Follow TV Tropes

Following

Battleworld 2.0 (Signup Thread)

Go To

Sere Look at all this life, oh bearer mine~ from a pyramid of massive size¹ Since: Apr, 2015 Relationship Status: Consider his love an honor
Look at all this life, oh bearer mine~
#426: Jan 8th 2016 at 6:15:14 PM

Definitely agree with the Starkiller Base comparison. I was just thinking earlier how they discovered the superweapon had a weakness like the last one but it was not only better-defended but once the defenses were down they couldn't harm it until it was infiltrated and cracked open from the inside

edited 8th Jan '16 6:28:16 PM by Sere

1. With the body of a lion, paws that refreshes, a tail told by an idiot, and the head of a fox
SR3NORMANDY Problem Child from N/A - In constant flux Since: Jul, 2012
Problem Child
#427: Jan 8th 2016 at 6:19:52 PM

Oh, and Trioculus and Ken Palpatine are outta da game, thankfully.

What if there’s no better word than just not saying anything?
Sere Look at all this life, oh bearer mine~ from a pyramid of massive size¹ Since: Apr, 2015 Relationship Status: Consider his love an honor
Look at all this life, oh bearer mine~
#428: Jan 8th 2016 at 6:27:02 PM

On the other hand, we lost a lot of the well-written Jedi like Kyle Katarn, Vergere, Corran Horn, Tahiri Veila, the Solo twins...

On the other other hand, this also means we don't have to deal with the blatant silliness of Vergere secretly being Sith and Darth Caedus

Wait we got Darth Caedus anyway, just under a different name!

edited 8th Jan '16 6:27:57 PM by Sere

1. With the body of a lion, paws that refreshes, a tail told by an idiot, and the head of a fox
Locoman Since: Nov, 2010
#429: Jan 8th 2016 at 7:08:36 PM

#bringbackthevong2k16

edited 8th Jan '16 7:08:45 PM by Locoman

Sere Look at all this life, oh bearer mine~ from a pyramid of massive size¹ Since: Apr, 2015 Relationship Status: Consider his love an honor
Look at all this life, oh bearer mine~
#430: Jan 8th 2016 at 7:09:44 PM

Vongwar was, hands-down, the greatest climax the old EU could have hoped for

And in my mind, that's where it really did stop...

1. With the body of a lion, paws that refreshes, a tail told by an idiot, and the head of a fox
Locoman Since: Nov, 2010
#431: Jan 8th 2016 at 7:10:55 PM

Agreed; The Unifying Force was probably the most fitting conclusion to the old EU I could think of.

Then everything after that just went horribly horribly wrong.

SR3NORMANDY Problem Child from N/A - In constant flux Since: Jul, 2012
Problem Child
#432: Jan 8th 2016 at 7:26:35 PM

On the plus side, the Visual Dictionary for The Force Awakens confirms that there was a Great Scourge of Malachor, which means that some of the action from way back in KOTOR has an opportunity to still be canon.

But yeah, this ain't the place for this talk.

What if there’s no better word than just not saying anything?
Imca (Veteran)
#433: Jan 8th 2016 at 11:06:05 PM

Yea, I was the player of some guardians, but I kind of had health issues, and real life issues and could not dedicate the time necicery to this game.

I thought of returning again a while back since the issues subsided, but I did not think trying AGAIN would be in good form.

If you do use the Liir though, I am very tempted to have another go as some Loa.

edited 8th Jan '16 11:06:36 PM by Imca

Sere Look at all this life, oh bearer mine~ from a pyramid of massive size¹ Since: Apr, 2015 Relationship Status: Consider his love an honor
Look at all this life, oh bearer mine~
#434: Jan 8th 2016 at 11:21:26 PM

Decided against the Guardians, wouldn't feel right stepping on your toes, even if you aren't here anymore

Decided against the Liir too unfortunately because Mean is right, being psychic powerhouses is kinda touchy when it comes to other people's characters, and the Liir are the best psychics there are.

Currently throwing together a Peace River Defense Force army. I think I'm gonna go with Paxton.

edited 8th Jan '16 11:22:04 PM by Sere

1. With the body of a lion, paws that refreshes, a tail told by an idiot, and the head of a fox
Imca (Veteran)
#435: Jan 8th 2016 at 11:32:26 PM

I really dont mind if you use gaurdians, I just went with some generic ones.

Sere Look at all this life, oh bearer mine~ from a pyramid of massive size¹ Since: Apr, 2015 Relationship Status: Consider his love an honor
Look at all this life, oh bearer mine~
#436: Jan 10th 2016 at 12:57:29 PM

I finished Paxton's unit list last night, about a battalion so it's not too numerous, about the level I had with the Nova Cats and Flanker tells me it's about what he has with the Capellans.

Unfortunately this morning I was struck with one of ghe worst migraines of my life and only just now rousing to limited ability. I might get the signup done before I sleep, depending on how my energy and concentration hold. I'll give it the ol' college try though. Sorry if it's not as stellar as my last.

1. With the body of a lion, paws that refreshes, a tail told by an idiot, and the head of a fox
Meanken Since: May, 2013
#437: Jan 10th 2016 at 1:31:21 PM

No problem, I understand.

Sere Look at all this life, oh bearer mine~ from a pyramid of massive size¹ Since: Apr, 2015 Relationship Status: Consider his love an honor
Look at all this life, oh bearer mine~
#438: Jan 14th 2016 at 12:33:49 AM

Paxton Arms

Characters

Gerald Simosa

  • Age: 70s
  • Appearance: An old man, well-dressed in what modern humans may see as old-fashioned and aristocratic clothing. His psychical health and build tell a tale of a life once very active but now dominated exclusively by stress and fatigue.
  • Personality: Gerald is, compared to others in the Executive Caste, extremely liberal. The plight of Paxton's workers deeply concerns him, and he has taken advantage of recent events to start restructuring the caste system that Peace River operates under. He is also attuned to the needs of those beyond Peace River's immediate borders, welcoming those who contribute to his city-state's cause with open arms, and expanding the Protectorate greatly to encompass all those connected to his great city. He has great conviction, and a strong sense of moral purpose, but will not hesitate to act duplicity to achieve them; the ends always justify the means. In some ways this is a direct extension of policies that greater powers found distasteful in Peace River, but in a new world, he has a clean slate.
  • Powers: Gerald is the CEO of Paxton Arms, de facto ruler of Peace River, and has no other powers but those stemming from his authority therein.
  • Equipment: None
  • Backstory: Gerald Simosa first rose to prominence as the manager in charge of arming the rebel insurgents of the Peace River Army during the CEF war while Peace River was ostensibly neutral. This frequent interaction with badlanders and the organized Leagueless militias instilled in him a great respect for those who suffer for their friends and families outside the aegis of the Polar Leagues or other notable powers. He got them the best equipment the company was willing to offer, and when the time came, these forces struck the CEF with an intensity which sent the Earth invaders from their defensive holdouts to full flight. The courage and bravery of these ragtag misfits inspired Gerald, and when he was elected CEO of Paxton Arms in TN 1918, he started doing everything he could to recognize them. He then turned his attentions inward, streamlining Peace River's three-caste system and implementing more egalitarian measures throughout its society. Twenty years into his reign, however, Earth struck once more, detonating an antimatter bomb within the armored shell of Peace River. While most of the key personnel were in the tower above, and most of the critical systems buried below, the explosion gutted the residences and secondary businesses of the working class of the city, hollowing it out both physically and socially. Over the next decade, bolstered by Paxton's own heavy manufacturing, the city was able to rebuild itself quickly, but filling it in with people was a much trickier proposition and the city still remains at a fraction of its prior population. Gerald would take advantage of this to push through even more reforms to entice badlanders into the city-state itself, while the world rallied around the destruction of the largest neutral zone in the Badlands to strike back at Earth once more. Gerald took lessons learned from the last war of the CEF and built a coalition force, this time extending the invitation to the Polar Leagues, codenamed the Talon Project. It was not long until Peace River was spearheading international efforts to take to the stars, sending Black Talon expeditions out to other forgotten colonies of Earth to fight their oppressive, estranged homeworld, and Gerald would have his revenge for the attempted destruction of his people.

Captain Katrin NicAuslan

  • Age: 29
  • Appearance: Katrin is a short, athletic woman. Though her last name has been mangled by the couple thousand years of Terra Nova colonization, her physical appearance still vaguely refers to her Scottish roots, with red hair and green eyes. Her strong wiry build reflects her extensive time training as a member of PRDF's special forces. She typically wears a no-frills jumpsuit similar to the Black Talon pilots she was once a member of.
  • Personality: She's hard. She fights hard, she drinks hard, she speaks hard, and she's hard on everyone and everything around her. Katrin doesn't take any nonsense, and is a professional soldier through-and-through. Her loyalty to her home goes even beyond that, though underpinning much of this is ample fear. She's missed out on several opportunities thanks to a fear of change, and even starting her military career because she was afraid of losing those she loved after Earth's antimatter bomb leveled the lower city. Normally her hard attitude is papered over with a stoic presence, but being pushed into territory unknown to her is the fastest way for her belligerent streak to emerge. Time will tell what toll Battleworld's myriad new sights and sounds will take on her.
  • Powers: Katrin has no powers besides being at peak human condition
  • Equipment: As a commander of a CTF company, Katrin uses a Command-variant Shinobi gear. Shinobis are the most advanced stealth gear on Terra Nova, created for Project Talon and later the Black Talon international strike teams. Katrin was familiarized with them during her time in Project Talon, and she kept use of them when she was transferred to the CTF teams that represent Peace River's new offensive arm. As a Command-variant the rocket pack over the shoulder is replaced by an enhanced communications and E War suite. In terms of weapons it carries a medium autocannon, modified to be effective closer to its max range. For backup, it carries three grenades and a vibroblade. As a unit commander, her Gear has a field armor upgrade kit applied.
  • Backstory: First spurred to join the Peace River Defense Force after the city was shattered by Earth's antimatter device, Katrin has been driven by something between loyalty and revenge ever since. She quickly volunteered for the secretive Project Talon, but when she learned their ultimate destination was off-world, she elected to remain home in case the CEF ever shows up on their doorstep again. She was placed into the Combined Task Forces and extensively trained in airdrop and covert operations techniques around her desert home and further beyond. Being knocked off the fast track to wreak vengeance upon the forces of Earth only momentarily broke her stride, and she quickly proved herself as a capable special forces operative. She never had much time for personal pursuits, putting everything she had into her military career, instead looking ever further up the chain of command.
    Detachment of CTF 3 Black Dawn: Blackstar Combat Group 
  • Insignia: A plain black five-pointed star
  • Command Squad: The Special Forces Gear squad leading this company of CTF 3 is comprised of Shinobis and Harriers. Shinobis are extremely advanced stealth units, being nearly invisible to all but the most sophisticated sensors. Their weapon load is a bit on the light side, and their armor falls on the lower end of normal for Gears, but they make up for this by augmenting their stealth with better agility. Harriers on the other hand aren't normally stealth units, merely scouts and snipers, but these two have been upgraded to match the Shinobis for concealment. Their electronics package, however, is not as sophisticated, and their armor much thinner, but they carry a heavier, longer-ranged main gun.
    • Katrin's Command Shinobi
      • Medium Autocannon (sniper enabled), Vibroblade, 3 Grenades
      • Stealth (Rank 4, IE 'Absurd'), ECM (Rank 3), ECCM (Rank 2), Long-range Hardened Communications. Airdroppable.
    • 2 Vanguard Shinobi
      • Medium Autocannon (sniper enabled), 24-pack Light Rockets, Vibroblade, 3 Grenades
      • Stealth (Rank 4), ECM (Rank 3). Airdroppable.
    • 2 Fusillade Harrier
      • Sniper Laser Cannon, 16-pack Light Rockets, Vibroblade, 3 Grenades
      • Stealth (Rank 4), ECM (Rank 2). Airdroppable.
  • 2 Special Forces Infantry Platoons: These soldiers are the best of the best Peace River has to offer. Trained in all sorts of covert and asymmetric operations, these squads can deploy on foot, motorized, or airborne. They travel in squads of nine, each squad with an air-droppable transport. The transport is not much more than an armored frame with bench seats and an engine, plated over with stealth material, but this ultralight transport can hot-drop with all soldiers aboard from the many stealth aircraft Peace River has at its disposal, and is clad in an extremely durable heavy armor. Each platoon contains;
    • 2 Motorized Line Infantry squads
      • Assault Rifles, Light Machine Gun
      • Stealth (Rank 2), Hunter-Killer Drone. Airdroppable.
    • Motorized Special Weapons Squad
      • Assault Rifles, Rocket Launcher, Antimaterial Sniper Rifle
      • Stealth (Rank 2), Recon Drone. Airdroppable.

Captain Mikhaila Albrecht

  • Age: 26
  • Appearance: She has an average build, but with little body fat on her, small-chested and a bit spindly. Dark circles hang under greenish-blue eyes framed by blonde hair. At times she seems to shrivel up, her uniform looking a size too big on her. Despite being nominally assigned to the civilian police force, she wears the same uniform the military does. While walking around casually she wears thick glasses, but on-duty these are replaced with prescription goggles.
  • Personality: Mikhaila seems to be constantly on the edge and flustered, at times even a little confused as to her surroundings. Those times she appears in command she typically is pessimistic and dejected. In private she's morose and sick of the world. Never does she waver in her duties, however, and her scatterbrained demeanor hides a photographic memory and large stockpiles of facts and figures relating to her services. Despite having thoroughly memorized the service manuals of not just the Peace Officer Corps but the PRDF as well, she rarely, if ever, chides people to adhere to it. Despite having such a downer demeanor, she truly cares about the many people she calls friends, and is immediately supportive of them in even the littlest circumstances.
  • Powers: Though possessed of exceptional memory, Mikhaila is not computer-like in her mental faculties, and is utterly unremarkable physically.
  • Equipment: Though Mikhaila's squad is comprised of Pit Bull-class police Gears, Mikhaila herself pilots a Greyhound scout Gear. It's even even worse armed and armored than the Pit Bulls accompanying her, though possesses exceptional electronics equipment. Its only weapon besides the standard vibroblade, grenades, and light machine gun all Gears carry is a light rifle. Like her squadmates, it's painted white and black with gold highlights. It carries a field armor upgrade kit to try and bring it up to the protection standard of its squadmates.
  • Backstory:
    Detachment of Peace Officer Corps: Reconstruction and Operational Support Unit 
  • Insignia: the letters 'ROSU' in white over the Peace Officer Corps emblem
  • Command Squad: Besides Mikhaila's Greyhound, the gears of her squad are all Pit Bulls, police model gears. Her squad is more for peacekeeping and convoy escort than any combat duties. The Pit Bulls are lightly armed and armored, and of only average foot speed, but can move quickly in ground mode. They're painted white and black with gold highlights, with red and blue flashing lights.
    • Mikhaila's Greyhound
      • Light Rifle, Light Machine Gun, Vibroblade, 3 Grenades
      • ECM (Rank 3), ECCM (Rank 3), Long-range Hardened Communications, Sensor Boom, Exposed Auxiliary Equipment, Backup C3 Suite, Recon Drone. Airdroppable.
    • 4 Pit Bull
      • Light Autocannon, Light Machine Gun, Vibroblade, 3 Grenades
      • ECM (Rank 1), Searchlight (fixed forward-arc), Backup Sensors
  • 2 APC Squads: Designed as either standalone transport convoys or to be loaned to other units in case their ultralight transports weren't enough, shepherding these APCs comprise half of Mikhaila's mission profile. The Hoplite Command vehicles are exceptionally large examples of the vehicle type, capable of carrying two full squads of troops along with several goodies to make their lives easier on the battlefield. It's thickly armored, equivalent to a light tank, and has the weapon to match. But their greatest asset, according to Peace River's needs, is their exceptional speed. At full throttle these vehicles are capable of almost 200kph on flat, even ground, outrunning even the fastest gears in wheeled ground travel mode. The Mastiff APCs alongside them are not nearly as large, cutting down the transport capacity to one squad and downgrading the weapon, but are just as nimble and heavily armored. Each squad contains;
    • Hoplite Command APC
      • Medium Rifle (turret-mounted), Anti-Personnel Grenade Launcher (turret-mounted)
      • 2 Squad/Cargo Transport Capacity, Ram Plate (forward), Reinforced Armor (forward), Searchlight (turret-mounted), Long-range Hardened Communications, Smoke Launchers, Demolition Drone.
    • 2 Mastiff APC
      • Light Rifle (turret-mounted), Anti-Personnel Grenade Launcher (turret-mounted)
      • 1 Squad/Cargo Transport Capacity, Ram Plate (forward), Reinforced Armor (forward), Searchlight (turret-mounted).
  • 2 Red Bull Xyston Heavy Support Units: Red Bulls are tankstriders like Coyotes, but far larger. Due to their relatively poor mobility, Peace River generally only deploys them in defensive or support roles. It's the latter mission why they're included under Mikhaila's purview, and it's her responsibility to see them where they need to go safely. As a Tankstrider, while their normal form is simply that of a large tracked combat vehicle, when it encounters difficult terrain its tracks can unfold into four legs. They're the only multi-crewed combat vehicles in Peace River's arsenal at current, and without any sensor dome 'head' like other Peace River vehicles they're very dependent on their standard sensor suites.
    • Very Heavy Field Gun, Medium Anti-Air Autocannon (turret-mounted)
    • Sensor-dependent, Backup Sensors, Large Surface Profile (Rank 3), Anti-Personnel Charges.

Colonel Reynard Laguardia

  • Age: 36
  • Appearance: Reynard is an utterly average man by any metric. He is possessed of brown hair and eyes, set into a normal face, on a nondescript head over a body of medium-build. Smile lines crack the corners of his eyes. He's as physically fit as anyone in the military is expected to be, but doesn't go above-and-beyond.
  • Personality: Fate aligns, luck yields, and karma blesses Reynard, and he knows and loves it. He has the extremely relaxed, utterly carefree attitude that only one who knows the world bows to his every step can possess. Some suspect it's a facade hiding a master tactician that can subtly manipulate everything around him to get just what he wants, but if this is true then nobody has ever seen beneath it. It might be the secret, if only evidenced by the fact his battles tend to sway similarly to everything else in his life; gently but inevitably in his favor.
  • Powers: Unless good fortune counts, none.
  • Equipment: Reynard pilots an Alpha Dog Coyote, equipped with excellent electronics and communications as is befitting a unit commander. While Gears can fold their two legs up into a wheeled section for long-distance travel, the Coyote's normal form is simply that of a smallish tank. It can, however, unfold its tracks into four sturdy legs. In its turret is mounted a rail gun and an anti-aircraft autocannon, though Reynard's personal vehicle replaces the railgun with a large autocannon. An antipersonnel grenade launcher protects it from infantry attack. The Coyote is the most well-protected line unit Peace River has to offer.
  • Backstory: Reynard's ascent was fairly typical for an officer and a member of his caste, earned by success in the field and a slightly privileged name, except for how effortless he made it seem. In simulations, his record was merely average, but he never seemed too bothered by it. He was placed in a no-name backwater defense unit, but he quickly garnered attention when he decisively won every engagement. Local bandits surrendered to him without him even having to launch a concerted offensive. He became something of a local hero, brushing off the praise as he brushed off his good fortune, and just took it all in stride. He was soon promoted to battalion commander. After the antimatter bomb devastated Peace River, he was recalled to defend the city itself while it rebuilt. Here he was without his reputation, but as always, that never bothered him any.
    Detachment of PRDF: Peace River Home Guard 
  • Insignia: the PRDF emblem
  • Command Squad: Reynard's command element is comprised of his Coyote and two Warrior Gear 'bodyguards'. Though the Coyote is better protected than they, as a higher-ranking officer he's expected not to take the field alone, and normally his Coyote is detached from any specific component of his battalion. The Warriors are older units, but are piloted by veterans that have fought alongside Reynard since he fought on the fringes of Peace River territory. Warriors are Peace River's original Gear for sale, and are fairly typical examples of Gears in every respect.
    • Reynard's Alpha Dog Coyote
      • Very Heavy Autocannon (turret-mounted), Medium Anti-Air Autocannon (turret-mounted), Anti-Personnel Grenade Launcher (turret-mounted)
      • ECM (Rank 3), ECCM (Rank 3), Long-range Hardened Communications, Low Profile (ground mode), Large Surface Profile (walk mode, Rank 1), Recon Drone. Airdroppable.
    • 2 Vanguard Warrior
      • Medium Autocannon, 24-pack Light Rockets, Light Machine Gun, Vibroblade, 3 Grenades
      • ECM (Rank 1)
  • 2 Coyote Line Squads: Coyotes are Peace River's most distinctive units. They're well-protected medium tanks, fairly quick moving, and can even walk a respectable clip in quad mode with their tracks unfolded into legs. They're respectably armed with a railgun and anti-aircraft cannon mounted side-by-side in the turret, with a grenade launcher to defend against infantry attacks. Unlike most tanks, they only require one crewmember to operate, the turret controls linked with the ON Net system that controls the rest of the vehicle by the lone pilot. Each squad contains;
    • 3 Coyotes
      • Light Railgun (turret-mounted), Medium Anti-Air Autocannon (turret-mounted), Anti-Personnel Grenade Launcher (turret-mounted)
      • ECM (Rank 1), Low Profile (ground mode), Large Surface Profile (walk mode, Rank 1). Airdroppable.
  • Heavy Gear Squad: Another of Paxton's unique technological innovation are superheavy gears, sometimes referred to as 'Gearstriders'. These are much larger than normal Gears, standing taller than a Coyote in walk mode, at around six meters. They feature significantly heavier armor and armament and the cost of mobility, more closely emulating the light and medium tanks their role competes with. Cataphracts and Uhlans feature terrifyingly powerful weapon loadouts while boasting improved armor that, notably, protects the v-engine 'backpack' that is most Gears' weakness. Mustangs do not have as heavy armor as their brethren, but still eclipse normal Gears in levels of protection while regaining almost all of their lost agility.
    • Cataphract Lord
      • Light Railgun, Medium Field Mortar, Twin-linked Light Machine Guns, Heavy Vibrosword, 3 Grenades, 3 Haywire Grenades.
      • ECM (Rank 1), ECCM (Rank 1), Large Surface Profile (Rank 1), Improved Rear Defense
    • 2 Fusillade Uhlan
      • Heavy Pulse Laser Cannon, Twin-linked Medium Autocannons (fixed forward-arc), Twin-linked 24-pack Heavy Rockets, Heavy Spike Gun, 3 Heavy Grenades
      • ECM (Rank 1), Large Surface Profile (Rank 1), Reinforced Armor (front), Improved Rear Defense, Ram Plate (front), Sensor Dependent, Anti-Missile System, Anti-Personnel Charges.
    • 2 Demolisher Mustang
      • Snub Cannon, Twin-linked 128-pack Very Light Rockets, Light Field Mortar, Anti-Personnel Grenade Launcher, Vibroaxe.
      • ECM (Rank 1), Large Surface Profile (Rank 1), Ram Plate (front)
  • 2 Motorized Infantry Gun Platoons: While not the crack special forces troops under Katrin's command, these troops are still seasoned professional soldiers. They are mounted in similar ultralight transports, but these are not built for stealth. Each section is accompanied by a pair of mobile field guns for fire support and anti-armor work. These soldiers are typical of Peace River's city defenders. Each platoon contains;
    • 2 Motorized Grenadier Squad
      • Assault Rifles, Grenade Rifle
    • 2 Xyston Hoplite
      • Light Field Gun (fixed rear-arc, stabilized), Anti-Personnel Grenade Launcher (turret-mounted)
      • Ram Plate (front), Searchlight (turret-mounted)

Chunk: Peace River

  • Description: The city-state of Peace River is centered on a massive complex structure built into the side of a mesa in the middle of the equatorial badlands of the planet. The city itself takes the shape of a circular miniature metropolis built on a massive round platform, protected by an armored shell. On the shell's flat top sits an airfield, the runways of which are arranged in a massive peace sign. The arc-third of the peace sign bisected by the central runway points away from the mesa, and the armored shell at those points can open at seams behind the runway's support struts over the shell and expose the city to the air beyond. The primary function of this massive shutter is to close against the devastating sandstorms the badlands experiences, though a nice secondary function is protection from bombardment of anything short of orbital warships. While normally this third of the shell remains open for access to the city, it can close within a couple minutes to protect the city completely. The only notable structure over the airfield on top of the shell is the Executive Tower, the oasis the city was originally founded around around and still its largest single structure. The Executive Tower is the exact center of the circular city. Inside the shell, skyscrapers are arranged in tiers, and underneath these and the armored base the city sits on is the manufacturing center for Paxton Arms, one of the world's largest weapons manufacturers, though also producers of civilian vehicles, heavy industrial tools and machinery, and the mining operation that started it all. The mesa the city is built into is not notable but for its protective qualities, further shielding two-thirds of the circumference of the city, and the mineral content that has fueled Paxton's several hundred year mining industry. It is not much taller than the city itself, and several times larger in area.
  • Contents/Locations: the city of Peace River and the mesa it's built into, along with a thin strip of desert all around. Peace River is now facing the ocean, with its 'back' to the rest of the continent, its mesa between it and the other chunks.
  • Specialties: Occasionally, extreme sandstorms can blow across the badlands, though the changing weather phenomena due to Battleworld's displacement may prevent them from forming.
  • Population: The city may be mostly, if not completely, rebuilt since the antimatter charge decimated it, but the population recovers slowly. Peace River only has a population of around 100,000 at this time.
  • Assets: The city is defended by multiple autocannon and rocket batteries, both for ground attack and anti-air purposes, placed outside the armored shell on both its upper and lower rims. Peace River is known for their large assortment of air support assets, mainly transports, which also come in stealth varieties. Coupled with the runway on top of the city, these air transports and their stealthy brethren represent the PRDC's greatest force projection asset. There is still some mineral wealth in the mesa surrounding the city, and its industrial center is protected underneath its massive armored base.
    • About Gears: Gears are small bipedal mechs that stand roughly four meters, or thirteen feet tall. They can fold their legs up into wheeled platforms for greater mobility on even ground, and unfold them when faced with rough terrain or in combat. This unique movement system was designed for combat on Terra Nova's extensive broken badlands, allowing them exceptional terrain navigation. While not as well-armored as a main battle tank, they are fairly well protected, and are sort of halfway between such combat vehicles and power-armored infantry. They typically carry most of their weapons in their hands rather than mounted to their chassis, though some weapons remain fixed to their frame. They are controlled by a unique computer device called an ONNet that interfaces with the pilot's brain to receive direction. After a pilot has grown accustomed to their machine, the machine also grows accustomed to its pilot; a 'mature' ONNet is about as intelligent as a smart dog, and is capable of limited autopilot. They're powered by v-engines that look rather like backpacks, and their characteristic twin cylinders can be seen over the shoulders of most models. This also poses the design's flaw; a gear has difficulty seeing behind it to protect itself from attacks against its rear armor. Pilots typically experience the world around them through a sensor-studded head. On most models these include IR lamps and combat lights, giving the appearance of one or two red glowing eyes.


If possible, can Peace River be placed between Kaon and City 17? As mentioned in the write-up, the city will be placed on the far side of the mesa, IE, facing the ocean with the mesa between it and the rest of the continent.

edited 24th Jan '16 8:45:29 PM by Sere

1. With the body of a lion, paws that refreshes, a tail told by an idiot, and the head of a fox
Meanken Since: May, 2013
#439: Jan 14th 2016 at 8:11:31 AM

So I see nothing too wrong about the signup, all of these units seem suitably balanced. Probably a benefit of this stuff coming from a tabletop game. Assuming our new Co-GM does not have any questions/objections, you are accepted. You'll be slotted in next GM post.

SR3NORMANDY Problem Child from N/A - In constant flux Since: Jul, 2012
troydenite Since: Mar, 2011
#441: Jan 15th 2016 at 6:54:06 PM

What's that I have no time for 2.0 hahahaha time is dead


Main Characters

Name

  • Emiya Kiritsugu. Japanese name order; family name first.

Age

  • 30

Appearance

Personality

  • Kiritsugu is a jumble of motivations, both impossibly idealistic and ruthlessly pragmatic at the same time. He has the ruthless touch of an assassin, using modern firearms, traps and explosives to take out his targets. The only object is elimination. He has no qualms about underhanded methods. So he kills his emotions, separating himself from the trigger. By disconnecting himself from his mind, he becomes a living weapon, existing solely to eliminate. Though his methods may seem outright sadistic at times, he takes no personal pride in his assassinations. They are calculated risks with successful conclusions. He kills the few to save the many. This is his personal philosophy, and the only thing he will not bend or break. Collateral loss is acceptable to him, as long as more lives are saved by his actions. His targets are those who will cause more death by living. He tries to see all life as equal, weights to be measured on a scale. Despite this, he is prone to extreme despair at times, often caused by his genuine love for his family and his revulsion for killing. He was an idealist in his youth, wanting to become a hero. Although he lost that idealism when he entered the battlefield, it still grasped him in a twisted roundabout way, manifesting in his philosophy of killing. He wishes to use the Holy Grail to remove all suffering from the world. He knows that he will lose his wife eventually, for she is part of the Grail. He knows that he will have to kill again to realise his ideals. It tortures him. But he will do it, because the peace of the world is worth losing his happiness for.

Powers

  • Skilled Assassin: An efficient, cold-blooded killer, Kiritsugu is skilled with a wide range of modern weapons. By planning ahead, he can use both the environment and his own traps to a great degree of success, and his experience in both assassination and battlefield work makes him a deadly opponent. Even then, he can think on his feet and adapt tactics on the fly. Surveillance cameras, claymores, sniper rifles - whatever he can find, he will use.
  • Magecraft: Kiritsugu mostly eschews his family Magecraft. By using mundane methods to end his magical opponents, he becomes a heretic Mage, branded with the title of Mage Killer. But his spells, though average, are still useful tools. He is a top-notch infiltrator of magical barriers and a decent creator of them. He can enhance his physical attributes with Magecraft, cast suggestions on the susceptible, and use familiars as surveillance units. Perhaps his most useful skill is his Time Alter ability - by creating a miniature microcosm inside his body, he can control the flow of time inside himself, allowing him to accelerate or slow his movements directly. He can increase to twice normal speed with Double Accel and slow his metabolism up to one-third of its normal speed with Triple Stagnate. However, these techniques do not come cheap - the strain of his body returning to the normal timeflow usually results in broken bones, damaged organs and internal hemmoraging. Therefore, he cannot abuse this technique by any means - even using it requires extensive planning or desperation on his part.
  • Origin Bullet: Kiritsugu's Mystic Code. The manifestation of his Origin, the concept that defines every human's existence. Kiritsugu's is Severing and Binding. Just as a rope cut and tied can never be seamless, it carries the meaning of irrevocable change. This manifests in his daily life - he cannot fix anything delicate without ruining it, though he can manage cruder tasks without a problem. Two of his ribs have been powdered and placed into sixty-six bullets. When fired, they manifest his Origin inside the victim's body. To the Mage, this is lethal - it permanently destroys their Magic Circuits upon contact with Magecraft, crippling them and causing fatal injury. To a normal being, this will cause irreparable necrosis. While outward healing may take place, the nerves and blood vessels around the hit area will be completely destroyed, rending the part useless. These bullets are loaded into Kiritsugu's modified Thomson Contender, a single-shot, break-open pistol designed for hunting and magically enchanted to fire his Origin Bullets. While the gun is useless in actual combat, Kiritsugu chose it for its unmatched stopping power. It is highly accurate, and can penetrate body armor and kill even large game in a single shot. Before using the Origin Bullet, Kiritsugu tends to load the Contender with .30.06 Springfield rounds to deceive the opponent. As only nineteen Origin Bullets remain, he is extremely sparing in their use. He will only consider them in a life-or-death situation.
  • Command Seal: The mark that proves Kiritsugu to be a Master, chosen by the Grail; a crimson crucifix on his left hand. With it he can give three inviolable commands to his Servant Saber. The vast amount of prana contained in each Seal will also fortify her in order to aid her fulfilment of the command.

Equipment

  • Trenchcoat, tie, unkempt hair. Tends to use a Walther WA 2000 Sniper Rifle for long-range elimination, with a suppressed, laser-sighted Calico M950 sub-machine gun as a backup sidearm. Carries his Contender with him at all times, in a rosewood box with Origin Bullets. The Calico and the Contender he keeps in a briefcase, with the Walther in its own carrier because of its size. He always has a knife on his person. Otherwise, due to his skill with firearms, he will make use of whatever the task at hand requires.

Backstory

  • Emiya Kiritsugu first appeared on the battlefield as an angel of death, arriving only when a conflict was hopeless and collapsing one side entirely. In the world of Mages he became infamous as the Mage Killer - an assassin for hire who eliminated his targets without Magecraft, using the lowly weapons of the mundane world. When he entered the employ of the once-mighty Einzbern family to represent them in the Fourth Holy Grail War, he was given the Lesser Grail in the form of a homunculus, Irisviel von Einzbern. His role was to protect and prepare her, but he ended up going beyond that and teaching her about the modern world. The two fell in love, married, and had a daughter, Illyasviel. Kiritsugu was wracked by the horrible knowledge that by participating in the Grail War, he would be part of the conflict that would cost his wife her humanity. But he had a wish for the omnipotent Grail, to end all human strife forever. In pursuit of that goal he could never falter.

Name

  • Arturia Pendragon; Servant Saber

Age

  • Frozen at fourteen, twenty-four at death, technically about 1500 years old.

Appearance

Personality

  • Serious and aloof, Saber seems more a man than a woman - appropriate, given that she acted as a man for all her adult life. Though not incapable of smiling, she seems constantly pressed by a sense of duty, chased by a past life of leadership with all its responsibilities. She holds strictly to the code of chivalry, dislikes scheming, and will never refuse to help the innocent. This means that she often comes into bitter conflict with Kiritsugu, who is perfectly willing to sacrifice the innocent for the greater good. When faced with an honorable duel, she will complete it by any means, to the point of handicapping herself to give her opponent a fair fight. Saber has no sense of femininity, preferring on casual days to wear the suit that Iri picked out for her. Her interactions with females hold the noble courtesy of a knight, and her interactions with males hold an air of military formality.

Powers

Heroic Spirit

  • As a Heroic Spirit, a unique existence sublimated to the Throne of Heroes, Saber exists in the world as a Servant, a spirit tied to her Master Emiya Kiritsugu. As an incomplete Servant, she is incapable of dematerialising like others. She receives prana from her Master-Servant bond, and requires it both to function and to fight. Should she exhaust her entire supply, she can disappear altogether.

Servant Parameters

  • All stats are relative, A being the highest and E the lowest. No-one has any idea what they actually mean. Ignore Luck. Relevant skills are explained below.
    • Servant Parameters
      • Strength: A
      • Endurance: B
      • Agility: B
      • Prana: A
      • Luck: A+
      • NP: A++
    • Class Stats
      • Magic Resistance: A
      • Riding: B
    • Personal Skills:
      • Charisma: B
      • Instinct: A
      • Prana Burst: A

Class Stats

  • Magic Resistance: With her dragon's blood, Saber already possesses a high degree of resistance to magic - this is multiplied severalfold by her nature as a Servant. Moderate spells are neutralised on mere contact, and it will take considerable spellcasting ability to even consider damaging her.
  • Riding: By dint of her status as a mounted knight, Saber has the natural ability to ride any vehicle, mount, or machine she comes across with supernatural skill, with the exception of dragons and other Phantasmal Beasts. She can also augment them with her armor. It is unknown whether this works on non-twentieth century vehicles.

Personal Skills

  • Expert Swordswoman: Saber possesses a profound and instinctive mastery of swordplay. She can disarm a tournament-level kendo practitioner in one second with an unfamiliar bamboo blade, and her skills with her own sword far surpass any human.
  • Factor of the Dragon: As holder of the Element of the Red Dragon, Saber possesses a Magic Core that allows her to generate vast amounts of prana merely by breathing - the prana she receives from her Master is then used to activate this stored supply. This grants her a tremendous amount of energy, but also renders her susceptible to anti-dragon weapons.
  • Prana Burst: The main element of her fighting style. Saber uses her enormous reserves of prana to augment every move she makes, granting her blows tremendous force. Her strikes generate so much energy that they become visible, and even her steps can crack concrete. This compensates for her slender frame and natural frailty, giving her attacks the metaphorical punch of a shotgun. Metaphorical because they tend to be stronger than a shotgun.
  • Instinct: Saber has supernatural intuition, allowing her to evade attacks out of her field of vision and assess even unknown threats with a degree of accuracy. This allows her to ascertain the probability of victory and when she has made a grave mistake, though it is by no means infallible. Treachery has a lessened chance of working against her, but it can.
  • Armor: Formed from solidified prana, Saber's armor can be called up in an instant, affording her considerable protection and augmenting her close-range, explosive fighting style. It does encumber her, however, and dispelling it allows her to gain maximum mobility at the cost of almost all protection.
  • Blessing of the Lady of the Lake: Under the Lady of the Lake's auspices, Saber can traverse water as if it were solid ground.

Noble Phantasms

  • Invisible Air; Bounded Field of the Wind King: A Bounded Field of swirling air that surrounds Saber's blade, rendering it invisible. This allows her to both conceal her true identity from other Servants and exploit the fact that she has, in essence, an invisible sword. The high-pressure wind augments the power of her sword, crushing and tearing like a vortex. When released, it can take the form of a cyclonic burst or a barrier of wind, the latter of which she can sustain for several minutes.
  • Excalibur; Sword of Promised Victory: The fairy-forged sword of the King. Excalibur acts as the manifestation of Saber's ideals, and the people who looked up to her, wishing to be saved. Ninety centimeters in length and twelve centimeters wide, it is indestructible and will never lose its edge. When revealed and charged with prana, it glows with a bright golden light that evokes serene memories in the minds of the beholders. Upon activation with its true name, almost all Saber's prana surges into Excalibur, allowing her to release an all-consuming wave of energy capable of incinerating fortresses. The all-out nature of Excalibur means she cannot use it frivolously, and even a single use must be only as a last resort.
  • Avalon; The Everdistant Utopia: Saber's greatest Noble Phantasm, the sheath of invulnerability. Unlike her other Phantasms, this one exists in reality, still in pristine condition after 1500 years. Upon activation with its true name, Avalon dissipates into golden light and surrounds her, granting an ultimate defense - for a moment, she exists both in reality and in the fairies' Bounded Field, the utopia Avalon, allowing her to phase through almost any attack on any level of reality and deliver her own. She is currently unaware of its existence, however, and the sheath currently resides in Irisviel's body.

Backstory

  • Arturia never wished to be King, but she took up the burden. Born to Uther Pendragon and raised by Ector, she disguised herself as a boy to draw the Sword in the Stone. Merlin warned her of her destiny, saying that once she chose there would be no going back. The moment she drew the Sword Caliburn she was frozen in time, eternally fourteen. She became King, her boyish good looks allowing her to conceal her gender from the teeming masses. She was praised as God's chosen, her agelessness seen as a divine gift. She became a skilled leader, a mighty warrior, a shining figurehead in front of her army. The King was always right. For ten years she fought off the barbarian invaders and dispensed justice, swiftly and cleanly and without any hint of cruelty. The Knights of the Round Table served her with devotion, and even those who guessed at her true gender kept their mouths shut for love of their King. The King was always right. The King drew recruits from every fief in England, marched over the corpses of her enemies in a vast wave. No Knight caused more death than the King. The King was more than human. The King was always right. The King was inhuman.
  • Among her Knights Arturia began to inspire fear. She was so perfect, so accepting, so rigidly unquestioning in her duty that she seemed almost soulless. She never tried to understand anyone, only choosing the right and proper path. As her Knights left her one by one, Arturia accepted the process as natural, having left her emotions behind a long time ago. The Battle of Badon ended with victory. The country, it seemed, would enter an age of peace.
  • The King had married Guinevere to dispel doubts as to her gender. In doing so she kept the Queen from her true love, Lancelot, causing the desperate lovers to elope. Traitors who hated Camelot eventually revealed the affair. Arturia did not blame Lancelot for his love, or Guinevere for her sacrifice. For once she understood that the King had come between them. But despite her wishes, she had to exact her royal duty. The King ordered that Guinevere be executed for the crime of adultery and high treason. Lancelot, unable to stand by and watch this senseless tragedy, fell into bitter hatred of Arturia.
  • While quelling a rebellion on her borders, the King's scabbard was stolen. When she returned, she found her country being torn apart by unrest. At the Battle of Camlann she was wounded fatally by her nephew Mordred even as she slew him. The King was taken off the mountain of corpses and brought by her loyal knight Sir Bedivere to the side of the water, where she had received Excalibur from the Lady of the Lake. After three attempts Sir Bedivere threw Excalibur into the lake, where it disappeared in the clutches of a pale hand. The King lamented her life, even though her faults remained a mist in her mind. She lamented the mountain of corpses and the suffering of her country. The King had failed. It was her fault. Then Gaia appeared to her, the will of the World itself, and with her last breath she begged for a final chance - to find the Holy Grail which had eluded her, and so save her country. Thus the Once and Future King continued beyond time and hope.

Supporting Cast

Name

  • Irisviel von Einzbern

Age

  • As a homunculus, technically 10. Physically of childbearing age - around early to late twenties. Does not age.

Appearance

Personality

  • Kind and forgiving, Iri possesses a warm emotional intelligence that her husband lacks. Despite being an Einzbern homunculus and thus technically non-human, she acts as his constant support in his torturous route towards the Grail. She understands her husband's ideals, if not necessarily the brutality of his methods. But what she does believe is that Kiritsugu is a good man, and that for him her death will not be in vain. To that end she constantly allays his doubts and fears, reminding him that he needs to live for their daughter. She possesses a surprising sense of fun, as shown in her dangerous, carefree driving. Because of her gentle nature, she has a surprising camraderie with Saber, and acts as a decoy Master to protect her husband.

Powers

  • Magecraft: As an artificial creation, Iri's Magecraft surpasses her husband's by an order of magnitude. She is a skilled healer, and was taught by Kiritsugu to defend herself with alchemy. With long blue skeins of prana, she can create a bird homunculus capable of unwinding to restrain her enemies. Despite the fact that she is terribly suited for combat, this allows her a measure of self-defense.
  • Homunculus: Iri does not need to eat or drink, so long as she has an adequate supply of prana. The Lesser Grail is fused into her organs, and will work regardless of her state of sentience. However, because of the anatomical accuracy of the Einzbern alchemists, she will die if killed - in other words, sustaining a lethal wound will destroy her consciousness and leave her a non-sentient vessel.
  • Avalon: Saber's greatest Noble Phantasm, currently existing in Iri's body as a Conceptual Weapon. The sheath grants incredible healing properties to its bearer as long as Saber is in the world, allowing her to regenerate rapidly from even fatal wounds. The only thing that can kill a holder of Avalon is destruction of the brain. Her fate means that delaying death is little more than a useless gesture - but to her husband, it remains a necessity.

Backstory

  • Irisviel von Einzbern was created as little more than a vessel. She was helpless, unable to name objects or even react when hit. Then Emiya Kiritsugu came into her life. With surprising tenderness for a professional killer, he saved her from her creator's wild test in the Einzbern forest, taught her about the modern world and eventually fell in love with her. The two married under the shadow of death. They had a daughter, despite the impossible odds, to allay Kiritsugu's despair. Iri continues to support her husband. She will do so until the end.


Name

  • Maiya Hisau

Age

  • Unknown. Presumably early twenties.

Appearance

Personality

  • Maiya Hisau is a woman with no sense of self. She exists solely as a machine, and lives entirely for her savior Emiya Kiritsugu. If Irisviel represents the humanising influence that Kiritsugu must overcome, Maiya is the lifeless husk that he has to be - with her passivity she enables him to kill. She does not love him. The word love is too shallow. She lives through him like an organ of the body. What humanity still left in her is dusky and ill-defined.

Powers

  • Basic Magecraft: Trained by Kiritsugu, Maiya possesses a practical working knowledge of Magecraft. She can produce illusions and detect Bounded Fields, and has taken most to using bat familiars implanted with cameras. The hair implant in her little finger, sourced from Kiritsugu and replicated vice-versa in him, allows them to sense the moment of each other's deaths.
  • Skilled Assassin: Like Kiritsugu, Maiya is adept at killing. She uses a Steyr AUG assault rifle and a Calico SMG as arms, and also carries a knife. While she lacks the extensive knowledge of her partner, her efficiency allows her to act as reliable backup.

Backstory

  • The girl had only one purpose - to point and pull the trigger. The leering men who beat her and the other children made sure of that. She did not remember her name. She did not remember her parents, save the fact that they were both dead. She was entered by the men and it hurt, but in the end it was nothing. She lost her baby, but babies were small and had little blood. Then one day a man came to save her. He killed the men and brought her to live with him. He gave her a name, manufactured on her very first fake passport. From that moment on, Maiya Hisau lived only for him.
  • Maiya acted as Kiritsugu's partner, aiding in his contracts with more coldness than he had himself. They pursued a sexual relationship with no real emotion. When Kiritsugu married Irisviel, Maiya agreed to take his Contender and store it for the Grail War, allowing him to start anew. But as the marriage went on he came to her again. He had to learn to betray his wife, he admitted, he had to prepare to kill her. So they copulated, and for him it was torture, but she treasured every second. At one point they stopped. It remained a secret, lurking under every glance and look but never said. Still Maiya Hisau lived only for him.

Chunk

Name of the World

  • Fuyuki City

Description

  • A Japanese port city, divided into the towns of Miyama and Shinto by the River Mion. Has an eclectic mix of new and old buildings, with a certain amount of mystery to some of its areas. The harbor and shining red bridge over the River are major features, as is the pristine Ryuudou Temple with its many stairs. Detailed map here, detailed list of locations here.

Contents:

  • Pretty much a regular Japanese city, circa 1995. See map above.

Specialties

  • Fuyuki City has leylines suitable for the summoning of the Grail, which congregate on Ryuudou Temple. Having studied the city intently, Kiritsugu is completely familiar with both its layout and leylines, which he can theoretically bump with explosives to cause a delayed earthquake. However, his only attempt has not yet borne fruit, the estimated wait being forty years.

Population

  • Team Saber, who will start off in the Emiya Residence. All other Mages, Masters and Servants have been removed from the city, leaving it filled with nothing but its ~200,000-strong population of Muggles. Also Team Saber. Residents of note are the Mayor of Fuyuki, Hirai Kiyohira, the elderly Canadian couple Glen and Martha Mackenzie, and the young kendo enthusiast Fujimura Taiga.


TL;DR it's exactly the same as the first one

edited 15th Jan '16 6:55:28 PM by troydenite

Meanken Since: May, 2013
#442: Jan 15th 2016 at 7:42:29 PM

Troy, you are accepted. You shall be placed in the slot next to Zi-Jin Cheng, Scuttle Town and City 17. I'm going to add your name to my latest introduction post, so you'll be clear to post at once. Just scroll up till you see the entry post with needed info, can't miss it.

Signups from this point on are now closed until further notice!

OG-Sama Mancunian Candidate Since: Jan, 2015 Relationship Status: I get a feeling so complicated...
Mancunian Candidate
#443: Jan 20th 2016 at 9:17:27 AM

Main Character:

  • Name: Skull Face. Or Skullface. Nobody seems able to decide.

  • Age: Mid-to-late forties.

  • Appearance: Crispy.

  • Personality: Skull Face is, for all intents and purposes, a man emptied of any purpose other than revenge. There is no mercy in him, and all compassion he possesses, he spends in respect rather than pity. He sees himself as a powerless entity caught in the great storm of the world, unable to act or even think independently, and recognises this singular purpose as the only thing that keeps him alive. The idea is simple: he can't die until the world that made him has been destroyed.
    • But there's more. A keen philosopher and general pretentious cunt, Skull Face advocates a view of humanity as an inherently untameable animal, with all attempts to instil order on the chaos failing as a matter of inevitability and - crucially - causing misery to all involved. Himself a product of the practice, his revenge is targeted against all men who would think they can control their fellows, intentionally or otherwise.
    • Freedom may not be slavery, but war is peace. The chain of retaliation is what truly binds the world together as one. When the land is in chaos, each man is forced to recognise his neighbour. When every identity is individual, when no man can see a fellow beyond his borders, that is when the world is free.
    • In this way, conflict is a simple necessity of man. In the same way a body robbed of its natural parasites develops immunodeficiency disorders, a culture robbed of an other, a man robbed of his enemy, develops inxorably towards self-destruction.
    • Wanky stuff aside, he's also not a true psychopath, just a man forcing himself to do what must be done. He can recognise his commonality with others in his situation, on some level even yearning for another who could understand his thoughts, and possesses a healthy respect for the right of those he has wronged for revenge. Which isn't to say he won't kill them. He'll just be respectful about it.
    • Despite all the good of the world stuff, he makes no claims his revenge concerns the satisfaction of anyone other than himself. He acknowledges every sin he commits, and though they do not trouble him, he does not forget them.
    • In short, Skull Face is a man with nothing to lose, a self-made Demon, but aware of exactly what he is. He's also ludicrously eloquent and able to talk your ear off about it. Loves a good metaphor, especially when he can overextend it into the ground.

  • Powers and Abilities:

    • Nerve Damage: Burned once in a factory fire and again under torture, Skull Face's nerve-endings been damaged to point he can no longer feel significant pain - this only applies to the surface of his body, and any penetrative wounds will elicit a totally normal human response.

    • Durability: More the result of willpower doubled with his shallow pain resistance, but he's fairly hardy and, thanks to his previous experiences, can stay conscious under a phenomenal amount of blood-loss and pain. This is somewhat compounded by the use of a life-preserving parasite taking the place of his skin, but it seems to be a docile strain with no additional abilities.
      • This is a double-edged sword, however. If you were to shoot out his kneecaps, for example, he'd stay alive and whimpering long after his willpower ran out and he began begging for death.

    • CQC: Implied and never actually shown, but included here for the sake of clarity. As a long-time asset of Cipher and the man entrusted with the mission to kill the Boss should Naked Snake fail, it's safe to assume Skull Face possessed a level of training in this field comparable with Big Boss himself. For the sake of argument, we'll assume he's not quite as good and his abilities are being hampered due to being kept alive by not much more than stubborn-ness.
      • CQC itself is a close-quarters combat (hurr) system comprising of a synthesis between number of disciplines but based most heavily on Judo. Designed to even the odds against armed opponents, it is characterised by disarming moves, rapid, punishing strikes, the use of a knife for additional leverage, and various throws intended to use the weight of an enemy's equipment against them. Basically think Krav Maga but with more hip tosses.

    • Firearms Training: Again implied and self-explanatory, presumably stamped with the Ocelot seal of Pretty Good. Used to be Cipher's best wetwork man.

    • Esionage and Ruthlessness: In Skull Face's world, pretty much the same thing. A veteran in the field, the man who cleaned up after Operation Snake Eater without ever being seen by eyes official or otherwise, destroyed self-sufficient mercenary proto-nation Militaires Sans Frontieres with a simple trojan horse ploy, and killed Stalin so clandestinely the doctor's believed it to be a stroke. Maybe. The last one is, like most of this list, implied, but you get the idea. Inventive, experienced, and utterly merciless, Skull Face is an expert in counter-insurgency tactics, political assassination, and interrogation of an especially enhanced variety. Basically imagine the worst domestic excesses of the Iraq War balled up into one man and you get the picture.

  • Equipment:

    • Unnamed Sawed-Off Lever-Action Rifle: And a damn nice one. Appears to be chambered in .44. Flip-cocked. Reliable as fuck. Short enough not to impede CQC. Takes approximately eighteen years to reload, as per the merciless law of the tubular magazine.

    • Domino Mask: To hide the visual effects of the parasite keeping him alive. Makes him look dashing. Completes his bizarre Lone Ranger cosplay.

    • Sick Fucking Boots Bruh: They're snakeskin. Holy shit.

    • Emergency Bullet: Kept behind his badge. For emergencies.

  • Backstory That Will Make Absolutely No Sense To Non-MGS Fans:

    • Born in in a small town in Hungary, Skull Face was only a child when his village was invaded by what are heavily implied to have been soviet forces mid-World War 2. He burned after they fired on the munitions factory in which the majority of the village worked, torn from his elders, and forced to speak the language of the invaders. Which each new posting his masters changed, along with the words they made him speak, and he discovered he changed too. His thoughts, his morality, they were dependent on the linguistic framework that governed his assessment of reality. Words can kill.
    • From here he passes into KGB service, where he casually assassinates everyone he can find who was involved with the destruction of his little world. Culminates in Stalin. For realsies.
    • Defects to the west and in taken under the wing of David Oh or Zero or Cipher (I warned you), then a British SOS agent working for the CIA for some reason. Eventually becomes his XO and is trusted with command of newly-minted XOF, designed as a covert support unit to equally newly minted FOX. Does his service, but thinks for a while. Following the death of the Boss (legendary soldier who invented both special forces and the concept of punching people) in Operation Snake Eater, realises what he actually needed to take revenge on was the system that had done it to him.
    • Cipher goes KINDA FUCKING NUTS after the Boss's dead (they were friends and she left some horribly vague last words) and decides the best direction to world peace is to create an autocracy governed by information control, forming an illuminati-type new world order named at first Cipher (vain git) but later the Patriots to achieve this. Skull Face goes rogue and destroys Militaries Sans Frontieres (a mercenary group owned by a break away member and close friend of Cipher) as part of his stepladder to getting to Cipher and his grand system.
    • Exiled to Africa, Skull Face discovers a species of parasite designed to kill the host if they speak a certain language in research left over by the Patriot's predecessor organisation (I really did warn you), and decides this is pretty cool. Kidnaps Huey and Code-Talker. Manages to infect Cipher with a parasite that renders him brain-dead, but this is more of a personal thing. His methods and network have been autonomous for a very, very long time.
    • Comes up with a plan; the Patriot's model of information control is based on the power of English as the world's lingua franca, eroding foreign cultures in order to make them more easily controllable. Skull Face, in grand Metal Gear tradition, declares war on an abstract concept and decides he is going to murder the English language. To do this, he begins engineering an English-language strain of the vocal chord parasite (which he super duper does not have here) and getting his grubby mits onto Sahelanthropus, which he intends to use to use to kickstart a new nuclear race. Also starts selling cheap nukes to every motherfucker that wants one, but develops a method of rendering them null at any time he wants. By this point, everything is ready to free the world from Cipher's big dumb plan and replace it with his own big dumb plan.
    • Metal Gear Solid Five happens. Big Boss, the commander of Militaires Sans Frontieres, wakes up, and shreks him. Skull Face dies believing his victory is inevitable in the long term, but with his revenge woefully incomplete.
    • Seriously the only people who understood any of that are the people who already knew it. This is the problem with Metal Gear characters.


  • Supporting Characters:

  • Name: Huey Emmerich

  • Age: 38/39

  • Appearance:NEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEERD.

  • Personality: On the surface a humble, nervous, charmingly nerdy, and very intelligent peace-loving young man, Huey is in reality a coward and liar of the highest possible calibre. He is incapable of accepting any responsibility for any of his actions and will twist reality whichever way it needs to go to leave him in the right. Massively afraid of Skull Face, who hates his guts and uses him as a punching bag. Real good at designing bipedal weapons systems. Once killed his wife and managed to convince himself it was suicide.

  • Powers: None. Crippled from birth, so actively less than none. Can walk with the assistance of a partial exoskeleton over his legs, but it needs to be plugged into the wall by a hefty socket.

  • Equipment: R O B O L E G S. Useless and not even that gr8 at walking.

  • Backstory: Born the son of a scientist who worked on the Manhattan Project and paralysed from the legs down from birth due to a spinal defect, Huey nonetheless wound up developing nuclear platforms against his will. He was freed by Big Boss, but later sold him out to Skull Face due to being a fucking coward, resulting in Militaires Sans Frontieres being destroyed. Designed Sahelanthropus and killed his wife. Eventually freed from Skull Face and then exiled to America once Big Boss had had enough of his bullshit, but got put right back by the Cure. He deserves no better.

  • Name: Code Talker.

  • Age: Over 100.

  • Appearance: Fucking Old.

  • Personality: A contemplative, brilliant, and patriotically Native American parasitologist, Code Talker's pacifistic leanings are belied by his bitterness over his people's fate and shameful dream of destroying the English language to let them know how it feels. Full of regret for what he's been used for, but defiant to the end. Tough old bastard. Believes Skull Face's ultimate goal to be ethnic cleansing, despite all insistence to the contrary. Smokes a pipe to stop himself dying from all the parasites having a parasite party in his throat.

  • Powers: Immortality, superhuman durability. Implied healing factor. Nothing else. Speaks Navajo.

  • Equipment: Other than his lab, nothing.

  • Backstory: Born in the 1880s and sent to an American Indian boarding school, where they forced him to refer to himself as George, washed his mouth out with soap if he ever spoke his native tongue, and generally were a bunch of cunts. In the thirties assisted the allies with the transformation of Navajo into a cipher language, which is where he got his name despite ever serving as an actual code talker. Became enamoured with the idea of parasites as the missing link that led to humanity developing speech, something Skull face took advantage of to bring him into his service. At some point along the way filled himself full of various other parasites to make himself immortal. Forced to breed the weaponised parasites used by Skull Face. Wasn't a fan. Eventually rescued by Big Boss, but brought back under Skull Face's thumb by the Cure.

  • Name: Tretij Rebenok (literally 'Third Child').

  • Age: Not much older than ten.

  • Appearance: Creepy as a motherfuck.

  • Personality: Unspeaking and usually extremely passive, the child called Tretij Rebenok possesses little or no personality of his own, existing in a fugue state. He is an empty vessel will little will of its own, a container for the feelings and intentions of individuals he can identity with. Because of this he is easily distracted and seems more strongly drawn to the feelings of children his own age, making him a powerful but unreliable asset.

  • Powers: Hoo boy.
    • Psychokinesis: Tretij Rebenok is an exceptionally powerful psionic. Although direct brain fuckery is embargoed by GM order, his telekinetic abilities are sufficient to throw helicopters around with ease, stop bullets and rockets in their tracks, and let him fly with no visible effort. He also possesses pyrokinesis, which he is capable of shaping into childishly imaginative projections including gigantic flaming whales and fiery unicorns. He is also capable of short-range teleportation and phasing through solid matter, for balance purposes restricted to a few seconds of cooldown each.
      • However, he can be distracted or even staggered by being forced to block sufficient firepower, as his abilities appear to require attention in order to work. While flying seems to take no effort whatsoever, in all other areas he is restricted to one ability at once.
      • Psychic Linking: An empty vessel, Tretij Rebenok is instinctively drawn towards those with a lust for revenge as the only thing with which he can identify, and will lend his powers to their will for as long as they remain in his range. Their personality seems to direct the way in which he applies his powers, and an aspect he identifies from their physical appearance will appear on his body as an indication of who has his reigns.
      • No other powers: Physically speaking he's a normal ten year old boy, psionic durability aside, and the thought of becoming physically involved does not occur to him.

  • Equipment: That gas mask hides his horribly scarred face, which he seems to be ashamed of, and also stops the thoughts of other people from screaming too loudly into his head. Also presumably acts as a gas mask.

  • Backstory: Not much is really known about Tretih Rebenok's youth. We know his powers awoke after he accidentally read his abusive father's mind and learned he blamed his son for his mother's death in childbirth, but he himself remembers nothing between that and waking up in a burning village. At some point he was picked up by the Soviet psychic research program, where he endured enough trauma to put him into his current fugue state. At one point while flying over Cyprus en-route to be disposed of as a failure, he felt a lust for revenge powerful enough to raise genuine curiosity within him. From there, he passed into Skull Face's service.


  • Chunk:

  • Universe of Origin: Metal Gear Solid

  • Chunk Name: OKB Zero.'''

    • Chunk Description: Originally a concentric citadel built during the time of Alexander the Great, the site that would become known as OKB Zero has passed through many hands throughout history. An extremely well-fortified military base and weapons development facility, OKB Zero most recently passed from being the Russian military's local HQ in its Afghanistan invasion to belonging firmly in the hands of renegade black-ops group XOF. About a square mile of the surrounding countryside was brought in with it, preserving the climate.

  • Content:At current, having been reorganised and restocked by the Cure, the base houses:

    • Three main battle tanks, one parked in each courtyard.

    • Six armoured vehicles of two types. Both boast a coaxial fifty calibre machine gun turret:

    • One armored fighting vehicle, like a tank for pussies. Intended to provide long-range fire support. Main gun packs less of a punch than the their tanks, it's vastly more lightly-armoured, but it can deploy significantly quicker if there's a road for it to follow.

    • Five Walker Gears (on the right and far left), nimble but lightly-armored bipedal weapons platforms intended to act as force multipliers during infantry skirmishes. One is always kept outside the front gate to augment security patrols. They come in two varieties:
      • Anti-materiel: Equipped with a lock-on fire-and-forget missile launcher intended for anti-air use but effective against lightly armoured ground vehicles. Useless against tanks.
      • Anti-personnel: Equipped with a 7.62 Gatling gun.

    • Various armouries and ammunition depots, alongside fuel stockpiles. As a general rule, there's enough of everything packed away in there to make XOF completely self-sufficient.

    • Various jeeps, staff cars, cargo transport trucks, etc. The Russians didn't have much time to pack everything away.

    • One helicopter pad. With helicopter. As you'd hope. Russian Hind left over from the previous occupants, the biggest dick in the already ludicrously big-dick field of helicopter gunships.

    • Machinegun nests, searchlights, and all the usual security fare you'd expect from a Soviet black ops site. Anti-air installations and mortars.

    • And, finally, Metal Gear Sahelanthropus, Skull Face's greatest military asset. A fifteen-metre bipedal tank named for the first human species known to walk upright and designed by the Soviets to operate in mountainous cover-strewn Afghanistan regions where its height could be used for maximum advantage without remaining vulnerable, Sahelantrhopus boasts:
      • Two gatling guns, mounted up there on the little wings attached to the head, Gundam-stylie. Seem to be anti-personnel, so likely chambered in 7.62.
      • Guided missile launchers. Fired from hatches that open on the thighs. Can be used ground-to-air or ground-to-ground. Low payload, presumably for maximised storage, and launched in barrages of up to six at a time.
      • Four autonomous hunter-killer drones. Stored on the back. Used to seek out infantry attempting to hide, relaying the information back to Sahelanthropus. Upon encountering a vehicle, can be made to act as self-destructing anti-tank rockets, but have to hover in place while the program implements and are vulnerable to being shot down.
      • Groin-mounted flamethrower. For realsies. Anti-personnel, designed to stop some yahoo slapping C4 on its feet.
      • Nanofilament whip. It's a giant whip-sword that cuts real good and appears to be superheated. Capable of fracturing the ground under the force of its impact, using psuedoscientific metallic archaea to (somehow) raise jagged spikes of rock and ferrous metals from the earth. More of a shock and awe thing, I think. Not a god damn clue how this is supposed to work. Carbon nanotubes or other nonsense. Cool enough that I don't care. Stored in one of those little handle doohickies popping off its midriff in that picture up there. Blade retracts into the handle when not in use.
      • Experimental railgun. Back-mounted. Self-explanatory and requires Sahelanthropus to switch to an alternate hunched-over form in order to be utilised. Functionally a kinetic bunker-buster, but only seems to have enough ammunition for about four shots. Long-range use only for obvious reasons.
      • Depleted uranium plating. Sahelanthropus is mounted covered head-to-toe in depleted Uranium armour. Although this provided practical immunity against small arms and extreme protection against anti-tank weaponry and high explosives, it's actually an extremely poor choice in terms of weight-to-protection ratio, resulting in:
      • The damn thing weighs about four hundred and thirty goddamn tonnes, at least that what I'm saying it weighs for the sake of argument. Although not weapons per-se, Sahelanthropus extreme bulk and size can be used to devastating effect in and of themselves. Tanks have no real answer to getting stomped on. Also surprisingly agile despite its size and weight, and so can jump on you if necessary.
      • And, finally, it can turn into a nuke. For realises. Internally stored metallic archaea of a different pseudo-scientific strain is used to un-deplete its depleted uranium into a much busier allotrope, resulting in a fission reaction shortly thereafter. Instant sunrise, and incredibly dirty due to the lack of a bomb casing and unavoidable low yield of around fifteen kilotons. This destroys the unit, obviously.

    • Caveat: Unfinished and on many levels physically unfeasible, Sahelanthropus requires the constant attention of Tretij Rebenok in order to function. If he is distracted, say by a rocket to the face, it enters a temporary stunned state until he can refocus his efforts onto it.

  • Locations: A concentric citadel with its back up against the cliffs, OKB Zero consists of increasingly fortified courtyards surrounding the weapons development centre at the heart of the facility. Surrounded by cliffs on both sides, he only access by land or sea is the front gate. The only air access is the helicopter pad inside the weapons lab, although the courtyards are big enough to attempt a landing were you to clear out the AA batteries first.
    • Barracks and interrogation rooms seem to be located within the ruins of the citadel proper, while the innermost courtyard before the weapons lab appears to double as a loading bay and storage centre for ammunition and armouries and suchlike.

  • Special Rules: Sod all.

  • Personnel:

    • Assorted FUCKING NERDS. The underlings of the weapons development program. Kept in the weapons research facility and practically non-existent.

    • One garrison of XOF Troopers, highly-trained black-ops soldiers equipped with (aside from approximately all the pouches in the world):
      • Ballistic helmets.
      • 32ACP SMGs used for fighting in close quarters and guard duty.
      • French 7.62 mm assault rifles used for actual fighting. Accurate and reliable.
      • A shitload of leftover AKs. More reliable but less accurate.
      • Frag grenades.
      • Smoke grenades.
      • Signal flares for air support.
      • Personal radio units.
      • Dumb-fired RPG launchers. Not routine loadout.
      • C4. Not routine loadout.
      • Oxygen tanks. Not routine loadout.

    • Special Unit: The Skulls, also known as the Parasite Unit despite being composed of three units. Shut up. A handful of supersoldiers enhanced by Code-Talker's advanced knowledge of parasitology (yes, really), the Skull are phenomenally powerful units possessed of enhanced speed, durability, pain tolerance, and reflexes. However, their cognitive functions have been largely destroyed by the enhancement procedure, leaving them unable to operate autonomously, and the specific environmental requirements of the parasite leave them ill-suited to any climate which isn't extremely hot and fairly arid. In extreme cases the wrong environment can lead to the parasites going dormant or even dying before deployment, inexorably taking the host with them.
      • The Mist Unit: The 'basic' unit of infantry, intended for ambushes. All Skulls exude a mist when deployed due to the parasite's extreme biological processes, but the Mist Unit exude the thickest and use it to cover their approach. Armed with fictional high-tech bullpup rifles. Low calibre but high accuracy and rate of fire. Machetes with corrosive edges as backup. Six individuals.
      • The Camouflage Unit: Snipers, for some reason all-female. Capable of brief periods of active camouflage, in addition to extremely enhanced agility and speed. Intended to be used as snipers, jumping from vantage-point to vantage-point and disappearing, and as such carry 7.62 calibre bold-action sniper rifles with advanced ballistic scopes. Superhumanly precise shooters. Backup corrosive machetes again. Four individuals.
      • The Armour Unit: Boasting the greatest strength and endurance of the Skulls, the Armour Unit is intended for clean up operations and brutal close-quarters fighting. Infused with metallic archaea, allowing them to surround themselves in a thin personal armour composed of ferrous metals. Somehow. This can also be channelled into the ground, violently raising jagged lines of rocky spikes similar to those left by Sahelanthropus' whip-sword, which can be used for cover or to disable vehicles. Here the corrosive machetes are the primary weapon and their ranged option is the same imaginary bullpup, used for suppressing fire and made vastly less accurate by their decision to hold it in one hand. Four individuals.

    • (Just to make it clear: In the game the mist that comes off the skulls has the side effect of turning any human caught into it into, for all intents and purposes, a zombie. Except Snake. For Reasons. That's not a thing here because, aside from being dumb, it's also ludicrously broken.)


Jesus this a cumbersome format.

edited 25th Jan '16 2:06:10 PM by OG-Sama

Meanken Since: May, 2013
#444: Jan 20th 2016 at 9:53:15 AM

Review follows.

Tretij Rebenok-Now all the listed powers are fine. However, I expect that beyond the usual requirements of focusing, there will be an upper limit to what he can do at the same time. Teleportation is subject to normal Battleworld nerfs (That is, he'll be subject to a cooldown of several seconds before he can teleport again after moving. As for phasing through matter, that'll also be subject to a cooldown as well as a limit of no more then 5 seconds at a time. No attacking or other actions will be allowed while he's in this state.

Metal Gear Sahelanthropus-Most of this is ok to me. Things that need changing.

Metallic Archaea-I'll be blunt. Not happening. Too broken. This goes for both this mech and any handheld versions they might have.

Can turn into a nuke-HAHAHAHAHAHAHAH NOPE

edited 20th Jan '16 9:53:24 AM by Meanken

OG-Sama Mancunian Candidate Since: Jan, 2015 Relationship Status: I get a feeling so complicated...
Mancunian Candidate
#445: Jan 20th 2016 at 9:58:06 AM

Tretij Rebenok nerfs are all cool and feasible.

For the Sahelanthropus nuke and Mist Unit nerfs, let's just say they lost those particular strains of metallic archaea or the Cure didn't supply them. One of the benefits of using that kind of ridiculously detailed not-science is that it's really easy to disrupt when you need an excuse.

Edit: Updated the signup.

edited 20th Jan '16 10:07:22 AM by OG-Sama

Meanken Since: May, 2013
#446: Jan 20th 2016 at 10:00:54 AM

Then you are accepted, baring objections from my Co-GM. As requested, you will be placed in the northwest corner, bordering City 17, Peace River, and Fkyuki City.

biomechtraveler Since: Apr, 2011
#447: Jan 20th 2016 at 1:30:06 PM

Sign up: The Doctor (11th edition). Chunkless.

  • Name: The Doctor
  • Appearance: Doctor Who?
  • Personality:The Doctor has been many things over the years, his past selves varying in their personalities like the colours on a rainbow. He's been serious, he's been mad; he's been eccentric and he's been caring. He's been ruthless, cold, proud. The 11th incarnation is a bit of all those. He's a wild one, but his wildness is toned down- he's weary now and it isn't above him to hang around in a cloud and read books for a hundred years. He's still loud, and he rambles; but he's intelligent and he's a stubborn one. When pushed to it, he can still be ruthless.

  • Powers:
    • Intelliegence: As a Timelord, he's smart; uncommonly smart. His brain ticks over at a terrific speed, allowing him to think things through before you can say the word Bingo! With this intelligence comes a knack for figuring out technology- any kind of technology, whether he's seen it or not. He can hack the pentagon with a Nokia brick- think on that. Complimenting all these things is his handy Sonic screw driver and it's hilariously vague set of abilities (I'll covert those later).

    • Two hearts and an Alien biology: Another Timelord benefit- poisons and hazardous materials don't affect him nearly as much as it would normal people. He can survive heart attacks, heavy falls, getting hit by laser blasters etc. Slightly above-human survivability.

  • Equipment:

    • The Sonic screwdriver: Does everything that can be classified as a non-aggressive action. It will repair machinery, scan creatures, air, soil, quantum physical fluctuations; cause EMP's, short circuit electronics, Hack electronics, operate electronics, kill Daleks (Daleks beware). Oh, and it can translate unknown languages.

    • The TARDIS (Time and relative dimensions in space): The Doctor is the madman and this is his box. The Tardis from the outside is just a simple blue police box and weighs about as much as a normal one. Inside, it is a time machine capable of traveling anywhere in all of time and space, fitted with library, swimming pool, games room, pool table, bar, engine room (you must never go there or be turned into a time paradox). The Tardis itself is sentient and can operate itself if needs be. It can also throw people into a time loop and do all sorts of weird time things, such as making you talk with yourself from yesterday, but let's not go there. The Tardis is fairly indestructible despite its humble appearance and it's door cannot be opened by force if locked. The Tardis can also generate force-fields, become invisible and shrink in size for handy transport. Many of these powers are negligible, especially those to do with time loops and what not.

  • Backstory: The short abbreviated version The Doctor is an alien from the planet Gallifrey. He was a bit strange in the head and one day decided to run off with a broken Tardis to see the universe. He's had many adventures since, utilizing all 12 of his regenerations in the process. As the 8th doctor and the War doctor, he fought in the great time war that occurred between his people the Time lords and the Daleks of Skaro. He killed them all. 2 doctors later and here he was, Rory and Amy were gone, trapped in old Manhattan by a stupid coincidence. His new companion is Clara Oswald- the impossible girl, who's somehow managed to turn up in multiple points in time. Questions aside, he as just rescued her from the spoon heads- robots that download human minds onto the internet server for consumption. He's promised to take her somewhere exciting- the rings of Ahk'ten.

Companion:

  • Name: Clara Oswald
  • Appearance:
  • Personality: Straight forward and to the point. Clara doesn't do flattery, or flowery language of any kind. She's inquisitive, which get's her into more trouble than she's wont to admit. Add to that two parts bravery, one part stubborn and another part kind and caring.

Is there anything I still need to add? Anyhow, this sign up is here to reserve meself a place when a spot eventually become open.

Meanken Since: May, 2013
#448: Jan 20th 2016 at 1:44:43 PM

Ok, fine for the most part. Erm, if you want the sonic screwdriver to do any more....out there things (Since you yourself said it's a really vague thing) I'll ask you ask me first if that's ok just to make sure we don't have any issues. TARDUS is not going to be able to leave the Battleworld (Duh). Now, for the Doctor, due to his unique situation room wise, he'll be the only chunkless not to get an assigned room, as the TARDUS is his room.

Now, as for how it can travel. I'm willing to allow it free movement throughout the chunks of Battleworld. However, we don't want to make this too easy. I don't want him to just be able to pop into, say, Shao Kahn's throne room to lay the smackdown if he pisses the Doctor off, bypassing all of his defenses. So, I will say that it can freely go to any public area of the Battleworld. However, if it tries to port into a restricted zone, it will find that the attempt will fail. Beyond that, the usual expected nerfs apply, no time traveling, no temporal shenanigans, and so on. That cool with you Bio?

Imca (Veteran)
#449: Jan 20th 2016 at 1:47:38 PM

I know it is not my sheet but would it be allowed to enter a restricted area if he cleared it with that areas player first?

The tardis is already really incisstant about where it can go in the show, and it has a MASSIVE tendancy to just.... End up places because she (the tardis is alive) thinks it would be amusing.

Also may I make another sheet later?


Total posts: 1,055
Top