Metroid Supremacy (FULL, not counting the Duo System)

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Metroid Supremacy (FULL, not counting the Duo System)

Postby Zender_Solarheart » Mon Jul 22, 2013 1:20 am

Backstory
Spoiler (click to show/hide):

In the 2003rd year of the Cosmic Calendar, a coalescence of numerous sentient races gathered together to form the Galactic Federation, a sovereign congressional body of literally cosmic proportions. For a time, peace and prosperity were abundant, trade between numerous star systems bringing wealth and comfort to all. The concept of global hunger was all but obsolete, as those in drought or famine needed only to look to the stars, as relief from another planet would arrive with little delay.

However, no peace truly lasts forever, as evidenced when the Space Pirates - a marauding race of interstellar nomads - appeared as if from nowhere, plundering all ships that crossed their path, along with entire planets, enslaving and/or massacring everyone they met. In response, the Galactic Federation Police was organized, hunting down the Pirates with the best soldiers available...yet their efforts were often conducted in vain, as the Pirates evaded them at almost every turn. Desperate and with few alternatives, the Federation turned to an old yet effective line of professionals:

Bounty hunters.

In the years that followed, bounty hunters were often employed alongside police and military units, dealing with more high-risk targets among the Space Pirate forces, ranging from commanders, to machinery, and in some cases, entire installations. Over time, the tide of Pirate raids and takeovers was stemmed little by little, until one of their primary strongholds was revealed: planet Zebes, a world full of subterranean caverns and ruins from an enigmatic and once-powerful race known as the Chozo.

After failing to destroy the underground bases with a full-scale assault, the Federation once again relied on bounty hunters to get the job done. Specifically, they sent in a single hunter: Samus Aran, a former Federation Policewoman with a quite personal stake in the affair. She single-handedly eradicated their underground facilities, slew the Pirate commanders Kraid and Ridley, exterminated the whole of Tourian's Metroids, and destroyed Mother Brain, as well as the local Pirate mothership. Her efforts on Zebes made her a famous hero, perhaps to the point that she may become legend in the decades beyond her life's end. For more information regarding the fall of Zebes, click here: http://metroid.wikia.com/wiki/Zebes#History

After destroying the Space Pirate facilities on Zebes, Samus tracked a distress beacon to a Pirate frigate in orbit above planet Tallon IV. This marked the beginning of the Phazon Crisis. For more information regarding Phazon and its history within the Federation archives, click here: http://metroid.wikia.com/wiki/Phazon

With the destruction of their bases on both Zebes and Urtraghus, the Space Pirates have become a far more secluded and covert force. They are far less willing to hire their own bounty hunters now, as the Federation is offering sizable rewards for information regarding the location and/or identity of a Pirate operative. As a result, all it takes is a higher payroll to turn ally into foe, and the Pirates no longer have the ability to supply such payrolls to a hunter. Several installations have already been found and destroyed by the Federation and their hunters, and those which remain take more and more extreme measures to ensure that they survive. Knowing the Pirates, however, they likely have some plan on how to bounce back with a vengeance...


Okay. Now that the backstory's out of the way, we can get to the more RP-focused information. For those who don't know, this RP hypothetically takes place between Metroid Prime 3 and Metroid 2: Return of Samus. This means the Metroids are still out there and still feared, but the number in Space Pirate hands is far lower, and the Pirates themselves are basically on strict "run, hide, and don't be found" protocols. Of course, the reward for taking out a Pirate base is astronomical, so when you got tipped off to a potential site of theirs on the planet Desprin VII, the lure of the big bucks was all you needed to check it out. What happens when you get there will be discussed further in the IC thread, but for now, your main focus is on creating sheets for your character and his/her ship.

As noted in the title, however, we only have room for 6 players. I'll be looking for variety between the players as well, so do your best to make your character and ship as unique as you can manage. A few more posts from me will detail things such as combat, character/ship design sheets, and data regarding the species and technology of the Metroid universe, as a reference for those in doubt. As far as inserting some fiction of your own, well...the Milky Way Galaxy has plenty of planets and star systems, and lore regarding the governing bodies tends to be rather lenient, so I'm sure we can work something out. :P

LORE ENTRIES


<Chozo Lore>

Entry 1: Escaping Mortality.
Spoiler (click to show/hide):

I am Wise Arm, 4th Elder of the Chozo society of Desprin VII. The final moments of my life draw ever closer, and so, I shall leave these fragments of our tale across the world. May the knowledge I impart serve you better than it did us.

There was a time when the Chozo race faced a stunning plummet in reproduction. Wives who were once as fertile as the jungle suddenly became as barren as the wastes, and our lives' longevity became obsolete in the face of this pandemic. Many sought salvation in transcendence, though only those on Tallon IV succeeded in escaping the bonds of mortality. Even those who found a way to achieve eternal life on Zebes still suffered under the harsh rod of age, facing disease and increased chance for injury. Despite this, we sought the same goal that they did: an immortal existence, preferably on the same nigh-omniscient level as our Tallon IV brethren.

In time, we found a gateway to such a state of being. The six Elders - myself included - labored for years and created the Datagate, a device which would allow us to escape the physical's limitations by becoming digital beings. Little did we know the dangers we had opened to this world in doing so...


Entry 2: The Datagate
Spoiler (click to show/hide):

The Datagate was a technological miracle, even by our own standards. With it, we could transform our minds into pure program data, leaving behind our physical bodies entirely. As a digital consciousness, each of us would be able to transmit ourselves unto the stars, gliding on streams of data sent outward by our own satellites. Time and space would mean little to us; as long as a location could be reached by any form of digital transmission, we too could reach it.

Of course, that was merely what we theorized. In truth, we had yet to properly test the Datagate, something which could only be done with a living Chozo. We had no idea whether the machine would actually work, and some speculated that the mind may become damaged or even destroyed during digitization. They feared the process would fragment or corrupt the psyche, causing the subject to either go mad or simply...vanish. These uncertainties brought great fear to our delegation, most of which were completely unwilling to volunteer as a test subject. Even I, Wise Arm, had my doubts about the machine...

In the end, it was Iron Soul, a former Chozo warlord, who volunteered. We prepared him for it as best as we could, set him in front of the Datagate, and prayed. He turned around shortly before the digitization process was completed, as if to wish us one final farewell, in the event he did not survive...

...and our work succeeded.

Iron Soul's body went limp as a true corpse, but his mind quickly greeted us via the Datagate's holographic display system. His figure was a teal, spectral shadow of his old physical self, and upon seeing our labors bear such sweet fruit, we celebrated as if we were young again, then began planning for the rest of us to cross over into the realm of data...unaware of how that sweet fruit would sour all too soon...


DUO SYSTEM


In the event that a registered player wishes to bring in one friend for a little co-op, I have created the Duo System. This system allows 2 people to occupy one spot on the roster, with a few limitations for balancing:

1: The two players joined in a "duo" must always move between rooms together. They can fan out within the span of one room, but if one of them exits the room via a door, so too must the other. This is done to emphasize the cooperative aspect of this feature, and to prevent one player becoming irreparably separated from his/her partner.
2: In the event of a PvP confrontation, only one of the two can fight a single opponent character. The non-participating member of the duo cannot engage unless his/her partner is defeated, or if another player comes in and initiates PvP. This is to prevent the unfair advantage of 2 against 1.
3: A duo must share the same ship, and while it is not required, I highly recommend the ship allow for 2-person operability in combat. Also, there are no second chances if the ship is defeated in vehicular combat; if shot down, both players will die in the crash, no exceptions. Once again, this is to emphasize cooperation.
4: In all forms of combat, a duo must share the same pool of 10 AP each turn. While they do not necessarily need to split it to 5 AP per partner, the combined total of their actions cannot exceed 10 AP. For this reason, I highly recommend anyone wishing to utilize the Duo System have a means to discuss tactics with their partner, be it by PMs or an off-site service such as Skype.

With this in mind, Reaver and Dax will be the first to use the duo system. However, if anyone else in this RP wishes to invite another player for their own duo, feel free to PM me; I figured it would be unfair to allow only those two to do this, but no one else, y'know?
Last edited by Zender_Solarheart on Thu Aug 22, 2013 11:56 pm, edited 12 times in total.
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Metroid Supremacy: Faction and Species Data

Postby Zender_Solarheart » Mon Jul 22, 2013 1:21 am

Galactic Federation
Spoiler (click to show/hide):

The primary known sovereign government of the Metroid universe. A sort of galaxy-wide Congress between various sectors of the Milky Way, with each sector ruled by its own governor. Much of its inner workings and demographics are canonically unknown, but until proven otherwise, certain points are commonly agreed on:

1: There are a large number of planets and sectors that remain unexplored, to which the Federation sends scientific exploration teams to investigate and chart out.
2: While the racial demographics of the Federation are unknown, evidence suggests humans do indeed play a major role in it, though mostly in the military departments. Diplomatic affairs, such as the Supreme Council's hearings, seem to have more alien races participating than human politicians.
3: According to the 2002 manga, the Federation's capital planet is Daiban, though some fans still believe it to be Earth, as was written in the NES Metroid's manual.

For more information regarding the Galactic Federation: http://metroid.wikia.com/wiki/Galactic_Federation


Space Pirates
Spoiler (click to show/hide):

"The feared and mysterious Space Pirates. In truth they are... a subordinate species that naturally follows the orders of a strong master. It is just like how the worker bees follow the queen bee, their hierarchical programming is decided at the genetic level."
-Mother Brain

The Space Pirates have been the spiteful enemies of the Galactic Federation since its early years, sacking ships of all sorts in vicious hit-and-run operations, and have occupied a number of planets, enslaving the local populace, and even take on the former inhabitants' ethnic names, while bio-engineering themselves to be ideal for life on that planet. That last tidbit is why the Pirates are regarded as a single race, despite clear and very pronounced variations between their own kind.

The origin from where the Pirates came remains unknown, but two known planets were often considered "homeworlds" for them: Zebes, and Urtraghus. Zebes was lost to them after Samus destroyed Mother Brain and their mothership in Metroid: Zero Mission, and Urtraghus was cleared out by the combined force of Samus and a full-scale Federation assault during Metroid Prime 3's events, and once the Phazon Crisis ended, most of the Phazon-saturated portions of the planet collapsed in upon themselves, rendering the subterranean bases effectively destroyed.

As of now, the Pirates are largely in hiding, searching for a way to regather their strength. Some among their Science Team suggest rebuilding Mother Brain, along with their former strongholds on Zebes, though High Command considers that too risky of an operation at present. Their stealth protocols are higher than they've ever been, and any non-Pirate sentient encountered is to be shot on sight. All previous contracts with bounty hunters have also been cancelled and deleted from their records, to reduce the Federation's ability to track them through said contracts. If there's a tie that can be traced to them, they cut it.

For more information regarding the Space Pirates: http://metroid.wikia.com/wiki/Space_Pirate


Kriken Empire
Spoiler (click to show/hide):

The Kriken Empire is an advanced war-like civilization composed of many hives around the galaxy, all operating under an Imperial structure. The Kriken themselves have a notably insectoid appearance with a deep red hue, and their head somehow levitates above their torso, physically detached from the rest of their body. At a certain age, a Kriken is exiled by his/her hive clan and sent to distant planets as a rite of passage, to find new planets for their empire to invade.

Aside from these facts, not much is known about the Kriken Empire, save for the fact that people despise them, and tend to either attack or flee from them on sight. Nobody likes them, everybody hates them, guess they'll go eat worms, all that jazz.

For a picture of a Kriken: http://images2.wikia.nocookie.net/__cb20100216014849/metroid/images/thumb/1/17/Trace.jpg/1000px-Trace.jpg


Vhozon
Spoiler (click to show/hide):

The Vhozon are race of highly intelligent beings who are known for being famous peacekeepers, though a bit extreme in their methods. The Vhozon have high self-esteem and think of many others as being "unworthy" or "corrupt." Their laws and moral views are also remarkably strict, as are their methods of dealing with those they find to be "criminals," including those unaffiliated with their own societies. Long story short, one could liken them to a society of "space templars," though such a term would likely offend a Vhozon if said to his/her face...and as should be obvious by now, it isn't wise to offend a Vhozon.

In terms of appearance, the Vhozon are known for being very...purple. They also tend to wear fully-covering faceplates, so no one except their own kind know their true facial structure, though the four blue lights on their faceplates are speculated to be for their eyes. They most likely have highly insulated skin, as their homeworld, Vho, is subject to sub-zero environments. An evolutionary adaptation of this species is the Vhoscythe, a spinning secondary form used to keep warm, as well as being used as a slicing weapon. Another unique Vhozon ability is that they can manipulate the natural force of cold with stunning efficiency, one example being their "Judicator" beam weapon, which fires blasts of supercooled plasma.

For a picture of a Vhozon: http://images2.wikia.nocookie.net/__cb2 ... /Noxus.jpg


Chozo (NOT PLAYABLE)
Spoiler (click to show/hide):

The Chozo were an ancient and highly advanced race of bird-like creatures that inhabited several planets in the cosmos, including Zebes, Elysia, SR388, Tallon IV and possibly others. Although the eventual fate of the race as a whole is unknown, countless ruins and technological wonders are littered throughout the many planets they once inhabited.

Originally, the Chozo were an incredibly advanced race of warriors, priding themselves on their technological and military prowess, which was arguably the best in the galaxy at the time. However, their long natural lives gradually brought about a decline in their fertility and, in turn, their civilization. As their numbers dwindled, they sought more peaceful lives, many of them - such as those on Tallon IV - leaving behind their technology in favor of a simpler and more spiritually-focused existence. In the case of Tallon IV's population, they eventually found a way to transcend time and space altogether, becoming ethereal beings of infinite lifespan, and able to see past, present, and future almost at will. Considering the unfathomable concept of such a state of being, the fact that Phazon could've pulled them out of such a state and reduced them to insane ghost-like beings showed just how much of a threat it was during the Phazon Crisis.

As of now, the Chozo are commonly considered to be an extinct species, though their true fate remains unknown. Rumors abound of a few surviving Chozo living in isolation, while others suggest they simply left to an unknown location, far beyond the reaches of space that anyone can reach at the present time. Others still suggest that a combination of Space Pirate raids, mishaps with Metroids, and other messy events ultimately saw them driven to extinction. In all likelihood, a combination of these theories may account for why no one sees Chozo around anymore, but until a concrete answer is given, speculation is all we have.

For more information regarding the Chozo: http://metroid.wikia.com/wiki/Chozo
Last edited by Zender_Solarheart on Mon Jul 22, 2013 5:49 am, edited 1 time in total.
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Metroid Supremacy: Combat System and Stats

Postby Zender_Solarheart » Mon Jul 22, 2013 1:22 am

Stats
Spoiler (click to show/hide):

The majority of what you use these stats for will be in combat, but there are other situations (such as stealth or hacking) where they will also come into play. There are 3 different categories in terms of stats, the names of which are basically self-explanatory.

<Hunter Stats>
>Strength: Your ability to exert physical force through use of your muscles. This is used when calculating the Melee damage you deal in battle, moving heavy objects, and how far a thrown object travels.
>Vision: Your hand-eye coordination, and ability to notice visual details. This is used when calculating accuracy with Ranged weapons, investigating the environment, and noticing traps.
>Defense: Your ability to resist both physical and energetic harm. This is used when calculating the damage you receive in battle, resistance against status effects, and how quickly environmental hazards (such as lava or open power lines) sap your Energy.
>Agility: Your ability to move with speed and precision. This is used when calculating your evasive chances, accuracy with Melee attacks, and proficiency with stealth tactics.
>Intelligence: Your ability to think logically and process mental data. This can enlighten you to helpful information in various situations, such as how certain devices can be manipulated to your advantage.

Hunter stats can be increased by leveling up, which provides Growth Points (GP) that can be allocated to stats of the player's choosing. These are the only stats which can be upgraded via GP.

<Ship Stats>
>Targeting: Your ship's ability to lock onto and track targets with its weapons. Affects accuracy with all weapons.
>Shield: Your ship's ability to maintain its defensive shielding. Affects how resistant the shields are to damage, as well as how quickly they recharge.
>Armor: Your ship's hull integrity, which stands between you and crashing once the shields are down. Affects hull resistance, max HP (Hull Points), and how quickly auto-repair functions work when not in combat.
>Mobility: Your ship's ability to maneuver while in flight. Affects evasive abilities, as well as how many spaces you can Boost.

Ship stats can be increased by finding certain Upgrade Parts in the environment, which are teleported to your ship when acquired, and applied via the ship's auto-repair systems. Additionally, certain landing sites will have Ship Upgrades, which increase stats and add a new feature, such as an additional weapon or a cloaking field.

<Weapon Stats>
>Power: The offensive force of the weapon when used for a basic Ranged attack.
>Effective Range: The distance the weapon can fire across without suffering Over-Range penalties.
>Max Range: The maximum distance at which the weapon can fire. Enemies outside of this range cannot be targeted by the weapon.
>Effect: Any special effects the weapon may have, such as Piercing, Diffusion, or Spazer.
>Ammo: How many shots the weapon can fire without reloading. For your starting Beam weapon, ammo capacity is unlimited.

Like with Ship stats, Weapon stats are increased by finding certain items in the environment. For example, Ammo Expansions increase the maximum ammo capacity of a weapon of your choice. Certain weapons will also have special Effects on them, some of which work differently with Beam weapons than Ballistic weapons. These include...

>Diffusion: This effect adds a moderate blast radius to the weapon, affecting all enemies adjacent to the target, specifically within a 3x3 square area. For Beam weapons, this effect only applies to Charge Shots. For Ballistic weapons, this effect is often the result of explosive properties, such as that in a Missile.

>Spazer: This effect adds a shotgun-like spread to the weapon, affecting enemies in a 3-space-wide range along its firing path. For Beam weapons, this spread only takes effect with a Charge Shot.

>Piercing: This effect increases the weapon's penetration abilities, allowing it to pass through enemies, affecting those behind them along a straight line. Beam weapons can use this effect with or without a Charge Shot, though a Charge Shot will add the ability to phase through walls in addition to enemies.

>Arcing: This effect gives the weapon an arcing flight path, allowing the user to lob it over cover pieces and strike targets positioned behind them. Beam weapons can use this effect with or without a Charge Shot.

>Homing: This effect allows the weapon to lock onto and chase a target while in flight, reducing their ability to evade it. However, most of these shots fly a bit slower than others, meaning it may take a while for them to actually reach their target. Shots of this effect will be shown on the map as a red blip if the enemy fires them, or as a green blip if you fire one. As long as the target remains within the shot's Effective Range, it will track that target relentlessly, even if he/she/it hides behind cover. Beam weapons can use this effect with or without a Charge Shot, though charging up first will increase the shot's speed.


PvE Combat
Spoiler (click to show/hide):

For PvE combat mechanics, I'll be using a somewhat altered form of the system from Conclave, a DnD-style browser game. Those of you who may have played Conclave before might recognize certain elements.

<ENERGY>
The first notable change is: you do not have HP. Instead, you have Energy (EN), which represents your armor-suit's ability to function. Every hit you take will reduce EN, and if it hits zero, your suit will power down, leaving you vulnerable to whatever fate your opposition has planned for you. In most cases, this will be Game Over; the enemy will either kill you on the spot, or put you in a situation you can never escape from (such as being an immobilized breeding tool). In a rare case, you may be brought back to their nest/hive/whatever, and be able to escape if you can get your stuff back up and running, but don't bet on it. In certain areas that you can't survive in unprotected (such as a room flooded with poison gas or superheated air), this will be guaranteed death, regardless of what your enemy would prefer.

Outside of certain Skills, Energy can be fully replenished at Recharge Stations, which are located throughout the planet. Your ships will also have this ability, as well as fully reloading the ammo-based weapon systems you'll pick up along the way.

Note that while you use Energy to remain in combat, enemies will use HP. Unlike your EN, an enemy is guaranteed to be dead if their HP reaches zero. Some enemies can be captured alive, as opposed to killed outright; if so, you will have an "Incapacitate" skill available when their HP dips below a certain point. Using this skill will disable the target without killing them, allowing for a live capture.

<ATTACKING>
There are two main methods of attack: Melee, and Ranged. Melee attacks are usually limited to enemies right next to you, though certain attack Skills, such as Lunge, allow you to move a certain distance during the attack. Your accuracy with these attacks depends on your Agility vs that of your target. Ranged attacks can be used over almost any range and come in many forms, though in most cases, accuracy is determined as your Vision vs the target's Agility. Generally, Ranged attacks are more difficult to use at point-blank, some even being entirely disabled in close quarters (such as explosives, for obvious reasons). In all cases, accuracy and damage formulas proceed as such:

Step 1: Apply relevant bonuses/penalties to the attacker and defender's corresponding base stats. This determines the "net checks," i.e., the numbers to be judged for the attack's success chances.
Step 2: Subtract the defender's net check from the attacker's. The difference is the "final check."
Step 3: Run an RNG, using the success chance table below to assign damage. From 1 to 4, the columns are "Final Check," "Normal Success Chance," "Strong Success Chance," and "Critical Success Chance."
-1-----2-----3-----4-
<-6 20% 8% 0%
-5 45% 15% 0%
-4 52% 22% 0%
-3 59% 29% 0%
-2 66% 36% 0%
-1 73% 43% 3%
0 80% 50% 10%
+1 87% 57% 17%
+2 94% 64% 24%
+3 100% 71% 31%
+4 100% 78% 38%
+5 100% 85% 45%
>+6 100% 92% 50%

Depending on the level of your success, a certain degree of damage is applied. For Normal success, you will have an attack power ranging between 50% and 100% of your attack-determinate stat (Strength for melee attacks, or the "Power" rating for ranged weapons). Strong success will provide power between 100% and 150% of the stat. Critical success will provide power at twice your attack stat, and may apply a status effect based on what Property your attack is assigned (more on attack Properties later). As you may have guessed, your opponent can reduce the overall damage taken through its Defense stat, save for the rare Defense-piercing forms of attack.

Note that in the case of Ranged attacks, there is a certain Effective Range stat that factors into success checks. Aside from Homing shots, a weapon's Effective Range represents how far you can aim with optimal accuracy. While you can target anything within the weapon's Max Range, anything farther than the Effective Range will deal you an Over-Range penalty, subtracting 1 from your Final Check for each space beyond the Effective Range.

Now, I know what you're thinking: how is any of this supposed to be balanced, when most of the PvE encounters will be one player vs multiple enemies and/or a single strong boss? Well, that's where Action Points (AP) come into play. Each turn, you start with 10 AP, and you spend them when moving, attacking, or using Skills. Movement ticks these points away at 1 AP per space, basic Ranged attacks cost 2 AP per shot, and a basic Melee attack costs 3 AP. Skills (such as special attacks or recovery abilities) cost a certain amount of AP based on the Skill in question.

If you want to end your turn early, you can either use the Recover Skill (more on that later), or you can apply a Stance. Stances are postures of defensive preparation for the enemy's attacks, and come in 3 varieties: Guard, Evade, and Counter.

>Guard Stance temporarily buffs your Defense, reducing the damage you take from all attacks that round. Evasion properties, however, are unaltered.
>Evade Stance temporarily buffs your Agility, making you harder to hit for the round's duration. Of course, any attacks that do connect will deal normal damage.
>Counter Stance doesn't buff your Defense or Agility, but allows you to retaliate against attacking enemies with a basic Melee or Ranged attack, provided they are within range of said counterattack methods.

<ENEMY TURNS>
Enemy units do not utilize AP like players do. Each one has 3 things they can do: move, and attack. They can either move and end their turn, move then attack, or attack while stationary, but cannot move after attacking. Some only have a basic attack, while others can use Skills, but they cannot use both a basic attack and Skill in the same turn. Once each enemy has expended their turn, the round ends, and it's the player's turn again. Enemies with Skills will usually have their Skills identified in their scan data, as your scanning tool will automatically scan all enemies visible in a combat scenario, adding their data to your Logbook for further review. Of course, checking that data in combat is not advisable, as you will be left open to attack while doing so.


Ship Combat
Spoiler (click to show/hide):

The workings of Ship Combat are quite similar to ground battles. Your enemies only move and/or attack once each turn, you get 10 AP to spend your turn with, and Stances - though instead referred to as "Tactics" - still apply. The key difference is that instead of Energy being the determinate factor of your survival, you have two primary factors to monitor: Hull Poins (HP), and the EN powering your forward and aft Shields. After suffering damage, the Shields on forward and/or aft sides will recharge at a rate of 5 EN per turn, provided that side takes no additional damage the following turn. You have 100 EN to distribute between those shield portions, and you can pull EN from one side to better guard another if the need arises.

Once your shields on one side drop to zero, however, further damage to that side will strike at your HP. This is the structural integrity of your ship; if it becomes fully depleted, you will either explode in mid-air, or suffer a crash landing, and the chances of surviving said crash are very low in this RP. While it's landed, your ship cannot be attacked by normal means, and will use auto-restore systems to repair hull damage, recharge shields, and resupply weapon ammunition. Remember, you can't leave the planet without your ship, so don't go crashing it in some foolhardy crusade on a Pirate fortress.

One more thing: every ship has a Skill in battle called Boost, which uses a brief firing of extra thrusters for a quick burst of speed. This can be used offensively to close the gap, or defensively to avoid danger. Your ship's Mobility stat determines how far you can go with a single Boost, but you can expect the "average" Mobility value to get you 2 or 3 spaces per Boost.


PvP Combat
Spoiler (click to show/hide):

PvP combat mechanics are rather different when compared to PvE mechanics. First off, you can only execute 1 attack-based action each turn, with or without moving first, and then you choose a Stance at the end of your turn. To avoid tactical metagaming, however, I advise you to send your tactical details for each turn (moving on the map, what weapon/Skill you use, Stance choices, etc) to me via PM. I will then implement them into the battle's next post as appropriate. Feel free to add some flair to your moves, as well; if you're doing anything that breaks the bounds of whatever action you're performing, I'll let you know. :P

Aside from the mechanics, the other primary difference between PvP and PvE combat is the result of loss. Unlike PvE combat, PvP will not normally result in the loser's death, unless the corresponding player's consent to kill the losing character is given (such as in a mutual "duel to the death" agreement). If the character is a type who'd rape those who lose to him/her...and I just know I'll catch flak for this due to my inside joke of a "profession"...you can pretty much go ahead, if the player controlling the victim character allows it. However, this is a measure taken more for the sake of character expression and interaction, so please put an appropriate reason behind the deed. Don't be all like "imma pound dat ass cuz she's hawt" if your character isn't the type who'd go with it of their own free will, y'know?


Attack Properties
Spoiler (click to show/hide):

Attack Properties are basically what it says on the tin: attributes of that attack's method, which can have various effects on certain types of enemies. These properties mainly come into play with status effects, but there are some enemies that are more vulnerable to certain properties than others, and will take additional damage from them, or may be completely immune to damage of a certain property. These properties include - but are not necessarily limited to - the following:

>The Blunt property applies to attacks that use blunt force, such as that of a bludgeon or a concussive ranged weapon. Critical success with this property can cause the Staggered effect, reducing defensive checks by 1.
>The Sharp property applies to any attack using a blade or sharp point to slice or stab. Critical success with this property can cause the Bleeding effect, chipping HP by 1 each turn. Note that player-characters are immune to Bleeding.
>The Heat property applies to attacks that use extreme heat to damage foes. Critical success with this property can cause the Burning effect, chipping HP/EN by 2 each turn. Unlike with Bleeding, player-characters are susceptible to Burning.
>The Cold property applies to attacks that use extreme cold. Critical success with this property can cause the Iced effect, which slows the target's movements, and causes them to take double damage from Blunt attacks. Some enemies may become Frozen instead of Iced, which prevents them from acting for 1 turn, and allows Blunt attacks to deal triple damage. In fact, some Blunt attacks may shatter the foe entirely, resulting in an instant kill.
>The Electric property applies to attacks that use electricity. Critical success with this property can cause the Jolted effect, which prevents the foe from moving or using Melee attacks, though they can still fire Ranged weapons.


Skills
Spoiler (click to show/hide):

Skills are special actions that both players and enemies can use. Some are special attacks that deal extra damage or other unique effects, others have more defensive purposes, and others still are simply there to make tactics easier. The Skills you get through the course of the RP will pretty much be ones I make up along the way, based on observations of how your character looks, acts, fights, etc. That said, every Hunter starts off with two basic Skills:

1: Recover. This Skill is more of an emergency function of your armor-suit, as it can only be used when your EN drops below 30. When using this Skill, you expend the remainder of your turn without taking a Stance, and convert your remaining AP into Energy at a rate of 5 EN per 1 AP. Aside from environmental factors such as cover pieces, you are left vulnerable while doing this, and it is possible to have your recovery negated by the damage incurred while Recovering. In most cases, you're better off using this Skill outside of battle, as it will fill your Energy back up to 99, the base value it will start at when the RP begins. Ideally, however, you won't be hit so hard as to need this Skill in the first place, eh? :P

2: Charge Shot. This Skill works only with Beam weapons, and costs 5 AP to use. When you use this skill, your Beam weapon charges up energy to fire a powerful blast. After using this Skill, the next Beam shot you fire will be said powerful blast, dealing triple damage if it connects. This will likely be your primary Ranged attack against powerful enemies and bosses, as pegging away at them with uncharged shots just...won't be economic. The charge can carry over between turns, but if you are struck by an attack with Strong or Critical success, the charge will be cancelled, so don't hold it too long.
Last edited by Zender_Solarheart on Wed Jul 24, 2013 1:37 am, edited 1 time in total.
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Metroid Supremacy: Character Sheet Template

Postby Zender_Solarheart » Mon Jul 22, 2013 1:23 am

Hunter Sheet
Spoiler (click to show/hide):

>Name: (Nuff said.)
>Age: (Note that this is to represent your character's physical development, as opposed to their age in years. Basically, compare them to what a human's age would be at their development stage, and put that number in here. As you may have guessed, minimum Age is 18.)
>Race: (Human, Vhozon, Kriken, Cyborg, etc. Custom races are allowed, but must be approved first via a PM to me.)
>Gender: (Are you a he, a she, or an it? Simple enough.)
>Appearance: (Pictures or text will suffice, or a combination of both if you feel like it.)

<Stats>
(You have 33 points to allocate between these. Every stat has a base value of 1 that you add these to, but no stat can be over 10 in its starting base value.)
>Strength: 1 +
>Vision: 1 +
>Defense: 1 +
>Agility: 1 +
>Intelligence: 1 +

>Melee weapon: (Briefly describe the weapon you will use for melee combat. It must have either a Blunt or Sharp property at minimum, though you can apply one of the 3 energy-based properties - Heat, Cold, or Electric - if you desire.)
>Equipment: (Your starting Equipment module. See the "Equipment" section for details.)

>Bio: (A summary of your hunter's backstory. While I won't be too critical regarding length, you need to explain why your character chose the profession of bounty hunting, for obvious reasons.)


Ship Sheet
Spoiler (click to show/hide):

>Name: (I think this speaks for itself.)
>Size: (Small, Medium, or Large? Note that larger ships will have higher Hull Points, but won't be as stealthy, meaning you'll get into more ship battles.)
>Appearance: (Like with your character, you can use a picture, text, or both.)
>Primary Weapon: (Check the "Ship Weapons" section for more information.)
>Secondary Weapon: (Once again, "Ship Weapons" section.)

>(Optional) Bio: (You don't need to fill this out, but if you want to provide some backstory on your personal gunship, you may.)

<Stats>
(You have 45 points to allocate between these, adding to their base value of 5. However, no stat can exceed 20 in its starting base value.)
>Targeting: 5 +
>Shield: 5 +
>Armor: 5 +
>Mobility: 5 +


Beam Weapon Sheet
Spoiler (click to show/hide):

>Name: (Third verse, same as the second and first.)
>Property: (Neutral, Heat, Cold, or Electric. Can only use one of those four).
>Effect: (You can apply either Diffusion, Spazer, or Arcing. Not to say that Piercing and Homing are completely unavailable, of course. Those two are simply reserved for later acquisition, as starting off with the ability to pierce walls or track enemies without end are a little too potent for initialized Effects.)

<Stats>
(Unlike with character or gunship stats, you only need to worry about 2 stats here: Power, and Effective Range. You have 6 points to allocate between these, adding onto their base value of 1.)
>Power: 1 +
>Effective Range: 1 +
>Max Range: (This will be twice the value of your Effective range.)
>Ammo: (For your starting Beam Weapon, this value is unlimited.)


Ship Weapons List
Spoiler (click to show/hide):

Choose two of these for your ship; one as the primary weapon, the other as a secondary armament. For any weapon except Torpedoes, you can also assign one of the three main energy properties if you wish: Heat, Cold, or Electric. If you don't assign one of these properties, the corresponding weapon will use its default configuration: "Neutral" energy for the Pulse Cannons and Focus Beams, or "Explosive" properties for the Mines.

Pulse Cannons
Pulse Cannons fire repeated pulses of Beam energy, much like an energetic equivalent to a vulcan gun. These are commonly considered the most versatile ship-class weapon, as the shots cannot be thwarted by ECM devices, and deal relatively similar damage to all forms of opposition. Their main drawback is that if they're fired for an extended period of time, the firing rate will slow down, due to the guns' power supply becoming overworked. Because of this, firing Pulse Cannons in bursts usually works better. Energetic properties can apply to these, such as Heat, Cold, or Electric.

Focus Beams
Focus Beams fire what their name sounds like: direct streams of energy focused onto a specific point. These beams are projected quickly over any distance, making them ideal for those who prefer striking from long range. They also work wonders against large and/or slow targets, as the chances of them shaking off the beam are hindered by their slow speed and sheer size. On the other hand, small and/or nimble targets can easily evade the lock-on system that the beams require for accuracy. Like with Pulse Cannons, you can apply a Heat, Cold, or Electric property to these weapons.

Torpedoes
Torpedoes are ideal for smaller craft, such as fighters or interceptors, due to how they can track their targets without rest. If you know where to lock onto, they can also deal crippling blows to the weak points on larger ships. However, they deal less damage to shielded targets, meaning you'll want to try lowering those shields before letting loose with those stingers. They're also vulnerable to the effects of ECM devices, such as flares.

Mines
Mines are slow and easy to outmaneuver when spread too thin, but when set up the right way, their firepower can be devastating. They're also a handy tool to shake off pursuers, as no pilot worth his salt would attempt to power through a spread of mines laid in his target's wake. Energetic varieties exist for these as well; Plasma Mines have a Heat property, Cryo Mines use Cold, and EMP Mines use Electric energy.


Equipment
Spoiler (click to show/hide):

Not to be confused with Skills, Equipment units are useful outside of battle, as well as in the thick of it. Each of you can choose one of these to start off with, but only one...and please, do mix it up a bit. We don't need everyone and their dog choosing Teleporter, or such nonsense. :lol:

High Jump Boots
You can fire some thrusters in your boots to jump exceptionally high, allowing access to areas that less-gifted jumpers may not be able to reach. However, these thrusters are a bit noisy, making them unadvisable for stealth operations.

X-Ray Scope
This visor feature grabs a secondary view through the X-ray spectrum, allowing you to see certain objects and enemies that the naked eye cannot detect. However, mechanical enemies tend to scramble it with their own electronic signals.

Grapple Beam
By attaching a magnetic grapple line to certain devices, you can swing across wide gaps, allowing access to hard-to-reach areas, and can yank or throw some objects. However, you cannot fire your weapons while latched on, so be careful.

Teleporter
Your suit has a teleportation link to your gunship, allowing you to return to it without needing a landing site. However, this feature doesn't work in certain areas, such as deep underground. If teleportation is unavailable, your HUD will tell you so.

Heat Barrier
This upgrade to your shielding regulates the temperatures of your suit, allowing you to move through superheated areas without taking damage. However, this does not protect you from heat-based attacks, or the damaging effects of lava and acid.

Gravity Core
This feature regulates the effects of gravity on your suit, allowing you to move uninhibited when underwater. However, it draws power from your personalized shielding when active, debuffing your defenses while submerged.
Last edited by Zender_Solarheart on Thu Jul 25, 2013 8:10 pm, edited 2 times in total.
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Re: Metroid Supremacy (LIMITED PLAYERS! 6/6 slots open)

Postby Zeus Kabob » Mon Jul 22, 2013 4:57 am

Definitely interested. Count me in and I'll make a CS once that's prepared.
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Re: Metroid Supremacy (LIMITED PLAYERS! 6/6 slots open)

Postby BlueLight » Mon Jul 22, 2013 7:17 am

I might join... except some one didn't join raven's RP when some one was going to rape people!... still will likely join... Anti rapist my foot!
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Re: Metroid Supremacy (LIMITED PLAYERS! 6/6 slots open)

Postby [Brand_Name] » Tue Jul 23, 2013 9:05 pm

sooooooooo interested
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Re: Metroid Supremacy (LIMITED PLAYERS! 6/6 slots open)

Postby SSG_SP4RH4WK » Thu Jul 25, 2013 3:38 am

Greetings,
I am a long time lurker from another website, and came here to say hello at the recommendation of a friend I met through another site. Up until now, nothing seemed to really catch my interest. Metroid has always been one of those settings I fell in love with, having played it state-side between each deployment. If you are ok with having a new player, I would be very interested in joining.
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Re: Metroid Supremacy (LIMITED PLAYERS! 6/6 slots open)

Postby napsii » Thu Jul 25, 2013 5:13 am

Hi Spence.

Also, will there be melee weapons? If so, will those have their own stats? Because I wanted my char to have a melee weapon (more specifically, a sword) in addition to her ranged weapon.
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Re: Metroid Supremacy (LIMITED PLAYERS! 6/6 slots open)

Postby Nobudi » Thu Jul 25, 2013 5:57 am

I'm throw it out on the thread that I might have an interest in this.
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Re: Metroid Supremacy (LIMITED PLAYERS! 6/6 slots open)

Postby [Brand_Name] » Thu Jul 25, 2013 6:37 am

That's six- and that would make one hell of a group
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Re: Metroid Supremacy (LIMITED PLAYERS! 6/6 slots open)

Postby Zender_Solarheart » Thu Jul 25, 2013 8:10 pm

napsii Wrote:Also, will there be melee weapons? If so, will those have their own stats? Because I wanted my char to have a melee weapon (more specifically, a sword) in addition to her ranged weapon.


Indeed there will be, and your options on creating said weapon are quite flexible. Hell, the Pirates themselves have used wrist-mounted energy blades, Rundas (from Metroid Prime 3) could speed-form an ice bayonet, and Sylux's "Shock Coil" weapon (from Prime Hunters) was basically a whip that could drain energy from his foes. If those kinds of melee weapons could be made, there's almost nothing that would be considered "impossible" for a bounty hunter. :lol:

By the way, character sheets are up now. :P
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Re: Metroid Supremacy (LIMITED PLAYERS! 6/6 slots open)

Postby napsii » Thu Jul 25, 2013 8:39 pm

Alrighty. I'll start working on my bio. Will take a bit as there's a lot to write.
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Re: Metroid Supremacy (LIMITED PLAYERS! 6/6 slots open)

Postby SSG_SP4RH4WK » Fri Jul 26, 2013 9:33 am

Greetings again.
I don't want to come across as rude, but I just wanted to check in with you and see if it would be alright for me to join you? I got plenty of ideas, and begun to work out the look and feel of my character, all that remains is to actually write it out. Let me know if this OK!




<Character>
>Name: Reese “Yellow Jacket” Hunt
>Age: 26
>Race: Human
>Gender: Male
>Appearance:




<Stats>
>Strength: 6
>Vision: 10
>Defense: 8
>Agility: 6
>Intelligence: 8

<Equipment>
>Shooting weapon: Beam
>Melee weapon: Sharp, Heat
>Equipment: Teleporter

>Bio:

Spoiler (click to show/hide):

Image
Image
Image
Image





Ship

>Name: Heaven's Key
>Size: Small
>Appearance:
>Primary Weapon: Pulse Cannons
>Secondary Weapon: Focus Beams

(Optional) Bio:
Image
Image
Image
Image

<Stats>
>Targeting: 15
>Shield: 15
>Armor: 15
>Mobility: 20

Beam

>Name: Pew pew pew
>Property: Heat
>Effect: Spazer

<Stats>
>Power: 3
>Effective Range: 5
>Max Range: 10
>Ammo: ∞
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Re: Metroid Supremacy (LIMITED PLAYERS! 6/6 slots open)

Postby napsii » Fri Jul 26, 2013 11:15 am

Character

>Name: Gwynivere Grunstein
>Age: 24
>Race: Human
>Gender: Female

>Appearance:

Spoiler (click to show/hide):

Image

<Stats>

>Strength: 1 + 5
>Vision: 1 + 7
>Defense: 1 + 5
>Agility: 1 + 8
>Intelligence: 1 + 8

>Melee Weapon:

ERIS Blade – An Erisian-designed and produced longsword modelled after an antique human design. Its curved, single-edged blade is constructed from high-density nano-reinforced titanium and can cut and thrust competently, but it is most often noted for the length of its wire-sealed handle. This abnormal construction provides a greater deal of finesse and control over the weapon, but also houses a closed loop power cell which feeds constant alternating current through the blade. This electric current weakens the particle bonds of what it cuts, amplifying its cutting power and allowing it to compete or exceed the strength of modern blade designs despite its antiquated construction. This weapon is most often identified by the blue-purple coronal discharge that surrounds its blade when drawn. Carried in an electric-insulated sheath crosswise across the back. (Property: Sharp)

>Equipment: Grapple Beam

>Bio:

Spoiler (click to show/hide):

The story of Gwyn begins long before her birth, on the planet of Erisia.

As humanity expanded its reach into the stars and conformed into the ranks of the Galactic Federation, trade and expansionism became priority. While most all expeditions to map and colonize unknown sectors of space were funded and undertaken by the Federation, the discovery and settling of Erisia was one such exception. A privately-held group financed and equipped the exploration of the Autum System, which mostly blockaded from the surrounding rim of far northern Federation space by a black hole, had yet remained untouched by government hands. The trip yielded the discovery of a single habitable Earth-like planet ideal for sustaining life and also incredibly rich with natural resources and room for heavy industry. Seeking to settle their legal right to the planet before the GF could dispute it, the group sent four thousand colonists to break ground.

While most of Erisia's surface was water, its ideal climate, primarily oxygen atmosphere and Earth-like orbital period allowed initial development to proceed with a breeze. The initial resources and scientific wealth of the colonists went far thanks to the planet's plentiful natural wealth. They quickly established the first settlement of Marche upon one of the landmasses on its equator, and a self-sustaining cycle of fledgling natural and technological industry was laid down. The Federation, meanwhile – distracted by a 360 degree sphere of priorities – saw little interest in but a single planet and regarded the rapidly developing colony with apathy. The colony was soon named Erisia after its initial astronomical designation, ER-1S, and an autocratic planetary government composed of high-level officials from the private group supplying the colony was established to keep a tight reign on the rapidly apparent economic potential.

Felix Grunstein was named the first official governor of Erisia, and by legal gray area, the surrounding Autum System. Supported by his cabinet of ministers, he would spend many decades advancing the industry, population and legislative functions of Erisia, following Galactic Federation treaties on the matter to ensure fair and civil treatment of the populace. An independent police force, healthcare system and other governmental functions were also laid down with the passing years, and mounting interest in the planet attracted skilled settlers by the thousands. Many years later, Erisia boasted a population of approximately 250,000 people (virtually all humans) and thriving domestic industry supported by advanced energy and environmental technology. However, the private group which had settled Erisia – and thus had legal claim to it – were less than pleased. The planet had been a massive investment, but its returns over the years had been minimal.

Assembling Erisia's economy had been laborious and expensive, so exports of resources and technology back to the Federation had been low. However, the planet had been bountiful enough for it to become self-sufficient and persist without extraneous aid. A long argument persisted between Grunstein and his superiors. The people of Erisia had attached to Grunstein, who had developed into a true political leader during his tenure and also had a son with his wife Amelia, whom he had named Travis. After many years of infighting, Grunstein mobilized the coffers of Erisia and made a powerful purchase: to placate the private group, he purchased the contract to Erisia itself, thus severing their obligations and granting it political and legal independence. A political and economic revolution swept across the planet soon after as boasting new powers, the government enacted new legislation to accelerate development and rectify long-standing issues.

Erisia was free, and all without the interference of the apathetic Galactic Federation...

The government was redefined to a full appointed cabinet of secretaries and ministers, and democratic votes were established in municipalities to elect local officials to represent Erisia's many independent areas. But Grunstein was aging. Now in his fifties, he needed to plan ahead for the future leadership of the planet. His final choice was his son, Travis Grunstein: a politically smart young man, and also one of the very first children to be born on Erisia. Both practically and symbolically, he was the right choice. And so, as the years passed and Grunstein eventually died from a spaceborne illness, Travis Grunstein was officially elected governor of Erisia.

And joyously, it was not even a day after the first celebrations of the new regime that his newlywed wife, Sylvia, announced she was pregnant.

Their child, a daughter, was born in the midst of the new Grunstein's efforts to reconnect Erisia with the Federation and cement itself as a new player in the galaxy. She was named Gwynivere, for she had the intense amber-yellow eyes of her namesake – who was her aunt. She would grow up alongside this new era of economic expansionism, closeted among the elite educators and politics of Erisia as she looked down below upon the many varied people who as she aged, began to rile with anxiety over the new wave of plague beginning to sweep the galaxy. The Space Pirates, and all of the problems and crises that followed in their slipstream, had entirely ignored Erisia during their attacks on the Federation – the black hole which hampered the planet's ties to the Federation served as an ironic shield against the Pirates' attention.

Thus, Erisia was allowed to prosper in peace, even as planets just lightyears away were sacked by whatever terror was unfolding across the galaxy, etching out new trade deals with a galactic government so urgent for victory against their enemies that those low-level officials in charge gave no political considerations to exchanging technology and finances for Erisia's economic power. The maturing Gwyn, meanwhile, had regarded the continuing war with a sense of detachment. She was cloistered among the social privilege and powers granted to the First Daughter of a powerful governor, and explored the world only through her intense education, the tutors assigned to teach her the practical ways of politics and the military and – when he had time – her father, who, just as his father before him, seemed intent on passing down his title to his child.

And yet, the Federation could only remain disadvantaged in its dealings for so long. Erisia had assembled an excellent racket: it had managed to extract much economic benefit from the GF without any particular obligation to its government or even humanity as a whole, allowing it prosperity while the rest of the galaxy suffered to combat countless crises in between Metroids, Space Pirates and Phazon. It was in the wake of the closure of a major crisis some years before the present that at last, the long-held apathy of the Galactic Federation toward such an anomaly of a planet in the universe came to an end. The Federation, very suddenly, approached Erisia with maximum legal force, citing the countless inter-species agreements and treaties that governed the formation and even existence of such governments as Erisia's.

The planet was thrown under immense pressure as Gwyn's father and Erisia as a whole recoiled under the sudden force of scrutiny. The severing of pre-existing trade deals was the first step in the encroachment of the Federation onto Erisia's sovereignity, triggering a heated diplomatic standoff that came to involve Gwyn all too quickly. While the girl, at this time, remained without any official power in the Erisian government, years of listening to her father lament and debate his ideals had instilled a certain sense of patriotism for Erisia that was threatened by the sudden attitudes of the GF, especially when insulated through the logic of their non-involvement even in the worst crises. Even as thousands died, the planet did not send a single soldier of its own independent security force to bolster the Federation.

Worse was that the quality of life on the planet quickly became to be affected by these sanctions. The economy long since branched out and persisted not on self-sufficiency but rather on its industrial mainlines to the broader Federation economy. It sparked a reflexive ire inside Gwyn, who urged her father to take an aggressive stance, even as the Federation made demands of Erisia to acknowledge the authority of their galactic government as they already possessed many of its significant economic and technological properties. Grunstein, who rather obviously had come to value the idea of Erisian independence passed down to him by his father, remained unrelenting, and the standoff escalated into physical force. The Federation, fearing a rebellion against humanity and the galactic government, dispatched warships to the Autum System.

Erisia responded by sending up several of its own ships, sparking a cold military confrontation that escalated into a military blockade of the Autum System thereafter, sealing off all immigration, exports and imports. The stress of these tactics caused the infrastructure of Erisia to slowly buckle within weeks, but Grunstein held on and Gwyn stubbornly supported him.

And yet very suddenly, what once was, was not.

Many weeks into the blockade, Grunstein – impatient, tired and desperate -- ordered his warships to attack the GF fleet early one morning in an impulsive effort to break the blockade. The fighting was intense, but brief; the superior Federation firepower forced the Erisian fleet to retreat into the atmosphere soon after, and as soon as word reached the High Command, the military campaign against Erisia was authorized. Gwyn awoke one morning to the cacophony of ships descending from the sky, aiming to crush the Erisian military with the obvious intent of overthrowing the government so that it might be substituted with Federation rule. She fled for her mother, but it was her father she found first. Pale and resigned, he admitted to her that he had made a mistake, and that the downfall of this world – but not Erisia – was inevitable. Her mother, he told her, was of the same opinion, and despite Gwyn's objections, maintained that they would soon surrender.

Furious and hopped up on her pride, Gwyn stormed off, even as the soldiers around her scrambled to prepare for her father's orders. She donned the power armour and weapons of war in which she had been tutored to use by instructors of the military, and fled to the spaceport – alone – where Federation troops were already touching down. It was running there that a message of surrender was proclaimed over the many loudspeakers of the capital city of Marche, and very suddenly, the cannon fire exchanged by the ships in the sky and the guns on the surface faded into silence. Erisian soldiers threw their hands up in surrender and their rival Federation troops overtook them immediately, while in the distance, the Governor's Palace was swarmed.

It was as she stood, watching this spiteful scene, that a squadron of soldiers descended upon her like hyenas. With guns raised, they demanded her surrender, and Gwyn, after a pensive moment's thought – over pride, over patriotism, over bitter hate for the planet she knew she would one day be entrusted to guide and direct – responded not with compliance but with a draw of her blade. Gunfire tore open the relative quiet of the spaceport as Gwyn cut and thrust with her blade, striking down countless soldiers and dispatching those she could not with shots from the cannon she kept at her side. Though they were not dead, they lay in agony, and Gwyn, over her impulse of hate, simply fled. There was no place on this planet to go, other than away.

She ran with tears glistening on her eyes, the many reinforcing soldiers on her heels firing wildly in pursuit of her as she dashed through the spaceport, searching for a way out. With beam bolts shredding the air next to her, she eventually found her way into a small Erisian military ship that had been docked there, and departed with all haste into the atmosphere. The pursuit that followed was intense; the Federation forces quickly dispatched interceptors to corral her back to the planet, clearly not intending to kill her as they knew her parents had already been captured. She fled high above the blockade, avoiding the massive warships there thanks only to the concentration developed by the raw and primal emotion that stemmed from knowing one's life had just been shattered.

The thrusters of her ship burned and wailed and her instruments wailed technical warnings as she screamed out of the Autum System. It was many hours before the Federation interceptors drifted from radar view, not willing to take the notoriously lethal path within reach of the black hole that Gwyn travelled.

Without the predictable rise of a sunset to greet her eyes in the morning, even time – definable only by a tiny digital screen in the cockpit of her commandeered ship – seemed irrelevant, and Gwyn fell asleep that night – or perhaps day, who knew – drifting in orbit around a gas giant several systems away.

And then she awoke, and from the face of history, she was gone.

Erisia fell into a predictable fate. Travis Grunstein was arrested on countless charges of treason and other such violations of galactic law, and the many apparatuses of the government were dissolved and subsituted for Federation resources, which very quickly after the surrender moved in to take control of Erisia's faculties. Their military and weapons manufacturing sectors were disassembled, and countless more arrests were made. Erisia's populace fell into a state of chaos as their ideology and way of life was entirely annihilated, replaced by the more broad and unfriendly rule of the interim Federation government. While no lives were lost during the very brief military campaign, dozens of civilians were thought to have been killed during the months of riots that followed when they were subdued with martial force.

Years passed, and Erisia was left in a near-permanent state of social and political upset. Eventually, a new democratic government was formally established and Erisia and the Autum System were legally integrated into the Galactic Federation, becoming yet another gear in the Federation's machine, but the legacy and history of the planet had left such an impression upon its populace that it was clear the planet would never be the same. As for Travis Grunstein, he was eventually allowed to go free, as politicians often were, as part of a deal with a Federation court. He was exiled, and along with his wife, drifted off for a quiet area of the galaxy, while the remainder of the Erisian government either integrated into the new Federation regime or disappeared.

And as for Gwyn... she was gone.

The search for her trailed off after a year's time, the Federation having decided she as unimportant as a priority considering the goal of toppling the Erisian government had already been accomplished. For many months, the brief war received incredible media attention, but Gwyn's name was only mentioned once or twice. From there, she faded away into the darkness of space. Not dead, but alive – and surviving. Armed with Erisian military equipment, a ship and the practical experience in the art of combat, she had set off for other obscure areas of the galaxy, regarding herself as a fugitive and subsisting off of a dwindling account of credits until she at last acknowledged the Federation would not care for her. Her face was not recognized among the seedier areas of the galaxy, but it was rarely seen. Most often, Gwyn lingered inside her ship at various spaceports, thinking.

She felt bitterness. The feeling of loss and regret – of hate – was intense, and yet not overpowering that she thought to act on them, other than squeezing away what grams of like she had for the Federation. Isolation was the answer she decided upon for a long time; she languished in cold areas of the galaxy, purposeless and repeating the same memories of watching Erisia burn and soldiers descend upon her over and over again. It was a time capsule, thinning her once sociable personality into quietness. It was without thinking that she came to understand why space forged so many people of such character: in it, they were alone, with nobody to lean on. Her parents were gone, her social privilege and her life overthrown. And Erisia was little more than a speck upon an infinitely large map – a stain of time that the universe would not slow for.

And she had nothing, other than the tools of war which had already tasted blood, but not yet death.

With no past to return to, she took upon her shoulders the only free pathway offered by her circumstances. Conflict and death did not scare her, but nor did she desire the subservience and closeness to the galactic government offered by the life of a soldier. And so it was that she found herself drifting on the wake of a galaxy in where even life could be put to a price tag. The Space Pirates, though in decline, were still valued as corpses, and countless other opportunities existed toeing the line between isolation and residence among her much-hated Federation. Such exploits, she knew from reading tales of famous individuals, was known as bounty hunting. It was not the life she wanted, but with her funds languishing, it was the life she needed.

The very first time she took a life was when she stood upon a barren moon some time later, entreated to finish off a crashed Space Pirate vessel which had landed upon its surface. It was the first time she had met the ugly, almost reptilian beasts, other than witnessing them through pictures and literature. But when they surged toward her in open defiance of life and death, there was no time to be curious; in that end, they were no different from the Federation soldiers she had once fought. Her blade and her gun flashed, and soon, they had fallen dead. It was later, seeing credits flow into her account for this work, that she came to terms with the validity of this work. She was no killer, and yet it was simply what one did – the swing of a sword or the blast of a gun was a cathartic effect for the sense of purposelessness that came from wandering a purposeless universe.

And it was for months and months, and then years, that this cycle repeated itself onwards. Gwyn crossed the galaxy back and forth, taking on contracts to eliminate the enemies of the Federation just for subsistence. It was not opulent, but it had a purpose, and that purpose slowly helped to distract from the memory of Erisia. Even her ship, a relic of those days, was gradually refitted for a new and nomadic life, and while it pained her still, the current events of the galaxy and the politics of the Federation became more important than past grievances. She slew many – Space Pirates, criminals – and her body and mind bore marks that she both treasured and despised, accepting or hating them not for how they stacked up to the past, but how they complied with the definitions of the present – her present, anyway.

It's been years since then, and Gwyn has long since grown into a full woman. The tale of Erisia is now a distant memory on the edge of her mind, displaced by the pragmatic reminders that she lived a life different from so many years ago. Her ship and her gear has long since become not artifacts, but tools for an end – for the perpetuation of the cycle that had become her normal.

It was for this reason – the weave of this tale – that Gwyn found herself travelling to Desprin VII, riding a rumor of a Space Pirate base on its surface.

A knight, as it were, for justice.

Beam Weapon

>Name: SCR-LYT
>Property: Electric
>Effect: Diffusion

<Stats>

>Power: 1 + 2
>Effective Range: 1 + 4
>Max Range: 10
>Ammo: ∞

Ship

>Name: Rosencrantz
>Size: Small

>Appearance:

Spoiler (click to show/hide):

EXTERIOR:


rosencrantz.jpg
rosencrantz.jpg (23.6 KiB) Viewed 4419 times


INTERIOR:


Blueprint.png


The cockpit is located at the bow (narrow/front end) of the ship, featuring a 180 degree instrumentation and visuals system for maximum feedback. The large reclining captain's chair may also deploy itself through a hatch on the bottom of the hull to the surface below – the primary access in or out of the ship and the most expedient. Maintenance panels on the walls of the cockpit area provide most of the interior access to the ship's technical components.

The port-side storage closet contains general supplies, such as food, spare parts and other necessities. Conversely, the starboard side storage closet (directly across the narrow corridor leading toward the stern) is dedicated to the storage of Gwyn's armour and weaponry and features apparatuses to such ends.

The large port-side room accessible from further down the corridor leading to the cockpit is Gwyn's bedroom, containing her bed, armoire and a simple desk. All furniture is fashioned from faux materials as to mitigate expense and wear, but the room has been furnished and colored comfortably – like a true home.

The starboard-side room functions as both a compact kitchen and general seating area, for when Gwyn wants to relax idly. Somewhat unusually, the kitchen features such niceties as faux-marble countertops and wood cabinets, as well as high-end appliances integrated into its suite. A television with hours of prerecorded programming is also available in the seating area.

Accessible from both the bedroom and kitchen/seating areas and located in between the two at the stern is the bathroom, which features a large faux-marble sink and mirror occupying one wall, a simple toilet and a corner shower with a sliding door. Extravagantly, it is a waterfall shower.

>Primary Weapon: Torpedoes
>Secondary Weapon: Mines (EMP)

>Bio: The Rosencrantz is Gwyn's given name for the Erisian-built Hamlet-class ultralight cruiser she commandeered during her escape and exile from Erisia some years ago. Designed and constructed with both common Federation technologies and unique Erisian methods (thus making it an excellent example of the planet's unusual economic past) the rather stealthily shaped Hamlet-class was designed as a comfortable, efficient and low-observable gunship for atmospheric environments and unhampered space travel. It lacks the mainstay energy weapons of most gunships, instead relying on torpedoes for offense and aerial mines to waylay its pursuers.

Rather clearly, it was outfitted to ensure the survival of its pilot over being a combat juggernaut.

Gwyn has long since remodelled and recoloured the Rosencrantz's interior with a more civilian setting for comfort's sake, but has maintained the ship diligently and updated its firmware repeatedly. While the Hamlet-class design was discontinued after the fall of Erisia, those who see it and know of its technical specifications generally hold it as one of the most polished and sophisticated ship designs in the galaxy. Its unorthodox quadruple vented thruster arrangement conceals its thermal signature while providing excellent mobility and advanced Erisian avionics automatically direct its torpedo guidance suite with tremendous effectiveness.

<Stats>

>Targeting: 5 + 15
>Shield: 5 + 10
>Armor: 5 + 5
>Mobility: 5 + 15
Last edited by napsii on Sat Jul 27, 2013 1:58 am, edited 2 times in total.
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Re: Metroid Supremacy (LIMITED PLAYERS! 6/6 slots open)

Postby Zender_Solarheart » Fri Jul 26, 2013 7:38 pm

@SP4RH4WK:
Not bad, but I have two things I want to point out. First off, your ship there? Well, I'm afraid that's too big to qualify for "small." In fact, it seems the size proportions have become an object of some confusion, so let me lay some examples out here:

-Small ships are typically around the size of Samus's ship in the games. They're usually limited to a cockpit, bunk bed for sleeping, and a restroom for routine hygeine. Food and such would be kept in the cargo hold, with perishable items in a fridge/freezer system.
-Medium-size ships are within the range of what Napsii has. While hers does have more rooms than yours, it's more compact, and around the size of a private airliner.
-Large ships are more like what you have, H4wk. They're large enough to classify as a small frigate, though anything at the size of a true battleship is just too large for one hunter to handle. Remember, these ships are crewed only by you, maybe with an on-board AI to help manage things. On the subject of your ship, I've got a tip for the pictures: put them in spoiler tags. Having images that large without such tags means that people have to scroll through them just to read beyond your post, which in this particular case, takes longer than it should.

My second main point? Well...you may want to get your post-count past 10 before joining this one. I know it's an arbitrary thing done only to keep out spammers and bots, but it's not that much of a hassle. I think if you just find some threads in the General section and such to post in (and are reasonably intelligent with those posts, for obvious reasons), you'll be able to have that preliminary mechanic done with by the time this RP starts up. Trust me, it's far more convenient to RP when you don't have that limit on your shoulders.

@Napsii:
Great job with the bios. Didn't see the "political daughter to lone wolf" approach coming, and I do like your little nods to Ace Combat and Metal Gear Rising. Yay, high-frequency longsword! :lol: That said, as I pointed out above, your ship classifies a little more as a medium-size vessel; change that, and you're good. Besides, it's not that much trouble to edit one word, right? :P
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Re: Metroid Supremacy (LIMITED PLAYERS! 6/6 slots open)

Postby napsii » Fri Jul 26, 2013 9:34 pm

Thank you.

I really had no idea what the sample/general dimensions of each class of ship were. I think that, perhaps the blueprints of the interior might confuse the size of the Rosencrantz. If you look at the starboard-side storage compartment where Gwyn keeps her power armour, that circular representation of the chamber she stores in it is approximately 1-1 scale to Gwyn were she standing upright, so I was using that to judge the square footage of the ship. I'm not sure how big Samus' ship is precisely, but truthfully I didn't imagine the Rosencrantz having much more surface area than it in total (the dimensions are just different.)

Regardless, I can upgrade it to Medium. It just didn't match what I thought -- the Rosencrantz isn't exactly spacious, if we use my benchmark for it.
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Re: Metroid Supremacy (LIMITED PLAYERS! 6/6 slots open)

Postby Zender_Solarheart » Fri Jul 26, 2013 11:38 pm

Well, when judging just how big your ship is, it basically comes down to the volume. If your ship has only 1 cockpit, but that cockpit has an airliner's amount of stuff around it to create the external shape, then it's a Medium-size ship. I doubt anyone would need that much stuff around a single cockpit, but hey, it's for purposes of illustration. :P

But yeah, Samus's ship can be equated in real life to the size of a B-2 Spirit stealth bomber, though obviously with less wingspan.
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Re: Metroid Supremacy (LIMITED PLAYERS! 5/6 slots open)

Postby napsii » Fri Jul 26, 2013 11:57 pm

That's a strange way of judging size, but alright. I'll upgrade it to Medium.
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Re: Metroid Supremacy (LIMITED PLAYERS! 5/6 slots open)

Postby napsii » Sat Jul 27, 2013 12:12 am

Oh, uh, actually, penny for your thoughts. Here's a B-2 Spirit compared to Samus' ship and the Rosencrantz, which is 60 feet.

http://i.imgur.com/tVSSILQ.png (EDIT: Just noticed this accidentally uses a double prime rather than a single prime to measure length. But don't worry, it's not measured in inches. Lol.)

Now here's Samus' ship compared directly to the Rosencrantz:

http://i.imgur.com/QhlfGww.png

So it is actually a small-class assuming that's the reference of measurement you want to use. As I said earlier, it's a cramped ship.
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