The year is 2577, 500 years after a Nuclear War that ended the Age of the Nation-State. Now, the world is split between Independents; settlements and towns living a hardscrabble life in the wastelands, and the Ruling Corporations, eight large organizations that have seized large portions of the planet and its people for themselves. The majority of the Ruling Corporations' personnel are tyrannical and arbitrary, twisted by long isolation from the masses whose work supports their way of life. The average person in Corporate territory lives in fear, bowed down by heavy burdens in a soulless environment, before dying quickly and painfully.
Complicating the picture are the Neural Combatants (NCs), giant humanoid machines left behind by the nations of the world before everything burned in nuclear fire. Using technology that binds together brain and machine, all NCs have Cores that cannot yet be duplicated by even the most advanced Corporation; these Cores, when attached to a body, allow the pilot to conduct feats of strength and speed that borders on the supernatural. In essence, Neural Combatants use technology that makes Mecha work; the impractical made practical. The more NC Cores a Corporation has, the better they are in the constant warfare that covers the planet today.
But now, that balance is changing. With the help of stolen research from the other Ruling Corporations, Tshwane Mining Inc., the rulers of Sub-Saharan Africa, have done the impossible: Rediscover how to create new NC Cores. This gives them the potential to manufacture legions of new Mechs, and thus disturb the finely held balance between the Ruling Corps.
Now, Cape Town in South Africa, where the initial research was done, is being besieged by the Denver-Vegas, Fairbanks, and Paragon Corporations; all three have invested in a gigantic army to conduct said siege, while Volkov, the very strongest Ruling Corp has pressured Tshwane's ally, Al-Amir Group of Companies, to stay in the Middle East lest it face total destruction from the north.
So Tshwane's CEO, Katlego Kgosi, has resorted to desperate measures: He has called upon Haven, the collection of Independents that still rule Australia, to provide the help other Corporations would not provide; Haven, despite concluding a recent war against Red-Star, still has forces to spare for a relief expedition - particularly as Katlego has offered a tantalizing prize; a copy of the research on creating new NC Cores!
Consult the Lore Thread linked above if you want more info.
Rules
1.) No godmoding, metagaming, or mary sues.
2.) Be civil.
3.) Do not be an asshole.
4.) Post length is five sentences minimum, but longer posts are encouraged, of course. GMs are also bound by this rule.
5.) Antagonists (Paragon, Denver-Vegas, and Fairbanks) need special GM Permission to be allowed.
6.) Consult the Lore Thread (linked under the picture) if you want to know more about how NCs, Independents, and Corporations work.
-----
And yes, Inkarnate permitted this.
Here are the rules on characters and NC's: (last rules, I swear.)
You can have more than one character, with the limit being as many as you can take without stressing yourself out.
Character Sheet Template
[b]Pilot Character Sheet[/b]
[b]Name:[/b]
[b]Appearance:[/b]
[b]Age:[/b]
[b]Personality:[/b]
[b]Backstory:[/b]
[b]Tactical Preferences and Skills:[/b]
[b]Notes:[/b]
------
[b]NC Character Sheet[/b]
[b]Code-name:[/b]
[b]Appearance:[/b]
[b]Body Type: (Bipedal, Hover, Tank-Tread, .etc)[/b]
[b]Type of NC: (General-Purpose, Interception, Assault, .etc)[/b]
[b]Equipment & Armaments:[/b]
-----
Character Types needed (Note that these are not set in stone; as long as all roles are filled, I am happy):
Field-Captain (Jack of all Trades - 1 Slot):
Long-ranged Specialist (Sniper/Light Artillery - 2 Slots):
Utility (Field Repair/Hacker/Medical and Scout Drones - 1 Slots):
Support (Anti-Aircraft/Machine Guns/Attack Drones 2 Slots):
Assault (Melee/Assault Rifles/Flamethrowers/Shotguns 2 Slots):
Heavy (Heavy Artillery/Heavy Melee and Armor 1 Slot):