willyvereb (Level 17)

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Post by willyvereb (5,943 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 (5,943 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 (5,943 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 (5,943 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 (5,943 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 (5,943 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 (5,943 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 (5,943 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 (5,943 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.
Post by willyvereb (5,943 posts) See mini bio Level 17

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

@SamJaz: I think you meant "twelve meters". 
Twenty meters is actually the average for many mechs and in this game it would actually seems to be at the slightly larger end of the scale. 
Also your machine seems to be less humanoid so it wouldn't need to be that tall. 
 
Otherwise it's cool. 
Just don't forget to add boosters on this machine. 
Otherwise it may find difficult to do anything in space.
Post by willyvereb (5,943 posts) See mini bio Level 17

Battles » Guts vs Armored Titan

@KingOfAsh: Ever since Eren caught a cannonball. 
And you seem to be pretty new to VS debating. 
There's no such thing as "realistic" in fiction. 
Time to time they exaggerate things for the sake of story.
This is what we call as "feats" in a VS debate. 
 
I also assume you don't know what the difference between "reaction/short-range movement speed" and the more longer ranged "general movement speed".
Post by willyvereb (5,943 posts) See mini bio Level 17

Battles » Guts vs Armored Titan

Well, not sure on the "faster" part.
Both Gutts and the Armored Titan has supersonic reactions/close-combat speed.
Their power should be also about equal with the Titan's armor probably being durable enough to withstand some hits.
The problem is with the size.
Sure, the Armored Titan's scale means he has larger reach but given the distance his fists needs to travel his attacks would be slow and almost telegraphed.
Albeit it gets a lot better when Gutts is close.
Still, Gutts is going to dodge a lot of attacks here while the Armored Titan would hardly have a chance to avoid any.
His edge in durability might save him for a while but I think he would eventually lose.
Post by willyvereb (5,943 posts) See mini bio Level 17

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

@ChronoWolf said:

@willyvereb: "Significantly" being around 10-15, and "a short while" around 3-4 posts, sure, that might be better. I'll change that later, probably tomorrow.

I'm happy with the weapons as they are, but the special ammunition is a good idea. I'll think of a few types.

I though it was around 40 per clip, so 60 is great, and the extra clips were obvious.

No need to put this into hard stats.
This isn't a pen and paper RPG.
The "significant boost" is enough to match or at times overcome mechs that would normally be somewhat above yours in stats.
Also giving "time limit" in number of posts is a bad idea.
Make it last for maybe a minute or ten seconds and then try to use it as such. 
So depending on how much time actually passes in battle this boost can last for one to several or even more posts.
 
@Kuro_San said:

@willyvereb: Preach on!

I'm ready to get my RP freak on, lately my only contact with RP was GMing a game of a homebrew d20 Doctor Who for the Buenos Aires Whovians. They are fighting an Ice Warrior under the subway.


Good to hear that.
Well, I wanted to wait till more people joined but we might as well start, too.
Others can just hop in later.
Post by willyvereb (5,943 posts) See mini bio Level 17

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

@ChronoWolf: I see. 
Well, then I'm not sure if this "route power" ability works there. 
I would suggest some sort of "Nitro"-like ability instead. 
Something which increases either the Mecha's speed or strength "significantly" for a short while. 
Also you might want to get better weapons but hey! 
That can be done via upgrade later.  
You can also think of "special bullets" for your mech. 
 
Anyways if you're interested the M-18E's assault rifle can hold 60 rounds per clip. 
And there are replacement clips for both the 120mm and 500 mm magazines. 
Albeit I think you had already guessed that.
Post by willyvereb (5,943 posts) See mini bio Level 17

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

 
And now for a Super Robo example. 
Since it's mook it has to be non-protagonist type. 
 

Mecha Profile 

  
 
Name: Type-X Gigamaniax 
Type: Destroyer Machine (Super Robo) 
Height: 40 meters 
Weight: 10,000 tons or above  
Material: Super Steel
Powerplant: X-Reactor  
 
Stats: 
  • Strength: 20 
  • Durability: 15 
  • Firepower: 20
  • Performance:
  • Mobility:
  • Energy Output: 20 
  • Sensors: 5
 

Description

 
The dreaded "Terror of Tokyo" the Gigamaniax was a towering giant robot created by the mad scientist Doctor Kato. It was the evil genius' final creation which he used to rampage through Tokyo in NC0051. While powerful the robots unique X-Reactor suffered from inconsistent output. Eventually the mechanical beast was stopped by the intervention of the S-Force. 
 

Weapons 

 
- Eye Blasters: The Gigamaniax could release beams of laser-like energy from its eyes for devastating effect. 
 
- Wreckers: In place of its hands the Gigamaniax had two wrecking balls. These balls can be detached and swung around by a chain connected to them. With the use of rocket thrusters the balls could even fly in the air for hundreds of meters, spreading the destruction further. 
 
- Skirt Missiles: The Gigamaniax hid an array of missile launchers under its skirts, capable of unleashing enough of them at once to seemingly fill the sky. 
 
- Hyper Flame Destructor: The top decoration of the Gigamaniax was actually its most potent weapon. It releases a spiralling torrent of plasma-hot flames that seemingly had a live on its own. Even after more than a decade other scientists were unable to recreate this dreadful weapon. 
 

Abilities

 
- Self-Repair: The Gigamaniax had the ability to slowly repair itself, recovering any non-significant damage. 
 

Signature Moves

 
- Laser Apocalypse: The Gigamaniax's head rotated 360 degrees, releasing pasting its laser-like beam through everything around it. 
- Rocket Punch: The Gigamaniax shot out its wrecking ball like hand to attack from distance. 
- Chain Hurricane: The Gigamaniax releases its wrecking balls and spins them around to cause destruction everywhere. 
- Missile Circus: The Gigamaniax unleashes a thick volley of missiles to attack opponents in the sky. 
- Infernal Serpent: The Gigamaniax unleashes a tornado-like fire blast that follows the target and seemingly has a will of its own.
Post by willyvereb (5,943 posts) See mini bio Level 17

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

Alright, for the sake of comparison I show you what the mook units are like.
  
 

Mecha Profile

 

Name: MF-18E "Strike Trooper"  
Type: Mobile Frame (Real Robo)  
Height: 18 meters 
Mass: 755 metric tons (standard combat weight)  
Armor Material: Composite/Steel
Powerplant: Atom-AT IACC-781C V-50 Compact Fusion Reactor 
Locomotion: Hyperworks 1909AE Superfluidic Hydraulics System 
Propulsion: 2 x Jettizon-ED HPS-653-F4 Jump Units, 8 x RPT-1833-M18 Rocket Motors, 47 x RPM-1704-M18 Rocket Verniers 
 
Stats: 
  • Strength: 10   
  • Structure: 10  
  • Firepower: 10   
  • Performance: 10 
  • Mobility: 10   
  • Energy Output: 10   
  • Sensors: 10   

Description 

2rd Generation Mobile Frame developed in NC0044. The Strike Trooper was a revolutionary machine that changed the development of future mechas. As the first mecha capable of atmospheric flight, the Strike Trooper sported massive amount of thrusters and actually devoted 40% of its internal space just for fuel. The thick tights of the design are a direct result of this. Despite that the Strike Trooper was proven to be an enduring, cheap and even versatile design and over 40% of the Union pilots are flying with these. But time marched on and by NC0067 the machine is considered seriously outdated compared to the various new models. In the Union's "Hi-Low Mix" tactics the MF-18E definitely forms the "Low" range of the spectrum.

Weapons  


- M2109A8 Assault Cannon:  Mech-sized assault rifle firing 120mm rounds. While used to be potent the Assault Cannon no longer supplies enough firepower against the more advanced machines, only really effective against the demi-mechs of the Abductor force. For that purpose the A8 variation is outfitted with an underslung 500mm grenade launcher. 
  • M5527 Attack Cannon: Attached to the weapon's lower body this 500mm cannon is used for situation where the Assault Cannon's firepower seems to be insufficient. It has a magazine that can hold four rounds of various type including high-explosive, shaped explosive, fragmentation and other shells.
- CCW-112 Combat Knife: Reinforced knife outfitted with a motorized chainsaw-like blade to enhance its cutting power. While relatively potent this weapon became outdated like the rest of the machine. Used only as a last resort. Albeit rumors state that some veterans learned how to use these as thrown knives, stocking up dozens of these for this purpose alone.  
 
- CCW-B098 Assault Lance: Unique weapon rarely seen on the battlefield. A large spear with an explosive lance-like tip. While relatively powerful, its explosive nature limits this to a single use in melee. Albeit reportedly a variation with replaceable heads does exist.
 
- PPB-1055 Shield: A physical shield which acts as an extra layer of armor, seen used by mechs on defensive missions.

Abilities 

 
None 
 

Signature Attacks 

 
None
Post by willyvereb (5,943 posts) See mini bio Level 17

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

 
 @Galenbeta : Well, it's true I was busy but not exactly in the way I couldn't log on here. It's just that I was working on my RP profile. 
My computer was acting up and pretty much I had to remake this about 3-4 times. 
By the 4th time I had to admit that I need backups so with that I managed to finish this. 
 
So I'm pretty much ready.  
 
@Kuro_San : I see you edited our profile according to my suggestion. 
Okay. 

@ChronoWolf: Not bad. 
Your profile may work a bit of formatting, though. 
Make it fit the standard I set at the profile creation guide.  
(Or maybe you can use the kinda new layout I used for mine.) 
Also there's no way this mecha is anywhere close to being stock. 
It's name, design and abilities make it sound like an experimental mech made by some bigshot company. 
You might want to change it to that. 
 
Otherwise everything is fine. 
 
@Galenbeta : Even if you don't upgrade it for long this is obviously overpowered compared to any mechas featured here. 
At least until we get much further in the story (depends on you guys).  
So it's rejected. 

Recreate it with toned down stats. 
And please follow the profile creation guidelines. 
The stats are abstract with good reason. 
Also like Kurou-san said, make it a bit more original. 
It isn't a sin to copy elements from known anime but at least have the decency to make your mecha more than just some fanfiction.
Post by willyvereb (5,943 posts) See mini bio Level 17

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

 
 
Name: Leon Weltall 
Gender: Male 
Race: Human (Spacenoid)
Age: 25
Height: 177 cm (5'11")
Weight: 75 kg (166 lbs)
Rank/Title: Ensign/Specialist 
Special: Esper, Spacenoid (somebody born on space colonies instead of the Earth) 
ESP Rating: 111
 

Character Bio 

 
ESUF soldier and the exclusive test pilot of Nova-Tech's new YTF-177 Starhawk. Leon Weltall was born in 29th of February NC0042 in the L1 space colony called "Neo-Lichtberg". His parents were immigrants from the British Isles. Despite that Leon grew up in a relative well-being thanks to his father's trade business. Ever since young Leon had shown great interest in outer space and a certain sport called Pod Racing. Pods are tiny space vessels, practically little more than a rocket and a small cockpit. Racing with these in the vacuum of space was regarded the fastest sport known. He liked challenges and added with his interest in space Leon felt that Pod Racing was his calling. Through lot of practice and effort he managed to get into the 19th L1 Championship in NC0058. Leon was only 16 back then and he barely managed to compete the whole event, almost suffering a fatal accident when he got lost within the space debris. That was the start of his career. Following it Leon was seen on the L1 Championship's roster each year. He also went to other events like the long-range Grand Moon Race and once even tried the super-long-range Jupiter Tourney. His skills improved over the years drastically, winning the 33th Equator Sprint event in NC0062. Leon started to become a minor celebrity, especially in his colony. And then Space War One broke out...

[To be continued...]
  

Appearance

 
Leon is a young Caucasian man in his 20s. He has short black hair (which the lighting occasionally gives a blueish tint)  with sharp blue eyes. Fitting his job as a military pilot he has a light yet deceivingly robust build with about average height. In spite of being a commissioned officer Leon is rarely seen in his military fatigues, preferring to wear more casual clothes (albeit decorated with the Union's military emblem). On missions he wears his military-grade pilot suit which acts both as a pressurized G-suit and even a light armor. It can resist heat, radiation and even small caliber bullets. With few modifications and a vernier belt it can be turned into a space suit fit for escaping the damaged mech even in the hostile environment of outer space.
 
 Leon wearing his pilot suit within the Starhawk's cockpit
 Leon wearing his pilot suit within the Starhawk's cockpit

Personality 

 
Leon is an easygoing but strongly emancipated person. He lacks most of the discipline common for soldiers and while he does complete orders Leon prefers to do everything on his own way. Leon also likes danger and difficult or challenges often only make him more eager to do something. Leon is generally upbeat and friendly. He's rarely having a bad day and whatever the situation Leon never lets it to drag him down. Leon is the man of action and an incurable optimist. Whatever bad goes on he always looks for ways how to solve it. His hidden willpower is tremendous.
 

Abilities

 
Leon was an accomplished Pod Racer and it translates for his skills as a mech pilot. In spite of barely having flown 1000 hours, Leon can pull off tricks that even experienced veterans thought to be impossible. This could be no less accounted for Leon's budding powers as an Esper. ESP is a not fully understood ability when pilots exhibit senses beyond the usual five. Leon can "feel" the space around him, can sense strong hidden emotions and occasionally even had premonitions of the future. ESP is also called Extra-Spatial Perception because it's theorized that Espers may have the limited ability to observe all dimensions, with the fourth being the axis of time itself. 
Being member of the Earth Sphare Union Forces (ESUF or simply just "Union Forces") Leon also received physical training as a soldier. Albeit while he fought the aliens dozens of times with his Starhawk he has yet to experience combat with his own body.

Equipment 

 
- Nova-Tech VPRP-77S "Impact" Sidearm: A compact, versatile yet rather powerful pistol designed by one of Nova-Tech's scientists. A ring-like plasma rail accelerates 10mm programmable metal slugs to fit various purposes. In this aspect the weapon is comparable to the Starhawk's Adaptive Rifle. While this is an overall excellent weapon Leon is somewhat reluctant using it.

 

Mecha Profile 

 
 Starhawk - King of the Stratosphere and Beyond
 Starhawk - King of the Stratosphere and Beyond
 
Name: YTF-177 Ver. 7 "Starhawk"
Type: Prototype Transformable Frame (Real Robo)  
Manufacturer: Nova-Tech Enterprises
Dimensions:   
  • Height: 13.9 m (Combat Mode), 5.7 m (Starfighter)
  • Width: 6.8 m (Combat Mode and Starfighter without the wings) 
  • Length: 9.2 m (Combat Mode), 21.0 m (Stafighter)
  • Wingspan: 8.3 m - 19.1 m (variable position, Starfighter Mode)
Mass: 77.7 metric tons (w/ standard load-out)
Powerplant: 1 x Prototype Nova-Tech PCC-2500S Ultra-Compact Plasma Fusion Reactor, 2 x Auxiliary Nova-Tech SPC-222U Plasma Fusion Micro-Reactors
Locomotion: Nova-Tech Electromagnetic Ligaments (patented by the Tesla-Leicht Institute, over 200 ligaments total)
Propulsion: 2 x Experimental Nova-Tech PITS-1600A Plasma Drives, 18 x Nova-Tech PIT-177C Plasma Torches, 88 x Nova-Tech PIM-022F Plasma Verniers
 
Stats:  
  • Strength: 10
  • Structure: 5
  • Firepower: 30
  • Performance: 40
  • Mobility: 20
  • Energy Output: 25
  • Sensors: 20

Description  

 
 After a brief moment of peace a new threat approached the Earth. The aliens referred as the Abductors. They appeared without warning and made entire populations disappear. The military of the Earth Sphere Union found themselves in a precarious situation so they requested for a new rapid-response Mech. This heralded the beginning of the "Starhawk Project". Several companies volunteered, including the Nova-tech enterprises known for their cutting-edge plasma technology. They saw this project as a big break from their usual business with warship parts and spent enormous amount of money on the development. The result was the XTF-177, a lightweight transformable mech focusing on speed and firepower. The XTF-177 has countless innovations compared to the standard Union mechs. It ditched the old concept of guns, rockets and hydraulics thus feeding everything by one source: the energy that the mech generates. The XTF-177 was outfitted with a new ultra-compact Plasma Fusion Reactor which powered the entirely plasma-based weapons and pulse-torch propulsion system. The locomotion was accomplished with electromagnetic ligaments that saved another 30% on weight. The end result was a light and high-performance mech armed with all sorts of heat-based death. 
[to be continued...]
 

Battle Theme: 

 
  
  

Weapons 

  
- PIA-0007X Adaptive Rifle: Primary weapon of the YTF-177 Starhawk. An experimental and surprisingly versatile rifle that can change its internal structure to fit multiple roles. The change is done partially via the pilot's conscious choice but the fine tuning is performed under the computer's control. So even if the rifle stays in the same mode the system may decide to tune it differently to fit the momentarily combat situation the best.
  • Rifle Mode: The PIA-0007X's default mode, a large hi-powered plasma rifle, unleashing "bolts" of compressed super-hot gases at hypersonic velocities. The firepower can be adjusted to allow for higher rate of fire. 
  • Reaper Mode: Internal fins split the weapon's interior to 4 parts, effectively giving the rifle 4 barrels. In Reaper Mode the Adaptive Rifle shoots individually weak bolts of plasma at incredible rate of fire. Ideal against swarms of weaker enemies. Because the Buster Cartridge is incompatible with rapid-firing modes, inserting one transform this mode to "Buster Shotgun" which releases a spray of countless plasma bolt in an angle.
  • Grenade Mode: The Adaptive Rifle releases a large and relatively slow-moving ball of concentrated plasma. On contact or at a pre-defined distance this ball of plasma explodes, damaging everything in the surroundings.
  • Beam Mode: Instead of "bolts" of plasma the PIA-0007X releases its power as a single cohesive beam of plasmic energy. Within certain limits both the beam's width and duration can be adjusted. Thin, powerful and short-lasting beams are ideal for sniping while extending large and long-lasting beams are ideal for causing wide-spread destruction.
  • Lance Mode: Instead of shooting plasma, the rifle generates a cohesive blade not unlike the plasma sabers. Compared to the latter, the Plasma Lance has at least twice as much power and with Buster Cartridge this is one of the Starhawk's strongest attacks.
  • Railgun Mode: By attaching a special magazine the Adaptive Rifle's plasma rails can also shoot physical projectiles. This is ideal for atmospheric sniping where the air particles slightly interfere with the usual plasma weapons.
  • Buster Cartridge: The Starhawk can store up to ten Buster Cartridges. These are large canisters filled with super-concentrated plasma and extra energy. Using these in conjunction with any but the Railgun Mode would greatly enhance the Adaptive Rifle's power, practically turning them into a whole different weapon. The names are: Buster Rifle, Buster Shotgun, Buster Grenade, Buster Beam and Buster Lance.
  
- PPB-7001E Anti-Ray Shield: Special shield made from the same heat-resistant material as the internals of Plasma Reactors. In addition the shield is also reinforced with a moderate plasma field to deflect laser and particle beam weapons. While also somewhat useful against physical projectiles, the Anti-Ray shield was made with energy weapons in mind.
 
- TEW-177 Twin Pulse Blaster: Pair of rapid-firing plasma weapons linked together at a turret on the mecha's crotch. The plasma blasters offer additional firepower and can add a cover fire while the Starhawk is using on of its slower weapon functions. In Starfighter Mode these blasters can be found on the machine's front offering suppressive firepower to the front.
 
- CIWS-E77 Pulse Vulcan: Rapid-firing plasma weapon unleashing weak but still potent "pulses" of plasma. Found on the head this is generally used to intercept missiles or other light armored targets.
 
- ACCW-722 Plasma Sabers: Compact hilts that emit "blades" of plasmic energy contained within electromagnetic fields. Plasma Sabers are used to compensate for the Starhawk's relative lack of strength in melee. The Starhawk can store up to four Plasma Sabers. 
 
- FES-799 Plasma Field Emitters: The legs of the Starhawk are outfitted with a plasma field for various purpose. In Starfighter Mode it aids the Anti-Ray Shield to form a barrier against micro-meteorite impacts and mitigate the effects of friction in the atmosphere. In mecha mode while serving the above function it also modulates the thursters and allows the Starhawk to perform more precise maneuvers. Last but not least the Plasma Field Emitters can be focused to be like leg-length Plasma Sabers, cutting through the opposition with the machine's kicks.
 

Abilities 

 
 - Transformation: The Starhawk sports an unique transformable design that allows it to switch between combat and fighter modes. The process is complex yet thanks to the strong electromagnets this performed in less than a second, giving little if any chance for the enemy to attack the Starhawk in mid-transformation.
  • Starfighter Mode: Most thrusters  and torch motors are focused on the back, offering the greatest possible acceleration. In this mode the mecha also extends a pair of wings to aid it in atmospheric combat and allow the machine to fly. Due to its speed and energy-efficiency the Starhawk is generally launched in this mode. On the other hand the Starfighter mode is relatively difficult to maneuver with. Its shape also locks the mecha's combat opinion to standard fighter tactics like dogfights.
  • Combat Mode: The Starhawk assumes its standard humanoid shape, spreading out the torch motors everywhere for overall better mobility. As its name suggest this is the mecha's main mode of combat, allowing to use all of its weapons with complete freedom.
- Plasma Umbrella: The Starhawk constantly emits a considerable yet overall weak plasma-electromagnetic field around its body. This supposedly exists to protect the Starhawk against micro-meteors in space and decrease the aerodynamic strain while in the atmosphere.  But temporally this field can be manipulated to form a protective shield at the front, capable of withstanding even the Starhawk's own Plasma Rifle. Unfortunately this mode only exists for a few seconds so a few sponsors are questioning its usefulness. Regardless, Leon seems to be pretty fond of this feature. The field also has the side effect of absorbing electromagnetic waves, allowing some degree of stealth against radars. This can also put the Nova-Tech's intentions to doubt, questioning whether they truly developed this machine just to fight the aliens.
  
- Esper Navigation Interface (E.N.I.) : Special system developed for tapping into the abilities of Espers like Leon. The system amplifies an Esper's brainwaves and transforms them into commands. As a result Leon can potentially control the entire mecha with his thoughts alone. Unfortunately  it sounds easier in paper than reality. 100% control requires extreme focus and concentration which would put severe strain on Leon's mind. Thus generally E.N.I. is only used at 10-20% output, mostly aiding Leon in multitasking. E.N.I. is also an unique system that skips several steps in the standard programming. Instead of running scripts, Leon expresses his thoughts directly to the machine which will try to execute these at its best. This way the developers can learn a lot from Leon's piloting style and soon may achieve to create a program that can allow even regular pilots to fly the Starhawk. On the other hand this is a never-ending  source of headache for the engineers as Leon tends to unconsciously rewrite the Starhawk's entire motion programming after each mission.

Signature Moves 

 
- Nova Dive: Leon's secret trademark technique. Officially called Impulse-Driven Offensive Field Frontal Assault Maneuver (I.D.O.F.F.A.M.), this is an extremely powerful and reckless maneuver which practically turns the Starhawk into one gigantic weapon. Leon gains some distance while switching the mech into Starfighter Mode. Following that the combined power of the shield, the leg emitters and the plasma rifle generate a powerful dagger-shaped barrier of plasma energy around the machine while Leon proceeds to ram into the target at full power. This is the Starhawk's "secret" strongest attack. Albeit Leon needs to perform it with extreme caution. If the enemy is too tough the plasma barrier collapses before penetrating the target, crushing his machine with its own momentum. Nova Dive is something that can potentially destroy the enemy in one move. Yet if it fails that would likely mean Leon's own death.
Post by willyvereb (5,943 posts) See mini bio Level 17

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

@Kuro_San said:

@willyvereb: But all the Seed Gundams work on double A batteries, Mazinger would keep going like the energizer bunny way after the Strike Freedom spended all of his energy

Actually not. 
You confuse it with the Strike and other suits not equipped with NJC. 
The Strike Freedom has a nuclear reactor so theoretically it can fight for pretty long. 
Longer than the Mazinger Z, actually. 
There are several instances in the anime where the Mazinger Z just barely had enough energy to finish the fight. 
Extended battle or using the Breast Fire more than a few times does deplete the Mazinger Z's energy reserves. 
In this aspect it's somewhat close to the Mobile Suits from SEED.  
Technically, their battery-powered MS can remain operational for hours but the Phase-Shift Armor and beam weaponry depleted the experimental units' energy in only a few minutes. 
Just like with the Mazinger Z.
Post by willyvereb (5,943 posts) See mini bio Level 17

Battles » Elemental Tournament Finals:Kuro_San VS The_Legendary_SuperSaiyan

Actually, I think Caesar Clown has an extremely bad chemistry against Kazuma. 
Their capabilities are similar (town level+ durability and firepower, hypersonic+ speed) 
But the problem is that Kazuma's wind magic is one of the most broken air manipulation techs ever known. 
He controls winds like an extension of his body, making any particle in the air in 10 kilometer radius his plaything. 
When entering his "Contractor Mode", this increases to 100 kilometers. Ladies and Gentlemen, that equals over 300 billion tons of air. 
All moving according to his whims.
That also means that Kazuma can feel anything in touch with the air, giving him excellent detection powers.  
Kazuma can also hijack the air manipulation powers of others, killing them by their own abilities.  
Speaking of killing, Kazuma can focus his winds to such intensity they can atomize rock. He tested it against a 100m long demonic turtle made of rock.
And yeah, he can mess with the concentration of oxygen, manipulating explosions or making the opponent suffocate due to the lack of air.  
His winds also ignore the rules of physics when he infuses them with his Ki. 
This also allowed Kazuma to break through dimensions, destroy gravity and outright rip through space. 
Speaking of which, Kazuma has spatial senses, allowing him to see disturbances in space or intercept teleporters. 
And well, he really-really has no problems with Logia-like opponents. 
Be it water elementa,l a spirit or a creature of fire. 
Kazuma even managed to physically hold down an incorporeal demon. 
His exorcism also means destruction of the target's soul. 
So yeah. 
You seriously don't want to mess with this dude. 
 
Even if Caesar Clown is given a free shot, it's dubious to work. 
Kazuma's barriers casually blocked Ayano who has town level+ firepower (can vaporize skscrappers or large formations of rock)
And Kazuma's barrier also filters and magically purifies the air. Meaning poisonous gases are completely ineffective on him. 
Even if CC attempts to generate explosions Kazuma can detect that ahead in time and can choose to counter. 
 
The most frightening part is that the above list of feats are based merely on 3 volumes. 
The Light Novels have 6. Plus 6 side story volumes. 
Kazuma is pretty broken. 
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