willyvereb (Level 17)

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Post by willyvereb (5,914 posts) See mini bio Level 17

Layfon Alseif » is layfon alseif continent level?

Actually, the best speed feat was done by somebody from whom you could expect it the least.
Ruimei, one of the buffest and power oriented Heavens Blade Successors in the series.
It happened in volume 21 when fighting a part of Laevateinn. There are other feats but that was the most notable.

http://www.narutoforums.com/showthread.php?t=948342

As for planetbuster Layfon that's a simple case of powerscaling and momentarily matching people who were on this level.
Queen Alsheyra in V14 destroyed Durandal/Durindana in an extremely violent way.
It's been more than a year since the lazy calc but Durandal's weight was somewhere in the tens of quadrillions of tons and the Queen's attack made it spiral up into a single point under a split-second.
So you have this retardedly lot mass spiraling up into the point of impact under less than a second, thus giving you velocities around 4000-9000 km/s.
The rest are just simple kinetic energy calculations, giving you about 500 zettatons of TNT equivalent energy, IIRC.
This could be potentially higher since the Queen is above Durandal in power and like I said before it was claimed that previously Durandal pulled the entire Earth into the Zero Domain.
Worse, the creature also said to make its body via raw mass-energy conversion. If you use the E=mc^2 formula on that you get hundreds of yottatons of TNT equivalent energy.
And why's this important?
In volume 22 the Queen faces Laevateinn.
At first she ha the decisive advantage in power but then Laevateinn stops holding back and burns her Aurora Particle reserves at maximum, even stopping the same spear attack which did that zettaton-yield feat before with her bare hand.
Both Layfon and Lintence actively assist the Queen there and while they're not exactly at the same level they could maximize their power for moments enough to match Laevateinn during certain exchanges.
So yeah, they're just that good.
 
Also later Layfon kinda faces off against the top dog of their verse. Technically he was no match (Nina almost was) but Layfon was still strong enough to deliver the killing blow in the end.
So yeah.
As for why they don't just blow up everything during fights?
Well, there are multiple reasons but mostly it's the same as with DBZ.
The intensity of attacks doesn't always correlate with the amount of destruction they do.
We call this the "concentrated attacks" theory.
Almost every fiction use them to some extend. But they're the most glaringly visible during such times.
BTW, Dixerio just blew up the Moon as a side effect of his battle.
Albeit I'd need to read Regios Crusade before detailing how (which I cant until the novels are translated).


Post by willyvereb (5,914 posts) See mini bio Level 17

General Discussion » Should Power Levels be used for powerscailing?

Oh well, hear the opinion of somebody  who spent a little bit of his time in the OBD and even acted as his moderator for 3 years.
Powerlevels are like an ordinary scale.
They are generally so BS you can't tell anything but that which character is stronger.
It's a numerical equivalent of powerscaling.
If somebody has higher PL, they should be stronger.
By how much? We have absolutely no idea.
Of course there could be power level systems which actually make sense (the stats mentioned for S class demons in YYH are argued as being it, for example) but it's rare.
And of course Dragon Ball is one of the worst offenders.
 
Regarding powers and such, Roshi's Moon-buster is overall heavily contended in VS communities.
The OBD for example treats it as an outlier because amongst others King Piccolo felt exhausted after two city-busting attacks.
Albeit I can actually make a case for that feat is still viable, especially in the light that Kami restored the Moon a while later.
Anyways, the next step is actually comes sooner.
Piccolo's attack violently busted the Moon. This happened just a day after the Raditz fight so his PL was at the 400-ish range.
And due to its violent nature the feat was actually measured to be close to the baseline of planetbusting (OBD classifies it as "small planet level").
So there's that.
This would give far more credibility for Vegeta's claim during the Saiyan Saga.
But since he never actually managed to destroy the Earth we don't know how strong that attack actually would have been.
I wager it would be fair deal above the baseline energies for planetbusting.
So yeah, it's uncertain how strong Saiyan Saa and most Namek Saga characters are.
They're obviously planetbusters, though.
The next step in power is actually with Final Form (and possibly base form) Frieza.
Even if the blast was delayed he blew up Namek with such intensity that energy would be nearly enough to mass-scatter a small star.
It's titled "large planet level+" as such but it's effectively closer to the next level.
This is for the million-ish PL range.
Following the Namek Saga there aren't many feats to scale.
We have Cell's Solar System busting claim but there are too many situation which makes it unreliable. You can argue about this and all but in general it's being ignored.
So we don't get many things to quantify DB powers until the Buu Saga where Kid Buu's Vanishing Ball destroys the Earth in such an extreme fashion it'd have enough power to destroy some of the smallest stars.
Thus it's quantified as "small star level" in power.
Kid Buu being a strong mid tier in the story it means you can scale his power to a fair number of characters.
Lastly you have the movie called Battle of the Gods.
Bills claimed that he could destroy the entire solar system from where he stands.
Unlike Cell's case this situation has more weight to it (him being the destroyer god of stars).
A mistranslation on the subs claims he'd destroy the galaxy but you don't need to know much Japanese to see this is untrue.
Whis also introduces FTL feats for the canon DB universe (anime already had a few) but unfortunatelly aside from SSJ God Goku and Bills, this wouldn't be scaled to anyone.
Not even to Vegito as one of the interviews confirm.
 
So that's about it.
I deliberately only talked about the canon Dragon Ball verse.
The anime/movies continuity has some other showings but I'd rather not detail it now.
Post by willyvereb (5,914 posts) See mini bio Level 17

Layfon Alseif » is layfon alseif continent level?

@Whats_out_the_bag: You could've literally find this out under the 3 minutes it took me to see your reply.
It's a light novel series.
Think of ToAru but with less gibberish writing and no weird speech patterns.
It has a few images and some could be even used to quantify stuff.
But not this one.
There are absolutely no images of the creature, only descriptions and implications. Think of it as the series' equivalent of Cthulhu or other giant world-ending eldritch abomination.
 Hell, the thickness of the dome wasn't actually stated, either.
We just know that Nina bore a gaping hole through it and the tunnel lead directly to Zuellni.
So it bridged the distance between two mobile cities that had been moving apart from each other for at least hours and a claim about the monster being first spotted 30 kilomels away.
So there you go.
Durandal's first attempt was also to use the dome as a gigantic mouth to eat Grendan like a candy but Saya's barrier prevented that.
Thus Durandal opted for a different tactic.
Post by willyvereb (5,914 posts) See mini bio Level 17

Layfon Alseif » is layfon alseif continent level?

Depends on which version you are talking about.
His anime adaptation is at best town level with his manga versions having even less feats.
 
As for the novels, some of the most impressive feats occour during Volume 14.
Grendan faces the the Nano-Celluloid Durandal which is a gigantic creature which sorrounded the whole city in a dome 30 kilo-mels thick (kilometers?some comparisons make kilo-mels equal even multitude of that)
And that's just the dome.
The actual creature is a bit further away with size so homongous that even from the altitude of 30-40 kilometers and about 60-90 kilometers away it still fills up the entire vision.
It also has 10 heads with each being the size of an entire city (Filth Monsters with a name, which are generally that big)
So think of that as a gigantic torso with about hundreds of kilometers in height.
Yup, it's almost retardedly big with retardedly huge mass (at least in the And regenerates almost instantaneously. 
Yet Heavens Blade Successors were confident they could most likely destroy it to the last cell if all 9 of them use their full power at once.
Albeit they rightfully feared that the backlash of such attack would also destroy the city and leave their exhausted bodies exposed to the Pollutants.
Anyways, their claim got further reinforced when Barmelin started shooting at the monster in anger.
Her first shot blew a gaping hole in both the dome and the monster's true body enough that it offered a clear view to the Moon.
That's actually where the continent-buster feat comes from.
Of course Durandal reformed almost immediately.
Speaking of which Durandal was claimed to be also responsible for destroying the Earth and the raw kinetic energy of its quick travel from the Moon to the world of Regios was also calculated to be in this range.
Similarly, Queen Alsheyra's final attack on the monster also sucked in all that retarded amount of mass under a split-second (as the source claimed) into a single spot which again requires retardedly large amounts of energy.
Where did the energy went, then? Probably to the same place as the rest of the monster's mass.
Anyways, during the last few volumes Layfon fights some of the strongest beings in his verse. He isn't an exact match but can offer more than a little resistance and deal actual harm on them.
As such by EoS Layfon is actually a planetbuster in power.
Post by willyvereb (5,914 posts) See mini bio Level 17

RPG » Vice Mecha Heroes RPG - Sign-Up and OOC Discussion

Alright, I've got unexpectedly occupied for yesterday so (more or less as usual) my posts are experiencing a slight delay.
Until then I post a few stats for the stationing space vessels.
 

Dorothy-class Assault Carrier


Cheap and fast vessels, developed after the introduction of Mobile Frames. While armed the Dorothy-Class is only have marginally more armor and firepower than a MF-18E Strike Trooper, thus generally opted to stay away from the front lines. Due to their fragility in combat soldiers prefer to dub this ship as "Rubber Duck". In spite of that the Dorothy Class proved to be an inexpensive and enduring design, making up more than 70% of the Union's Mobile Frame carrying capacity. The Dorothy Class has two launch pads and can hold/resupply up to 8 Mobile Frames. Due to their ease of maintenance, the Dorothy-classes were the only vessels ready for combat.
 
Name: Dorothy-Class
Type: Mobile Frame Carrier
Dimensions:
  • Width: 52.6 m
  • Length: 144.7 m
  • Height: 42.6 m
Mass:  c. 87000 tons
Crew: 75
Powerplant: 2 x Nova-Tech PCC-155 Plasma Reactors (the retrofitted version got upgraded to a twin of Nova-Tech PCC-400s)
Propulsion: Nuclear Pulse Engines (the retrofitted version has six Nova-Tech PIT-122A Plasma Torch Turbines)
 
Stats:
Strength: N/A
Structure: 10
Firepower: 10 (20 w/ Beam Cannon of the retrofitted version)
Performance: 12 (18 for the retrofitted model)
Mobility: 6 (7  for the retrofitted model)
Energy Output: 15 (20 for the retrofitted model)
Sensors: 15 (20 for the retrofitted model)
 
Weapons: 
  • Torpedo Launchers: The Dorothy has two torpedo tubes for long range anti-ship combat. The new retrofitted version may even carry up to four PSIC-0044D shaped plasma charges effective against anything but the heaviest warships.
  • CIWS-0129F "Phalanx X" point-defense: Rapid-firing vulcans loaded with 60mm high-velocity shells, four of them total. Capable of shredding through light or outdated Mobile Frame armor and often used to intercept missiles.
  • Type-0051 VLMS: Pair of missile batteries found at the back of the ship. Can vertically launch a screen of missiles for medium range bombardment.
  • TEW-288B2 Twin Beam Cannon: New weapon on found on the retrofitted versions. Found on the vessel's top this twin-barrelled energy weapon was designed to utilize the retrofitted version's new power output. As such the Beam Cannon has enough firepower to take out the most common Abductor targets. On the flip side the Beam Cannon is eating up as much as 80% of the ship's reactor output, severely limiting the carrier's activities while in use. To alleviate this the cannon has specifically built-in condensers which is enough up to 12 shots. The Beam Cannon's twin barrels always fire in alteration and it's a safety measure to extend the weapon's lifetime considerably.

 
  

Falchion-class Heavy Cruiser


 Relatively new class of warship developed with versatility and heavy fire support in mind.  As a result the Falchion is a highly advanced and deceivingly agile vessel with firepower only dwarfed by a few. It carries up to 6 Mobile Frames with option to extend this to 12. It's also the only vessel known to be carrying "Super Robots". Due to its amazing capabilities the Falchion now makes up 60% of the Union's Cruisers.
 
Name: Falchion-class
Type: Heavy Cruiser, Breakthrough Vessel
Dimensions: 

  • Width: 77.7 m
  • Height: 77.7 m
  • Length: 222.2 m

Mass: c. 770000 tons
Crew: 325
Armor Material: Hypercarbon Composite
Powerplant: 4 x Nova-Tech PCC-6000D Plasma Fusion Reactors
Propulsion: 25 x Nova-Tech PIT-500F Plasma Torch Engines
 
Stats:

  • Structure: 30 (35 w/ shields)
  • Firepower: 35 (50 w/ nukes)
  • Performance: 15 
  • Mobility: 5 
  • Energy Output: 35 
  • Sensors: 35

 
Weapons:

  • PIW-3066E3 Plasma Batteries: triple-barreled plasma ordinances found all around the ship's body. Eight batteries total.
  • Mark. 0064 VLMS: Large missile launchers found on the vessel's top. Replacement of the outdated space torpedo system. It vertically launches heavy guided anti-ship missiles for long range. It is also known to be occasionally equipped with a few tactical nuclear warheads.
  • SMS-255 Smart Missile System: Extensive missile system covering the Falchion's back and underskirt area. Used for mid-range bombardment.
  • TEW-175EF "Fenrir System": Rapid-firing energy weapons unleashing pulses of plasma power. The twelve of these form the dreaded "Fenrir" point-defense system. At short range these are effective against anything but the toughest armors.

Features: 

- Plasma Barrier: The Falchion-class is equipped with powerful emitters that allow it to generate a plasma barrier, enough to cover the entire ship. While very potent, this barrier can be also rather demanding, limiting any of the ship's other functions, including firepower. On the other hand with the proper adjustments maintaining a partial barrier in combat is more than plausible.
 

Neo Bismarck-class Battleship 

Aging but far from outdated vessel originating before the invention of Mobile Frames. Honoring its centuries old predecessor the Neo Bismarck is the single most heavily armed ship in the entire Union fleet. This earned its reputation as "mobile fortress" and the preferred command vessel of many admirals. The ESV1479 "Greek Bastion" is amongst these. While old, the Neo Bismarck-class went through countless refits and upgrades. The most notable improvement was the addition of a Mobile Frame Hangar with an exit port found on the ship's belly.
 
Name: Neo Bismark-class
Type:  Flagship, Battleship, Heavy Fire Support Vessel
Dimensions: 

  • Width: 63.1 m
  • Height: 91.3 m 
  • Length: 415.0 m

Mass: c. 8.1 million tons 
Armor Material: Neo Tungsten Super Composite (with the outer layer being replaced with a new Hypercarbon Composite)
Powerplant: 16 x Nova-Tech PCC-4000 Plasma Fusion Reactors, 64 x Nova-Tech SPC-077U Ultra-compat Auxiliary Plasma Fusion Miro-Reactors
Propulsion: Tesla-Leicht Inst. HECTC-2107E10 Tesla Drive, 12 x Nova-Tech PIT-1000D Plasma Jet Torch Engines 
Crew:  1200
Carrying Capacity: 4 Mobile Frames
 
Stats:

  • Structure: 35 (40 w/ shields)
  • Firepower: 50
  • Performance: 5
  • Mobility: 2
  • Energy Output: 40
  • Sensors: 40

 
Weapons:

  • TEW-191SS Converging Energy Beam Cannon: Large energy cannon found at the ship's nose. A hi-powered weapon used for super long range strikes. While powerful it has lot of harge time and requires precise positioning from the ship. As such it's generally only used to initiate the first strike then redirecting power to all the other systems.
  • PIW-1099L Plasma Battery: One of the oldest types of plasma ordinance known, developed by the PlasmArms Industries (albeit the new retrofit was made by Nova-Tech). There are six of them total, each resembling an old triple-barreled naval battery. Unlike most plasma weapons the cannons rely on plasma cannisters which are nothing less than a concentrated mixture of pre-generated dense plasma and reserve energies. Thus they do have limited ammunition to use. On the other hand it allows the ship to unleash powerful plasma barrage without encumbering the reactors. The new cannisters are also rechargeable, allowing the ship to restock after battle.
  • TEW-100G2 Beam Cannon Battery: Sixteen double-barreled energy cannon batteries used for short to mid range combat. Their rate of fire is somewhat adjustable at the expense of firepower, allowing them to also engage Mobile Frames.
  • TEW-099H7 Laser Lance Broadside Ordinance:  Two rows of 16 laser emitters found at the skirt area of the battleship, exclusively reserved for drawn out medium to long range bombardment.  Each emitter is directly wired to one of the ship's plasma reactors, giving it superb power and rate of fire. Its only drawback lies in its inherent design. To employ this battery the Neo Bismarck must turn around to show its most exposed part. Yet no matter how archaic this set-up is, no one can question its firepower.
  • Torpedo Launchers: Dozens of launch tubes found on the Neo Bismarck's underskirts. Archaic weapon system used for long-range anti-ship warfare. Compared to modern missiles the space torpedoes have less mobility.  In spite of that they're still a reliable weapon in adept hands.
  • Mk.0027 VLMS: Missile launch bays on the Neo Bismarck's top originally reserved for nuclear warheads. While the ship still retains that capability the weapon underwent a chain of improvements, making it comparable to other anti-ship Vertical Launch Missile Systems.
  • TEW-008Q4 Point-Defense Lasers: A system of 64 laser cannons covering the ship's entire body. While overall weak these lasers emit as many as 6000 pulses each second, gradually chewing through even the thickest armors. More importantly these lasers are ideal point-defenses and often used to intercept missiles.
  • SMS-99X Smart Missile Screen:  A system of multiple small micro-missile launchers. These are used to engage enemy Mobile Frames at close range or unleash a screen of literally thousands of missiles for extensive mid-range bombardment.

 
Features:
 
- Tesla Barrier: One of the oldest known energy fields the Tesla Barrier is the defense system protecting the Neo Bismarck from harm. While back in the old days it was a demanding and unpredictable shield which justified the use of heavy armor, technological improvement made it stable. Unlike most other ships the Bismarck can fight using its full shields without too negatively impact its other capabilities. The secret is the Tesla Drive which normally keeps the ship afloat and has its own energy generating system. The constant use of the barrier makes the Bismarck appear like an unstoppable dreadnought, a fortress with unmatched defenses and firepower.

Post by willyvereb (5,914 posts) See mini bio Level 17

RPG » Vice Mecha Heroes RPG - Sign-Up and OOC Discussion

@ChronoWolf: It is.
Albeit it wasn't really bad even before.
On the other hand I wonder what's up with this friendly fire thing.
Oh well, I will try to cook up some sorts of explanation.
Anyways, due to popular demand I'll be controlling the NPCs here.
That means the Abductor mooks too, at least up to some extend.
So I forgot to warn you but try to avoid autohitting scenes.
Taking out one or a few less important mooks is fine because of the whole scale of this thing.
But don't write down the results if you do anything major.
Post by willyvereb (5,914 posts) See mini bio Level 17

RPG » Vice Mecha Heroes RPG - Sign-Up and OOC Discussion

@SamJaz: I'm fairly sure he meant Hastur. :p
@ChronoWolf:
Good post. Albeit there are a few inaccuracies. 
Most of the warships are not battle-ready so there's no way for artillery support until you'd be already in the fight.
Also the warships will be rather far away. 
But these are just minor problems.
It'll be fine even if you don't alter your post.
Post by willyvereb (5,914 posts) See mini bio Level 17

RPG » Vice Mecha Heroes RPG - Sign-Up and OOC Discussion



@Kuro_San: And yeah. Good post, Kuro. 
Albeit it made me wonder. 
Since your character is on Earth I don't really think he could join the main fight. 
Shall I prepare a separate scenario for him? 
I mean you already have this sub-plot with the Gine Empire. 
I can pass you some Mecha Mooks of the Week.:p 
 
@ChronoWolf@Galenbeta@SamJaz : Oh, and most likely I'm going to post tomorrow. 
I did watch the RP's status. Just never got enough time to actually write something more substantial. 
Post by willyvereb (5,914 posts) See mini bio Level 17

RPG » Vice Mecha Heroes RPG - Sign-Up and OOC Discussion

@Kuro_San
Well, I personally don't mind him directly "stealing" concepts from known series, even if he doesn't alter their names. 
My most serious problem is that his profile is rather poorly written. His character is rather Marty Stuish and the mech is just a big mash-up of everything without anything cohesive. 
Cohesion in general was and still is a major problem with his submission. 
And yeah, giving stats in arbitrary numerals. There's a rather important reason why I made it that way. 
Oh and follow the rules. 
Maximum circa 150 points.  Unless the mech's design is seriously edged out to a certain feature, no stat should pass the 30 mark (even then you can only raise a single stat to 40 while your mech has a glaring weakness in another stat or stats). 
 
This would be it. 
I already gave Galenbeta a bit of  "coaching". We'll see if it works out. 
BTW, I haven't read much of his RP posts but he does remind me of Haseo. Especially from the Lord_Haseo times (not sure if you were there back then). 
Albeit I heard Haseo got better nowadays.
Post by willyvereb (5,914 posts) See mini bio Level 17

RPG » Vice Mecha Heroes RPG - Sign-Up and OOC Discussion

@SamJaz
Good post and with the changes your mech is now accepted. 
 
Now I wonder. 
How should we play the first mission? 
Shall I act as a GM thus control the enemy units or leave everything to your imagination. 
This is the intro phase, afterall. 
You are free to explore your characters.
Post by willyvereb (5,914 posts) See mini bio Level 17

RPG » Vice Mecha Heroes RPG - Sign-Up and OOC Discussion

Posted the RP thread. 
Basically the so-called "specialists" are you guys. (Plus a bunch of NPCs)
Well, except if you pilot a grunt unit in the army. 
 
Also if you're interested the Raider's stats are the following: 
 
Name: ABD-6006 Raider Class (generally referred as "Raider") 
Height: 18.9 meters 
Weight: Unknown, estimated to be about 90 tons 
Powerplant: Unknown 
Material: CLASSIFIED 
 
Stats: 
  • Strength: 20
  • Structure: 15
  • Firepower: 25
  • Performance: 40
  • Mobility: 30
  • Energy Output: 30
  • Sensors: 30
 

Weapons

  
- Shoulder&Chest Cannons: Same as the Soldier's Cannon Stinger, mass accelerator weapons that release projectiles with a glowing green beam.
- Phasing Vulcans: Rapid-firing energy weapons releasing a torrent of medium-strong bolts of plasma-like energy.  
- Beam Whips: The Raider's arms are equipped with extending ropes of beam-like energy, vaporizing anything they hit.
- Phase Stinger: The Raider's flexible tail acts as a melee weapon capable of penetrating most armors. 
-Capture Beam: The raider has a large green crystal on its abdomen, allowing it to 
 
 

Abilities

 
- Stealth: The Raider is has technology which renders it invisible to the radar and other sensors. Albeit there are reliable methods to detect them at medium ranges.
Post by willyvereb (5,914 posts) See mini bio Level 17

RPG » (RPG)Vice Mecha Heroes - Mission 00

 

 Neo-Calendar Year 0067

 
Earth, birthplace of humanity. It's been almost 70 years ago when the Great War plunged the entire civilization to ruin. People were expecting the return of humanity's dark ages.  Yet the impossible did occur. An unidentified spaceship crashed into the sea. Thanks to its highly advanced technology and a mysterious organization called the Wisemen, humanity rose like phoenix from the ashes. They rebuilt society on new pillars and banded humanity under a single banner, the Earth Sphere Union (ESU). A new age had begun. The beginning of the Neo-Calendar. With the planet's ecosystem just recovering from a heavy blow, humanity began colonizing space. Within the first decade millions of people migrated to the Moon. And after three decades the Lagrange points were filled with man thousands of space colonies, each with the size of a large city or even beyond. Looking back those years could be considered the golden ages. 
  
Nothing could be everlasting. The Wisemen had disappeared almost as fast as they came, making them seem more like a legend in the commoner's eyes. Meanwhile subtly but each of the former countries were continuing their own agenda. War of any kind was strictly forbidden within the Earth Sphere Union. But the country leaders found other means to fight out their differences. Corruption and strife was growing within the Union. At the same time the Earth was gradually healing, recovering its former beauty. Returning to the planet suddenly became a charming idea for the colonist. But the Union government had other plans. By then the political elite of the former countries completely did took over the ESU. They put heav taxes on the returning colonists and  otherwise limiting people to set foot on Earth. Slowly but surely people on colonies became secondary citizen with increasingly worse conditions. This eventually had resulted in Space War One, a clash between Earth Sphere Federation and the freshly formed United Confederacy of Colonies in NC0062. The war raged on for 2 years and nearly approached the Great War in intensity. Eventually it resulted in a draw with both sides suggesting a peace treaty. It's been 3 years since then. Now the divided and weakened human race must fend off the emerging alien threat. Abductors, mysterious attackers kidnapping any person they find. Their motivations are unclear. So does nearly everything else about them. One thing is certain. Humanity is losing. The internal wars combined with the external threat brought the Union near its collapse. Desperate times we're writing. The world calls for a miracle once again. A miracle brought by heroes. 
 

Vice's Mecha Heroes!  

 
 

 Mission 00 - Aliens at the Gates 

 
 20th of September, NC0067

Admiral Blanc Legrand, commander of the 4th United L1 Fleet, is a man with countless problems. Increase of Abductor attacks in his sector, shortage of military supplies, loss of manpower, incompetence of the replacement crew, attending funerals, estranged family, cheating wife and a balding head. Hell, somebody even stole his mini golf set just yesterday! Bastards!  
But even with all his little problems the admiral was concentrating at something else. He was hung at the emergency phone, visibly red from anger. 
"What did you say!!? WHEN!? HOW!?" 
"Just 15 minutes ago, Sir. We received a transmission from the 11th Lunar Defense Fleet that they sensed multiple gravitational fluctuations from behind  the dark side of the Moon. It's an Abductor attack."  
Reported Ensign Kai Takamura. The Abductors use wormhole technology to reach the Solar System which thanks to the new sensors can be spotted ahead of time. Their presence so close to the Moon should mean they are going to attack the lunar cities.
"Yeah, I heard that too! The whole fleet is on standby now, you know! That wasn't the point! WHERE. IS. HIM!?"   
Admiral Legrand's furry is focused on one person. That overgrown brat who constantly ignore the regulations. Looking at him, his stance, his face, his rule-breaking casual attire is enough to make his blood boil in anger. THAT guy. If he wouldn't be under that big-name company's protection Admiral Legrand would had sent him to the brig forever after their first meeting. 
"Gone! Sp. Leon Weltall launched without permission. According to witnesses he said: 'something isn't right'. Then blasted off without saying anything else."
"HOW DARE HE!? THAT'S INSUBORDINATION! ..." 
"...Sir?" 
"That's enough, Ensign. " 
 Admiral Legrand put down the phone. His expression suddenly changes. 
"HAHAHAHAHA! Now you've done it, brat! This is no longer just insubordination! Desertion! See you in a lifetime of prison. HAHAHAHA -!" 
His gloating gets interrupted by the electric doorbell. Someone came to visit him. 
"Ah, Nova-Tech? Let them in! This time not even that precious company of yours will save you, Leon Weltall!"

L4 United Forward Defense Fleet, 2 hours later 
  
 Command Bridge of the ESV1479 Fleet Flagship called "Greek Bastion". The bridge crew is busy as the mighty behemoth's systems fire up one after another. 
"Status report!" 
Sounded the coarse voice of Marshall Jacob Schwartz, supreme commander of the forces patrolling the 4th Lagrange point, a place often referred to as the "Greek Camp".  
The aging but still physically fit Marshall turns to his tactical officer, Eleanor Douglas, for answer. 
"Nothing promising, Sir. We've got ambushed! Massive number of Abductor forces are heading towards us! Distance is...700,000! "
"Impossible! What about the lunar metropolis? Anything from the other fleets?"  
"No sir! No sightings of Abductors anywhere else!" 
"Damn, we've got fooled good! Perfect timing, even!"  
 The Marshall curses at their misfortune. It's the day of the L4 Fleet's yearly maintenance. Over 60% of the warships, including this vessel, were moments ago just idling space while awaiting the routine procedure.  To cover up this weakness, both the Union and Confederacy dispatched their own teams of "specialists". Elite Mobile Frame pilots with high-spec machines, enough to make up for the fleet's sudden decrease in fighting power. But they're already several hours late! And without them this situation turned into a massive liability.
"Deploy all Mobile Frame squadrons immediately! Hold them off! How's the ship's start-up sequence going?"  
"Just passed 20%, Sir."
Answered the engineering officer, Tony Burton. 
"Most vessels are even worse off. At average all warships are at 12% readiness."
Added Eleanor. 
"Curses! Our odds are horrible. We might just barely make it in time if even that. Our defense line is?" 
"Effectiveness is down to 55%. Without the warships' long-range fire support, the point defenses and Mobile Frame forces alone won't be enough to stop the enemy's advance." 
"No kiddin'. If that happens order the Mobile Frame squadrons to fall back in front of our fleet! We might be seeing close combat soon!"
"Understood, Sir."
"Sir, enemy sighted from NW88. Distance is 78,000! No...76,000! 73,000! Raiders are close and heading straight towards us!" 
Reported Samuel Davis, chief radar officer. 
Raiders are special class of Abductors, specializing at speed and stealth. They have a reported tendency to sneak through the front lines and target warships, especially if it's the command vessel. 
They just pulled the worst card. 
"How many?"
"three to seven, Sir." 
A small skirmishing party. 
That'd explain how did they manage to get so close. 
Normally, this amount would be nothing for the Greek Bastion, much less against the entire fleet. 
But currently none of the warships are at the capacity to use their point defenses. 
"So they plan to assassinate me, eh? Just try!" 
"Engineering Officer, redirect all energy to the shields!"
"Roger that, routing all power to the Tesla Barrier" 
"Tactical Officer, relay my orders to the ESV3425, ESV3441 and ESV3412. Abandon the cannons, focus all energy on the point defenses. Don't care about friendly fire, shoot down the targets!" 
"Understood."  
Eleanor noted and she opens communications with the 3 nearest warships.
"Heh, stupid aliens thinking they can outsmart me. Try this little old fashioned trap!" 
The Marshall's idea is simple yet nothing less than brilliant. Knowing that time is the key for both of them he ceased the start-up process and instead focused on the ship's mighty defenses. Even if not fully operational that should protect them against a few dozen shots. Meanwhile the nearby ships put all their energy to restart their point defenses, turning the area into a death field for Raiders. With its shields up the Greek Bastion can shrug off any accidental hit her allies score in the process while the reckless skirmishers would get eliminated. 
Yet...
" Enemy is accelerating rapidly!!"
"What?" 
"Distance is 30,500. 24,300. 18,100..." 
"Quickly! Concentrate all the field's power on the bridge!" 

Indeed. Speed is the key for this encounter. And these Raiders have a hidden trump card. Whatever the actual method is they can suddenly double their acceleration, reaching their target sooner than either the Tesla Barrier or the others' point defenses can go fully online. The Marshall have lost the game. So the only thing he can do is just trying to buy some time and hope he can still turn the tables around. But even if the shields are potent enough to deflect the Raiders' firepower there's one weapon against which no armor or shield is enough. 
The Raiders are getting extremely close. 
"Don't tell me..." 
Yes, the capture ray. The weapon which gave the Abductors their name. The exotic beam of the transporter ray can effortlessly pass through the Tesla Barrier, Hypercarbon armor and the impact resistant Super Glass to kidnap the whole crew in a few seconds. Taking them to God knows where.
At this range the bridge crew can even see their attackers. 4 Raider Class alien machines. While looking familiar there are certain features that make it obvious that they are an upgraded model. 
The green crystals on the Raiders emit an emerald glow. 
It's coming! 
And then... 

*WHOOOOSH!!!*  

 
Blinding withe light passes in front of the bridge, vaporizing the Raiders without a trace.
"!!?"  
A moment later a huge shadow flies past the window. 
"IFF Code L1SJ66F11NT000-Alpha-7! Sir, it's the Starhawk!" 
Eleanor says after regaining her composure. 
"The Starhawk...?" 
The Marshall expresses his flat surprise. 
As far as he's aware Starhawk is stationed at the L1 Defense Fleet.  
What is he doing here? 
More importantly how did he even get here?
The distance between Lagrange points 1 and 4 is roughly 300,000 kilometers at average. 
The Marshall heard that the Starhawk has acceleration surpassing even the fastest Racing Pod but getting there under two hours is still something hard to digest.  
And that timing. 
Who is that man anyways?  
"Starhawk, this is Greek Bastion. What are you doing here? Report your status!"
Eleanor calls the pilot . 
"Starhawk, Leon Weltall is here. I just saved your asses, what else? Permission to engage the enemy." 
 Eleanor was obviously not impressed by the youth's response. She looked at the Marshall's direction. 
While the old man didn't like Leon's attitude he did welcome the change.
"Granted. I don't know what's going on but you're now temporally under my command. Welcome aboard! For further instructions call Field Commander Jean LeBlau. Over." 
Said the Marshall. 
"Roger that. Over."
 Their conversation ended and Eleanor notices a smirk drawn over the Marshall's face. 
"Sir...?" 
"How long until the specialists arrive?" 
"10 to 30 minutes, Sir." 
"Good, this day might not be so bad, afterall."
Said the supreme commander of the L4 Fleet as he lit a cigar.
Post by willyvereb (5,914 posts) See mini bio Level 17

RPG » Vice Mecha Heroes RPG - Sign-Up and OOC Discussion

@SamJaz: BTW, how are you progressing with the profile? 
I mean your character and mech.
Post by willyvereb (5,914 posts) See mini bio Level 17

RPG » Vice Mecha Heroes RPG - Sign-Up and OOC Discussion

Oh well, in the end I didn't cut much corners with the intro. 
So technically I'm just past that.  
At least you get a decent enough material to use in the future.
 
Now working on the actual OP...
Post by willyvereb (5,914 posts) See mini bio Level 17

RPG » Vice Mecha Heroes RPG - Sign-Up and OOC Discussion

Alright, I was a bit busy today so I could only continue to work on the RP just now.
I think I have to cut a few corners with the intro and just get straight for the action.
I'll explain a few essential background details later.
Post by willyvereb (5,914 posts) See mini bio Level 17

RPG » Vice Mecha Heroes RPG - Sign-Up and OOC Discussion

I experience a temporary writter's block so until then I post a few generic enemy types: 
 

Manipulator Class 

Manipulator Classes are "small units", usually 2-5 meters in diameter. They have the shape of flying armored gauntlets and generally fight in huge swarms. They are overall weak albeit many of them are equipped with powerful self-destruction function which makes these incredibly dangerous once they're close.
Military slang also calls most variations of these as "Clawers".
 
Example:  

Name: ABD-0222 (official designation), "Clawer" (nickname by the soldiers) 
Dimensions: Length: 2.3 m, diameter: 1.3 m, fingers: 0.5-1.1 m  
Weight: Approx. 5 tons  
Powerplant: Unknown  
Material: CLASSIFIED  
Stats:  
  • Strength:10 
  • Structure: 2 
  • Firepower: 5 (20 via self-destruction) 
  • Performance: 10 
  • Mobility: 15 
  • Energy Output: 5 
  • Sensors:10 

Weapons 

      
 - Finger Rays: Each fingertip of the "Clawer" hides a potent energy ray emitter, shooting beams powerful enough to burn holes in tanks in only a few seconds. In the atmosphere the rays only have the range of a few hundred meters. But somehow the beams' range grows to 2-3 kilometers once they're utilized in the void of space.     
   
 - Destruction Drive: The reactor of the "Clawer" also functions as a suicide bomb. Once grabbed onto the target, the "Clawer" sends the reactor into overload. After a few seconds the reactor melts down exploding alongside all the stored energy on the machine, with force enough to destroy most kinds of Mobile Frames.  

  

Soldier Class 

 The mainstay unit type of the Abductors. The Soldier Class are made up of humanoid machines with size roughly comparable to the Union's mechs. The Soldier Class is considerably stronger and more advanced than the Union's grunts. On the other hand they are rarely at the level of the Union's special units or a Super Robo. 
 
Example: 

 
Name: ABD-1119 "Stealing Scorpion" (another nickname by the military, yet it's generally just called "Soldier") 
Dimensions: 
  • Height: 21.3 meters 
  • Tail Length: 32.6 meters fully extended 
Mass: estimated to be around 140 metric tons (very light for its size)
Powerplant: Unknown 
Material: CLASSIFIED 
 
Stats: 
  • Strength: 20
  • Durability: 20
  • Firepower: 20
  • Performance: 20
  • Mobility: 20
  • Energy Output: 20
  • Sensors: 20

Weapons

 
- Cannon Stinger: Powerful weapon mounted on the Soldier's flexible tail. It shoots large green beams at great velocities. Despite that reports state that any existing anti-beam coating and beam deflection field is useless against them. Military specialists theorize that the Cannon Stinger is actually a highly advanced mass accelerator, shooting concentrated matter like it were an energy beam.  
 
- Palm Blasters: The palms of the Soldier hide a pair of energy weapons. These can fire a swarm of energy bolts or charge up for a single more powerful attack. 
 
- Claws: The claws of the Soldier are also a dangerous weapon, reported to tear through most modern armors. Battlefield records show these claws being covered in a green light just before executing an attack. 
 
- Capture Beam: The green crystal on the Soldier's chest is a potent transporter beam. It targets humans in order to "abduct" them. The beam can phase through most shields and armor but evidenced to require some time for the "abduction" to succeed. The beam also have a rather limited range, only effective up to a few hundred meters. For these reasons it's rare (albeit not unheard of) for a military pilot to get "abducted".
Post by willyvereb (5,914 posts) See mini bio Level 17

RPG » Vice Mecha Heroes RPG - Sign-Up and OOC Discussion

Also like I said, latecomers should not worry. 
You can join this RP almost anytime. 
Albeit you may not enter certain missions mid-game. 
At least where allies suddenly appearing makes little to no sense. 
In short flexibility is a big plus for this game but I also respect the story's integrity.
Post by willyvereb (5,914 posts) See mini bio Level 17

RPG » Vice Mecha Heroes RPG - Sign-Up and OOC Discussion

So, shall we start then? 
The first RP is going to be an introductory mission of sorts. 
It'll be a generic combat against the Abductors in space. 
This would be kind of a training and allow everyone to establish their character. 
This'll be followed by the first intermission scene where the characters can interact better. 
Then we'll get to mission 1.
Post by willyvereb (5,914 posts) See mini bio Level 17

RPG » Vice Mecha Heroes RPG - Sign-Up and OOC Discussion

@SamJaz: Warhammer 40k and realism shouldn't be mentioned in the same sentence.
That franchise is all about being over the top.
Anyways, if you are looking for inspirations Battletech/MechWarrior and Destroids from the Macross Franchise are a good start.
Post by willyvereb (5,914 posts) See mini bio Level 17

RPG » Vice Mecha Heroes RPG - Sign-Up and OOC Discussion

@SamJaz: You don't really need to copy all the features of the Dreadnought. 
Mix it with something else and add your own ideas. 
 
You can add weapons and tech less inherent to Warhammer 40k and more fitting to this setting. 
Granted, you have a fairly grand freedom in this game. 
Albeit more or less that's why I'm encouraging you to live with it.
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