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Locoman Since: Nov, 2010
#301: Oct 12th 2015 at 6:51:49 PM

Alright, sure. I might not get around to doing my intro post for them tonight because that signup took a lot out of me.

[up] Pure, unadulterated 2003.

GeekCodeRed Did you know this section has a character limit? from A, A, B, B, A Since: Sep, 2010 Relationship Status: TV Tropes ruined my love life
Did you know this section has a character limit?
#302: Oct 16th 2015 at 4:12:52 AM

  • Main Character
    • Name: Bond. James Bond.
    • Age: Suffice to say that is a complicated subject, but mid-to-late thirties is the general range of appearance.
    • Appearance: We're going with this one, folks.
    • Personality: If only you could call him a sociopath and be done with it, but alas, Bond is more complicated than that. Outwardly, Bond is charming, suave, and confident. He's never without a retort or a quip, and takes even the most outrageous or life-threatening situations with a raised eyebrow and an application of dry wit. Hell, you could even go as far as calling him a jackass with the extent of nonchalance. He's also a massive hedonist, flirting with every woman who's remotely interested, drinking everything with an alcohol content, and enjoying food that costs more than a week's grocery shopping. Inwardly, however, Bond is cold. Ruthless. He is a spy, an assassin. His list of allies is short, his list of friends is shorter. He categorizes people into what they are to him. You won't find him making friends easy, especially given their tendency to die on him. But beneath even all this, Bond is... good. He has a sense of right and wrong, and although he takes his orders from Queen and country, he's gone against them in the past to fulfill his sense of justice, vengeance and a wish to see things through. What friends he has, he cherishes fiercely. Overall, his moral compass is askew, but generally pointing in the right direction.
      • While I'm making edits, I feel the need to point out that Bond is much softer around the teenagers around him than he usually is. It's a direct result of them reminding him of his own teenage years, and the adventures he had during that time. They remind him of a younger, more innocent him, now dead and buried beneath decades of dirty deeds.
    • Powers: No special powers to speak of, but he is a professional killer and spy, proficient in multiple martial arts, weaponry, languagescovert operations, demolitions, escape artistry... Two things to note are his insane tolerance to alcohol, managing to be completely sober on amounts of alcohol that make the Pan Galactic Gargle Blaster look weak, and his seduction skills, which are legendary in and of themselves.
      • Cure Provided: Thanks to a wish to the Cure, Bond can now change his face and skin colour. He can't turn female, he can't alter much of his physical build, but it helps him disguise himself and gives me a reason to use the other Bonds.
    • Equipment: Standard issue Walther PPK/S 9mm pistol with integrated palm reader. Can only be fired by Bond. Also usually on his person is one of a variety of watches, which can contain gadgetry ranging from simple garrote wires and explosive kits, to outlandish inclusions such as miniature buzzsaws, cutting lasers, and a powerful electromagnet. His personal room will also contain a variety of gadgetry and equipment, mostly old prototypes and captured enemy weapons. This equipment will range from weaponized clothing and concealable weapons, to tricked-out sportscars and highly advanced technologies such as handheld energy weapons and virtual-reality training simulators.
      • Cure Provided: The Cure has given Bond a wedding ring, with which he summons portals into a storage dimension. He can't fit anything bigger than a M72 LAW rocket launcher in length, but that still gives him a larger carrying capacity for gadgets than normal. Note that this Bond's own wedding ring, from his wedding to Tracey Bond.
    • Backstory: Bond was born to a Scottish father and a Swiss mother. Both died in a mountain climbing accident when he was young. After an eventful childhood, he joined the Royal Navy, rose through the ranks of Naval Intelligence, and was eventually taken on by MI 6, with whom he has had many successful missions.
      • While I'm editing, let me expand this. Bond was born on November 11th, 19XX to Andrew Bond of Glencoe, and Monique Bond née Delacroix of the Canton De Vaud. His parents were killed in a "climbing accident" in the Swiss Alps when Bond was eleven years old. It has been implied that this accident was organized by the intelligence services of the Soviet Union, as Andrew Bond was using his job as an arms dealer to act as go-between for his brother Max, an agent of MI 6. Bond went to live with his aunt, Charmian Bond, in the small English village of Pett Bottom, for nearly a year, until he was enrolled in the prestigious boarding school, Eton College.
      • This is where things started to go wrong for Bond. Over the course of his year at Eton, Bond found himself involved in several different villainous plots, playing a hand in halting all of them. He stopped an American arms dealer from developing a super-soldier serum, stopped a Sardinian crime syndicate from starting a world war and resurrecting the Roman Empire, stopped the Soviets from getting their hands on the world's most powerful supercomputer, recovered classified documents for the US Navy and helped stop a bomb threat against the reigning monarch.
      • It was the last occurrence where Bond first came into contact with MI 6, who asked him to help them arrest the bomber's partner, a girl named Roan. Unfortunately, Bond had fallen for her, and by the time MI 6 caught up to them, they were in the Swiss Alps and Roan was dead. Bond would continue to associate with MI 6 during his teenage years, ultimately joining the intelligence branch of the Royal Navy after receiving a degree in Oriental Languages at the University of Geneva.
      • After four years in the Navy, Bond joined MI 6. By his eighth year in the service, Bond had been selected for the Double-Oh program, his first mission to beat the terrorist financier known as Le Chiffre in a high-stakes card game.
      • As a Double-Oh, Bond has completed well over twenty-four missions, spanning from Japan to Las Vegas, from the sea floor to outer space. He's been married twice (once for real, once as sham), widowed once, loved countless women (we know it's over sixty), been shot many times, tortured for a year in North Korea, tortured for a few minutes in rural France, tortured emotionally for decades, has saved the world at least half a dozen times, and saved large portions of the world around a dozen more. Sometimes he does small-scale things, like stop drug dealers, but usually in his spare time.

I'd like to note that there'll also be a team of R&D specialists from Q Branch who will be acting under Q's orders. They'll be building new gadgetry in time.

edited 9th Nov '17 3:30:36 PM by GeekCodeRed

They do have medals for almost, and they're called silver!
Meanken Since: May, 2013
#303: Oct 16th 2015 at 6:16:13 AM

[up]Usually I say that chunkless groups don't really get generic mooks, but as they're just R&D guys and you only have 2 supporting cast, I'll allow that with no problem. Mr Bond is accepted. Now, you'll have to wait till next game day to join up, I'm afraid. Should hopefully not be too long of a wait. Hop on in to the discussion thread in the meantime if you want.

edited 16th Oct '15 6:16:26 AM by Meanken

FullMoon feeling blue from Surface Since: Jul, 2012 Relationship Status: Shipping fictional characters
feeling blue
#304: Oct 16th 2015 at 12:19:52 PM

All right so here comes soon-to-be-introduced solo character:

  • Name: Spiritia Rosernberg
  • Age: Around her late teen/early twenties
  • Appearance: No matter where we go, we'll always find a place we can fit in
  • Personality: Spiritia is a straightforward and honest young woman with a strong sense of justice and moral convictions that are second to none. She is known to be a bit of a klutz and for being naive at times due to her idealistic views.
  • Powers: Spiritia has an innate power of being able to use the power of other Magi she defeats, though in the context of the RP it would only apply to Iris and the Black Cross. Outside of her basic weapon, Spiritia's hair, eye and necktie vary depending on what weapon she is using and she cannot use two different abilities at once.
    • Soul Rifle - Spiritia's basic attack is to gather energy and fire a simple energy shot, she can charge it in order to fire a significantly bigger and strong shot. This attack does not drain her of energy and so she can use it indefinitely
    • Sting of Joy - Spiritia's rapidfires icicles at her opponent that are just as strong as her basic weapon, but have a much faster fire rate.
    • Explosion of Anger - Spiritia produces a red bomb that soon detonates in a cross-shaped explosion. She cannot detonate them at will, but their explosion won't hurt her if she gets caught in it. She can charge it in order to produce a great amount of bombs at once that then explode in unison.
    • Harness of Sorrow - Spiritia creates three small whirlpools that go upwards, making it an anti-air attack. She can charge it and instead make a huge water pillar surround her, blocking attacks and also hurting those too close to her or above.
    • Breath of Desire - Spiritia fires small blades of wind that are otherwise identical in function to her basic shots, only stronger and actually drain her energy. They can be similarly charged, with the charged version being much bigger than that of the Soul Rifle.
    • Sword of Spite - A desperation attack, Spiritia fires a short ranged shockwave in front of her that gets stronger the closer to losing she is. She can charge it in order to fire a purple beam, but it doesn't get stronger as she gets hurt like the normal attack.
    • Tempest of Love - Spirita produces a fierce storm that can damage all those caught in it, including allies. It cannot be charged and can only be used about 4 times before she runs out of energy for it, so it's mainly used for dealing with a large number of enemies when she's by herself.
    • Mind Barrier - Spiritia generates a barrier made of maces that rotates around her and protects her from attacks, if she charges it, she can make the barrier expand and damage enemies in its path. The barrier itself can be very easily destroyed by a powerful focused attack.
    • Silverwing One - Spiritia creates a red platform that slowly moves up that she and others can use to reach higher area. She can have a maximum of three of them at once and each platform disappears after a set period of time or if they crash into a ceiling. While the platforms are out, Spiritia can still use her Soul Rifle
    • Silverwing Two - Spiritia produces a winged platform that she can use for locomotion as it's much faster than running. The more she stays on it the more her energy is drained though, so she only uses it when it's truly needed.
  • Equipment: Spiritia carries with her 2 Cross Tanks, which are filled which a special soup that allow her to fully revitalize her body, and 3 Mana Tanks which instead refill her mana so she can go back to using her special weapons. Due to them being in few numbers, Spiritia will save them for the most dire of situations.
  • Backstory: A member of the RKS, a military organization comprised of Magi, Spiritia once had to go against her own friends as they began terrorizing humans that they believed had turned on them. She defeats all of her former comrades and even the leader of the organization only to find out that the leader's daughter, Iris, had manipulated everyone into warring for her pleasure. After her former leader gets killed in cold blood by his own daughter, Spiritia set off to stop Iris and successfully did so, returning to her friends and becoming the new leader of the RKS. It wouldn't be too long until she met with Schirach, however, and she fell into a trap that led to her being captured by the former RKS member.

Not included: The time stopping power that would be insta-banned.

edited 16th Oct '15 12:25:12 PM by FullMoon

mrstack345 Paranormal Activity VII from Subspace Since: May, 2015 Relationship Status: THIS CONCEPT OF 'WUV' CONFUSES AND INFURIATES US!
Paranormal Activity VII
#305: Oct 16th 2015 at 5:17:14 PM

  • Main Character
    • Name: Shantae
    • Age: 16
    • Appearance: That girl with the purple hair
    • Personality: Bubbly, energetic and an all around good girl that would help out anyone that needed it. She can be a bit dense at times but she carries with her a strong sense of justice and can problem solve like no one's business. She does have a bit of a mean streak when provoked however and does have a temper.
    • Powers: Being half-genie, Shantae can use her powers to transform into different animals and creatures. She can transform after belly-dancing, and she can transform at will at any time. Her hair can also be used as a whip to attack and help her fly in short distances.
    • Equipment: None
    • Backstory: Shantae was born in Scuttle Town by a genie mother and a merchant father. She has very little info to go on for both her mother and father, but she uses the powers passed onto her to protect her hometown of Scuttle Town. She becomes the Guardian Genie in short order and protects it from multiple threats against it, most common of which is a crew of pirates led by the nefarious Risky Boots.

  • Supporting Cast
    • Name: Sky
    • Age: 17
    • Appearance: The girl with the blue hoodie
    • Personality: Sky serves as Shantae's lifelong friend, and nearly as a big sister figure to the half-genie. She's a level-headed girl who prefers not to go on many adventures and choses to live a simple life training war birds in Scuttle Town. Like Shantae she also has a bit of a temper and can explode when provoked.
    • Powers: None
    • Equipment: She has a pet bird named Wrench who is trained to help her deliver messages, warn for enemy attacks and generally help out Sky and Shantae.
    • Backstory: Sky is an immigrant from Oasis Town, with a father that often travels across Sequin Land to find ancient relics. She helps Shantae in her journey to defeat Risky Boots when the pirate made her way over to Oasis Town. After she helped her defeat Risky, she visits Shantae in Scuttle Town, eventually moving there permanently to set up her war bird training business.

    • Name: Bolo
    • Age: 16-17
    • Appearance: This schmuck with the yellow bandana
    • Personality: Bolo is often seen as a dim-witted fellow whose denseness often manifests itself with his lack of reasoning and less than stellar handywork. He also thinks of himself as a ladies man, often flirting with women, and getting shot down every time. Despite this, he is often the first person (if Shantae isn't around) to answer a cry for help and be a hero whenever he can.
    • Powers: None
    • Equipment: He comes equipped with a pike ball that he uses as a weapon sometimes.
    • Backstory: Bolo comes from Water Town and helped Shantae out when Risky Boots made her way to the village. While he was enamored with the pirate when she was there, he has since grown away from his crush. He visits Shantae often in Scuttle Town since then, taking various odd jobs around Sequin Land and eventually becoming Uncle Mimic's apprentice.

    • Name: Mimic
    • Age: Mid-60s
    • Appearance: This gentleman with the long ass beard.
    • Personality: Mimic is the closest thing to family that Shantae has. He always looks out for the half-genie and she depends on him often for emotional supportand advice. He's also inquisitive and looking to find answers to the world's biggest mysteries. He is a bit clumsy.
    • Powers: None
    • Equipment: He has an entire workshop where he conducts experiments and keeps the relics he finds in his travels.
    • Backstory: Mimic is a well-known relic hunter in Scuttle Town, and is responsible for many discoveries seen in Sequin Land. He doesn't travel often these days as he mostly reserved to look after Shantae and conduct experiments at his workshop. Not much else is known about him other than these facts.

    • Name: Ammo Baron
    • Age: Early to mid 30s
    • Appearance: This orange cyclops here.
    • Personality: Intensely militaristic, Ammo Baron wants nothing more than the complete conquering of everything that comes in his path. A firm believer of "might is right", he often settles his disputes with his tanks, and Ammonian Army. Despite all of this, he is not evil, and in rare times actually helps out in defeating evil that comes to Sequin Land. He also sometimes vouch for diplomacy rather than all-out war
    • Powers: None
    • Equipment: He has a fast moving tank capable of shooting two different ammunitions, one slow moving, yet bouncing black cannonballs and fast shooting, yet deflective red cannonballs. The tank is not indestructible.
    • Backstory: One of the Barons of Sequin Land, Ammo Baron lived in a tent in the Baron Desert. His main goal in life is to lead a complete military conquest of Sequin Land and builds an Army to achieve that goal. He seeks out Scuttle Town as a hub for his conquest and repeatedly appealed to Mayor Scuttlebutt to take over Scuttle Town for the Ammonian Army, yet is shut down by Shantae every time... except for this time, where he was finally successful in getting the deed to Scuttle Town. He now is the sole owner of Scuttle Town, but before he and his Army can do anything with his newfound land, it's dragged to this wonderful world of crossovers.

    • Name: Rottytops
    • Age: Undead (appears as a late teenager)
    • Appearance: The greenest girl of 'em all.
    • Personality: Rottytops is a free spirit: always looking for the next place where she can have the most fun. She is flirtatious, mischievous and acts like an all-around Troll, loving to ruffle people's feathers. She is also extremely untrustworthy, and is considered bad news by everyone, including her fellow Zombies. Deep down however, she wants nothing less than a friend to depend on, which she finds in the half-genie Shantae (maybe even seeking something more).
    • Powers: None (though she can run pretty fast)
    • Equipment: None
    • Backstory: Nothing is known about Rottytops' past, who she was before death or how she was brought back from the dead. However, what is known is that she meets the half-genie often in her travels across Sequin Land and she helped out Shantae eventually defeat Risky. She stays in Scuttle Town, having Shantae as a roommate while her brothers investigate who they were before their death.

    • Name: Risky Boots
    • Age: Late 30s
    • Appearance: This woman right here.
    • Personality: She self-proclaims herself to be the "queen of the seven seas". Like Ammo Baron, Risky Boots wants nothing more than to conquer the seven seas with her Tinkerbats. A notorious cutthroat, she does what she can to set her dominance of the seas by any means necessary and loves only wealth, power and shiny things. She will run down anyone that gets in her way and she is extremely untrustworthy, as she is known to backstab those she works with. She does legitimately care about her Tinkerbats however, and while her relationship with Shantae remains adversarial as always, their relationship has eased up over the years.
    • Powers: None.
    • Equipment: She comes equipped with a scimitar, a flintlock pistol and a pirate hat that can double as a parachute when she falls from great heights. She has a pirate ship that can transform into a giant machine that can be able to shoot fire, lay down bombs and can run with great speed.
    • Backstory: While nothing is known about her upbringing, she was in a pirate crew before with a entity known only as The Pirate Master. She was his subordinate in his quest to rule the seas, but one day she staged a mutiny and took contol of his crew, killing him in the process (she actually wears his skull as a trophy). Since then, she has traveled all across Sequin Land, pillaging towns and ships for their riches. Scuttle Town is her most frequent target and Shantae is her arch-enemy. She comes again to pillage Scuttle Town befpre being dragged into this world along with everyone else.

  • Chunk
    • Name of the World: Scuttle Town
    • Description: This dusty village is one of Sequin Land's port towns. A medium sized place, it's where people across Sequin Land sell things such as pottery, weapons, potions, relics and other different items. It's not the safest place in Sequin Land and it usually sees attacks by Ammo Baron's Army and Risky's pirate crew, but with Shantae as the guardian genie, it's usually well protected. It has an Arabian architecture and has a coastline.
    • Contents/Locations
      • Shantae's Lighthouse - Where Shantae lives is a lighthouse in the outskirts of Scuttle Town.
      • Mimic's Workshop: Where Mimic lives and Bolo works is a workshop where he conducts experiments, recreate the relics he found, and builds machines.
      • Bath House - A popular spot where people can rejuvenate their health and relax after a long day's work
      • Mayor's Office - Where Mayor Scuttlebutt used to work and Ammo Baron now works at is where the main politics of Scuttle Town comes from.
      • Item Shop - Where items are sold. From weapons, to tomes, to potions and vials, etc.
      • Sky's War Bird Shop - Where Sky lives and works is the place where she nurtures and trains War Birds for use elsewhere.
    • Specialties: Nothing
    • Population: Scuttle Town is a small village, so around 5000 people resides here. This does not include any of the Ammonians and Tinkerbats brought in by both Ammo Baron and Risky (which are about 25 men each).

edited 22nd Oct '15 2:19:49 PM by mrstack345

Your works are one trope short.
Meanken Since: May, 2013
#306: Oct 16th 2015 at 5:27:16 PM

[up][up]Ok, so moon. No one move jumpes out at me as OMG OP nerf! However, you have a LOT of powers listed. I see ranged attacks, anti air, chargeable shots, a sort of "Fuck you" move for when she's getting her ass kicked, Ao E moves, barriers, summonable platforms that she can use to get into the air and move really fast, and also make it all but impossible for melee fighters to engage. I think this may be a bit much. Do tell, what are her weaknesses? Like, what can't she do?

Oh, and of course she has the stash of mana and health potions as well, forgot about that.

edited 16th Oct '15 5:29:40 PM by Meanken

FullMoon feeling blue from Surface Since: Jul, 2012 Relationship Status: Shipping fictional characters
feeling blue
#307: Oct 16th 2015 at 8:06:36 PM

Well first of all she can't fight up close so she has to keep her distance at all times. I did mention that she can't use two powers at once outside of the Silverwings and even then she can only use the Soul Rifle.

So she might have a barrier, but when she uses it she can't do anything else other than block an attack with it or then later fire it away and the barrier disappears if she tries changing to another weapon. She also heavily telegraphs what she's going to do thanks to her hair/eye/necktie color changing and, though I forgot to mention it, every time she begins to charge a weapon a magic circle appears around her, it also takes a little time for her to charge her weapons and so she's completely vulnerable during that period and she can't transfer the charge from one weapon to another so now charging the Soul Rifle then changing to the Breath of Desire and firing the charged version of it.

So she's powerful and versatile, but everything she does is very telegraphed since she's always giving it away which moves she's gonna use. Granted, her enemies won't know everything she can do from the get-go but she won't know what they can do either.

I gave her the tanks because since she's going to be mostly by herself (and I thought maybe she would be denied of using the portals since she's a late addition or maybe that could be the case though a request by Iris) it would be her "survival kit" (and considering how much of a good girl she is, she might even use one Cross Tank on someone else she feels needs it more than her).

I'm also fully intent on making her running out of mana for her other moves a real handcap so like, if she has 100 MP then one use of Tempest of Love by itself would take away 20 MP which is already 1/5th of her mana, which is also why she's carrying more one extra Mana tank.

Meanken Since: May, 2013
#308: Oct 16th 2015 at 8:13:19 PM

Any new additions get auto access to the common room, as presumably they were important enough to hand select by the leader, so they're important enough to get in.

Anyway.....I am still worried about the massive number of powers we're looking at here. I'm going to take you at your word here that she'll be properly limited by her mana here, and unlike Dark, who I eventually just shrugged to and said "Eh, I don't care much, just don't go nuts", this is going to be a maintained hard rule here if you wanna bring her in as it stands now. With that understanding, she'll be let in, and I'll be keeping a close eye on her if and when she gets into combat.

FullMoon feeling blue from Surface Since: Jul, 2012 Relationship Status: Shipping fictional characters
feeling blue
#309: Oct 16th 2015 at 8:24:36 PM

Aye sir. If you feel like she's being too much just tell me that I'll tone her down.

Flanker66 Dreams of Revenge from 30,000 feet and climbing Since: Nov, 2009 Relationship Status: You can be my wingman any time
Dreams of Revenge
#310: Oct 18th 2015 at 12:34:12 PM

  • Main Character
    • Name: Chancellor Sun-Tzu Liao
    • Age: 30
    • Appearance: Sun-Tzu On His Throne. A close up. How he looks at the time he is taken from. Wears a number of different silk robes, many of which have ornate patterns and the colour gold – the latter of which is traditionally reserved for emperors (and now the Chancellor). In a similar affectation, he has grown the nails on the three last fingers of each hand to lengths of 10cm.
    • Personality: Sun-Tzu is a cunning and highly intelligent man. He almost always keeps his true feelings under wraps, only showing others what he wants them to see. Observant and dedicated wholly to the Capellan Confederation, he nevertheless knows all too well the dangers of hubris thanks to the actions of his insane mother. Unlike many former Chancellors – his mother included – he is willing to delegate power and let those who are “in the know” actually do their jobs. Sun-Tzu is both well read and well educated. He has no time for religious or spiritual beliefs.
    • Powers:
      • Strategist: Sun-Tzu Liao, true to his namesake, is well versed in the art of warfare – as well as political considerations. Although he usually delegates the actual conduct of his plans, he knows enough to get involved if necessary.
      • Survivor: Having grown up in the madness of Romano Liao’s court – not to mention enduring several attempts on his life – Sun-Tzu knows how to keep himself alive even in dire situations.
      • Silver tongue: As befitting one of his station, Sun-Tzu Liao is excellent at bringing others around to his way of thinking, even if he has to lie through his teeth to do so.
    • Equipment: Sun-Tzu is first and foremost a politician. He does not fight on the battlefield except in the most dire of circumstances. Nevertheless, he does have access to one or two pieces of equipment that would prove useful in a battle.

      • Nails: Sun-Tzu’s longer nails are carbon reinforced, making them a sharp, deadly weapon, albeit one that could only be used at close range. Nevertheless, they may make for a fine ambush weapon.

      • Emperor: Although as mentioned above he does not normally fight on the battlefield, and is only a middling pilot at best, if need be Sun-Tzu can take the field in his personal BattleMech, a 6.096m tall war machine (though lighter ones are smaller). Like all mechs, Sun-Tzu’s Emperor comes equipped with a 360 degree vision strip to give its pilot a view of the battlefield. It can also display thermal, radar, and MagScan (magnetic) images. Furthermore, as an Assault mech the Emperor can take a significant pounding before it is destroyed. Its armour is designed to ablate rather than break. Because of its weight and size, the Emperor can only reach a meagre 54 km/h when running. A number of jump jets allow it to soar above obstacles - or land on top of a stubborn opponent. The mech is - again, like all mechs - watertight, and contains a 15 minute supply of emergency oxygen.

An Inner Sphere design, the Emperor carries fairly standard weaponry. Designed for stand-off ranges it uses an Extended Range (ER) Particle Projector Cannon (PPC), a weapon which showers the target with protons and ions to deal kinetic and thermal damage. These are powerful weapons, though, and cannot be fired too rapidly. Furthermore, it generates significant heat which even the Emperor’s double heatsinks may struggle to disperse. It also employs a gauss rifle, a railgun that propels a nickel-ferrous slug at high velocities. Although this weapon does a lot of damage, it is slow to reload and if its capacitors are struck they will immediately release all their energy in a devastating discharge. Even the machine’s CASE ammo protection system cannot fully mitigate this, and such a blow would take it out of the fight. It also has a minimum range. A quartet of Medium Pulse Lasers provide close-in striking power. They cause damage by melting or overheating the target, and although they are more powerful than normal laser weapons they generate more heat.

Sun-Tzu’s personal mech also takes advantage of a technology known as Triple Strength Myomer (TSM). As the mech runs hotter due to firing weapons, TSM activates, allowing it to move faster (although due to being an Assault design this increase is not too marked) and deal more damage with physical attacks. However, a fine balance must be achieved between keeping TSM active and avoiding the significant costs incurred by getting too hot. It is also more expensive (and presumably harder to replace) than the regular myomer that acts as the “muscles” of a mech. An auto-eject system allows the pilot to escape if critical damage is sustained.

A last addition – perhaps bizarre for a heavy hitter like the Emperor – is a Guardian ECM Suite and Stealth Armour. The ECM Suite is used to blind enemy non-visual sensors and attempt to disrupt their communications in a small area. It can do this in a number of ways. However, it has a very limited range and units being jammed by the Guardian ECM Suite would immediately know that jamming is taking place. The suite is also required to utilise the Stealth Armour, which reduces the mech’s non-visual signature, thereby rendering it harder to hit. It only affects the Emperor. Unfortunately, when Stealth Armour is active the mech generates a significant level of heat, preventing it from using as many weapons as normal for fear of causing problems. If the Guardian ECM Suite were to be damaged or destroyed (for example, it was hit by incoming fire) the Stealth Armour would stop working. Damage to the armour also makes it less stealthy for obvious reasons. Both of these systems also make the Emperor’s sensors suffer as if it were itself being jammed by an enemy ECM suite. Lastly, the pilot can choose only to activate the ECM or the Stealth Armour – not both at the same time.

However, there are several flaws with the Emperor inherent to all mechs - the most prominent being the need for heat management. Although due to its double heatsinks it can cool itself better than designs with only single heatsinks, if the pilot is overeager with his weapons he risks cooking himself - or worse yet, setting off ammo explosions that could destroy his entire machine. Hence, a safety system automatically shuts down the mech if it overheats, leaving it helpless. This can be overridden in an emergency at great risk to the pilot, however. In hot environments or if struck with an incendiary weapon, heat management becomes much trickier, and vice-versa in cold/watery areas or if it is struck with cryogenic weapons. Jump jets cannot work underwater – and if it is attempted, it simply results in an impressive explosion. If the mech falls over, it may suffer internal damage that could even destroy it if the pilot gets particularly unlucky. Lastly, weapons or equipment can always be shot off, not to mention the fact the cockpit is more weakly armoured than other areas.

Furthermore, although the mech's armour is tough, if certain critical areas are hit - such as the fusion reactor that powers the mech - the machine is likely to suffer crippling damage. The legs, although well armoured, are another such weak spot. In short, the Emperor is a high risk, high reward piece to put into play, not least due to its priceless value and the difficulty in repairing it.

  • Backstory: Sun-Tzu Liao was born in 3031 and grew up in the court of Maximilian and Romano Liao. Both were utter tyrants, their reign of terror later casting a very dark shadow over Sun-Tzu’s rule. After Romano’s assassination in 3052, Sun-Tzu found himself thrust into the role of Chancellor. Since then he has led the Capellan Confederation from glorious triumph to glorious triumph. Aside from feted incidents like Operation Guerrero, one of his most well known acts is the Xin Sheng (New Birth) movement, designed to encourage pan-Capellan nationalism and bring reforms to revitalise a nation that was so often brutalised during the wars that have wracked the Inner Sphere.

In the spring of 3060, Sun-Tzu Liao – now the leader of a freshly reborn Star League – wielded his considerable influence in an attempt to bring the St. Ives Compact (which had split from the Confederation during the 4th Succession War) back into the fold. Far from relying on brute force, he manipulated the power of the newly implemented Xin Sheng to create an ethnically Capellan populace that was sympathetic to the Confederation and manufactured border incidents to give him a casus belli to invade St. Ives. The war dragged on for several years (during which time Sun-Tzu’s term as First Lord of the Star League elapsed and he severed ties with his wife-to-be), and his insane sister Kali Liao almost cost him everything, but in the end the Capellans’ superior stratagems and military might were too much for the Compact to resist and they were duly brought back into the fold in time for the 3062 Zhong-qiu-jie, or Autumn Moon Festival.

  • Supporting Cast
    • Name: Gao-shiao-zhang (Lord General) Ion Rush
    • Age: 56
    • Appearance: Such a cheerful looking fellow! In uniform.
    • Personality: A model Capellan, Ion always put the Confederation first and any individual Chancellor second. Nevertheless, he can always be relied upon. Stoic, he rarely offers his opinion unless it is solicited.
    • Powers/Equipment:
      • Diàn-ya Laser Pistol: Although larger and more expensive than a normal laser pistol, as well as only having a range of 195m compared to the norm of over 200m, the Diàn-ya is capable of burst fire and makes an already deadly weapon even moreso despite conserving extra energy. If the trigger is held down, it can even act as an impromptu laser cutter, although it will usually deplete its entire battery charge in the process.
      • Myomer Implants: When Ion Rush was grievously wounded as a result of Kali Liao’s assassination attempt, Capellan surgeons improved his physical capabilities by giving him a full body myomer implant. This has made him much stronger (to the point where he can throw a full grown man), faster, and improved his stamina. However, this was not without its downsides: any additional surgical procedures on the enhanced sections of his body are more difficult to perform, while treatment and recovery time from any wounds to the affected area are double their normal length. Worse still, he has suffered some complications – namely, he struggles to perform fine movements.
      • Military communicator: This portable communicator gives Ion Rush the ability to communicate with his forces over a variety of secure frequencies at a range of 10km. However, it can presumably be jammed.
    • Backstory: Ion Rush came to the fore following the Fourth Succession War and the almost complete devastation of Warrior House Imarra. During that battle on Sian, Rush was able to defend the members of House Liao, earning him the incredibly rare trust of Chancellor Romano Liao. Rush became the Master of Imarra after the war. As commander, he strove to restore the Warrior House's lost prestige and reputation.

Later, Rush helped Candace Liao – a relative of Sun-Tzu - get to Sian so that she could assassinate Romano and her lover, Tsen Shang (Sun-Tzu’s father).

In 3057, Rush led all nine Warrior Houses into battle. The largely ceremonial gesture allowed the Warrior Houses to regain the prestige they had lost during the Fourth Succession War by liberating the ancestral fiefdom of Liao. Rush then led Imarra against another planet. Though he failed to reclaim the world for the Confederation, he proved that Imarra had recovered.

A year on,Sun-Tzu asked Rush to attack the Sarna Supremacy. The Capellans conquered their breadbasket world of Kaifeng and used it to manipulate the Chaos March state as they desired. Around the same time he informed the Chancellor of his previous ties to Duchess Candace Liao. During a meeting of his advisers, Sun-Tzu implied that Rush was known to leak information to Candace. This reminder of Rush's earlier treason inflamed Kali Liao. She had a bomb planted with the intent to assassinate Rush, though this failed. It was officially explained, including to Rush, as a gas leak. Following the blast, he needed physical therapy. In the end, he was augmented with myomer musculature. It could not, however, repair his damaged vocal cords, giving him a more gravelly voice. His new myomer muscles did, however, make him among the strongest men in humanity. In 3062, in addition to assisting Talon Zahn in coordinating the Capellan-St. Ives War, Rush worked with Candace to minimize the damage from the terror attacks by Kali’s Thugee Cult. It was in this year an assassin attempted to kill Sun-Tzu. Rush threw Liao behind a credenza and dispatched the exoskeleton-suited, would-be assassin; but not before being shot twice in the arm himself. His actions brought him fully into the Chancellor's trust.

  • Supporting Cast
    • Name: Sang-jiang-jun (Strategic Military Director) Talon Zahn
    • Age: 36
    • Appearance: Like so, though this is an image of him much later in life.
    • Personality: Talon Zahn is straight-talking, never shying away from telling Sun-Tzu exactly what he needs to know despite the vast gulf in their respective statuses. Nevertheless, he always maintains a quiet respectful air around the Chancellor. Like the man he serves, Talon Zahn possesses a keen intellect, particularly for matters of military import. He is very serious, rarely if ever relaxing.
    • Powers/Equipment:
      • Diàn-ya Laser Pistol: As per Ion Rush.
      • Military communicator: As per Ion Rush.
    • Backstory: With a talent for command, Talon was enrolled in the Capellan Confederation Armed Forces (CCAF) Officer Candidate School. After his unit failed to take a Federated Commonwealth planet despite warning the Strategic Military Director at the time about it. Furious, the SMD tried to bury his report and charge him with insubordination – only for an intrigued Sun-Tzu to have the story investigated, clear Talon’s name, and later promote him to the role of Strategic Military Director.

  • Supporting Cast
    • Name: Nancy Bao Lee
    • Age: 33
    • Appearance: Like so, though she is younger than in this image.
    • Personality: A beguilingly friendly woman, Nancy is nevertheless as cunning and ruthless as any Maskirovka agent. She is eager to prove herself in the eyes of Sun-Tzu, and extremely aware of what awaits her if she fails.
    • Powers/Equipment:
      • Maskirovka Training: Nancy is very knowledgeable in all matters espionage - and counter-espionage - related.
      • Apple-Churchill Personal Surveillance Kit: The Apple-Churchill personal surveillance kit includes a fully functional basic forensic kit, 6 microphone bugs, a micro-camcorder and a bug scanner. A personal surveillance kit is designed to provide all the tools an operative might need to enter a suspect’s home or office, monitor for sound, vision and electronic surveillance, and exit without leaving a trace. Compact enough to be carried in a backpack, the Apple-Churchill PSK is the preferred tool of domestic (and foreign) Maskirovka operatives. The kit’s basic units are suites of extremely difficult to detect visual and audio monitors, designed to be hidden in light fixtures or air ducts. A pre-loaded software package can be added to suspects’ personal computers, and a small base station can be hidden to accept the draw from all these sensors and transmit it either continuously or by burst. A small assortment of forensic devices is offered as well, used for collecting hair, skin and fingerprint samples. Most of these devices are undetectable to the naked eye, and designed to be quickly retrieved by the operative who placed them. To protect the Maskirovka’s anonymity, a full-body catchsuit is provided—it protects the operative from leaving his own forensic evidence behind by covering his hands, feet and mouth, as well as his head to keep in loose hairs.
      • Ceres Arms Slasher Combat Knife: Modelled on the Fairbairn-Sykes combat knife of ancient Terra, this stiletto-style weapon is made from high-quality nickel steel. It is double-edged and balanced for throwing, and the tip and cutting edge are custom-tempered to hold their sharpness. The grip is rough steel (though some users wrap thin leather around it) and is hollow with a removable cap.
      • Ceres Arms Stalker Sniper Rifle: Firing a 12mm round from a bolt-action chamber, the Stalker is rated accurate as far as 1.5 kilometers. Rumours claim it can fire even further. However, for balance reasons this will be reduced to a much more reasonable distance (i.e. the GM’s discretion). As with most Ceres Arms weapons, the Stalker breaks down easily for cleaning and service. The weapon is fed from a nine-round magazine and has a built-in telescopic scope with low light and infrared modes.

      • Military communicator: As per Ion Rush.
    • Backstory: Very little is known about Nancy Bao Lee, except that she was brought in as a potential replacement for the Director of the Maskirovka after Sasha Wanli defected from the Capellan Confederation during the St. Ives conflict. However, she currently has to report directly to Ion Rush – a choice by Sun-Tzu to foster distrust and thereby prevent plotting against him.

  • Supporting Cast
    • Name: Sang-shao (Colonel) Michael Hyung-Tsei
    • Age: Unknown. I will assume 30.
    • Appearance: Of asian descent, he is extremely fit. Presumably, he wears the uniform of the Death Commandos.
    • Personality: Taciturn and duty driven, Michael is ever-vigilant for assassination attempts. He has a keen attention to detail. Like all Death Commandos, he is fanatical to the Capellan Confederation and his Chancellor.
    • Powers/Equipment:
      • Death Commando Training: As a Death Commando, Michael has been trained in all forms of combat, including 'mech warfare.
      • Ceres Arms Slasher Combat Knife: As per Nancy Bao Lee.
      • Gyroslug Carbine: The Gyroslug Carbine is a smaller version of the Gyroslug Rifle, which fires self-propelled explosive-tipped projectiles. The major difference between the two is the carbine's much shorter barrel, cutting down on the weapon's weight at the expense of range. Although the weapon is quiet in operation, they are very expensive to produce and maintain, limiting their use in most cases to special forces teams such as the Death Commandos. They also create a cone-shaped exhaust plume when fired which is highly visible, especially in the infrared spectrum.
      • RVN-4L Raven: A light Battle Mech, the Raven is only 5.1816 metres (17 feet) tall. It is very speedy due to its small size and light weight – it has a top speed of 97.2 km/h. It lacks any jump jets whatsoever. Its armament is very meagre, including a pair of Extended Range Medium Lasers and a single SRM-6 (6 round Short Range Missile launcher). However, it was always intended to remain in the back of a fight, as its electronics are far more useful. It possesses Stealth Armour and a Guardian ECM suite akin to the Emperor. On top of this, it has Target Acquisition Gear (TAG) to guide artillery munitions (although there is none available to the Capellans). It also has a Beagle Active Probe (BAP), which is a powerful sensor used to detect enemy vehicles and mechs, even through jamming. The BAP can also be used to record a battle for “what if” scenarios later. Unfortunately, this is of no use against conventional infantry (i.e. infantry not wearing powered armour). Finally, it can wield a NARC homing missile beacon. Although this projectile does no damage on its own, if it successfully attaches to the target then friendly missiles can home on to it. However, its limited range (which puts the fragile Raven in severe danger) and the fact the NARC can be removed makes it of limited utility. The only other item of note is that it has double heatsinks.
      • Military communicator: As per Ion Rush.
    • Backstory: Much like Nancy Bao Lee, very little is known about him. However, he is a high ranking member of the Death Commandos – indeed, he heads the group of Death Commandos assigned to protect the Chancellor.

Chunk

  • Name of the World: Zi-Jin Cheng (Forbidden City)
  • Description: The seat of Capellan governance, the Forbidden City is on Sian, the capital world of the Capellan Confederacy. In this case, the chunk consists of part of the Forbidden City and the Celestial Palace, where Sun-Tzu Liao rules from. It is sizeable, but not large.
  • Contents:
    • Celestial Palace: As mentioned above, the Celestial Palace is the building from which the Chancellor rules his territory. It contains the Celestial Throne – the very literal seat of Capellan governance – as well as a Strategic Command Centre several floors beneath the Celestial Palace to keep both senior military officials and the Chancellor abreast of developments. It also contains personal quarters for the Chancellor, as well as others. Meeting rooms are another feature of the Celestial Palace. Although it is unlikely to see much use, there is a ballroom on the third floor of the Palace.
    • Zi-Jin Cheng: The capital city of Sian, it is not surprisingly home to a number of important government functionaries. It has little in the way of fortifications, with the bulk of protection provided by garrison forces.

  • Specialties: N/A.
  • Population: Aside from the civilians, government officials, and Maskirovka secret agents and police, the Forbidden City includes a mixed battalion of the Warrior House Imara (a unit garrisoned on Sian) and the Death Commandos (a special forces group given wide latitude in the execution of their duties). The latter are trained not just in the use of Battle Mechs, but all forms of combat. For our purposes, the basic lance of 4 mechs will consist of 1 x Raven (described above) and 3 x VND-3L Vindicators, which shall be described shortly. The battalion consists of 36 Battle Mechs overall (so 9 lances), along with medical, recon, and support staff. All in all, there are between 200-300 personnel (including non-combatants) in the unit. The House Imara forces have a different, more restrained doctrine to the Death Commandos, which may lower unit cohesion and cause issues in the field.

Capellan society is divided into seven official castes and 1 unofficial one – from highest to lowest, Directorship, Intelligentsia, Supporters, Artists, Entitled, Commonality, Servitor, and what has been tentatively termed the Janshi (Warrior) caste. To summarise, the Directorship caste consist of bureaucrats, the Intelligentsia scientists, technicians, and religious leaders, the Supporters non-scientific professionals, Artists are self-explanatory, Entitled are medical professionals, Commonality are “none of the above”, and Servitors are second class citizens. Two of the most important things to keep in mind are that Capellans are taught from birth to put the Confederation above their own needs and desires, and citizenship must be earned – it is not given at birth. However, Sun-Tzu’s approval rating amongst the Servitor class are the highest in Capellan history due to his Xin Sheng reforms that demanded their rights be recognised.

As has been implied earlier, Capellan society is subject to intrusive and frequent surveillance, if not by the Maskirovka intelligence agency then by others who ensure that the populace maintain proper Capellan values. Indeed, schools and teachers are constantly monitored by the Philosophical Examinars. Propaganda is widespread to the point where the Capellan Broadcasting Service maintains a political commissar in each region (openly identified as such in Sian’s case, due to the political realities being more openly acknowledged).

  • VND-3L Vindicator A Medium ‘mech, the Vindicator stands 18 feet (5.4864m) tall. It has jump jets, a single Medium Pulse Laser, and an ER PPC. It also carries a six missile LRM-6 (Long Range Missile). In order to deal with the increased heat requirements, it has double heatsinks and CASE to mitigate damage in the event of a LRM ammo explosion (although it will still be in all likelihood disabled – just not outright destroyed). Its top speed is 64.8 km/h. It is an average machine in all respects.


    First Wish 
**Name: 1ST Division IV-Beta True Devotion, or more specifically Divine Sanction II-Eta

Blakist equipment is typically painted pure white, like that of ComStar – though it may be painted in camouflage appropriate for the operating environment as well. The Word’s insignia and 1st Division’s unit badge may also appear on their equipment.
**Culture/Personalities: As their parent division’s name suggests, each member of Divine Sanction is to varying extents a fervent believer in the teachings of Jerome Blake, and by extension the Word. However, they do not always present a united front to the world, for the Word is riven with sectarian fault lines, the splits reflecting those on the Ruling Conclave of the Word. The main groups are as follows:

  • Counter-Reformists: The smallest faction, they feel over time that Jerome Blake's word has been corrupted and may need to be revised in some areas, but not to the same extremes that caused the Word of Blake to split from ComStar originally. They approach dangerous ground with regards to their beliefs and how they are viewed by other members of the conclave.
  • Expatriates: As the name suggests, these men and women had initially remained with ComStar but soon felt it was irredeemable once Victor Steiner-Davion assumed the mantle of Precentor-Martial. As such many left for the Word of Blake and became Expatriates. The Expatriates often threw their weight behind the True Believers. Although the Blakists do not know it, many of its high-ranking members are ComStar agents.
  • Toyamas: Named after the fanatical Conrad Toyama who triggered the religious transformation of ComStar, the Toyamas are the most radical faction on the conclave and among the most splintered. They believe that Blake’s truth must be spread to the rest of the Inner Sphere by any and all means available, openly launching terrorist attacks against the Inner Sphere and even targeting other factions to enhance their own position on the conclave. However, due to the precarious position they will find themselves in on Battleworld, they will not risk upsetting the other factions unless they believe they have a decisive advantage.
  • True Believers: One of the moderate factions on the conclave, most true believers wish to come to a understanding with the rest of the Inner Sphere and secular ComStar and are generally non-violent, however they are not pacifists. They feel that the Word of Blake should unify before it leads the Inner Sphere to the truth, often attempting to play middleman in the struggle between Blakist factions.
  • Shunners: The least vocal but less splintered faction, the Shunners interpreted the works of Jerome Blake and the Schism as an indication that the destruction of the Inner Sphere was imminent and that the Blakists had to isolate themselves. After the seizure of Terra the faction's members moved en masse to a refuge dome on Venus 4 years earlier, with the bulk killed after sabotage of the machinery maintaining the dome's atmosphere. While a number survived, the faction no longer had the numbers to remain on the Conclave and its position was taken by the Expatriates.

Divine Sanction is a mixture, though the majority are Expatriates and Toyamas. Regardless of political affiliation, however, they are fanatically loyal to the Word. Their leader, Precentor XI Shin-Ichi Yoshizumi is a Toyama, whilst his 2IC Precentor XVI Newton Fawcett is an Expatriate. The third in command is Demi-Precentor V Marie Klein, appropriately a member of the True Believer faction. As overall commander of one of the most elite Blakist units, Shin-Ichi has had passing contact with the Master and his representatives, giving him access to some little known knowledge.

  • Skills/Equipment: Though individually each member of Divine Sanction is nothing more than a mere human and would die just as easily, they bring a variety of skills and equipment to the table.
    • Battle Armour: Essentially suits of powered armour, BA is designed to give infantry a means of taking on both mechs and Combat Vehicles. BA is very strong – it is routine for operators to rip armour plating off of BattleMechs to get at the vulnerable internals, and the effects of a BA’s strength on less fortunate infantry (or for that matter MechWarriors whose cockpits have been breached) is brutal in close quarters.

Their great strength also allow them to carry unwieldy or heavy weapons with relative ease. Battle Armour is also comparatively hardy, with most examples able to take momentary fire from mech scale weaponry. Although regular small arms are unlikely to faze an experienced BA operator, larger calibre weapons can and will do more damage (with heavy machine guns and their ilk posing a serious threat). Their jump jets allow for great leaps or rapid ascents. Various weapon mounts allow for different weapons to be mounted depending on role, though for simplicity standardised load-outs are noted below.
One significant disadvantage of Battle Armour is its speed – the suits mentioned below can only reach about 10km/h, just under half the running speed of a human. Someone could quite literally outrun Battle Armour unless it used its jump jets. Another issue is weight – if Battle Armour falls into a river or other body of water, it will be able to get itself out… but only after several hours have passed, during which time the engagement will likely have ended.
Due to their large size (about 3m, or 10’ tall), confined environments may be very cramped and cause “traffic jams” if many suits are trying to move around. It should also be noted that even though the BA is tough, the humans inside are not – so if they were attacked directly, the BA operators would be at great risk. It should be noted that so long as the weapon itself is not destroyed or damaged, weapons in an Anti-Personnel Mount (AP Mount) can be used by the wearer if they have to bail out. There are 36 suits of Battle Armour in a Blakist Battle Armour Level II. Split into 12 suits each, the three types in use by the Blakists are:

  • Purifier Adaptive Battle Armour: These human-like suits are of medium weight, but due to their special armour they are comparatively fragile. This armour is known as Mimetic Armour. It uses several embedded cameras to identify the colours in the environment and then shift itself to match. This allows the Purifier to slip into the background like a chameleon or octopus, making targeting more difficult. It also hides the Purifier on sensors. However, this system is not without its disadvantages.

The computers used to perform the colour matching need some time to process the data, so the system is most effective when the unit is standing still or moving very slowly. The faster the unit moves, the less effective the mimetic effect becomes. Indeed, if the Purifier moves too quickly it will be clearly visible, and even when standing still it can still be detected by someone who is paying close attention. Another drawback is the space required to mount all the cameras and computers, which can reduce the amount of equipment a suit can carry by as much as half.
Another issue with Mimetic Armour is that sufficient weight of fire can cause the system to fail entirely, revealing the Purifier. Furthermore, the armour’s mimetic effect tends to fall flat at close range. The lack of space is borne out by the fact the Purifier only has a Battle Claw and a single Modular Weapon Mount. This mount is currently occupied with a Machine Gun. This high ROF weapon is akin to a .50 cal heavy machine gun.

  • Achileus Battle Armour: A light Battle Armour suit, the Achileus mounts one Anti-Personnel Weapon Mount and one Modular Weapon Mount. The Achileus’s Modular Weapon Mount contains a flamer for anti-infantry work and to try to cripple vehicles, whilst the AP mount contains a Blazer (essentially two laser rifles strapped together) for precision kills and to punch through vehicle armour.

Its main claim to fame is the Improved Stealth Armour it mounts. It works similarly to regular Stealth Armour, but provides greater performance (to the point where systems like the Beagle Active Probe cannot detect itnote ) and is much bulkier. Despite this, Improved Stealth Armour does nothing to hide the Achileus visually. Both arms end in basic manipulators (i.e. hands), making the suit much more dextrous than normal Battle Armour. This comes at a price, however – hand injuries are much more common among Achileus operators due to the reduced protection.

  • Longinus Battle Armour: As a medium suit, this is the heaviest Battle Armour available to the Blakists. Like the Achileus it has one Anti-Personnel Weapon Mount and one Modular Weapon Mount, though it also has a One Shot SRM-2. Once both missiles have been fired the backpack containing the One Shot SRM-2 launcher is jettisoned, allowing the Longinus to make use of its jump jets. The AP Weapon Mount carries a Thunderstroke II Gauss Rifle, whilst the Modular Weapon Mount is fitted with a Support PPC, or S-PPC – both of which are essentially a miniaturised version of their mech scale counterparts. Although the ROF is comparatively low, these weapons do high amounts of damage.

  • Mauser 1200 Light Support System: A pulse laser rifle based on a venerable design used by the Star League Defence Force itself, this weapon has similar effects as the Dian-ya pulse laser pistol, only stronger. Compared to its predecessor it has better armour piercing capability. Its attachments include a detachable vibroblade bayonet and a six shot compact grenade launcher (though only one mini-grenade can be loaded and fired at a time, and the spent casing must be ejected before loading another). These mini-grenades are weaker than normal grenades, though there are a number of different varieties available.

However, aside from increased power draw the Mauser 1200 suffers from the same problem as its predecessor: it is still a rather heavy weapon. They would only wield this weapon outside of their Battle Armour in a normal infantry role.

  • SRM Launcher: These launchers fire the exact same missile as that fired by Combat Vehicles and BattleMechs. Essentially, it is a short range, unguided rocket that has an extremely heavy punch on the infantry scale – heavy and encumbering, but makes up for it with its warhead. They would only wield this weapon outside of their Battle Armour in a normal infantry role.

  • Blakist Infantry Uniform: Providing better protection than Capellan infantry uniforms, these suits also boast a military communicator, IR scanner, night vision, and rangefinder. The IR scanner can detect larger IR emitting objects from further away, though despite its sensitivity and long range it cannot distinguish surface details. The night vision devices act as you would expect, along with interfering with depth perception. The rangefinder behaves as a combined pair of binoculars and an IR sensor, with very good range and magnification. An integral IR laser range finder can be used to determine distance to a target, wind speed/direction, temperature and light levels. However, this laser would in all likelihood show up on thermal vision. Lastly, they have an ultrasonic scanner that allows them to see through walls and get a rough idea of the location of objects and people. However, it has a limited range (5m) and the image quality is very poor. It should be noted that Battle Armour would have a similar suite of sensors. They would only wear these uniforms outside of their Battle Armour in an infantry role.

It should also be noted that 1st Division excels with ambushes and false flag operations, though they are competent at most offensive and defensive ops. As former members of ComStar, they retain extensive knowledge of electronic and cyberwarfare, as well as how to operate HPGs (think space!telephones). They have a history of developing or stealing and using exotic, sophisticated technology. People from a variety of different branches of the Word are in the Level-II, resulting in a varied skillset.

  • Backstory: The first of the original five "Blake Guards" divisions formed, the 1st received the most experienced ComGuard refugees who joined the Word in the wake of the ComStar Schism. As of 3055, the 1st was stationed at Camp Sims on Gibson. The 1st would first see action during the unrest against the Word on Gibson in 3055, where the 1st Division was the primary unit the Blakists committed to combat the Gibson guerrillas in Narn. It was during this period that 1st's Fall of Night III-alpha served as the 4th Free Worlds Legionnaires fourth battalion to assist with the Legionnaires’ role as a cadre unit for Word.

The unit was next deployed during Operation Odysseus, where they masqueraded as the 21st Centauri Lancers.
After retaking Terra from ComStar, the unit took over the 201st homebase of Salina, Kansas. The large volume of praise heaped upon the division for its role during Odysseus and its reputation as the Militia's premier unit led the other divisions to label them insufferably arrogant, but wargames staged to try and teach the 1st a lesson only proved True Devotion's reputation again and again. While the Fall of Night Level-III remained with the 4th Legionnaires, the 1st expanded in the wake of the selection of Victor Steiner-Davion as the secular ComStar's Precentor Martial, with an entire Level-III's worth of defectors joining the division as the Ring of Fire III-beta.\\

    Combine Prosthetic Limbs 
After examples were obtained on Day 2, the Capellans immediately set about reverse engineering them for their own uses (latterly with the assistance of the Word of Blake's own technicians). The result are a melding of flesh and metal that enjoy superior strength to normal, unaugmented limbs. It is rumoured that only a select few are chosen to receive these prosthetics...

    Second Wish 

  • Name: Catapult CPLT-C5
  • Appearance: ''Well, you can tell by the way I use my walk,/I'm a woman's man,/No time to talk! And a Capellan Catapult in its natural environment.
  • Description: A second-line heavy artillery mech, the Catapult is a staple of the standard Capellan lance: a pair of Vindicators for frontline fighting; a Raven for scouting, harassment, and targetting hostile assets; and a Catapult to provide heavy fire support. However, it suffers from a low top speed - it can only go as fast as a Vindicator if pushing itself, and when cruising it is actually slower than Sun-Tzu's Emperor assault mech despite being almost a third lighter. It also presents a large target. The standard Catapult is equipped with LRM-15s, but the newly introduced C5 variant enjoys access to the powerful Arrow-IV, allowing it to pelt its foes from very long ranges. As part of Sun-Tzu's wish, one CPLT-C5 will replace one Vindicator in each of his nine lances of mechs.
  • Equipment: True to its name, the Catapult is a long range artillery system on legs, relying on its missiles and allies to shield it from harm. The Arrow-IV is protected by CASE (see Emperor entry in sign up).
    • Arrow-IV Artillery: Inarguably the centrepiece of the Catapult's weaponry, the Arrow-IV is a very long ranged missile artillery system. One of the system's great strengths is the variety of ammunition that can be mounted, though the Arrow-IV is hideously unwieldy at short range. Even worse, the Catapult also lacks anti-infantry weaponry and a means to strike in melee combat aside from kicks. Thus the Catapult must rely on its meagre back-up weaponry or allies to protect it if a foe should manage to get close. Due to these missiles' large size, a particularly skilled and fast opponent could destroy them in midflight. A decent level of heat is generated upon firing a missile. All unguided ammunitionnote  listed below is not particularly accurate:
      • Arrow-IV Missile: The standard Arrow-IV missile, this large unguided projectile creates a powerful blast when it impacts the ground, a direct hit causing as much damage as two ER PPC hits and half that in its blast radius. Because it is unguided, it is not the most accurate weapon. For obvious reasons, it is impractical to operate in close combat unless the pilot is feeling extremely suicidal.
      • Arrow-IV Homing Missile: In all respects except one this missile is exactly the same as the standard variety: if a Raven or other unit equipped with a TAG laser illuminates a target, this missile will home in on it. However, this requires TAG laser illumination for the duration of the missile's flight, and if the lock should be broken the missile will go ballistic and land somewhere near where it last received a lock.
      • Cluster Arrow Missile: As the name suggests, this missile doesn't create a large blast - rather, its casing unfurls at low altitude to allow a shower of miniature bomblets to saturate an area. Although most effective against infantry, it can do damage against the typically thinner top armour of vehicles.
      • Thunder/FASCAM Arrow Missile: Essentially the Arrow-IV equivalent of Thunder LRMs, the Thunder Arrow seeds an area with a number of mines with different triggers, including anti-jump jet/hover mines. However, the mines take a short period of time to arm. This means that someone unfortunate enough to find themselves in an area that has just been hit with a Thunder Arrow can leave without harm if they move quickly.
      • Illumination Arrow Missile: Utterly harmless unless you attempt to touch it without protection, the Illumination Arrow replaces its explosive payload with a number of high intensity flares, flooding an area with powerful light as drogue parachutes let the flares drift slowly to earth. They are a niche weapon, intended only for low-light or night operations to illuminate an area or highlight an important target.
      • Inferno-IV Missile: A MechWarrior's worst nightmare, the Inferno-IV carries a napalm-like sticky gel that creates intense, widespread fires on impact. Although the unguided missiles do not cause damage directly, the heat is capable of cooking vehicles - and their crews - alive. Although useful both for terror and area denial, Inferno-IV missiles are unpopular due to the higher risk of ammunition explosions (with the attendant danger of overwhelming the mech's cooling systems and roasting their would-be user). Those that are immune to heat based weaponry are unaffected by Inferno-IV missiles.
      • Smoke Arrow Missile: Harmless like Illumination Arrows, the Smoke Arrow creates thick plumes of smoke upon impact, obscuring both the Catapult and others from hostile observation. Depending on weather conditions, this smoke can take less or more time to disperse.
      • ER Medium Lasers: The Catapult carries four of these for close-in defence. They behave similarly to the Medium Pulse Lasers the other Capellan mechs use, but do less damage in return for venting less heat.
      • Jump Jets: The Catapult can use its four jump jets to let it gain an advantageous position or land on a troublesome foe. See the entry for the Emperor for more information, including weaknesses.
    Third Wish 
  • Manei Venatori: A top secret trump card held in reserve by Zi-Jin Cheng for the most important missions or dire emergencies, these elite cybernetically enhanced Blakist warriors drawn from the ranks of Divine Sanction make use of special sophisticated implants. Manei Venatori are given special titles to signify their role (for example, infiltrators are known as 'Wraiths') and are given certain cybernetics that suit their missions, so for simplicity's sake all cybernetics are listed here. Any given MV will only have 2-3, and certain implants are only available for certain ranks (mentioned in the relevant entry). The cybernetics and quirks of the MV are as follows:
    • Improved Enhanced Prosthetics: These prosthetics - optionally indistinguishable from real flesh except when damaged or medically examined - can carry 2 different types of modification, chosen from the below list.
      • Ranged Weapons: These weapons are concealed in the user's arms/hands via hidden panels. As a result they are tough to spot, though since all require an ammunition pack they're easier to see when loaded. They may take the form of shotguns, SMGs, lasers, or needlers.
      • Vibroblades/Shockers: The user may alternatively have a vibroblade hidden in one their arms - they are reasonably strong melee weapons when activated, though they require a powerpack; otherwise they do as much damage as any other sword. Shockers are essentially just stun clubs, requiring physical contact with bare or lightly covered skin to deliver a powerful neural shock to attempt to render the target unconscious. These too require a powerpack.
      • Tools/Gear: The limbs may be used for utility items. Concealed holsters/cargo units are located in the thighs of prosthetic legs; for the former think Robocop style quick draw holsters for pistols or small blades (though clothing must be modified to account for this). In the latter case it's a hollow container half the width and length of the thigh that can contain any object that fits into it. Alternatively, a concealed high pressure grappling hook launcher in a limb can be used to assist in climbing or to reel in a target up to 150kg in weight. The last option is a set of lockpicking or MicroComp computer interfacing tools stored in the fingers; the MicroComp cannot be used around strong magnetic fields such as those caused by electromagnets.
    • Enhanced Multi-Modal Cybernetic Eyes/Ears/Speech Implants: Replacing the agent's eyes, ears, and vocal cords, these implants allow the agent's sensory abilities to be improved. The eyes let the user see not just the visual spectrum, but EM and IR emissions too, as well as letting them zoom in. The ears let the user listen much more acutely or to wireless transmissions within 100m. Lastly, the speech implants allow the user to "speak" at ultrasonic frequencies (skilled ones may do so without moving their mouths), making their speech detectable only to those who can hear in those ranges or with correctly tuned radios. They can also change the sound of their voice at will. However, they cannot access all these modes simultaneously - they must choose one mode for each implant at a time.
    • Prosthetic Leg MASC: A scaled down version of the Myomer Accelerator Signal Circuitry used on some mechs, these prosthetics replace the subject’s hips and legs. They allow for incredible bursts of speed, but in order to prevent the actuators seizing up safeties engage to allow a cool-down period between uses, limiting the amount of time they can be used. They can be cosmetically enhanced to appear perfectly normal or to look more intimidating like many other implants. For an example of the latter, a reverse-joint design can be used (though it makes the operation of most vehicles and BA impossible). It can be combined with Dermal Myomer or regular myomer implants, though it cannot be applied to the legs, leaving them a weak spot.
    • Dermal Myomer Armour: This is another variant of myomer musculature implants, using inert ballistic resistant cording to make the user much more resilient against all types of weaponry. It also renders the subject immune to pain by virtually destroying the nerve endings over most of their body (with the shortcomings that implies), but it does nothing for the chronic headaches endemic to all cybernetics. It also has all the other drawbacks of regular myomer implants. It too can only be used by elite agents.
    • Vehicular Direct Neural Interface: The VDNI allows the user to essentially 'become one' with their mech, vehicle, or Battle Armour, improving their skill at piloting and gunnery, as well as piloting multi-crew machines by themselves (though the pilot must have the required skills already). However, its use is risky: it requires the regular ingestion of a special chemical agent to ward off negative short term effects, and as the years pass the user loses their sanity. Terminal brain damage results after a decade of use, no matter what. If a machine piloted by a VDNI user suffers internal damage or gets hit in a vital system, the feedback may injure the VDNI user. Furthermore, the extensive systems required for VDNI render VDNI equipped vehicles unusable by someone without a similar implant. Only reasonably skilled agents may be granted its use.
    • Boosted Comms Unit: Basically just a com unit inside the MV's body, disguised as something else (such as a medical device).
    • Suicide Implants: All MV have self-destruct implants to prevent their capture, which can be remotely triggered by allies. Unless someone is right on top of them, though, they will not be injured – the only casualty shall be the MV.
    • Downsides: You may think that sticking all that metal and electronics inside your body would have downsides, and you'd be right! Firstly, even if the surgery is a complete success there is a chance the subject will reject the implants, requiring a second, more dangerous surgery (along with a chance of permanent disability or insanity). All MV suffer chronic headaches that require painkillers every 6 hours (possibly resulting in addiction). Wounds in areas with implants are much more difficult to treat and recovery takes longer. MV are drawn solely from the most fanatically devoted Blakists in ZJC who have already suffered grievous injury in battle, meaning they are truly tiny in number (only six will be seen together at any one time). Exceptionally powerful EMPs can disable their implants, stunning them and preventing the use of their special features for the rest of a fight (and certain implants like the myomer variety have a high chance of killing their user outright in such cases).
    • Side Character Implants: These minor characters from the Word have the following implants:
      • Precentor XI Shin-Ichi Yoshizumi: Shin-Ichi possesses Enhanced Multi-Modal Cybernetic Eyes, Ears, and Speech Implants. He also has Improved Enhanced Prosthetics that conceal a pulse laser and a vibroblade. Lastly, he has the use of Prosthetic Leg MASC. All of these prosthetics are concealed.
      • Demi-Precentor V Marie Klein: As Shin-Ichi's spymaster, she also has Enhanced Multi-Modal Cybernetic Eyes, Ears, and Speech Implants, as well as Improved Enhanced Prosthetics. These latter implants contain a MicroComp and lockpicking tools. Lastly, she has a Boosted Comms Unit to allow her to keep in contact with the Word even inside enemy territory.

    CR-B 3 Cerberus 
  • Name: Cerberus CR-B3
  • Appearance: The basic frame. Imagine that most of its body is a burgundy red with golden highlights. Weapons can be mounted in a turret on its back.
  • Description: A result of ZJC-Peace River-Nagi cooperation before the latter chunk disappeared during the Empire's invasion, this heavy QuadVee (quadrupedal mech that can transform into a tracked vehicle) combines their technologies. It's what's termed an OmniMech - it can swap out modules for greater flexibility and repairability, though the process would take several hours. Due to influence from Peace River's Tank Striders, it can transition to a track-mobile form rather than using its legs, boosting speed at the cost of only being able to move on flatter surfaces. There are three Cerberuses in ZJC.
  • Equipment: Most of the Cerberus's utility comes from its modules, so in the interests of simplicity a 'basic' description of the Cerberus will come first, then its standard loadout, and finally a description of its modules. It can dissipate heat well.
    • Torso Cockpit: Melding a traditional BattleMech cockpit with the more advanced Tank Strider type, this cockpit is nestled safely in the mech's torso, allowing the Cerberus to take more hits before the MechWarrior is endangered. It also allows the Cerberus to move with much more fluidity and grace than normal. However, this arrangement carries significant disadvantages: the external sensors used to see the outside world are vulnerable to damage and are all contained in the head (making it an intuitive target), and if they are damaged or destroyed then the pilot will find it increasingly hard to target enemies. Indeed, if all sensors are destroyed then the pilot is blinded and can only guess at where they are going and what they are attacking. Ejection can also be more difficult. Another serious problem is that as life support systems are destroyed, the pilot will suffer injuries from the heat put out by the nearby reactor if the mech is overheating. These injuries are more serious and are inflicted more rapidly if the mech is highly overheated.
    • Nova CEWS: An extremely sophisticated electronic warfare suite, the Nova is essentially a Guardian ECM suite (see the Raven entry) in terms of capability with extra features. If there is another Nova equipped mech present, it can create a command and control network for better coordination and easier targeting. Like other BT EW systems, it puts out heat as long as it’s active, and has all the same limitations as the Guardian suite on Sun-Tzu's Emperor.
    • Void Signature System: Essentially a mech scale version of the Mimetic Armour used by the Purifier Adaptive BA suit, it shields the Cerberus from visual and electronic spotting (the latter requiring a powerful sensor to do so). The more slowly the Cerberus goes, the harder it is to spot, though even when it's stopped careful observation will let it be seen. Regular infantry would be less confused by the VSS's electronic countermeasures. Like the Emperor's Stealth Armour and its Guardian ECM, it requires the Nova CEWS to run. However, it also pumps out a lot of heat, limiting the weapons and movements that can be used by the Cerberus. Whilst the system is active, interference makes the Cerberus's weapons less accurate.
    • Rudimentary AI: Roughly as intelligent as a smart, well-trained dog, this AI allows the Cerberus to automatically respond to threats, as well as other simple situations. Anything further would require human intervention.
    • Self-Repair System: If provided with raw materials (i.e. myomer etc.) the Cerberus can perform very limited self-repair. However, precise tasks will require human help (akin to performing surgery), and the raw materials must be put into the damaged area. Due to the height of the mech, it is mostly only useful outside of combat.
    • Cerberus Invictus: The standard loadout, the Invictus has a pair of Light PPCs mounted in the mech's "head". Light PPCs do roughly the same amount of damage and vent similar levels of heat to ER Medium Lasers, though they are longer ranged than ERMLs and have a minimum range. The Invictus also has Streak SRM-4s. Streak SRMs wait until they have a solid lock before firing all missiles. The advantage of this is that it avoids wasted ammo and reducing the variability of inflicted damage. However, this means pilots cannot fire "on demand" and it is incompatible with other targeting systems like Narc beacons. Lastly, there is the Peace River derived Light Railgun - despite the name, it's extremely bulky (filling all of the available space in the left torso) but has longer range and does more damage than the Gauss Rifle on the Emperor.
    • BT Modules: Aside from BT weaponry and systems (including the new weapons mentioned above), the Cerberus can mount the following.
      • Snubnose PPC: The sawn-off to the PPC's shotgun, this version of the weapon is slightly lighter than a standard PPC and fires a slightly hazy, unfocused beam that has a higher chance of hitting at short range and has no minimum range. However, it does less damage and has a shorter range than the normal version, and still generates significant heat. It has all the other PPC drawbacks too.
      • Heavy PPC: As the name suggests, this much larger and bulkier variant hits hard (and builds 1.5 times as much heat as the normal version). It has less range than the ERPPC of the Vindicators, though, and has a minimum range. It too has the normal PPC drawbacks.
      • Variable Speed Pulse Lasers: Coming in Small, Medium, and Large varieties, VSPLs have the advantage that as the distance to a target decreases, their damage output and accuracy increases. However, they become weaker and less accurate as a target becomes further away.
      • Plasma Rifles: Firing a stream, pulse, or toroid of plasma made from inert foam cartridges, these weapons predominantly do thermal damage. They melt or evaporate inanimate targets, or cause severe burns on living ones. However, due to the speed at which the plasma moves, there is some kinetic damage as well. It is especially effective against living things, though vehicles will suffer heat buildup if hit. However, these weapons also cause a major spike in the Cerberus's heat levels.
      • Thunderbolt Missiles: These launchers simply fire a single large missile at the target, doing reasonable damage. They cannot take advantage of Artemis IV or Narc guidance. Otherwise, they act like normal LRMs with slightly reduced range and much greater vulnerability to being shot down. Depending upon the Thunderbolt's size rating, it may only do very light damage or twice the damage of a PPC.
    • Heavy Gear modules: Peace River shared plans for its weaponry and other systems with ZJC. For more information and examples, read the Peace River sign-up.

Edited by Flanker66 on Nov 26th 2018 at 11:33:20 AM

Locking you up on radar since '09
Meanken Since: May, 2013
#311: Oct 18th 2015 at 12:59:14 PM

Alright, I don't see any glaring issues, so you are accepted and will be placed in next game day. Welcome back flank!

UdtheImp Screw the Lion! from Stamford, CT Since: Mar, 2010 Relationship Status: How YOU doin'?
Screw the Lion!
#312: Oct 18th 2015 at 1:00:58 PM

Hopefully this new place will replace the Resistance Base. NOW Bludflagg's crew can choose from from a whole assortment of giant robots to loot! :D

"Well before, I did it with reckless abandon. Now I can't control myself!" ~ Jesse Cox, 2014
Meanken Since: May, 2013
#313: Oct 18th 2015 at 1:04:27 PM

That is indeed the plan.

EchoingSilence Since: Jun, 2013
#314: Oct 19th 2015 at 5:55:49 AM

Task Force 29

Main Character

  • Name: Adam Jensen
  • Age: 36
  • Appearance: The Cyborg Super Cop.
  • Personality: Adam's a reasonable individual if a bit of a loner, he believes in finding another solution beyond violent resolution and will attempt to talk down his opponents. If no one needs to die he will go for it.
  • Powers: His mechanically augmented body holds a PEPS stun rifle in his left arm, nanoceramic blades within his forearms that can be launched, his knuckles have a long range tesla dart stun rifle, a Icarus landing system that can be supercharged to launch him, a Titan Nanoshield that improves his damage resistance, a cloaking system, a Typhoon launcher, a quicksilver augment that allows him increased reaction time, improved durability and strength thanks to artificial muscle fibers and subdermal armor, a Smart Vision system that allows him to see basic information through walls, a sentinel repair system to heal him, and a CASIE social enhancer that allows him to get through social situations easier. Safe to say he's a walking arsenal, quite literally.
  • Equipment: 10mm Pistol, Combat Rifle Grenade Launcher, Stun Gun, Various, Tranquilizer Rifle, Kinds, Of Grenades, Shotgun. In other words standard FPS weapons.
  • Backstory: Adam is the result of various experimentation upon kids, being raised by adoptive parents, working for the Detroit SWAT team, quitting his job and working for a CEO in a Biotech company, almost dying, being rebuilt, uncovering the illuminati, almost dying again in a major incident out in the pacific and recovering and joining Task Force 29.

Other Teammates

Here we go. Anything I should change?

edited 19th Oct '15 6:06:41 AM by EchoingSilence

Meanken Since: May, 2013
#315: Oct 19th 2015 at 6:02:27 AM

Well, Jensen has a lot of powers, but this is offset by the relative lack of abilities that the other supporting cast has beyond shooting stuff. So, you are accepted.

EchoingSilence Since: Jun, 2013
#316: Oct 19th 2015 at 6:07:46 AM

Yep. David Sariff wanted to make him strong.

And sweet.

Meanken Since: May, 2013
#317: Oct 20th 2015 at 7:00:40 AM

The about to be added bit for Outworld's newest sorcerer. If anyone's got objections/concerns, I again ask you to let me know.

  • Name: Quan Chi
  • Age: Unknown
  • Appearance: here
  • Personality:Quan Chi is the most powerful sorcerer and necromancer in the Netherrealm, and he combines both cunning and brute force in his never-ending plots to overtake not only Earthrealm, but all of reality. He is an opportunist and will ally himself with anyone who can help him further his own goals. He is notable in particular for his ruthlessness and pragmatism. His manipulative and deceptive nature has earned him many enemies,
  • Powers: (Note that Quan Chi is taking some hard nerfs here and having a number of powers the wiki states that he has removed for balancing)
    • Portal Magic-This works identically to Shang Tsung's portal magic, with the same limitations. Notably, Quan Chi is shown to be slightly more proficient in the use of this magic and actively makes use of it in combat to move around quickly and take enemies by surprise (By, for instance, creating a portal behind a for and pulling them through it for easy damage). However, due to the nerfs to the time it takes him to create it, this will become somewhat harder for him to do, though if left unpressured he will have time to work his magic.
    • Necromancy-While he does not have access to the netherrealm, the realm of the dead in the Mortal Kombat universe, Quan Chi can still resurrect the dead and press them into his service. However, due to his inability to access the netherrealm to complete the ritual, this is an incomplete process, and the control he wields over his thralls is not as complete as normal, and can be broken by sufficient application of a fist to the thrall's face or by forcing him to remove the control. Note that due to his loss of connection to the netherrealm, he cannot create full armies of the dead and anyone he does resurrect will require time for him to work the ritual, preventing this from being something he can just snap his fingers and do
    • Soul Steal-This is how Quan Chi obtains new souls to turn into his thralls. While he does not have to be the one to land the killing blow, Quan Chi can only steal the souls of the dead, and must be close to said dead person in order to do this.
    • False Copy-Quan Chi can create illusions of himself (Limited to up to 2 extra at any time) that serve to misdirect his foes. These are purely illusions, and cannot attack or be harmed.
    • Hellfire-A basic green blast of energy in the shape of a skull that deals magic damage
    • Ground Burst-Quan Chi creates a circle on the ground around the opponent that, after a moment, fires a pillar of magical energy around them, harming them and knocking them backward.
    • Summoner-Quan Chi can summon a netherrealm bat to assist him in combat. While mildly irritating, it is still just a bat, and serves mostly to distract opponents while Quan Chi does something more powerful.
  • Equipment:Bout the only thing he has is a ritual knife that's not really suitable for kombat and assorted artifacts that he keeps in his stronghold and probably won't make appearances in this RP.
  • Backstory: Originally a Netherrealm demon, Quan Chi evolved into one of the most powerful sorcerers in the realms. While nominally in the service of Shao Kahn, Quan Chi secretly serves the fallen Elder God Shinnok. However, with Shinnok's lack of presence on the Battleworld, Quan Chi for now remains loyal to Shao Kahn. For now.

edited 20th Oct '15 7:01:15 AM by Meanken

mrstack345 Paranormal Activity VII from Subspace Since: May, 2015 Relationship Status: THIS CONCEPT OF 'WUV' CONFUSES AND INFURIATES US!
Paranormal Activity VII
#318: Oct 22nd 2015 at 2:13:31 PM

And done! If there's anything needed to add and subtract, please let me know.

Your works are one trope short.
Meanken Since: May, 2013
#319: Oct 22nd 2015 at 8:06:38 PM

[up]Ok, so your guys are in no way OP. In fact, I have the opposite problem here, I don't think your guys are gonna be powerful enough to fit in/last on Battleworld. From what I'm reading, this is a chunk that has no native defenses at all, and who's only significant defenses come from a usurper with a comparatively small military squad and a pirate captain with an also very small crew. Even Edge and Mitakihara, who's cites are basically half destroyed at the time they arrived, have somewhat better defenses then this chunk would, if I am reading this right. I don't wanna approve you just to see you get taken over by the first semi-powerful guy to enter the town and smell weakness.

mrstack345 Paranormal Activity VII from Subspace Since: May, 2015 Relationship Status: THIS CONCEPT OF 'WUV' CONFUSES AND INFURIATES US!
Paranormal Activity VII
#320: Oct 23rd 2015 at 8:16:10 AM

[up] Those nerfs were imposed because I was unsure how many mooks both Ammo Baron and Risky should have, if it was even allowed at all. I should say all of Ammo Baron's mooks have the same tanks and fire power that he himself has and Scuttle Town would be in the process of being converted to Ammo Baron's town with cannons, turrets and machines being built everywhere on Scuttle Town's buildings. Risky's Tinkerbats would also share the same equipment that Risky has (the ship being their main hub, and having scimitars, pistols and cannons themselves). And all of the characters can be able to use their equipment obviously.

And I'll up the mook count for each from 25 to about 200. Is that a good enough buff?

Your works are one trope short.
Meanken Since: May, 2013
#321: Oct 23rd 2015 at 9:17:06 AM

More mooks makes me feel much better, as does the addition of fortification to the city. I don't require you really specify how many you have, assume you have enough mooks to cover the city effectively. That said, with the higher mook count,not every one of them will have a tank. beyond the problems with being too far in the other direction, the city will just flat out not have enough resources to keep that many tanks active for any significant amount of time given the description I saw. While I usually tell players to handwave away any issues with resources, that's just nonsensical.

Because I get the feeling this guy's a tank nut, I would say that he can maintain a sizable tank unit, but not every single mook is going to have one. Say their tanks got left behind and didn't get to the city before the move if you need a handwave. Those mooks will be basic infantry with the standard arms and survival rate expected of them. Also, I would suggest having the commander be a touch more powerful then the standard mook tanks, rather then being on the same level as a mook, maybe give him a custom version of the brand of tank used here with some upgrades to it.

Sound good?

mrstack345 Paranormal Activity VII from Subspace Since: May, 2015 Relationship Status: THIS CONCEPT OF 'WUV' CONFUSES AND INFURIATES US!
Paranormal Activity VII
#322: Oct 23rd 2015 at 10:11:11 AM

Sounds good.

Your works are one trope short.
Meanken Since: May, 2013
#323: Oct 24th 2015 at 8:04:44 AM

Ok, you are accepted. Pop over to the discussion thread and you'll be placed in soon. Where would you like to be on the map? Link to current map is in the OP of the main thread.

mrstack345 Paranormal Activity VII from Subspace Since: May, 2015 Relationship Status: THIS CONCEPT OF 'WUV' CONFUSES AND INFURIATES US!
Paranormal Activity VII
#324: Oct 25th 2015 at 5:59:36 PM

Well, because Scuttle Town is mostly desert, and I think Ammo Baron would get along so well with Immortan Joe, maybe place Scuttle Town close to The Citadel?

Your works are one trope short.
Meanken Since: May, 2013
#325: Oct 25th 2015 at 6:03:24 PM

Alright Stack, can do that, also thinking of extending the chunk so it borders the soon to be placed Zi-Jin Cheng and City 17. That cool with you? I can probably not put a border on City 17 if you'd prefer not to have one.


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