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Falling Skies: 7th Mobile Armor Suit Team
It is year 2899. Humanity has long since conquered the stars around them. The resources and riches from their conquests had brought the human race into an Golden Age of technological advancement. Powerful self sustaining AI's were developed to aid humans and their machines, and cyborg parts allowed cripples and the weak to continue working for society.With the advent of AI, biotech and cybertechnology several centuries prior, the advancement of humanity has grown exponentially. Starships of massive proportions were built, floating worlds in space were created, massive Utopia cities on lush green planets were erected. Worlds beyond even what humanity thought were possible were discovered. Wars weren't fought, the human race was too busy expanding at a breakneck pace. Life was perfect. Nothing could possibly go wrong.
And then it did. By the year 2480, Humanity had overextended itself; the great sprawling empire it had forged had become too large for it to support itself. The empire collapsed onto itself. In the course of 20 years, the mighty empire humanity had established splintered into thousands of factions. The fall of the Empire resulted in a massive power vacuum and the Galaxy erupted into a large feudal war. Some factions grew power by warring with other factions, taking them over; others stayed secluded for as long as they could. Many were taken back by the earth empire, and just as many were lost in deep space.
By the 25th Century, most of the numerous factions had consolidated into 3 major powers: The original Earth Empire, the largest and most numerous of the 3 powers, made up of most of the core empire planets; The Coalition, a group of separatists strictly opposed to the Earth Empire, spanning across most of colonial space; and the Krellian Republic, a reclusive, bizarre group focused mainly along the outskirts of known space. The Earth Empire and the Coalition fight bitterly, the Empire seeking to reclaim their lost territory, and the Coalition fighting for a new order in the galaxy. The Krellians choose to stay out of the conflict, their faraway frontier colonies too far away to be bothered by the other two factions.
By the turn of the 26th century, the Earth Empire and the Coalition had suffered dreadful casualties on both sides, and just as many worlds lost in the splintering had been razed by both sides. The two superpowers agreed to an uneasy truce. That marked the start of an intergalactic cold war, as the two superpowers begin a buildup of military strength and engage in proxy wars with smaller nations and colonies.
As the end of the 28th century drew near, a series of failed operations by the Earth Empire at an attempt at securing a rumored Coalition Superweapon has sparked up and reignited the flames of war. After almost 300 years of peace, war between the Coalition and the Empire had renewed in earnest. Millions of people from both sides are drafted as fleets of starships and planets are thrown into vicious war. The Coalition forces take advantage of the Empire’s overextended lines to take victory after victory by utilizing a new type of fighting machine: Mobile Armor Suits, a humanoid fighting machine much more maneuverable than conventional aircraft and ground units, and effective in most environmental situations.
In an attempt to counter the new threat and reorganize their military efforts, the Empire assembles the 101st Legion, a Special Forces unit with the purpose of using Mobile Armor Suits of Imperial design to counter the Coalition Suits. All the meanwhile, the Krellian Republic continues to watch from a distance, giving unease to both sides.
Though off to a rough start, the 101st Legion has proven to be an effective counter to Coalition Suits and has become the standard to which new Mobile Armor Suit units are designed after. The 101st has received news that the Coalition may be attempting to pull out its Superweapon to bare on the people of the Empire. Despite knowing full well the superstition and misfortune that has revolved around this weapon, the 101st regardless prepares to strike. This is Falling Skies: 7th Mobile Armor Suit Team.
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Hello everyone! Welcome to the OOC for "Falling Skies: 7th Mobile Armor Suit Team"! This a reboot installment of a very old series of mine, formerly known as Operation Crisis (or just Crisis). The Crisis Universe has been relatively cannon, events of the previous Operation Crisis (completed or not) helping to shape the universe of this current one. As I am rebooting this series, and giving it a bit of fresh life, I have decided to rename the entire series, "Falling Skies".
This particular RP will follow the adventures of a group of men and women from the Earth Empire’s 101st Legion. I will be accepting up to four other players- not including myself or any co-gms, so this is not first come first served. This will be different than the other Crisis RP’s in that this will be a Robo-Suit-like RP, like Gundam and Robotech, Front Mission and Super Robot Wars. Unlike typical Gundam series, I aim to make this RP seem more realistic and gritty and have implemented several systems to make these giant robots feel more like advancements of technology rather than than over-the-top, with super maneuvers capable of destroying dozens of enemies at a time.Plot:
If you couldn't be bothered to read that huge blurb up top...
We the players will play the role of the 7th MAS (Mobile Armor Suit) Team, a special squad from the United Earth Empire 101st MAS Legion, as they venture deep into Coalition Space in order to capture and destroy a Coalition Super Weapon. Our story will be dramatic and tense as we attempt to prevail over insurmountable odds. Our characters will face daunting challenges, testing their wit and willpower, as well as their morals as they are pushed to their absolute limits in this RP that blends the humanity and melodrama of a space opera, with giant robots.
Terminology and Technology:
Mobile Armor Suit Builder:
Since this RP revolves around Mobile Armor Suits, you need to know how to build one. Not actually physically DIY build it in your backyard, but learn the ins and outs of what your MAS needs to be in order to be a MAS. NOTE: Exceptions to the rules will be allowed, HOWEVER, I must be contacted through either PM or thread to discuss the exception you are making.
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Sample/Starter/Default MAS's:
Rules:
1. This Roleplay will have above average standards. I will be expecting at least a few well written paragraphs, and absolutely NO ONE LINERS.
2. Please do not write in first person.
3. No Mary/Gary Sues, its alright for your character to be a hero, but they're not perfect.
4. No God-modding. Its no fun for anyone. I value your characters, but I will not hesitate to injure them if they do something exceedingly stupid.
5. This RP will have mature content. Violence, foul language, and mature themes are freely allowed. However for the sake of decency any sexual acts will fade to black (or will be taken to PM) before it goes too far.
6. Player Knowledge is not necessarily character knowledge. Just because you know something (be it through OOC or someone else's post) does not necessarily mean your character knows.
7. As GM, my word is law, I will expect you to respect any executive decision I make.
8. If players find a ruling of mine unfair, they are allowed, and encouraged to speak up and offer sound reasoning to dispute my decisions. Provided the discussion is productive, polite, and reasonable, decisions I make may change.
9. As proof of reading the rules, I expect all applicants to make a comment about another player's Character Sheet (including mine), this can be something you like, or constructive criticism to help them improve.
Character Sheets:
The following are the Character Skeletons for the 7th Mobile Armor Suit Team. The CS's are a 2 part set. The first part is your character, the pilot. The second part is your MAS, which you can make using the builder above.
Player Roles
I am a personal fan of smaller scale RPs, as such, I will only be accepting 4-5 other players to join me in this adventure. While you are free to make your character however you like, acceptance to this RP will be judged by me, and is not on a first come, first served basis. While not necessary, there are several roles I would like to see filled:
- The Captain/Naval Officer - This player will be unique in that instead of flying a MAS with the rest of the team, he will command the Carrier or Capital Ship that houses the MAS Team. This player has the option of creating his own Capital Ship and escorts, or using the ones that I will provide. This player will likely (but not necessarily) serve as my Co-GM and will be privy to information before the other players. This player should be capable of interacting on his own or with relatively few other players effectively, and may be collabing with me fairly often.
- The FNG (The Fucking New Guy) - This player should be among the youngest members of the team, as well as the least experienced. He has many roles, such as serving as the pseudo focus of the RP as the 'impressionable youngster', as well as likely having a brighter, likely more positive outlook than the rest of the gritty, scarred veterans that make up the rest of the team. He also serves as a convenient reason for characters/npcs to explain and describe the lore that, while known to the characters in the world, is otherwise new or unknown to the players themselves. He will either be broken down mentally and physically and reforged into a newer, stronger person through the fires of war, or serve as a beacon of hope for the rest of the team. - The new guy will also begin his career piloting a MAS of my choosing, though he will be the first to receive an upgraded unit.
- The Team Leader-This player will be relatively new to leading his/her team. S/he will either be recently promoted from within the squad, or more likely, recently assigned to lead the squad. This player will have responsibilities as the Team's leader, and will have to manage and deal with the clashing personalities of the squad- as well as the difficulties some of the NPC pilots may give him/her