Revenge of the Polygems (OOC)

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Revenge of the Polygems (OOC)

Postby Zender_Solarheart » Sat Nov 03, 2012 7:41 am

Yes, this is a re-boot of my old "Rise of the Polygems" RP, with a new story, new setting, and even some new in-play elements. My aim is to provide an experience that players from the old RP will find familiar, yet different enough to keep things fresh. The old form's use of dice rolls will be replaced with a causality-based system, the list of weapons will have some new faces and features, and some new mechanics like battle maps will be implemented, as well.

<<Story>> (general concept)
Spoiler (click to show/hide):

In Pre-Cosmic year 2359, the many governments of the Earth joined together in a global pact of alliance, something many had deemed impossible for centuries. The main driving force behind this pact was the crippling over-population of the blue planet, to the point that such an alliance was needed to preserve humanity. This also necessitated a surge in scientific breakthroughs for survivalist goals, particularly in enabling the colonization of other worlds. Mars was first on the list, as it was the closest planet we had to Earth, both in literal and comparative meanings. Several planets outside the system followed not too long after, such as the aquatic planet Nimue, and the mineral-rich Gaia II.

In the process of their expansion among the stars, mankind also encountered other intelligent races. The first among them were the "Neo-Elves," named for their elf-like appearance and wisdom, followed by the Nekos, then the Kitsune, and so on...apparently, the one who translated all these races' names was a total nerd. Anyhow, humanity actually sought peace instead of war, and after some negotiations and treaty-signings, the many interstellar races joined together with the humans, in a federal body known as the Republic of Trans-Galactic Systems (RTGS). Since then, the RTGS has invited race after race to join, though allowing them to decline if they so choose.

The current year is 3469 PT (Post-Terrestrial). The RTGS had received word from the Dracolites of planet Wyrmadon that they wish to join, and an ambassador party was sent to them to seal the deal. However, less than a day after landing, contact with the ambassadors was lost, and the scouting party sent to look for them went MIA in the same fashion. Some speculate that the Dracolites attacked the ambassadors unprovoked, though without any concrete evidence of such, the Republic is unwilling to declare war.

Thus, the RTGS's elite military force, known as the Platinum Stilettos, has sent the carrier Sleipnir to investigate with better defensive options. The Galactic Congress feels uneasy sending just one ship, however, so they have also hired the PMC group known as the Interstellar Peace Corps (ISPC) to provide assistance. The ISPC joins up with their own carrier Izanami, and between the both of them, it would take an insanely-sized force to silence them as easily as the ambassadors...


<<Weapons>>
The new list of weapons was built with the idea of an "upgrade" to the old. Most firearms will have a secondary function, which works similarly to the classic Nintendo 64 shooter Perfect Dark: each one works as a toggle, and is meant to further specialize how the weapon can be used. Certain weapons from the old RP may take different forms (such as the Chainsaw Zweihander now being the Photon Zweihander), and the grenade types aren't quite as numerous, but the general concept of "upgrading" was still kept in mind.

You may notice that the weapons now have a star-based ranking next to them, as well. It's based on the classic 5-star model, and while Power and Accuracy ratings are meant more as a guideline than a precise measurement, the Range category indicates how far away your target can get, before your ability to hit it begins to suffer. Simply put, count one square from your position for each star, though bear in mind that the X on the Neutron Sniper's range indicates that it can strike from any distance, as long as you can see the target.

Also, veterans of the old RotP may find that energy weapons have limited ammo now. This is because the EN you had back then is now also used to recharge your weapons on the go, though certain "recharge stations" will be found that you can fully restore your EN at to balance things out. Your EN will still recharge over time, of course, so don't worry about running completely dry too much.

Spoiler (click to show/hide):

Handguns/sidearms
(NOTE: Unless otherwise stated, each handgun fires at a semi-automatic rate.)

Photon Pistol
The P400kJ Photon Pistol was among the first photon-based weapons to enter military service, and the Platinum Stilettos have made it their standard sidearm for general field ops. The handgun fires 100-kilojoule pulses of photonic energy straight forward, without any recoil that would otherwise hinder accuracy.

Secondary Mode: Charge Shot.
By holding the trigger for 1 turn, the next pulse will be amplified, at the cost of an additional pulse’s energy cost. The charge can be build up for up to 3 turns, allowing up to 4x normal power in one shot; however, attempting to hold the charge any longer will cause the gun to overheat, disabling it for 1 turn.

Number of shots per core (uncharged): 50.
Power: ***
Accuracy: ****
Range: ***
Deals Light-type damage.

Shot-Mag
The JD37 “Shot-Mag” magnum is the ballistic counterpart to the Photon Pistol, and is still in wide use even now. While lacking the higher firing rate of its twin – largely due to recoil – it is considerably stronger, especially against armor and flesh. Many units that wield an energy weapon as their main choice carry one of these as a backup.

Secondary Mode: Spread Shot.
The wide second barrel beneath the thinner main one is made specifically for this feature, in which all of the clip’s remaining rounds are discharged all at once, like a miniature shotgun blast. It also has a kickback appropriate for a shotgun, and is better used against single close-range targets, as opposed to targets at medium or long range.

Clip Size: 8 rounds. (Manual fire; roughly 2 shots per second.)
Power: ****
Accuracy: ***
Range: ***

Machine Pistol
The CMP290 Machine Pistol is just one step down from an SMG, trading the higher caliber ammunition for reduced recoil. When fired in controlled bursts, the weapon is very competent at medium ranges, though the resultant drop in accuracy makes it far less suitable for longer ranges.

Secondary Mode: Death Blossom.
When activated, this mode starts a countdown timer on the user’s HUD, giving them 5 seconds to throw the gun to the location of their choice, and take cover. The reason cover should be taken, is that when that 5-second timer expires, the gun will bounce itself around using spring-loaded “feet” on its casing, while expending its clip in a full-auto spray of randomized death. This is best used to ambush a group of infantry inside an enclosed area.

Clip Size: 50 rounds. (Full-Auto fire; roughly 15 shots per second.)
Power: ***
Accuracy: ***
Range: ***

Stun Pistol
While not that great for actual killing power, the Stun Pistol works wonders against mechanical targets like vehicles and drones, as well as being the safest bet for when the enemy must be subdued, but left alive. The downside? Its range is pretty lackluster, so you'll need to be relatively close for the full effect.

Secondary Mode: Charge Shot. This mode is almost identical to the charge feature of the Photon Pistol, except the Stun Pistol's Charge Shot increase EMP duration on mechanical targets.

Power: *** (dealing the final hit with this weapon will knock out the target instead of killing them.)
Accuracy: ***
Range: **

Needle Gun
The medic's Needle Gun is the only weapon built as much for healing as it is for killing. The former goal makes use of hyper-thin needles to administer tissue-regenerating medicine, while the latter use swaps the healing liquid out with a nasty cocktail of poisons.

Secondary Mode: Swap Chemicals. Highly doubtful that this would need explained...

Clip Size: 20 Needles.
Power: ***
Accuracy: ***
Range: ****

Automatic Guns (SMG, Assault Rifles, etc)

Photon Burst Rifle
The P500kJ Photon Burst Rifle is the most accurate automatic weapon around, even on full-auto fire. Like the Photon Pistol, this is due to its lack of recoil, though it also shares the same drawback on firepower. That said, its shots are twice as strong as a Photon Pistol shot, weighing in at 200 kilojoules per pulse. An excellent weapon to bring if you don’t know what ranges you’ll be fighting at.

Secondary Mode: Sustained Laser.
When active, this mode will trade the standard auto-fire pulses for a sustained beam of photonic energy. While excellent at melting through armor plating in a hurry, this feature can drain the entire core in 3 turns, if sustained for that long.

Number of shots per core: 150. (30 rounds per second)
Power: ***
Accuracy: ****
Range: ****
Deals Light-type damage.

Lunchbox Gun
A personal favorite among many infiltration units, the CI200 “Lunchbox Gun” gets its name from how it’s built to be disguised as a – you guessed it – lunchbox. However, when it swiftly unfolds into an SMG, the true lethality of this weapon is on full display: a beastly 40 RPS mows down any on-foot adversary unfortunate enough to be in its sights. However, this gun’s tactical abilities really shine with…

Secondary Mode: Hover Sentry.
When activated, the wielder disarms him/herself of this weapon, but only so that it can transform yet again, this time into a self-propelled aerial drone gun. The wielder can also move it manually via a control link on their HUD, though the constant signal required to do so demands that they not move even a step while doing so. It should also be noted that the gun is not invincible, and runs on whatever ammo was loaded into it in Sentry mode, though it can be re-acquired by the original wielder.

Clip Size: 200. (40 rounds per second)
Power: ****
Accuracy: ***
Range: ***

Draco Assault Rifle
The XM22 “Draco” assault rifle maintains classic functions, though at a much higher performance level than its XM20 “Super Wyrm” variant. While past forms often had only purely ballistic rounds, the shots fired from this rifle are encased in a thin sheath of electro-magnetic energy, giving them more edge on energetic shielding systems than your average bullet.

Secondary Mode: Grenade Launcher.
A tried and true assault rifle feature that works as well now as it has for centuries, but with more modern advancements improving its use. For example, this RPG launcher can fire Photon and Scrambler grenades, in addition to the standard fragmentation variety. The grenades still arc, however, so a degree of caution should be taken with aiming it.

Clip Size: 150. (30 rounds per second)
Power: ****
Accuracy: ***
Range: ****

Heavy/Specialty Weapons

Gatling Blaster MKII
An upgraded form of the iconic ion-scattering death machine, the Gatling Blaster (commonly omitting the “MKII” for shorter mentioning) has retained all of the features that made the MKI such a monstrous killer of infantry and light vehicles: high power, insane rate of fire, and easy mounting on either stationary or mobile turret emplacements. However, the MKII has received a quite dastardly trump card…

Secondary Mode: Proximity Detonation.
When this mode is activated, the Gatling Blaster is placed on the ground where enemies may consider taking it for their own; Platinum Stiletto technology is, after all, quite rare, and many a black marketer would like to reverse-engineer that tech. However, the moment anyone that the former wielder’s IFF system marks as “foe” gets close…BOOM! A white-hot cloud of ionized energy and shrapnel erupts from the spent weapon, sending anyone within 15 feet (about 4x4 squares) directly to Hell. Do not pass “Go.” Do not collect 200 credits.

Magazine Size: 500. (80 rounds per second)
Power: *****
Accuracy: **
Range: ***
Deals Light-type damage.

Plasma Shotgun MKIV
Due to a technical glitch with how the internal CPU calculates the charging process, the flawed MKIII version of the Plasma Shotgun has been replaced with a new, debugged model. Originally, the glitched internal systems had each charge level put greater density on the plasma discharge, causing the heat blast to travel farther and faster, but with a much smaller spread. The new version, however, has been re-programmed to instead fire the smaller level of spread uncharged, and increase the spread with each level of charge. The drawback is that it cannot alter its effective range, charged or otherwise.

Secondary Mode: None. With all the engineering put into just containing the gun's plasma, not much was left for anything else.

Shots per core (uncharged): 30.
Power: *****
Accuracy: *** (NOTE: Farther away enemies will have an easier time dodging the plasma cloud)
Range: **
Deals Heat-type damage.

Assault Shotgun
Shotties have never been the most far-ranged weapons, even with the transition to an energy variant. In cramped spaces, however, there is no better go-to weapon for those enemies that just refuse to say “die.” A spread of 12 pellets let loose all at once, combined with a merely average level of aim, will show the enemy that your boomstick is not to be trifled with. Its primary firing mode’s only drawback is the pump-action system’s low rate of fire…and to fix that…

Secondary Mode: Automatic Fire.
That’s right, this baby serves as both a pump-action and auto-shotty. The secondary function trades 4 of each shell’s pellets to fire them in rapid succession, about as fast as your average ballistic pistol. This feature is best used when moving from a tighter location to a more open area, where longer times between shots is more dangerous than the 4 pellets you sacrifice for that firing rate.

Clip Size: 12. (16 in Secondary Mode)
Power: ***** (NOTE: Weakens significantly at medium range)
Accuracy: ***
Range: **

Neutron Sniper Rifle
The energetic adaptation of the age-old sniping firearm has seen little improvement over the years, but only because it needed little improvement to begin with. The neutron energy of its shots are nuclear in nature, meaning that until it hits the ground, anything alive in its path will have a hole in it so big, you could make a merry-go-round seat out of it. It doesn’t matter if there’s 30, 50, even 100 guys between you and the ground; if it breathes, you can pierce it. The natural silencer-like effect of the shots also helps.

Secondary Mode: Thermal Scope.
There are two main situations where this feature can mean the difference between victory and death. The first is in dark or cold areas, where the natural body heat of the opposition will allow you to pick them off amid all the chilly stuff. The second is against cloaked enemies, as few can mask the heat signature that their cloaking unit gives off. Even if they can, they’re often too busy with other things to notice you aiming at their brain-pan. However, it should be noted that the Thermal Scope's link with your HUD will override your armor's Nano-Drive, preventing you from using any Nano-Tech abilities while it's active.

Shots per core: 10.
Power: ****
Accuracy: *****
Range: *****
Deals Nuclear-type damage.

Plasma Rocket Launcher
Ah, what is a military force without a rocket launcher? A miserable little pile of puss-outs, that’s what. Thankfully, the Plasma Rocket Launcher fills the role wonderfully; an initial explosion of ballistic fragmentation, followed by a searing after-cloud of plasma, makes this bad boy the ultimate in man-portable artillery.

Secondary Mode: Lock-On.
This pretty much speaks for itself, but for any green recruits reading this, pay attention. In order to establish a lock, you need to keep the HUD’s crosshairs on your target for about 2 seconds (1 turn), then fire. If anything slower than a Stallone-class fighter escapes its chasing fury, you either have a wall in the way, or can call 3-800-PAY-BACK for a full reimbursement of the wasted rocket’s value.

Holds up to 3 spare rockets in a side compartment.
Power: X
Accuracy: ****
Range: ****
Deals Heat-type damage.

Grenades
(NOTE: For the blast radius, compare the area provided to the battle map. Example: "3x3" = a square of 3 spaces across and down, for a total of 9 spaces.)

Frag Grenade
The fragmentation grenade is a long-lived staple of the standard military arsenal, and the Stilletos are no exception. The explosive’s 1.5-second fuse activates once it touches a solid object, like a wall or floor, and the detonation scatters a thick blast of shrapnel for added lethality. Very effective against most infantry and light vehicles.

Power: *****
Blast Radius: 3x3.
Deals ballistic damage.

Photon Grenade
Since sheer photonic energy tends to be more effective against armored units and vehicles, most Stiletto operatives prefer to keep at least one of these on them, just to prepare for the unexpected. Like the frag grenade, it has a 1.5-second fuse activated by a kinetic impact. Unlike its classic counterpart, however, the Photon Grenade replaces the shrapnel with pure energy, hot enough to vaporize most species standing right next to it when it goes off, and covering a much larger blast radius. Roll one of these under a tank, and it’ll be gone faster than you can say “son of a bitch.”

Power: ****
Blast Radius: 3x3.
Deals Light-type damage.

Scrambler Grenade
While not causing physical damage, this grenade wreaks havoc on anything and everything electronic, especially AIs. Against targets using electronic HUDs, it makes them all but blind through the visor, and slows the movement of powered armor-suits. Against AI targets, it has even more chaotic results, sometimes causing them to self-destruct, or even shoot each other by scrambling their IFF systems. Of course, this means that great care should be taken when using it against drones, as the self-destruct scenario could potentially take unwary allies out with the target…

Power: N/A.
Blast Radius: 5x5.
Scramble duration: between 1 and 3 turns.

Melee Weapons

Heat Dagger
The Heat Dagger is pretty much what it says on the tin. A knife-sized blade uses tiny heat coils tucked into its blade to heat the edge immensely, allowing it to cut through even steel like a – for lack of a better analogy – hot knife through butter.

Power: **
Deals Heat-type damage.

Photon Zweihander
The heavy Photon Zweihander is a blade that requires significant muscle might to wield. For those who can handle its daunting weight, however, its photonic-emission edge proves an absolute wrecking ball in the field, especially against energy shielding.

Power: ****
Deals Light-type damage.

Shock Rod
Adapted from a non-lethal tool of law-enforcement officers, the military Shock Rod model sizzles the target with an easily-fatal dose of 80,000 volts. Unfortunately, design limitations require a contact duration of roughly 2-3 seconds for full lethality – perhaps more, depending on the species – and is often not the most subtle weapon for stealth tactics. Against vehicles and drones, however, the electric shock proves insanely effective.

Power: Depends on how long the target’s touched by it.
Deals Electric-type damage.

Surgical Saw
While not a weapon per se, the medic-standard Surgical Saw can be used as one just fine. The micro-toothed edges are designed to cut flesh and bone alike with minimal strength required, though its effectiveness against metallic armor is...questionable, at best.

Power: ***


<<Energy Types>>
Spoiler (click to show/hide):

You may have noticed terms like "Electric-type" and "Light-type" in the weapon list above. This is because I'm making use of an "elemental affinity" kind of system, where certain types of energy will be more effective on certain targets. General guidelines for these are below:

Light-type energy is more effective on energy shields than any other form of attack, and deals pretty good damage to armor and vehicles, though less effective against flesh. The energy itself is also very bright up close, and may temporarily blind enemies if they look directly at it for too long.

Heat-type energy is most effective against hardened materials, such as those found in vehicles and powered armor-suits. Its effect on flesh is average, and shields tend to block most of its effect. It also has the bonus of igniting flammable materials, and can cause Burn status on fleshy enemies.

Electric-type energy is a godsend against vehicles and AI-controlled drones, as it afflicts them with an EMP-like effect. It deals pretty nice damage to shields too, though not as much as Light-type energy. Its effect on flesh is the drawback, though if you can strike an infantry unit directly in the heart, the effects will be doubled. There's a reason defibrillators don't work while the heart is beating...

Nuclear-type energy is equally effective against flesh, armor, and shields, but with a special bonus: it pierces through any unshielded targets like an AP round, allowing you to strike targets on their other side, as well. However, the only weapon known to make use of this special energy is the Neutron Sniper Rifle.

As for ballistic attacks, they're generally most effective against flesh, but trying to breach energy shielding with them takes a LOT of ammo from most guns. You're better off using a Light-type weapon for that.


<<Nano-Tech (NT) Abilities>>
Veterans from the old RP may remember these, but for newcomers, think of these as your "special moves." Each turn, you can activate one of these, for the cost of some of your energy (EN). The EN costs have been reduced, however, as that's also how you recharge energy weapons. Note that you can use one and attack in the same turn, but you can't move while activating them.
Spoiler (click to show/hide):

--Heavy Hit: When used, the next melee attack deals double damage.
Cost: 15 EN.

--Razor's Edge: When used, the user's ability to dodge attacks increases for 3 turns.
Cost: 20 EN.

--Ambush: When used, enemies unaware of your presence will take double damage from your attack.
Cost: 20 EN.

--Eagle Eye: When used, accuracy is enhanced for 3 turns.
Cost: 30 EN.

--Juggernaut: When used, damage is reduced for 3 turns, as is staggering from enemy attacks.
Cost: 25 EN.

--Helping Hand: When used, you and all allies near you regenerate HP for 4 turns.
Cost: 30 EN.

--Threat Detector: When used, cloaked enemies will be visible for 3 turns.
Cost: 35 EN.


<<Classes>>
Classes in this RP are a bit different than in the older version, as the stats from there are replaced with causality-based decisions. As such, what they'll mainly determine here is what weapons you specialize in, as well as a starting Nano-Tech ability unique to each Class (you can still pick your own 2nd ability, though).
Spoiler (click to show/hide):

Enforcer
This is your well-rounded "jack of all trades" Class. Their strength lies in their adaptability, and they have equal skill in all types of weaponry. The downside, naturally, is that they lack the specialized equipment that other classes get.
Starting NT ability: Heavy Hit.
Special Equipment: None.

Phantom
This Class is what the stealthy folks go with. Phantoms have a natural talent for agility, and their Cloaking Device allows them to evade both radar and visual detection. However, their defensive abilities are rather frail, so their chances of combat survival depend on evasion, though it's better for them to avoid a drawn-out skirmish if at all possible.
Starting NT ability: Ambush.
Special Equipment: Cloaking Device.

Blitzer
This Class is for those who like really big guns. Not only can they haul around the gargantuan Gatling Blaster like it's a simple machine gun, but they can also dual-wield Automatic weapons, something no other class can do. On top of that, they have an energy shielding unit to further bolster their defense. The only downside, as might be guessed, is their significant increase in weight.
Starting NT ability: Juggernaut.
Special Equipment: Energy Shield.

Mechanic
This Class is for the techier types, along with those who love vehicular combat. They can wreak havoc on electronic defenses with their Hacking Uplink devices, and have a key talent for piloting. However, their defense is rather weak, much like the Phantoms, so a path may need cleared between them and the terminal they need to reach.
Starting NT ability: Razor's Edge.
Special Equipment: Hacking Uplink.

Medic
This Class is for the types that enjoy aiding their allies more than shooting their enemies. No military force is complete without them, and in the field, they can literally make the difference between life and death. Their Medkits come with all manner of combat surgeon tools, along with adrenaline shots, just in case. Sadly, the common Medic's abilities with anything heavier than an SMG are...questionable, so it's better for them to carry a small sidearm or two for when they actually need to shoot people.
Starting NT ability: Helping Hand.
Special Equipment: Medkit.
NOTE: All Medics start with a Needle Gun as a standard weapon, though they can still have 2 other weapons.


<<Character Sheet>>
-Name:
-Race: (You can make up your own for this, or choose one of the races I mentioned up above; y'know, the Neo-Elves, Nekos, and such. If you create your own race, however, please describe how they look. A verbal description is okay, though I recommend a picture if it's not something as simple as a Harpy or Dwarf.)
-Age: (No one under 18. I don't think I need to say why.)
-Team: (Stilettos or ISPC. This may not seem to important just yet, but trust me, it'll factor in more than you think...)
-Appearance: (Picture is preferred, though a verbal description is okay, too.)
-Class:
-Nano-Tech Skill: (choose one from the list, though your other one's determined by your Class.)
-Primary Weapon:
-Secondary Weapon:
-Bio:
Certified Determinator and Japanese Technique Namer of the LoK forums. Also, the eternal nemesis of Razajin.
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Re: Revenge of the Polygems (OOC)

Postby SugarCookie » Sat Nov 03, 2012 4:21 pm

20 views, 0 posts, 9hrs ago
Probably because everyone is still reading it xD

I'ma making a sheet now, just give me a few thousand seconds to read it ^^
"In the modern world, "common sense" is an oxymoron"
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Re: Revenge of the Polygems (OOC)

Postby MiscChaos » Sat Nov 03, 2012 4:38 pm

Of course I was gonna get in on this shit! Even with the little time I have on hand!

Name: Derek Hernandez
Race: Neo-Elf
Age: 23
Team: Platinum Stilettos
Appearance:
Spoiler (click to show/hide):

Image

Class: Medic
Nano-Tech Skill:
-Helping Hand (Class Default)
-Eagle Eye
Primary Weapon:
-Needle Gun (Class Default)
-Lunchbox Gun
Secondary Weapon:
-Shock Rod
Bio: Derek came on board the Platinum Stilettos because it seemed like a fun thing to do. He's very entertainment-oriented, even becoming a medic because he only really worked when the crew needed regular physicals, medicinal stock needs resupplying, and when someone gets hurt or sick, otherwise leaving him free to pursue his own interests. Make no mistake, when it's time to work, he single-mindedly makes sure everything goes as perfectly as possible, often being overbearing about it, but other than that, he's laid back. With this in mind he's pretty loose with rules, the only reason he hasn't been kicked yet owing to the fact that medics of his caliber aren't exactly common.
Derek's unusual choice of a medic carrying a Lunchbox Gun is due to 3 reasons: 1) He likes him some dakka, so he was gonna pick out a machine gun regardless; 2) If worse comes to worse, he can set it on Hover Sentry mode to provide cover so that he can patch up an ally in the heat of combat without too much worry; 3) It's disguised as a freakin' lunchbox! Of course he was gonna pick up that shit, as entertainment oriented as he is. It's a favorite joke of his to carry around a normal lunchbox around the ship and toss it and run.
There's organized chaos, then there's normal chaos. And then there's miscellaneous chaos...
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Also, ran the Pokemon RP!


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Re: Revenge of the Polygems (OOC)

Postby napsii » Sat Nov 03, 2012 5:18 pm

-Name: Cae
-Race: Android
-Age: 18 (body-wise)
-Team: ISPC

-Appearance:

Spoiler (click to show/hide):

Image

-Class: Enforcer

-Nano-Tech Skill: Heavy Hit, Threat Detector

-Primary Weapon: Photon Zweihander
-Secondary Weapon: Machine Pistol

-Bio:

Spoiler (click to show/hide):

Among the miracle technologies that became commonplace in the last 1500 years, machines built in the likeness of the universe's many species (predominantly humans, as their interest was deep-seeded in history) became popular. In her time, Cae was an experiment – a pioneer – in a new wave of AI technology. Once contrived and simple-minded, androids had come a long way, but the centuries-long challenge of simulating the human condition remained standing. Theseus Industries, an influential player in the field of robotics, sought prestige in the scientific community through the Metellus Program: a vibrant attempt to develop an android that was simply human. No less, no more.

Kyra Veyen, a talented scientist and AI developer, was recruited for the purpose of spearheading this project. Under her leadership, the project's tight three-year deadline (set obtusely to just ahead of the once-per-decade Sterling Awards for Scientific Excellence) passed with breakthrough after breakthrough, and the first line of androids was brought to life, three male and three female, to simulate the social and interpersonal differences of gender. “Caecilia” was among these, built in the likeness of a then-deceased young woman. Veyen had recognized the one element that divided humans from static, unmoving androids: the ability to change. Machines always had a rudimentary reply to changing circumstances, but they had never learned.

Caecilia – Cae – was different. She was at first bright and naïve, and unlike the countless generations of androids before her was fallible. She was often clumsy, but with passing weeks, she changed. She expressed strong emotions, biases and tastes, even on subjects she knew little about. She loved the virtuous, disliked the evil, and had a strong passion for history. She was entirely self-aware, and yet despite the metal that crawled beneath her warm synthetic skin, she had always identified at the people around her. She knew what an android was, and separated the older and less human machines from true human beings easily, but she and her newer companions were indistinguishable. She was a success, and only one step remained.

Humans grew and aged. And they died. Every human walked the path from birth to death knowing their life was terminal – that they would die. In the sea of their personalities, none of the androids understood this. It had to change for them to be a success. The executive committee overseeing the project, in their bureaucratic mess, gave the go-ahead for the last and most controversial step of the program. Six androids were engineered, but only two were necessary. On one particular day, Cae and the others were led into a remote area of the facility. It was mere seconds before they were fired open, unseen shooters cutting down the two next to Cae. She reeled in shock, feeling the horrible, nauseating sensation of grim death creep into her for the first time.

She had not been selected as one of the two who would remain, and felt bullets slice into her arms and legs before her friend had hit the ground. But she hadn't died – not there. Cae knew at that moment that she had to live. That the look on Dr. Veyen's face as she looked on, horrified, from behind a pane of glass was the only reason she needed to run. Cae ducked, and she ran. And she ran. Past surveillance cameras, past machine gun-wielding security personnel and wall-to-wall sentry guns. Bullets stung her every movement, but under a rainstorm of gunfire, she escaped and vanished into the forests beyond the residence-laboratory where she had called home. So began the next chapter of her life: escape.

She never truly knew why her death was so important to them, truly the only thought that had played on her mind as she hijacked one of Theseus' shuttles and made for the cosmos beyond. The next few years was the same sorry tale, repeated over and over again. Cae found refuge back on Earth, but again, she was ousted from her cover, and took off again, this time to Gaia II. From there, she was forced to Mars, then to one of Jupiter's moons, then all the way to the home planet of the Harpies, back to the very planet she had called home, to the crown jewel of the Neo-Elf nation and then after launching between dozens of other nameless colonies at last to a barren, forsaken desert planet on the outer rim of civilized space.

Once a cradle of precious raw minerals to many systems, the nameless planet had been mined almost hollow, and the rocky beige-brown surface was scorched of life. It had been years since any race had last set foot on it, but Cae found some comfort in the thousands of kilometres of tunnels, shafts and boreholes that ran into the planet's crust from the mining. Earthquakes and tremors rocked it on an hourly basis, having been geologically upset by the mining, but Cae didn't care. She was sick of running. She had always run so fast and so far, mind fixed only on the future, that she had never seen the things she had wanted to see. The marvels of the places she had visited had been erased by the terror that Theseus had inflicted on her in the ten years she had ran.

Her shuttle's engine had been knocked out, and although Cae knew she could fix it, she had no desire to. Just days later, a vicious earthquake rocked the cave where she had resided, and the walls began to collapse. Behind her was a cryostasis apparatus. Not for freezing organics, but for keeping precious materials cold. Cae sighed, seeing the light of the tunnel quickly fade away. She could have escaped, but she didn't. She stepped into cryostasis, and her vision blurred as the entire world faded to black – hopefully for the last time.

That was over a century ago.

104 years later, Cae opened her eyes, feeling stiff. Her body and her AI core had deteriorated in the decades of stasis, but she had a clear picture of the man standing before her, the ISPC emblem printed onto his armor. Decades after she shut herself down, the planet Cae resided on had become the staging point for an intense , decades-long proxy war between two warring species. As the bombs dropped, more of the planet collapsed, and in the ISPC-protected years-long recovery and salvage efforts, the pod she laid in had been recovered. She was weak, but still active. And she remembered everything. From there, Cae was taken to a facility where the true depth of her complexity was revealed – even after a century of progress, her hardware was still impressive.

She was refurbished to full condition, some of her obsolete components replaced and reinforced and her mind and body enhanced to what they once were and more. As soon as she could speak, Cae flooded her “rescuers” with questions. Theseus Industries, to her surprise, was gone. After a string of more failed projects that sacrificed hundreds of millions of credits, it was liquidated and sold off about thirty years prior to her re-awakening. By sheer patience, Cae had won; she would never be pursued again. But she knew that Dr. Veyen was gone too, dead of old age, and the whereabouts of her fellow androids were unknown. She had little purpose now, but she had accumulated so many skills – so many deadly talents – as she had ran.

Cae's memory was her one perfect function. The protocol at the heart of her memory banks, named Living Daylights, was a true revolution in memory technology. Besides being resilient, sharp and accurate, it had always reacted to the situations around Cae, and adjusted her actions accordingly. Once an attack had been employed against her, it had never worked again. And after being shot at, electrocuted, incinerated, run over and blown up, she was a soldier in her own right. A gun was no different than a pencil, or a clipboard. She clenched her fist, considering her present situation. Theseus was gone, and so was their ownership of her. She was free, but remembered Dr. Veyen's insistence that every person engineered their own fate.

She asked if she could join the ISPC, and was met with confusion. But with some insistence, she was accepted. Despite being an android, Cae came to be recognized as any other soldier, and passed their training tests with flying colors...

Come years later, and it seemed like she had a purpose.

A soldier, as if it were, for justice.
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Re: Revenge of the Polygems (OOC)

Postby SugarCookie » Sat Nov 03, 2012 5:22 pm

Btw, defibrillators fix a heart beating erratically, not start a dead heart beating again, that's what CPR does.
They use AEDs to zap a heart to beat regularly, and it can do the opposite if it already is.
Using an AED on someone whose heart stopped, won't do anything.
Just saying.


-Name: Whiskers (it's a long story)
-Race: Neko
-Age: 19 (FINE! I'll do 19 then, who cares about the cute 17 year olds, no one! thats who! ...fallout 2 is best porn game ever)
-Team: ISPC (pussy peace core ftw!)
-Appearance: Bahahaha! I love google images, I just googled 'neko character' and this was the first image
Spoiler (click to show/hide):

Image

-Class: Mechanic
-Nano-Tech Skill: Helping Hand
-Primary Weapon: Stun Pistol
-Secondary Weapon: Heat Dagger
-Bio: Grew up with human parents. Not birth parents of course, but it turns out raising a girl to be intelligent, kind has its downsides when you try and rape her. So after she escaped, she ratted them out and her father (again, not her birth father) got the light chair (an interesting version of the electric chair). After a few years of school, she got a degree in mechanics, and joined the ISPC as a glorified taxi driver. Again, turns out giving an intelligent girl a vehicle with weapons on it, equals her being the only survivor of an ambush. The report was they were attacked she defended herself being the only survivor, but no one but her knows what really happened.
She gets a bit pissy when people make fun of her name, being a passive aggressive bitch and all of that, but she ultimately likes to help people, and tries to avoid fighting. Knowing her luck and skills, they sent her on this mission with the Stilettos and assigned her with a squad of ISPCs to back them up.
"In the modern world, "common sense" is an oxymoron"
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Re: Revenge of the Polygems (OOC)

Postby Zender_Solarheart » Sat Nov 03, 2012 6:56 pm

So, to sum up the headcount so far, we have...

-Our veteran fun-loving medic Derek, with a Lunchbox Gun for added prankster flair;
-Cave Story's Curly-...I mean, a revolutionary android that would make Mega Man's Dr. Light jealous; and
-A Neko girl with a social issue or two, but a valuable teammate nonetheless.

Not bad so far...

Also, Sugar, I should point out that the ISPC isn't as "pussified" as their name may imply. They're technically mercenaries, and all the name really does is infer what kinds of jobs they're willing to take. When it comes down to combat, they could hold their own against even the Stilettos, if need be. Not to mention that the commander they have on this mission can do crazy stunts like this (albeit thanks to his powered armor-suit's customizations): http://www.youtube.com/watch?v=uxT534CSf7U&feature=related :P
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Re: Revenge of the Polygems (OOC)

Postby daxtinator396 » Sat Nov 03, 2012 7:27 pm

Can my chapter just carry over :3
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Re: Revenge of the Polygems (OOC)

Postby Icaelus » Sat Nov 03, 2012 7:48 pm

-Name: Minaeta "Fate" Moirai
-Race: Human
-Age: 21
-Team: Platinum Stilettos
-Appearance:
Spoiler (click to show/hide):

Image

-Class: Phantom
-Nano-Tech Skill: Eagle Eye
-Primary Weapon: Neutron Sniper Rifle
-Secondary Weapon: Shot-Mag
-Bio:
Spoiler (click to show/hide):

Life is weighed differently in each individual's eyes. In some it is worthless, simply an object to sacrifice in exchange for whatever gain that could be had. In others, it is priceless, the sacred and undying soul of each human life that should be lived out to its fullest. In Min's cold eyes, Life was fun. Especially when you had the opportunity to take it all away. Rip their life from their bodies. Shred their souls away. Leave their lifeless corpses hidden in shallow graves.

The first man she killed had deserved it. Min at the time was...normal, if you could say so. Normal family, job and everything. She was just your average person in your average environment, shying completely away from any break in their otherwise routine life. Of course, being robbed and nearly raped on the way back from work wasn't routine, usually. The man had been careless. Lost in his lust for her body, he had neglected to secure his ballistic pistol. Minaeta had reached for the pistol and blown his brains out while he had been struggling with her bra.
That moment had been magical in an odd way. She just couldn't help but smile at how the tables at turned so easily. There had been no wrong in his death, she kept telling herself. She had saved herself from being raped and possibly killed after by killing the man herself. And just to think..she could possibly save others, too.
It had been the death of a rapist, but the birth of a murderess.

Min went on a murderous crusade of sorts after she had cleaned up after her first murder. Her targets were never innocent, having either robbed, raped or killed a person a single time in their sorry existences. Assassinating people came naturally to her. Poisoning, shooting, throat slitting, etcetera, etcetera. You name it, she'd done it. One of the things to note about her modus operandi was that she always left a single word, scrawled on the floor beside the victim in his own blood.
Fate. That was the word, and name of the of the ghostly serial killer that had remained at large for two years, killing and killing and killing more criminals..
It had been till that Minaeta could no longer find any more targets, all either having been purged or hiding away on some other planet that she had turned herself in to the police and provided ample proof that she was "Fate", the murderess.

After Minaeta "Fate" Moirai's arrest, psychologists would note that aside the tendency to kill criminals, Min was normal in terms of mental capacity. She wasn't crazy. She wasn't unbalanced, wacko or anything related to insane. Authorities were frustrated on what to do with her. Psychologists reports showed no mental instabilities, nor had she actually killed a single person that hadn't had a court case for either murder or rape. It was like instead of the usual twisted crop of murderers, Min had instead been a dealer of justice, murderous as it was. Even when repeatedly questioned on why a seemingly nice girl like her could've murdered so many people, her answer had always remained the same.

"It was fun."

The Platinum Stilettos recognized talent when they see it, and some of the higher ups had always been interested in the "Fate" Case. Their shock had been apparent to Minaeta when they had actually met face-to-face. Or rather, her face to some holographic screen. Here she was, a girl barely an adult, responsible for the deaths of over a hundred men and women. If she hadn't actually turned herself in after she could find no more targets to kill, the authorities would've possibly never found her with how carefully she had covered her tracks. She was a natural born assassin and clean-up crew, mixed into one lethal being.
Min was offered a choice. Serve with the Stilettos, or face life in jail. The choice had been obvious.

And so, the killing continues..





Oh, right. Trivia, Moirai is the name of the three Fates in Greek history :3.
Last edited by Icaelus on Sat Nov 03, 2012 9:13 pm, edited 4 times in total.
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Re: Revenge of the Polygems (OOC)

Postby Hazard1325 » Sat Nov 03, 2012 7:55 pm

-Name: Keldras Starcrusher
-Race: Asteroid Dwarf
-Age: 138
-Team: ISPC.
-Appearance:
Spoiler (click to show/hide):

Image

-Class: Blitzer
-Nano-Tech Skill:
Eagle Eye
Juggernaut (Class default)
-Primary Weapon:
Gatling Blaster MKII
-Secondary Weapon:
Plasma Rocket Launcher
-Bio:
Spoiler (click to show/hide):

In the outermost reaches of space a stout race of warrior nomads roam the asteroid belts harvesting the abundant minerals found there. Completely self sufficient the dwarf fleet strip mines whole fields in a few weeks before moving on to the next. The forge ships constantly turn out all manner of technology from simple every day commodities to advanced weapons and a armor to outfit their warrior caste. Viewed as parasites by some the Dwarf fleet never stops for very long or negotiates for mining rights, preferring to settle conflict directly. Dwarf warriors are among the fiercest in the galaxy standing their ground when faced by overwhelming odds and often coming out ahead with minimal losses.

Keldras of warrior clan Starcrusher was one of the few Dwarves that were not content in the fleet. Keldras longed for a greater challenge, the Dwarves destroyed most of their foes in a few quick engagements and wars were concluded in a few weeks or less. Keldras requested he be allowed to leave the fleet to find his own way amongst the stars. He was refused on several occasions, very rarely did Dwarves leave the fleet unless a splinter fleet was formed.

Eventually the Dwarf fleet entered Dracolite space and encountered a foe far greater than any they had faced. The battles were no longer one sided skirmishes, now the Dwarves knew true war. The war lasted for years, and the Dwarf fleet slowly lost more and more ships. Eventually as the fleet shattered Keldras remained aboard the Starcrusher’s flagship ,Ironflare, as part of the death squad waiting to eliminate as many of the Dracolite boarding party as possible before the ship was overrun. The rest of the fleet escaped heading back to the outer reaches to regroup. Keldras manned his gun emplacement for over thirty hours as the Ironflare slowly broke apart. Finally the ship gave one last shutter before falling down to the planet bellow. Keldras and a handful of others lived through the crash and set about waging a small gorilla war for the next twenty years.

Keldras was the last of the death squad, unable to continue an effective war he hijacked a Dracolite transport until he could find other transportation outside of Dracolite space. From there he wandered as a mercenary, eager to take up any contracts that would help him kill more of the Dracolites adding to the death squads kill count. Eventually he found the ISPC and joined hoping for future conflicts with the reptilian race.

Keldras still has most of his old Dwarven technology restored to good condition after the years of jungle fighting. His primary weapon was a blaster very similar to the MKII that he has since modified to make use of non Dwarven energy links. His secondary weapon is a Dwarven Plasma Cannon the equivalent of a plasma rocket launcher, the ammo is rare and its tedious to convert it for the old weapon so he uses it sparingly. While he has no love for other races, Keldras respects his squadmates treating them as if they were his own brothers as his warrior code requires.
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Re: Revenge of the Polygems (OOC)

Postby napsii » Sat Nov 03, 2012 8:07 pm

SPACE DWARFS.
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Re: Revenge of the Polygems (OOC)

Postby Hazard1325 » Sat Nov 03, 2012 8:35 pm

SPACE DWARFS!
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Re: Revenge of the Polygems (OOC)

Postby SugarCookie » Sat Nov 03, 2012 8:50 pm

SPACE DWARFS?
"In the modern world, "common sense" is an oxymoron"
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Re: Revenge of the Polygems (OOC)

Postby Zender_Solarheart » Sat Nov 03, 2012 9:03 pm

@Dax: Depends on what you mean by "chapter." If you mean his story from the old RotP, word-for-word, then I'm afraid not; this isn't technically a "sequel" to that in terms of story, so who/what the Polygems are has yet to be known in this RP's universe. However, you can always make up something on how Dax and Sallie first met, and all, and I can try to work it in. Long story short, just keep in mind that this is a reboot, not a legit sequel. :P

@Icaelus: Honestly, I'd have pretty poor taste in character complexity to deny a profile like that, so you're definitely approved. :lol:

@Hazard: SPACE DWARFS are nice and all, but Keldras's skirmish with the Dracolites...well, I can't say too much about the complications that arise without plot spoilers, so I'll say this...

The forces Keldras fought against won't be the same Dracolites that you'll find on Wyrmadon now. I was going to define this mostly in the IC thread, but they were actually at civil war for about a century prior to the RP's start, between various "clans." That war was ended by a single leader gaining more political power and influence than the other clans could compete with, so the forces Keldras encountered will pretty much be rebels fleeing the scene. However, I can use his exposition to their home planet to the story's benefit, though the details I'd rather discuss in PMs to avoid spoilers.

Aside from that, your profile's fine, and any adjustments that might need made won't be too drastic. You can still have Keldras's "war-mongering with the Dracolites" deal, as long as we can make the story work with it.

PS: In case it wasn't obvious, players of the previous RP can "import" their characters from it. I have no problem with familiar faces making a comeback. :lol:
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Re: Revenge of the Polygems (OOC)

Postby Lady Foxy » Sat Nov 03, 2012 10:18 pm

-Name: Jenna 'Jen' Swofford.
-Race: Human.
-Age: 21.
-Team: Platinum Stilettos.

-Appearance:
Spoiler (click to show/hide):

Image

-Class: Medic.
-Nano-Tech Skill: Helping Hand, Razor's Edge.

-Primary Weapon:
~ Draco Assault Rifle.
~ Needle Gun.

-Secondary Weapon:
~ Surgical Saw.

-<Bio>:
Spoiler (click to show/hide):

Jenna had always been the meaning of beauty, although it was thanks to both of her parent's attractive genes and DNA. Her smarts had gotten her so far and past the others that she studied to be a medic, getting quite impressive grades while her parents cheered her on. Most of her life had been a success due to her Father, having so many contacts and influences with important people.

Somewhere between Jenna's lasts years in one of Earth's top best university's, her Father had a contact within the Platinum Stiletto's; offering Jenna a spot as a Medic due to her impressive abilities.

Taught new ways of Self-Defense and Combat, she already had a couple of black belts since she was seven years old, having been sent to do many 'fun' activities by her Father. Her Mother had always told her that her affection towards others was a very special gift, that not many shared it due to their lack of respect or care.

Jenna accepted the opportunity to enlist within the ranks of the Stiletto's and when she finished her studies she signed up in the Platinum Stilettos; mostly remaining silent with the others recruits due to her timid nature.

She's a bit optimistic, even though she prefers to be quite silent. Her way of being is rather to be quite caring; mostly reading a book or keeping herself entertained with something interesting or new, sometimes looking through the net for a good piece of art or the newest scientific discoveries.

She's known to be very respectful, caring, affectionate and cute -- the last part mentioned mostly by the male members within the Stiletto's.
Last edited by Lady Foxy on Sun Nov 04, 2012 6:29 am, edited 1 time in total.
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Bao-Dur: "Crashed a shuttle that time, too?"
Atton Rand: "No, pazaak.''
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Re: Revenge of the Polygems (OOC)

Postby SugarCookie » Sat Nov 03, 2012 10:32 pm

Lady Foxy Wrote:-Appearance:
Spoiler (click to show/hide):

Image


download/file.php?id=9181
The selected attachment does not exist anymore.

I think you gave the wrong like for a image.
"In the modern world, "common sense" is an oxymoron"
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Re: Revenge of the Polygems (OOC)

Postby Lady Foxy » Sat Nov 03, 2012 10:55 pm

I can clearly see the image. Why can't you?
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Bao-Dur: "Crashed a shuttle that time, too?"
Atton Rand: "No, pazaak.''
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Re: Revenge of the Polygems (OOC)

Postby Zender_Solarheart » Sat Nov 03, 2012 11:25 pm

I can't see the image either. Not sure why not, but apparently, since you attached the picture in the old RotP, the attachment must've been taken off their servers due to age, or something...

Either way, I don't think it'd be hard to fix that. In fact, if I copy the image URL from the old RP's thread (using Google Chrome's "copy image URL" right-click command), and paste it in "img" tags with a spoiler tag as well...
Spoiler (click to show/hide):

Image


...yyyyup, there it is. :P
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Re: Revenge of the Polygems (OOC)

Postby jayjaycaps » Sun Nov 04, 2012 12:18 am

-Name: Jason Argo
-Race: Human
-Age: 21
-Team: ISPC
-Appearance:
Spoiler (click to show/hide):

Image

-Class: Blitzer
-Nano-Tech Skill: Juggernaut, Razor's Edge
-Primary Weapon: Assault Shotgun
-Secondary Weapon: Shot-Mag
-Bio:
Spoiler (click to show/hide):

Jason was born and raised on various starships, and has very rarely set foot on solid ground. When he was been on a planet, it's usually to shoot stuff. A cocky, hotheaded, sleazy, stubborn, gunslinging S.O.B, Jason was once described as "He’s the guy you want in the foxhole next to yours...but you'd never introduce him to your sister."

As joined the ISPC at a very early age, much like his parents (who were both career military people). After several successful battles and a few medals later, Jason staged his own coup d'eta. He managed to take over the carrier he was on, but was quickly overwhelmed once ISPC reinforcements arrived. He would have been court martialed and executed (like those who had helped him) , had it not been for his excellence in combat. He was allowed to continue to serve in ISPC, but was stripped of his titles and hasn't been allowed to even HOLD gun for the past year and a half.
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Re: Revenge of the Polygems (OOC)

Postby Zender_Solarheart » Sun Nov 04, 2012 2:31 am

Since Dax won't be posting much - if at all - until tomorrow (according to the Thread of Status), I'm going to take the opportunity to type up the intros for everyone that's already signed up. Also, for anyone wondering, the Sleipnir looks like the "Red Horse" battleship from Halo Legends:
Spoiler (click to show/hide):

Image


...whereas the ISPC's Izanami looks more like an Izumo-class battleship from the Gundam franchise:
Spoiler (click to show/hide):

Image


And to clarify, they're both about the size of your average heavy space battleship.
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Re: Revenge of the Polygems (OOC)

Postby daxtinator396 » Sun Nov 04, 2012 3:19 am

Well I'll be bed ridden most of tomorrow so I'll be back after all x.x
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