer periphery groups arm themselves in bids to unite the galaxy, and wars for territory are waged across space. In the middle of it all are you and your fellow pilots, standing to gain a whole heck of a lot of money, or die trying.

The Lightning Tigers:



You and your fellows, a not quite ragtag group of Mech pilots making a name for themselves in an uncaring galaxy. A competent merc group is well worth its weight in credits, but getting that kind of reputation isn't easy. Modestly equipped, you've got your own dropship and a company of Mechs. Led by Commander Natalia Faust, the Lightning Tigers are a little behind in their dues, so you'll need to make some money if you want to keep your home in space. How this faction develops is up to you and your fellow players, be it fame or infamy.

The Dropship Argonaut:



In between missions your major hub will generally be the DropShip Argonaut, a large, vaguely egg-shaped craft that not only houses the Lightning Tigers, but also has a well equipped Mech Bay, for storing, modifying, or repairing damaged Mechs. There are bunks, a mess hall, and a recreation deck. Mechs can be dropped from this ship directly, in shuttles, or in certain cases, simply walked right out of the open doors of the landed craft. You'll receive and decide on contracts here. Not every mission will be Mech exclusive, and some missions might require a team to not use mechs at all.

Meet the Neighbors:


Humans are no longer the only species on the block, though they are by far the most numerous and generally advanced. The other species in the galaxy are vast and varied, but here are a few choice concepts...

Species: Wergans
Home-World: Zuria
Average Lifespan: 150 years
Description: A race of slow-moving invertebrates with many arms. They have highly ordered and logical minds and they are obsessed with mathematics and statistics. Zuria is a water world, though time among the stars has allowed them to be just as home out of the water as in. They come close to humans technologically and are the creators of the PPC weapon.

Species: Apatagor
Home-World: Xenu
Average Lifespan: 60 years
Description: Large fur-covered, bear-like creatures with pronounced muzzles and long pointed ears. They value physical strength above all else. They are governed by a gerontocracy. Xenu is a pragmatic and spectacular world, and many of the galaxies finest warriors hail from this very race. These beings are some of the only to have created mechs with the sole intent of fighting exclusively in melee combat.

Species: Hihijli
Home-World: Mukunga
Average Lifespan: 80 years
Description: A race of feathered, raptor-like telepaths. They find humans to be physically revolting. They are extremely arrogant and consider most other species to be inferior forms of life. As such, almost no other species has seen their homeworld first hand. They favor Light and Mediums Mechs for their speed and agility, regularly employing hit and run tactics to great effect.

Species: Bespanites
Home-World: Chotia 4
Average Lifespan: 30 years
Description: A race of humanoid insectoid aliens who have three nostrils, digitigrade legs, and two thumbs on each hand. Their soldiers ritually burn and mutilate their own flesh to demonstrate their loyalty to their leaders. They make incredible soldiers, willing to fight and die for anyone they consider a worthy leader. As a species, they are far superior physically to humans and are considered the most tactically sound of all the races.

Mechs; Titans of the Battlefield:



A blend of various tech bases, Mechs are kings of the battlefield, with artificial muscle allowing an unprecedented level of fluid movement and agility. Mechs come in three standard sizes, Light, Medium, and Heavy. Light Mechs are typically scouts, or forward strikers, moving fast with a decent punch, and good heat management, but not a lot of armor. Heavy Mechs conversely, are either close in brawlers or weapons platforms, dishing out huge punishment, and taking it just as well, but heat management is low. Medium Mechs are well rounded, tackling melee or ranged capabilities well, and having decent heat management, but having neither the speed of lighter Mechs nor the staying power of heavier ones. There are even larger mechs, designated as Assault class, however, these are few and far between, and so prohibitively expensive that they are usually only fielded in large-scale conflicts between galactic powers.

Mechs all come with equipment hardpoints, in the center torso, side torsos, and arms. Some larger mechs have an additional head hardpoint, but are rare and usually sacrifice armor or speed to achieve this additional firepower. Each Mech has two slots for weapons or equipment per hardpoint, but can carry a weapon above their weight class in a hardpoint at the cost of additional heat generation and filling the hardpoint completely. Keep in mind that the more weapons you pack on, the hotter your Mech will be, and this will impact your ability to fight intense situations when you really need that firepower.

Heat, the Eternal Enemy:


All weapons produce heat, with heavier weapons producing more heat than lighter ones. All Mechs have a heat threshold, past which the mech will shut down to keep from frying a pilot alive in their own Mech. Heavy Mechs typically have a heat threshold much higher than Light Mechs; Medium Mechs usually sit between the two in heat management. This is simply due to Heavy mechs having more space and available weight to carry more heat dumping mechanisms. Certain weapons run hotter than others, with energy weapons being the hottest and ballistics running the coolest. Missiles sit in between.


Two Sticks and a Rock:



All weapons have a classification of light, medium, and heavy. Some require ammunition, while others do not. Keep in mind that you can only bring so much ammunition and that heavier weapons will have heavier ammo.

Missiles come in three varieties, SRM(Short Range Missiles), MRM(Medium Range Missiles), and LRM(Long Range Missiles). SRMs are fast, small bunches of missiles that are devastating up close, but don't have the burn time to reach long targets. LRMs are slower, but pack more missiles per launcher, can be locked onto a target that you or an ally have targetted. The downside is that they take time to fully arm, so up close, they're all but useless. MRMs pack the most missiles per pod, and reach farther than SRMS, but are effectively dumb-fire, and have significant spread. Larger Mechs can hold larger missile pods more easily. Medium and Heavy LRM and all MRM pods occupy an entire hardpoint

SRM-
Effective Range: 250 meters
MRM-
Effective Range: 500 meters
LRM-
Effective Range: 1000 meters


Lasers are varying range energy weapons that require no ammunition, with light lasers being quick knife fighting weapons, while Heavy lasers boast large damage over incredible distances. Being so powerful, lasers run hot and require a steady hand to put damage where it needs to be. Larger lasers take longer to recycle than smaller ones, and of course, do more damage. Lasers are a common and reliable weapons system seen on almost every Mech in some form. Medium lasers are special in that they can be taken on any mech at the cost of one slot, even on Light Mechs. Heavy lasers occupy an entire hardpoint.

Light Laser-
maximum Range: 300 meters
Effective Range: 150 meters
Medium Laser-
Maximum Range: 600 meters
Effective Range: 300 meters
Heavy Laser-
Maximum Range: 1000 meters
Effective Range: 500 meters


Particle Projector Cannons(PPCs)are a strange and poorly understood energy weapon of alien design using charged particles to fire a fast moving energy projectile great distances. They generate significant heat and take time to recycle, but unlike ballistic weapons, require no ammunition. Due to their relative size, and alien tech base, they occupy an entire hardpoint.

Light PPC-
Maximum Range: 900 meters
Effective Range: 400 meters
Medium PPC-
Maximum Range: 900 meters
Effective Range: 400 meters
Heavy PPC-
Maximum Range: 900 meters
Effective Range: 400 meters


Autocannons are automatically reloading ballistic weapons that come in either slug or spread shot types. Smaller AC's reload faster than larger ones. They don't produce too much heat, but as the size goes up, so too does the heat, leaving heavier autocannons running hotter. They have good range, and hit harder than PPCs but are impacted by drop and weather conditions, as well as requiring physical ammunition. Heavy Autocannons require an entire hardpoint.

Light AC-
Maximum Range: 1200 meters
Effective Range: 600 meters
Medium AC-
Maximum Range: 1000 meters
Effective Range: 500 meters
Heavy AC-
Maximum Range: 600 meters
Effective Range: 300 meters


Machine Gun Arrays are old tech, but ever reliable, useful for cutting through infantry and doing great damage to the inside of mechs. The produce very little heat, and have high ammunition capacities, but do almost nothing to armored targets.

All MG Arrays-
Maximum Range: 200 meters
Effective Range: 100 meters


Other Equipment:


Mech's can be fitted with other systems that help or hinder in various ways.

ECM is an electronics package that scrambles targetting sensors of enemies, adding an extra layer of protection, but this must be actively used, and is not a guarantee that an enemy will not be able to target you. This equipment can only be mounted in a side torso.

AMS is an anti-missile system that uses small rapid-fire laser pulses to destroy enemy missiles within 250 meters of your mech. While larger volleys of missiles will break through, it can take the punch out of even the fast-moving SRM. This will heat your Mech up while in use but can be turned off to prevent reaching the heat threshold. This equipment can only be mounted on a side or center torso.

Missile Beacons are a special missile type weapon that fires an electronic beacon that will assist in the targetting of Mechs by missiles. This includes LRMs and SRMs, however, MRMs will be unaffected. These beacons will draw friendly and enemy missiles alike so be warned if you use or are struck by one of these support weapons.
Maximum Range: 500 meters

Targeting Assist Lasers are more or less immense laser pointers that are hooked into a targeting computer that can be shared with other friendly Mechs, allowing a scout to 'paint' a target for friendly missile Mechs to unleash swarms of missiles from afar. this comes with the downside of being visible as a light dot on the target, but is otherwise silent and effectively does no harm to an enemy to alert them.
Maximum Range: 750 meters

UAV Drones are small unmanned flying machines that can be remotely guided by a Mech pilot to get a birds-eye view of the battlefield, or to scout a location too dangerous for a mech to go. This equipment can only be mounted in the center torso.

Jump Jets are large, engine-like thrusters that allow a MEch to perform a short aerial jump from point to point, either to get to higher ground or traverse difficult terrain. Each single jump jet requires a single slot and generally require multiple in order to be effective.

Melee:


Melee can be accomplished in most Mechs, either those with arms striking with them or with the legs of a Mech in a kicking/stomping attack. If a Mech has actual hands, they can pick up and use objects to strike with. While a powerful ability, it will damage the limb used to attack with somewhat(unless using an improvised object in the hand)but there are pilots that swear stepping on enemy tanks is the most effective way to deal with them. Certain Industrial Mech tools can be cannibalized and strapped onto a Combat Mech to use for melee, however, this will fill the entire arm hardpoint.

[center]RULES:[/cemter]

1. Godmodding, autohitting, Meta-Gaming, etc is strictly forbidden.
2. Don't be a jerk, we're here to have a good time, so try not to be too prickly with each other.
3. Keep OOC stuff OOC. Nothing that happens OOC should be influencing your characters in game.
4. Have fun dude. It's a stompy robot game, go blow up stuff.
5. I have final say in all matters. (but I'll do my best to not be a colossal jerk with that power.)



Profile layout:


Name: Explains itself, what's the character's name?

Age: Explains itself, how old is your character?

Species: What resident of the galaxy are you?

Gender: Explains itself, what gender is your character?

Appearance: What does your character look like? bodily features and normal off duty clothing, etc.

Equipment: What does your character tend to keep on their person?

Skills: Aside from piloting a mech, what can your character do?

Personality: What is your character like?

Bio: What happened to your character that led them to be a mercenary Mech pilot?

Weaknesses: What about your character is flawed?



Mech Profile:


Mech Name: The name your character refers to their Mech by.

Mech Chassis: What the factory calls the type of Mech you run around in.

Mech Class: The class of your mech, be it light, medium, or heavy.

Appearance: What does the mech look like?

Armament- What weapons does it have?

Center Torso Hardpoint:

Left Torso Hardpoint:

Right Torso Hardpoint:

Left Arm Hardpoint:

Right Arm Hardpoint:
Hidden 6 yrs ago 6 yrs ago Post by VahkiDane
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VahkiDane

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Name: Iral Vijil

Age: 31

Species: Hihijli

Gender: Male

Appearance: Iral has an appearance a little like a feathered raptor, but an elegant one, in a way. He's covered in brown feathers, like those of a hawk, and his eyes are a piercing blue, like that of the ocean. He has talons on his hands though he tends to keep his shorter and less sharp than the rest of his species. Both of his lower legs are cybernetic, blown off at the thigh by an enemy mech a long time ago. He tends to keep himself in good hygiene and appearance. He has a small but long scar beside his left eye. Outside of his mech, he tends to wear a grey military jacket, and regular cargos and boots to cover up his legs.

Equipment: He keeps a sidearm pistol on him, as well as a few spare mags in his jacket when he's wearing it. Otherwise, he doesn't keep much on him. He refers to it as being "lightweight".

Skills: Iral's excellent with marksmanship outside of the mech, and is a good navigator. Though he doesn't like to admit it (and has indeed started fights over people pointing it out), he's also surprisingly good at singing. He is telepathic with the rest of his race.

Personality: Iral Vijil is a hot headed and somewhat distrusting mercenary. He continously expresses dislike and often disgust for humans, but tends to leave the minority of other races on the Argonaut alone. However, compared to the rest of his race, he is mild in his dislike. He holds some respect for Natalia Faust, his commander, possibly due to her prowess in battle.

Bio: He was born on one of the smaller worlds populated by the Hihijli, and lived a calm life until he was conscripted for the military for a very short, but painful war that lasted only a year or so, during which his lower legs were completely blown off along with the lower half of his mech. Only days after he was treated in the hospital and given cybernetics, the war ended, leaving him jobless and very much alone. Leaving his home planet, he decided to become a mech mercenary, taking his above average record in the military as a mech pilot. But the Hihijli themselves did not usually form mercenary groups, considering them to be greedy and untrustworthy. So, Iral joined the Lightning Tigers, despite his preferences. His exposure to humans was jarring at first, and caused more than a few arguments and standoffs, but his prowess and enjoyment as a pilot made up for it.

Weaknesses: He is sometimes arrogant. He's also afraid of the Apatagor, caused by a rumor spread on his home planet about their military eating their enemies corpses. As a result of being blown up in a Mark 4 Direwolf, he's also chronically afraid of the number 4, to the point that even seeing it is enough to put him in a bad mood and cause him to perform below-average. This extends to his teammates having the number 4 on their mechs as well.

Mech Name: Stalker Judge

Mech Chassis: Coyote Mark 2

Mech Class: Light

Appearance: The mech stands upright, and is relatively small. It has a sharp aesthetic, and Iral has spray painted sharp red teeth and eyes onto the mech's "face". It is primarily army grey, and has white accents. The hand and wrist of the mech appears to be painted red as if it was splashed in blood permanently.

Center Torso Hardpoint: Light SRM, Machine Gun Array

Left Torso Hardpoint: Jumpjet

Right Torso Hardpoint: Jumpjet, ECM

Left Arm Hardpoint: Heavy Laser (Fills the whole hardpoint)

Right Arm Hardpoint: Empty (He uses this one as a hand)
Hidden 6 yrs ago Post by Slamurai
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Hidden 6 yrs ago 6 yrs ago Post by GunmetalGold
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Name: Brae Tessen

Age: 27

Species: Apatagor

Gender: Female

Appearance: A large, muscular Apatagor with tufted ears and a few scars around her muzzle. She has thick, black fur with gold-orange patches and green eyes. Brae also has a prosthetic arm, with heavy scarring and burns around the stump on her forearm. She typically wears a dark blue jumpsuit with some armored sections, thick, heavy boots, and a helmet that lets her link to her Mech’s systems. When off duty, she ties the top half of her jumpsuit around her waist and wears a tank top, as well as leaving her boots off.

Equipment: Brae usually carries a heavy knife strapped to her leg, and a pair of plated knuckle dusters.

Skills: Brae is well trained in Apatagor combat techniques, and is an adept mechanic. She is also a good cook. At least by Apatagor standards.

Personality: Brae is a brash, stubborn warrior who has a love of fighting and combat. She is loud and boisterous, but she is honorable and values her teammates, and will happily dive into the fray to retrieve wounded.

Bio: Brae hails from Xenu, and was a great warrior in the Apatagor ranks. However, after making a horrible mistake in an enemy attack, her entire group was killed, and Brae was disgraced and cast out. Now, she seeks to prove herself worthy of leading again and pilots a Mech to achieve that.

Weaknesses: Brae is incredibly stubborn. It’s hard to change her mind, and even harder to change it again. She’s gotten her crew in a lot of trouble this way.

Mech Name: Praetorian Ruin

Mech Chassis: Phalanx Mk7

Mech Class: Heavy

Appearance: Praetorian Ruin is a large, imposing mech painted dark grey and white. It is hunched slightly, like it’s Apatagor pilot, and has large fists with clawed fingers. It’s torso is heavily armored and round, full of scorch marks and battle damage.

Center Torso Hardpoint: Particle Projector Cannon (Fills hardpoint)

Left Torso Hardpoint: Jump Jet x2

Right Torso Hardpoint: Jump Jet x2

Left Arm Hardpoint: Empty

Right Arm Hardpoint: Heavy Autocannon
Hidden 6 yrs ago 6 yrs ago Post by Nato Greavesy
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Nato Greavesy The Traveler

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Name: Juliana Winters

Age: 24

Species: Human

Gender: Female

Appearance: Of average height and wiry build, Juliana has black hair (usually dyed dark red), and soft green eyes. Her face is marred by an angular scar, slanting down from her forehead to her cheek. Off duty, she dresses in casual, but practical clothes, preferring to wear jeans and a denim jacket, along with plain shirts without logos or images. In the field, she wears standard tactical gear, with pouches for stowing items, with liberal padding and light plating for comfort and protection. Some reference images.

Equipment: A wallet containing photo IDs, petty cash, loose change, and various cards. She also carries a small data tablet for communications and such, which is kept in a reinforced case when not in use, to shield it from shrapnel and bullets. Around her neck she wears a spent casing of a sniper bullet, engraved with the initials of her fallen comrades. Her weapons of choice are a kukri combat knife, a high-calibre 7-shot revolver, and a semiautomatic mid-range rifle that uses 10-round clips.

Skills: Aside from her capability as a mech pilot, Juliana also has some talent as a sniper, scout, and tracker, as these skills mesh well with her preference for solo work.

Personality: Optimistic and aloof, Juliana is something of a free spirit, eager for any opportunity to demonstrate her prowess in battle. Though she isn’t always the best as teamwork, she’s nonetheless incredibly loyal to her comrades. Her most defining characteristic is her upbeat attitude; no matter how stark a situation, she will find a way to alleviate it with sarcasm or snark.

Bio: Born on a colony world already floundering due to overpopulation, Juliana’s upbringing was one where decent meals were few and far between, and luxuries were practically non-existent. To combat their population problems, the colony leaders resorted to compulsory military conscription, so when Juliana reached 18, she – along with many others – were sent off-world to join the war machine of the colony’s founding empire.

Suffice to say, it wasn’t a fun experience. Raw recruits were given barebones training, assigned to substandard mechs, and thrown into the gruelling meatgrinder of the front lines, their lives little more than numbers on a spreadsheet in the eyes of the commanders. Juliana was one of those lucky enough to make it through to the other side of her obligatory three years with nothing but a few superficial scars to show for it. Many of her friends weren’t so lucky.

Although she wished to put the horrors of her military service behind her, Juliana had difficulty readjusting to civilian life, and was unable to hold down work, leading her to once again throw herself into the fray, this time as a mercenary, unbeholden to the fallacies of ideology or patriotism.

Weaknesses: Having lost a great many friends and comrades during her three years spent as a soldier, Juliana has difficulty making new friends and opening up to others. She prefers to conduct operations mostly on her own, fearing deep down that her companions will let her down, or get themselves killed because of her mistakes. She also has a healthy disrespect for authority figures.

Mech Name: Banjo
Mech Chassis: Australovenator-Class Strider
Mech Class: Medium
Appearance: i.imgur.com/atdnEsv.png
Armament
Centre Torso Hardpoint: Medium LRM pod.
Left Torso Hardpoint: Medium machine gun array.
Right Torso Hardpoint: Light laser (x2).
Left Arm Hardpoint: Targeting assist laser, simple claw hand.
Right Arm Hardpoint: Particle Projector Cannon.
Hidden 6 yrs ago Post by UltimoScorp
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UltimoScorp Pink Trans Catgirl

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@Nato Greavesy Everything looks good, feel free to put Juliana in the Character tab!
Hidden 6 yrs ago 6 yrs ago Post by Ehksidian
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Ehksidian h,

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Gonna post this here instead of the Discord server for approval.

Though the Catfolk section is pre-approved.

Catfolk

One would think that an alien species bearing a striking resemblance to the housecats of Earth, a species that nearly acts identically like them, and one fully capable of speaking human languages with no issues would be impossible. That assumption would be entirely correct. There are no truly alien species foreign to Earth that are like that.

There are, however, the Catfolk. Historians are unsure about the exact origins of the species. Some assert that the species came from genetic experiments on actual housecats on Earth, to “uplift” the species. Others say that they are direct offshoots of humans, caused by extreme self-modification to the point where they couldn’t even be considered the same species. Regardless of their origin and vague history, they still exist nowadays in small pockets among human colonies.

Catfolk in general behave much like a blend of humans and actual housecats, with an overall lazy demeanor and a somewhat…playful attitude towards things they consider “prey.” Of course, this varies from individual to individual. They lack a culture notably distinct from humans, and all of their technology is either human in origin, or derived from human technology. Agile and flexible, they at large prefer lighter Mechs over heavy-hitting ones, preferring more stealthy approaches and ambushes over direct head-on conflict. They generally prefer being snipers, scouts, and the like over being frontline soldiers.




Name: Taia Sal

Age: 28

Species: Catfolk

Gender: Female

Appearance: Taia stands at 5’7” at the tips of her ears, with short grey fur covering her entire body. Her overall silhouette is rather plain and slim. Like any cat, her green eyes have notably slitted pupils. A slender and long tail tapers out behind her, flicking idly every so often. Without the tail or…well, cat head, her frame is remarkably human. The most notable feature would be her left arm – an entirely pitch-black prosthetic limb, which looks more akin to a gauntlet than a normal arm. Of course this usually is difficult to see, as Taia almost always wears long gloves that reach up to her shoulders on each arm, or jackets. Even when on the field, her usual tactical gear always covers her left arm completely.

Equipment: Taia always carries a small pistol in a hip holster. A personal comms device, tablet, and other devices in field-tested casing are usually found on her person.

Skills: Taia made her mark as a crackshot with a sniper rifle, and more than knows her way around fiddling with technology – both experimental and not. She’s fully capable of performing maintenance on prosthetic limbs and similar robotics, more out of needing to take care of herself than anything else. She has a rather natural knack for slinking about in the shadows and working in low-light environments.

Personality: While she may seem somewhat businesslike and no-nonsense at first, Taia has quite the thrillseeker streak in her…which sometimes leads to some poor decision making on her part. On the off chance she doesn’t decide to do something stupid for kicks, she usually runs thorough mental exercises on how an event might go. They aren’t exactly correct, of course, but she tries.
Even with her adrenaline junkie attitude, she still prefers not to put her life directly on the line. She’s aware of her physical and skill limitations, and prefers not to test those too much. Especially after losing her arm.

Bio: “You want my history? Really? I mean, if you insist. Gotta get the job somehow…

“I was born in a human colony pretty far out there. Some backwater planet, wasn’t much to it. Few other catfolk there like me, of course. Mom and dad weren’t the richest around but we weren’t dirt-poor, luckily. Rarely didn’t have at least some food on the table. And if we didn’t, Dad would usually go out hunting for some food. Always find it odd when people say they couldn’t do that sort of thing. Like, why wouldn’t you have some forests or the like around? That’s off topic.

“Eventually I decided to leave home. Wasn’t a big fan of living in the middle of nowhere, after all. I was interested in helping test out experimental military tech and got that job pretty quickly. Not surprising though, given the nature of the tests. They pretty much threw whichever Joe Schmoe they could find off the street to try and figure out the limitations of some of these weapons they made. Something about ‘general usage’ or whatever, I forget. Normally they paid you a bit to make sure the device was easy to figure out and operate, then sent you off. I got a more long-term job and ended up helping out with more…volatile things. Weapons.

“Ever hear about arm cannons? Stick a gun to an arm, use the entire arm as stabilization instead of just holding it for more firepower. Well, it’s a dumb idea. They gave me one and it blew up, which is why I don’t have my left arm. They at least hooked me up with a prosthetic to make up for it, but…it was absurd. Quit that job, took up some military work for a bit, got sick and tired of all the ‘do it for your planet and species!’ crap and decided to come here.”

“Is that good enough for you?”

Weaknesses: Prosthetic arms, while more durable than normal arms, still require specific maintenance to operate at a decent capacity. Not only that, but it doesn’t heal naturally over time – Taia would have to dedicate time specifically to repairing her arm if it gets damaged.

Not only that, but she’s not the strongest person around. Her physical capabilities consist of being able to move fast and be flexible, not moving heavy loads.

Mech Profile:

Mech Name: Shadowrend

Mech Chassis: MK-02 Lightweight Scout

Mech Class: Light

Appearance: Shadowrend is a lightly armored Mech, focusing more on mobility than taking hits or anything. Its entire left arm is a massive laser cannon, far bigger than most Light mechs have. Because of this additional weight, the Mech lacks any weapons on its right arm – this is to lower the weight enough so that the Mech is still plenty agile, especially with the myriad of Jump Jets it has.

The entire Mech is painted deep black, to better assist it in nighttime operations...though Taia does often try and paint it to better suit whatever environment it is, if the black paint job would be detrimental.

The only other detail of note is the gigantic laser making up its left arm...which has the words "BFG" painted on it.

Armament- What weapons does it have?

Center Torso Hardpoint: Two jump jets

Left Torso Hardpoint: One jump jet, one Light Short Range Missile Array

Right Torso Hardpoint: One jump jet, one Light Short Range Missile Array

Left Arm Hardpoint: Heavy Laser

Right Arm Hardpoint: None, used as a hand to stabilize the Big Freaking Laser when firing from afar.
Hidden 6 yrs ago Post by UltimoScorp
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@Ehksidian Profile looks good, add it to the character page when you're ready!
Hidden 6 yrs ago 6 yrs ago Post by Ardoku
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Ardoku

Member Seen 6 yrs ago

Name: Zyreq'riis

Age: 57

Species: Vindiq'ra (splinter)

Gender: Male

Appearance: Zyreq is 6'6" tall and has a lithe though relatively athletic body build. Like other members of his species, Zyreq shares many macro-level physical characteristics with humans, though his skin and hair are white and his eyes are wholly blood red though with black triangle shaped pupils. Setting his species, and thus him, apart from humans though is the unusual size of their eyes compared to humans, the nostril slits they have instead of noses, and the sharp shark-like teeth that line their mouths.

Zyreq's hair is shoulder length, most of the time kept cleanly washed and intricately braided. Comparatively, Zyreq would be considered extremely fair and beautiful by the standards of humans, as well as the standards of many other species, though this is a trait the Vindiq'ra are known for and in fact take pride in.

Equipment: A long blade of an alien design. It has a dark metallic blade with runes etched into it, a silver crossguard and pommel, and a blood red handle. When outside of his mech, he wears an elaborate black and red cloth tasset which reaches his knees, but is otherwise shirtless and barefoot. When in his mech, he wears a skintight jumpsuit, red and maroon, that covers him entirely barring his head, along with a black helmet of strikingly aggressive design.

Skills: Zyreq is exceptional in swordsmanship, and is also highly accurate with ranged weaponry. He is highly agile and quick on his feet, and stronger than he looks.

Personality: At first glance, Zyreq is rather amiable. Further acquaintance will reveal him to be a bloodthirsty albeit charming individual with a particularly dark and morbid sense of humour. He shares his species' general opinion that violence and bloodshed are the highest forms of sophistication, and that melee combat are the purest expression of this. He is also quite vain, but although he cares about maintaining his own physical allure, he will never let this get in the way of his combat prowess.

Bio: Zyreq is part of a Vindiq'ra splinter group that arrived in the milky way a long time ago, where they lost their advanced technology and regressed to the tech level present in their new home galaxy. He was raised on traditional Vindiq'ra values of divine duty of conquest and might making right, and has come to value violence as a very pure method of self-expression. Since leaving New Acragus, Zyreq has taken part in many skirmishes, fighting in different wars and conflicts across the galaxy until one day he joined The Lightning Tigers for fortune and glory.

Weaknesses: Zyreq is extremely arrogant, although he's careful not to underestimate any opponent (Vindiq'ra culture encourages that you always be prepared for your enemy being more dangerous than they seem). Also, due to his vanity, Zyreq can fall victim to flattery. He is also quite hesitant to actually land kill shots with any ranged weaponry, preferring instead to land kills in melee range. As such, he'll often squander perfect opportunities for kill shots and instead at most attempt shooting to disable.

Mech Profile
Mech Name: Scorn
Mech Chassis: Vindication Bruiser Mk9F
Mech Class: Medium
Appearance: Maroon and steel grey with various blood red markings in Vindiq'ra language (image incoming).
Armament
Center Torso Hardpoint: Jump Jet, UAV
Left Torso Hardpoint: Jump Jet, ECM
Right Torso Hardpoint: Jump Jet, AMS
Left Arm Hardpoint: Heavy Laser
Right Arm Hardpoint: Medium Industrial Jackhammer
Hidden 6 yrs ago 6 yrs ago Post by NinthG1g4by73
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Righto, then! Here's hoping the approval process goes smoothly!

Species: N'Kul
Home-World: Be'Lhas
Average Lifespan: 100 years
Description: Large, four legged, centauroid-like creatures with rounded muzzles. They adhere to three primary doctrines; the needs of the many outweigh the needs of the few, always seek knowledge for it is stronger than any weapon, and, above all else, never forget your identity as those who do not value theirs are not worthy of honorable death. Their government is trifunctional in nature, as it comprises of three elected members from the military, worker, and religious castes. Be'Lhas is a savanna-esque planet with a labyrinth of canyon networks at the poles of the planet as well as covering the entire equatorial band. Though they see melee combat as a tactic to be used either by shock troops, mercenaries, or as an absolute last line of offense; the N'Kul, similar to the Apatagor, are a race who have built mechs which can personally engage in melee with opposing mechs.

Name: Skoll {OOC; I know the o is struck through, just imagine it with two little dots over it and pronounce it that way}

Age: 35

Species: N'Kul {species submitted to @UltimoScorp through discord}

Gender: Male

Appearance: mobygames.com/images/promo/original/1…

Equipment: Portable SRM single tube launcher with three reloads. A welding/cutting tool. Belt lined with medical stimpacks, as well as standard medkit.

Skills: Aside from being a reasonably experienced mech pilot, Skoll has basic medical knowledge regarding most species to ensure pilots or other infantry based objectives do not bleed out, and because of that, he knows how to at least say "shut up, i'm a medic" in at least three languages.

Personality: Skoll can at least be sociable should the situation call for it, but tends to keep quiet, primarily because he prefers to let actions speak louder than what words can convey.

Bio: Skoll spent roughly fifteen years on Be'Lhas as an engineer for N'Kul mechs of the military caste. The next ten years were spent patching and stitching military caste soldiers and pilots back up, only to send them back to the front lines. The remaining five years up till the current moment have been patching up the crew of the Argonaut and her mech pilots, frankly all of the Lightning Tigers as a whole. It is through his personal choice that he refuses to divulge any information past that if he is asked to talk about himself. However, this is the synopsis of his usual response to any initial questions regarding himself. Further questions past that are either disregarded entirely or flat out refused; Skoll joined primarily because of three reasons; one, knowledge is always useful, no matter the application. Two, being part of a crew helps expand both medical knowledge and engineering. Three, you technically need money to help fund the other two.

Weaknesses: Death is that eternal inevitable; an enemy for all medics. The same could be said for destruction when it comes to engineers. It is the job of both to put both organic and inorganic back together again. Despite this constant, Skoll fears a dishonorable death above the instant of death itself. He fears that should historians look back, they will look past him, or worse, discover something he isn't. Because of this mentality, and his belief of the trifunctional's doctrines, this causes irrational panic that is difficult, though possible, to dispel.

Mech Profile

Mech Name: Seeker

Mech Chassis: Grakata class Zathura Praetor Mk-XLVI

Mech Class: Medium

Appearance: {cdn.discordapp.com/attachments/475902…}

Armament

Center Torso Hardpoint: ECM, Targeting Assist Laser

Left Torso Hardpoint: Medium LRM pod

Right Torso Hardpoint: Medium LRM pod

Left Arm Hardpoint: Medium AC

Right Arm Hardpoint: PPC
Hidden 6 yrs ago Post by Dealdric
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@UltimoScorp



Hidden 6 yrs ago Post by UltimoScorp
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@Dealdric
Welcome! you just missed the first drop, but there's always room!

A few issues with the profile that I'd like to see addressed:

He's very old for a Bespanite, in fact, he'd be considered elderly and near the end of his life. A mercenary company would not risk losing valuable Mechs by sending someone so near the end of their life into battle.

.41 isn't that large a caliber, in fact, it's actually smaller than a .44 caliber commonly used in large revolvers today. This isn't really an issue but seems like the opposite of what you were aiming for, so I wanted to mention it.

That cloaking device is wildly overpowered, a cloaking device like that would not be able to mask thermal, radar, and sonar. not that sonar would really be used since it's almost exclusive to underwater vehicles but the point stands. Nix the thermal, radar, and sonar blocking and it's fine.

He has so many skills, and so proficient in all of them, I'll need you to either tone down his proficiencies in those skills, or limit his expert-level abilities to one or two things.

How is he loyal to a fault, and yet always questioning his leader's moves? These aspects kind of clash with each other.

Bio is pretty good but could use something about what led him to the Lightning Tigers specifically.

As for the mech, things look good, though it does seem a little under gunned. You could throw an extra light weapon or two on there if you'd like.
Hidden 6 yrs ago 6 yrs ago Post by Dealdric
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.41 caliber is large for a pistol, which is not a revolver.

The suspicion is why he is loyal to a fault.

Mech not meant for major gunning and one gun means less heat.




Hidden 6 yrs ago Post by UltimoScorp
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Could you elaborate on how him being suspicious is loyalty?

As for the pistol, .45 caliber is actually a fairly common pistol caliber, used in a number of handguns, something that would get the idea you're looking for would be something like a .60 caliber, which would absolutely have too much recoil for a human.

Hidden 6 yrs ago 6 yrs ago Post by Dealdric
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To a fault, as in he is loyal, but at a certain point he says F#$% it and goes rogue. His suspicion is the cause of this.

Probably spelled the wrong fault.

or used the wrong word.
Hidden 6 yrs ago Post by UltimoScorp
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If he has a history of going rogue and can't follow orders, Natalia isn't likely to keep him around. She can't afford to have a merc who is going to go off on his own under her command simply because he's suspicious of her.
Hidden 6 yrs ago Post by Dealdric
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Quite the opposite. He simply leaves the group. And even then, he has to have hard evidence that his leader is slime.
Hidden 6 yrs ago Post by UltimoScorp
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That's not really suspicion then, that's common sense. Loyal to a fault would mean he'd stick around with a bad leader long after it would be in his best interests to leave.
Hidden 6 yrs ago Post by Dealdric
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Then I used the wrong word. Thank you@UltimoScorp.
Hidden 6 yrs ago Post by UltimoScorp
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No problem, I'm glad we could sort things out, if you could fix up his personality to reflect what you were going for, I'll give it another look over and we should be good to go!

@Dealdric
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