Hidden 9 yrs ago 9 yrs ago Post by Kaithas
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Kaithas One Jump Man

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Mecha Carta Institute


In the year 2540, peace had reigned for centuries.

Everything changed when the demon nation attacked.

The peaceful kingdom of Erenduil had no idea what hit them. The skies were raining monsters of every shape and size, the moisture farms burning, the serfs were dying left and right… And in the decades of peace that had followed the previous great war, the King’s Mage Army had withered to nothing, a mere shadow of the fighting force it had once been. Those that were left were old, or trainees—hardly ready to combat the hordes of the Netherworld.

And then one man stood strong. Pressured by the need to defend his family and aided by the familiar spirit passed down for generations, Erikal Slin took up his scythe and jumped into a huge, enchanted suit of magitech armor used as a reaping machine. Battering his way through the legions attacking his farm, eventually Slin convinced the demons he was not worth the casualties.

How wrong they were. The kingdom of Erenduil adapted countless suits to combat and started to produce more specialized models, inspired by Erikal’s example—and the new King’s Armor Division began to force the demon hordes back, supplemented by the remnants of the KMA. The forces of humanity and the demons are now locked in a stalemate with the creation of demonic mechs… And that’s where you come in, maybe to be the difference between victory and defeat.

Not quite yet, though. You’ve got a few years of training ahead of you at the newly formed Mecha Carta Institute, or MCI for short.

From an OOC Perspective:
This RPG is going to be episodic, and as the RPG goes on I’ll post a short plot summary of each episode when it’s completed. For now, all I have is the prologue and the title of the first episode…

Prologue: As the school’s inaugural class, you’ll be the first generation of mages to receive any kind of formal education since the war a few hundred years ago, and the first generation of mech pilots to receive any kind of teaching at all. You’re the best of the best (so they keep telling you, but your personal theory is just that you were the only ones stupid enough to sign up), and the entire Kingdom is counting on you. Do your country proud, trainee!

Chapter One: Rookies
Begins now…

The Institute

The Institute is a large rectangular building, a massive courtyard in the center covered by a high rising reinforced glass ceiling. Mech garages are on the lowest floor of the surrounding square of buildings, classrooms on the level above, and dormitories on the level above that. Combat drills and one on one duels to show off ability take place in the courtyard arena, while the classes both mages and pilots have to take together occur on the second level.

Outside, the acres upon acres of farmland and forests are used for more intense combat activities, like five on five battles and games of capture the flag.

Divisions of the Military
The King’s Mage Corps: The KMC is the original King’s Army. Nearly every soldier is capable of some variety of combat-useful magic, whether they’re a pyromancer or a speed healer. Most have equipment that allow them to focus their power in some way, whether it’s a bow that allows them to launch arrows created from their element or a sword that can be enhanced with their power. Most mages cannot take down a mech on their own, but their sheer destructiveness and support powers are unmatched.

The King’s Armor Division: By far the largest part of the King’s Army both in numbers and mass, the KAD is made up of soldiers that pilot massive, magically powered suits of armor generally referred to as MECHs—an abbreviation that nobody honestly knows the meaning of. Each suit of armor is generally massive enough to hold its pilot in the torso, and most are humanoid… Though there have been more unorthodox approaches, such as MECHs that can transform into wheeled forms or combine with others into a form that’s greater than the sum of its parts. The suit is generally entirely inert when not being piloted, but upon being boarded will have enchantment runes glow all along its body. KAD pilots are, without exception, non-mages: the field of magic that powers the mech will not tolerate any interference from the abilities of a mage, and a mage’s powers will not penetrate the armor of a mech without destroying it.

Profile form:
Italics are for mages only, bold for mech pilots alone.
Name:
Military codename: (You don’t get to pick this, you’ll pick it up along the way)
Gender:
Age: (Note, at least during episode 1, you’re a rookie. You can be an older volunteer, but the military academy does not accept students under the age of 16)
Appearance:
Personality:
Biography:
Military Job: Mage or Pilot
Magic: See the section titled “Magic and You”.
Spirit Name: See the section titled “Spirit Soldiers”.
Spirit Appearance: Just, essentially, what your familiar spirit looks like.
Spirit Power: What your spirit does when activated.
Spirit Origin: Is this the guardian soul of your family's farm? Some magic creature you made a deal with? How did you come to obtain your spirit?
Mech: The name of your mech goes here, but you also need to fill out the mech profile below.
Extra: Anything else?

Mech profile:
Note, PLEASE check the “Mech Tech” section below to be sure that you at least understand what level mechs are currently at. I won’t update the form every time new technology is developed, but I will add it to that section of the post.

Name:
Classification: Mechs generally fall into one of three archetypes: Hammer, Sword, and Epée. Hammer type mechs are slow, huge, heavy hitters, many times some variety of construction armor adapted to combat usage. Sword mechs are lighter and faster, focused on a balance of speed and ability to do damage. Epée class armor is the lightest and least damage resistant, but generally far faster than either of the other classes and far harder to master. This blank is generally more a matter of GM convenience than an absolute seal on what type of powers the mech has.
Appearance: Fairly obvious, but if spirit activation changes how the mech looks in any way you need to add it here. You’re all rookies, so the mechs tend to look moderately cookie-cutter: they’re humanoid and look somewhat like armor. Classification and personal preference can change the details, like color and relative bulk, somewhat.
Weapons:
Upgrades: What have you changed about the mech since its creation? If you’re making a new char, leave this blank.
History: What was your mech originally, how did your character get it… If those are of interest, explain them here. Most of your weapons are likely to have come from the Institute, and your mech can have too. If that's the case, mention it here.

Mech Tech:
Let’s talk about what mechs are.

For decades, robotic suits have been the staple of menial labor in Erenduil. Sure, a combine harvester might be better at harvesting than a humanoid mech, but mechs are more adaptable than their specialized counterparts. Whether you need a ditch dug, large equipment moved quickly from one place to another, or your moisture gatherers emptied and returned before the sun goes down, a mech has long been the safe, reliable bet. There have been some experiments with alternative power sources (notably a massive failure of one with carbon burning), but practically all mechs are powered by a focusing core immediately behind the cockpit. The core gathers ambient magic from the environment around it, using its ability to suspend physical laws to create energy from nothing. The practical upshot? The glowing, humming, donut shaped device placed in a heavily armored compartment in every mech powers all of the devices in the suit using local magic, and protects it from solely magic based attacks.

Put too much strain on the Core, however, and it will cease to function—or, heaven forbid, explode—putting you up the creek without a paddle. Cores do wear out from time to time, as well, and completely nullify the abilities of any mage attempting to pilot the mech they’re installed in by draining the magic from them.

TL;DR: Don’t let the shiny donut sitting behind you get exploded.

As far as weaponry goes, the designers of the baseline mech implements of war have a taste for the medieval. Swords, shields and spears are common, allowing the pilot to take full advantage of the brutal physical ability of the suit to smash their enemies. Bows aren’t rare, taking either the form of a focusing instrument that channels the gathered power of the mech’s Core into a bolt of magic energy, or of a railgun-like device that fires massive custom arrows at high speeds. The finicky nature of magic delayed the development of automatic firearms on a mech scale for some time, but they’re now somewhat practical, though the rapid rate of fire puts a heavy drain on the Core and necessitates a cooldown time.

Overall levels of tech are high (think roughly on the level of Mass Effect minus spaceflight and with magic instead of eezo), but not all weapons and technology are adapted to mechs. Mech size ranges from 30-40 feet tall (~9-12 meters for everyone but Americans). They’re fairly tough, but a mech will survive much longer against magic based attacks than physical—a few heavy hits close together from another mech and the circuitry nearby will start to fizzle.

Technological weapons, like missiles or rockets, have limited ammunition but are not powered by the Core.

All mechs only have one spirit slot.

Magic and You: Magic, essentially, is a force that allows the laws of ordinary physics to be suspended and the fantastic occur. It allows pyromancers to cause spontaneous combustion, a KAD mech to move with power far beyond that of its pilot, and a healer to kick the body’s systems up a notch and cure wounds much more quickly. Most humans have no ability to manipulate it at all—in fact, the only species to reliably produce mages are the demons—but some are capable of interacting with it on a higher level. Most adepts have had some manner of technological focusing devices surgically implanted into their body, amping up their powers and cutting down on the amount of meditative focus required to cast spells. Before the advent of mechs, mages were the supersoldiers of the King’s Army, able to do things far beyond an ordinary warrior armed with a simple laser sword and focusing bow. With mechs making foot soldiers capable of going toe to toe with a mage and winning handily, they’re fading from usefulness—but they still bring a delicacy to missions mechs cannot. What magic’s effects are and its triggers can vary from mage to mage, but all mages fit into one of three categories: Psionic, Verbal, and Somatic.

Somatic: Somatic mages must be able to move to cast spells. Benders in Avatar or the Legend of Korra would be a fine example of a somatic mage, and somatic mages do in fact usually have some manner of practiced fighting style that goes with their casting. Any kind of binding will generally block a somatic mage’s abilities, but their magic is linked to implants in the reflex section of their brain, meaning they can cast reflex spells at reaction time speeds instead of having to consciously think of them.

Verbal: For a verbal mage, spellcasting is all about words. Generally, ordinary Erenduilian (OOC: English) words, arranged in such a way that they allow the caster to focus spells. A more powerful spell usually requires longer and more complicated statements to successfully complete. If a verbal mage is silenced, their spells will fail. Verbal casters are a good mix of power, some of the spontaneity of a somatic and the difficulty of stopping that a psionic caster brings to the table.

Psionic: No words or motions are required for a psionic mage. They cast entirely through thought, the only requirement of a successful spell being a concentrated, complete thought run through their mind and directed at a target. However, since they only cast through sheer force of will and have no focusing device to speak of other than implants, a psionic mage is woefully underpowered compared to somatic and verbal mages, and anything that breaks their focus will shatter their spell.

Spirit Soldiers:
Though mages generally have a familiar spirit, spirits are far more applicable and varied in the world of mech pilots. Spirits are usually small creatures, around the size of a small dog, and generally grant a pilot one, specific, battle-shifting power. Most have some sentimental value to the owner, whether they’re the guardian of a person’s home or an animated family keepsake. It’s ironic that, at the height of technology, some of the greatest aid comes from the fury of the earth itself. Powers can range from a short, berserker power boost like that of Erikal Slin’s Overdrive, or a long term, slow autorepair of mech systems. Most are fairly weak, but so little is understood about them that they may yet reveal abilities unknown.

A note on combining and transforming mechs: In order to combine or transform, a mech MUST have a spirit capable of sustaining the alteration through magical input, thus consuming a spirit slot.

Sponsorship System:
Essentially, this is my homebrewed rewards system. If you’ve played Heroes of Beacon, you may be cringing and thinking “Oh God are Kaithas and Daxam going to make me participate in terrible contests?” (jk Lug I love you)

The answer is no. Rewards are done based on IC play almost exclusively, though a few might be handed out for helping us around the game. Simply, the better you play (staying in character, generally playing realistically) and perform in game battles, your characters will attract the attention of the feudal nobility and merchant guilds through their reliability and valor. Wanting to win honor or customers for themselves, these wealthy men and women will come to you and offer their support in exchange for you wearing their colors or otherwise advertising their association with you. Whether you choose to sell out or not is entirely your decision, but the resources granted by a sponsorship can be directed toward developing more tech or other equipment for your character and others. Occasional tech upgrades will come from time to time anyway—but this system allows you to direct the flow of development. Be wary, however, of attempting to perform beyond what your character is capable of. You may end up looking the fool, and oftentimes everyone will have the same tech available to them unless it’s expensive or otherwise rare.

And, that brings me to my last point. Rules!

1. Obey RP Guild rules. That goes without saying, but I just want to make it explicit.
2. Listen to staff, for the moment me and Daxam.
3. No godmodding, metagaming, bunnying... Your control is limited to your character, unless permission is granted to you otherwise. Fitting into that: If your character attempts to godmod or perform beyond his or her abilities to gain more sponsors or glory hog, they will likely get hurt in some way IC. Sprinting at a line of demon soldiers with nothing but a paper machete and miraculously dodging all attacks in an attempt to seem brave will get you killed. Don't do it.
4. Put "Steel Salvation" in the extra blank to prove you read these.
5. No one but a GM may kill your character without your permission, and it will only be done in the event of a grievous offense or to prevent an offense from taking place (i.e. death seems unavoidable). If you disagree in the latter case, feel free to PM me and we can sort things out.
6. NPC reactions are primarily the staff's purview, and most demonic creatures are not mooks to be wrecked by your oh-so-mighty character. Respect their strength, and respect how I have the townspeople and nobles react to your character and his or her tactics.
7. Have fun, and welcome to Mecha Carta!
Hidden 9 yrs ago 9 yrs ago Post by MarsAdept
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MarsAdept Mars' Star Pupil

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Sorry for taking forever to make a CS but it was the Christmas holiday. I hope this works.



Hidden 9 yrs ago Post by Forsythe
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Forsythe Graf von Kaffeetrinken

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Hidden 9 yrs ago Post by Daxam
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Daxam Majin Boo

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I was honestly scared that we lost interest. I'm glad to see that isn't the case XD
Hidden 9 yrs ago Post by Forsythe
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Forsythe Graf von Kaffeetrinken

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It's Christmas what did you expect? Everyone's socially obliged to spend more time with family than usual ;P
Hidden 9 yrs ago Post by Daxam
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Daxam Majin Boo

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Yeah, I know. I realized that after Mars mentioned the holidays. I mean, it just doesn't feel like Christmas here without the snow XD
Hidden 9 yrs ago Post by Kaithas
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Kaithas One Jump Man

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@Forsythe, @MarsAdept: Both of those profiles look fine to me, so long as Dax doesn't have a problem with them.

Only thing I will say is that you need to watch your cruise missile usage, @Forsythe. You've already got a lot of heavy weaponry on that mech, so limit your ammo to a reasonable level yourself rather than have me limit it for you xD

I'm working on some staff NPCs, so those should be up soonish
Hidden 9 yrs ago Post by Forsythe
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Forsythe Graf von Kaffeetrinken

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Usually there's going to be only one missile per mission since there's no loading system as of yet. It's the thing that I'm going to use pretty much only when a building needs removing xP
Hidden 9 yrs ago 9 yrs ago Post by MinervianGrey
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MinervianGrey The Scholar

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*insert formal greeting here*





*insert hopes of success here*
Hidden 9 yrs ago Post by Forsythe
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Forsythe Graf von Kaffeetrinken

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Oh right, I read it, i jsut forgot, so:

Extra:
Steel salvation, Steal salvation or Steel salivation - the possibilities are endless.
Hidden 9 yrs ago Post by Kaithas
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Kaithas One Jump Man

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*insert formal greeting here*





*insert hopes of success here*


Sorry for taking so long to get to this.

First off, welcome!

My two issues are his incredible success against the demon armies and the merging ability of the mech. Would you mind explaining it further to me?
Hidden 9 yrs ago Post by Daxam
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Daxam Majin Boo

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Hey, sorry I've been absent. I've been winding down from the holidays and I'm expecting to move, soon, so it's been hectic XD
Hidden 9 yrs ago Post by MinervianGrey
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MinervianGrey The Scholar

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:3 but of course, sir!





If worse comes to worse, I can always make another character for you. :)
Hidden 9 yrs ago Post by Plank Sinatra
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Plank Sinatra the reaper won't come when you're ready for him

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Hidden 9 yrs ago 9 yrs ago Post by Kaithas
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Kaithas One Jump Man

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Here's my gripe with the success: we're all supposed to be about the same level at this point. Even the ex-soldiers, like Kat, who's 45, hasn't had the drastic level of success your character has. Honestly, what your character has done (especially with the textbooks, which there aren't really, mechs haven't been in service long enough), he'd be more qualified than Erikal to be the head of the Institute. I don't want you to remake your character, that would just be mean... But I want you to be roughly on the level of the other rookies. In the game is the time to show your heroism and skill, not so much in your bio where I can't throw trials at you.

The absorption thing works though.

Jericho is approved, provided dax has no issues with it. Again, though, my assumption is he's close to the skill level of the others since there's not explicit detail to the contrary.
Hidden 9 yrs ago 9 yrs ago Post by The 42nd Gecko
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Throughout history, the archetype of a hero is one of the most enduring and prominent. The upholder of justice, the defender of the weak. Shining examples of all the positive and joyful things of humanity. But throughout history, if you look at elite military forces, so many associate themselves with the skull, death, mystery, and shadows. The skull may well be the most repeated graffiti on military paraphernalia throughout history.



Sometimes, one draws on the strength of one’s closeness to death and darkness rather than one’s the joys of life and light. On the battlefield, Chimere Rapthela feels one seems so much closer at hand than the other. The ugly skull masked anonymity of death is sometimes as charismatic as a beautiful goddess’ face.

Name: Chimere Raphela
Military codename:
Gender: Female
Age: 16
Appearance: Chimere has the build of a lean, scavenging hunter, and her body language speaks of that as well. Her skin tone is a mulatto tone, and the fact that she self-identifies with that term tells you she’s not from America where such a term is an insult. Her dark hair is military cut and her eyes are a withdrawn brown. She has scarring on her neck and lower left cheek that looks fairly like something tried to maul her face off.
Personality: Chimere is civil, but withdrawn. She’ll behave herself, but you can tell at a glance she doesn't respect or trust anyone. Her civility is that of someone who feels if they make the first aggressive move, they will be pounced on by everyone else. A social dynamic built in environments where the weak band together to kill the strong. Of course, this is not that environment, and she’s currently very very confused about why everyone here is so happy and not waiting to kill her if she shows too much weakness or strength. The fact that she can just ask for water and she gets it and it’s no big deal is simply mindblowing to her. Likely going to be some culture shock moments approaching. School will likely be a harrowing new experience for her, more terrorizing than the battlefield.
Biography: Brought into the program from a refugee camp, fleeing from the frontlines of the demonic conflicts, Chimere’s past is likely a tragedy that will forever be off the history books, given how likely Chimere is to talk about it. It's likely where her personal abilities developed and how she stayed alive. Her magical abilities are instinctual and difficult to controllable, likely helping her survive. Of another note is that she has involves almost no schooling, so she will certainly be very lost and need help.
Magic: Somatic. So, you're probably wondering about that armor. Chimere has a complete lack of ranged, defensive, or stealth spells and initial testing proved she was useless at learning them. In a battlefield dominated by giant mechs and guns... This is baaaaad. Enough strength to cut through MECH armor does not help you if the shockwave and shrapnel from a shot landing five meters away blows your arm off and puncture your lungs. Fortunately, if there's anything Chimere does have, it's excessive raw force. Chimere's suit is a battlesuit, far smaller than a MECH, more like armor than a vehicle due to needing to facilitate her Somatic casting. It draws on her power, rather than ambient magic, to function, using technological systems to provide the ranged, defensive, and stealth abilities she needs. The raw brutal melee, she provides herself, fully capable of punching through weak points or joints in a MECH's armor. Chimere's battlesuit is equipped with so many weapons (six full sized blades, four combat knives, and two handguns) because the unstable output of her magic frequently exceeds the strength of her weapons. The primary downside of this suit is that extended operations exhaust Chimere, requiring other mechanized transport too and from battle.
Extra: Steel Salvation, also, I'm aware the bio might be a little too special snowflakey. Tell me if it needs to be toned down a bit.
Hidden 9 yrs ago Post by MinervianGrey
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MinervianGrey The Scholar

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@Kaithas
Cooly cool... all that needs to be done then is less combat, less sucess, right?

Would you like me to post again with the revisions or just edit my original post?
Hidden 9 yrs ago 9 yrs ago Post by Krayzikk
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Name: Evangeline Starr
Military codename: (You don’t get to pick this, you’ll pick it up along the way)
Gender: Female
Age: 19
Appearance:


Personality: Overall, pretty friendly. Inquisitive, especially when it comes to tech, but friendly. Well known in her social circles as generally being ‘one of the guys’, as happy to hang out as she is to tinker with machinery. If anyone’s going to know a machine inside and out, it’d be Evangeline. Her name, though, had thrown more than a few people for a loop; Evangeline being too much of a mouthful, and ‘Angie’ grating on her nerves, most people call her Evan. And given her preference for pilot suits and practical clothes, this has gotten a bit confusing for people who haven’t met her personally.
Biography: If someone asked you to name the profession where you’d work with the most MECHs, you’d tell them the KAD. You’d also be dead wrong. Anyone who’s ever lived in an agricultural town can tell you that you’ll find more MECHs than you could ever imagine in the local mechanic’s shop. Which is exactly where Evangeline grew up. Daughter of a MECH mechanic, she was surrounded by the machines the moment she came home. And when one small shop needs to service the largest agricultural hub in the area, life tends to exist in a constant state of “all hands on deck”. And that includes the smallest pair in the household. Her dad started her out with sorting pieces so he could find them easier, but as time went on, she started to be more and more involved. From sorting, to cataloguing, to ordering, to small patch jobs, and eventually to performing the same jobs her old man did. Between the two of them, folks used to say they could turn a scrapheap top of the line in a few days.

Evengeline was well into her teenage years, then, and didn’t really bother paying attention to much outside her work. Frankly she assumed that she would take over the shop when her father retired, like he did for his father, and him for his father. She went to school as much as she had to, did well in her classes, but it was never her focus. As far as she was concerned she learned all the skills she needed on the job. Well, except for one thing. Being a mechanic didn’t teach you much about magic, and for that reason, she couldn’t figure out the one mystery that always seemed beyond her reach. For as long as she could remember, she knew her house was haunted. Her father didn’t really believe her. Kids believe the strangest things, you know? House sure as hell wasn’t haunted before she was born, sure as hell wasn’t after. But nothing he said ever convinced his daughter. She knew that when she was sorting parts, sometimes she’d leave and find them in different piles. Or walk away from a job to help a customer, and find when she came back that the right tools for the job were on her table. Little things like that, but as she got older, they kept happening more and more frequently.

When she was little, it terrified her. That something was moving around unseen, changing her environment, but she never saw it. As she got older she started to notice that almost everything it did was helpful, and even though her dad didn’t believe her, she started calling it her “Friendly Neighborhood Assistant”. Once or twice, when she was sixteen, she could have sworn she saw it. A brief glimpse at something faint out of the corner of her eye. Mostly at night, however, were she really just attributed it to a dream or an optical illusion. It was never a big part of her life, mostly a curiosity. Like everything else, that changed three years ago.

Evangeline’s home was in rural Erenduil, it had to be for its purposes, and cut off from the rest of the kingdom’s support. A prime target for demon attacks. Naturally, they didn’t pass up the opportunity. Local armed forces pushed them back as best they could, but they simply didn’t have the manpower or the equipment. With each charge the demons pushed further and further into town. Three days into the attacks, they overran the town’s defenses and started banging down the door of her garage. Literally. Her house had been breached in minutes, but the garage was sturdier. Her family huddled inside, she desperately searched for something to reinforce the door, or hold off what was outside. And when she rounded a corner, she saw it for the first time. A pale blue shape, one of the only points of light in the dim quarters of the workshop. Completely still when she first saw it, but there was no mistake what it was. Or that, when it moved slowly over towards one of the pending repairs, the quiet whispers in her ears were beckoning. When it disappeared into the MECH, with the demons nearly through the door, she decided to take a chance.

The MECH started without too much difficulty, but it wasn’t finished. It had been a pet project, trying to piece together parts salvaged from other machines into something new, but it wasn’t entirely connected yet. So when the soft blue glow started tracing the skeletal structure, and the status lights started turning green one by one, Evangeline thought her eyes must have been deceiving her. They weren’t, which was fortunate, because the door came down a few seconds later.

And that was how the longest night of her life progressed. Doing battle with the demons at her door, falling back to fix her makeshift machine, and repeating the process. The ghost didn’t say anything more, but when she finally stopped the MECH at dawn the next day, she knew it was there. A look at her machine didn’t explain why it was working, though. When she looked again the next day, it was just as inoperable as before. She finished the assembly process, making sure it was ready when the demons came again, but it was a few days before she saw her ‘ghost’ again. She knew what it was, now. She just didn’t know where the Spirit came from, or why it seemed like it only ever appeared for her. But she could understand the whispers, now. They were clearer. It didn’t say much, she wasn’t sure she could really call it ‘speaking’ at all, but it helped her understand the basics of how it functioned. And just as importantly, its name.

Once the KAD was formed, and her home was safe, she started looking outside the shop for the first time. And soon enough she was packing up her MECH and heading towards Mecha Carta.
Military Job: Pilot
Spirit Name: United We Stand
Spirit Appearance: When visible, which isn’t all that often, United manifests as a largely amorphous cluster of ethereal substance. Sometimes it seems to take a shape, but never long enough to determine what it might be. It only ever seems to appear around Evangeline, but no one else ever seems to hear it.
Spirit Power: United We Stand merges MECH compatible technology into something greater than the sum of its parts.The Spirit provides the energy and effect, but it falls to Evangelin to bear the strain of keeping the combined whole together. Little things, like integrating an add-on equipment package, are easy. Something larger and more complex is significantly more difficult. United has hinted that it is possible to share the burden, but hasn’t offered much guidance on how or what conditions would have to be met. Due to the enigmatic nature of the ability, and Evangeline’s caution in testing it, she doesn’t yet know the extent of its abilities. She has, however, determined that it is affected by her mental and emotional state. The form that these additions take seems to vary from combination, meaning that while a specific set of additions will always take a certain form, changing even one piece might make something completely different.
Spirit Origin: Evangeline doesn’t know. She knows that it has been around since she was a little girl, unseen by everyone (including her), but no one ever encountered it before she was born. None of her family, who lived in that home for generations, ever noticed anything like it. Local history makes passing reference to a few Spirits, but none seem to match closely. United itself isn’t being too helpful, either. It gives vague ‘answers’, most of which amount to “it was time”. All Evan knows, and all she feels, is that it seems much older than she is.
Mech: Titan
Extra:

Name: Titan
Classification: Sword
Appearance: About thirty five feet tall, putting it roughly in the midrange for MECH heights, the Titan is a machine made up of hard, geometric edges. It eschews the more knight-like, curved appearance of the KAD’s more standard machines, instead opting for a MECH that resembles a cross between that knight of old and its mechanical nature. Its head is adorned by a leonine helm, with a green faux crystal covering sensors set into its forehead. A golden lion is painted on its shoulder, and its primary colors are blue and gray. The changes to it depends on the composite parts of United We Stand.
Weapons:
-Heat-Edged Longsword
-Chobham Armor Shield
-Carbine
-Shoulder-Mounted Long Range Cannon
Upgrades
History: The Titan began life as a cobbled together scrap parts machine made in Evan’s shop. After its use in combat, and being brought to the MCI, it has been continuously refined and upgraded from its base form.
Hidden 9 yrs ago Post by MinervianGrey
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MinervianGrey The Scholar

Member Seen 6 yrs ago

HAPPY NEW YEAR

Glad thats over...
Hidden 9 yrs ago 9 yrs ago Post by Kaithas
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Kaithas One Jump Man

Member Seen 1 yr ago

@Kaithas
Cooly cool... all that needs to be done then is less combat, less sucess, right?

Would you like me to post again with the revisions or just edit my original post?


Aye. Edit the original, then tell me when it's done.

@The 42nd Gecko: So is her magic raw, brutal strength? And what exactly is the suit capable of? The bio is okay, tbh XD

@Krayzikk: You're fine, just be aware evan ain't gettin' no medals.

Happy new year's y'all. Erikal Slin is up, Talia and the IC hopefully tomorrow. Applications will stay open though.
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