Background
Spoiler (click to show/hide):
In the year 20XX, with the world was on the brink of war. Facing dwindling resources like drinkable water and energy the world divided itself into three major factions.
The first faction is the Union of Free Nations. The Union of Free Nations which consists of the countries North and South American continents, Australasia, and Japan. These countries of this faction have maintained their autonomy. In this way, the Union is more of a loose alliance of states.
The Reformed European Union which consisted of the countries of Europe and a select few countries in Africa. Born from the old European Union, the REU was the result of expanding its memberships outside of the European region. Of their available partners, they sought to induct African nations into the union. Many countries like South Africa and Egypt mainly agreed because they had been burned in their dealings with the UFN and the United Republic.
Finally the United Republic consists of China, Russia, and South Asia & South-East Asia. It was the formation of the United Republic that spurred on the creation of the other two alliances. The relationship between China and Russia had become so close that they had begun to alienate some of their former trade partners. However, the combined wealth of the two countries attracted many of the neighbouring nations.
This was also when development started on a type of exoskeleton called the Doll Frame for commercial and military use. While they were seen as novel, many military forces didn’t see a uses for the new innovation. Speaking of which, it was at the World Innovation Summit that an idea was introduced that would quell hostilities for the time being. The three factions signed the Cambridge Accord. As stated, these three groups would co-operate to complete the Solar Orbital Range or S.O.R. When completed, it would be the answer to the world’s energy problems.
In the year 20XX, with the world was on the brink of war. Facing dwindling resources like drinkable water and energy the world divided itself into three major factions.
The first faction is the Union of Free Nations. The Union of Free Nations which consists of the countries North and South American continents, Australasia, and Japan. These countries of this faction have maintained their autonomy. In this way, the Union is more of a loose alliance of states.
The Reformed European Union which consisted of the countries of Europe and a select few countries in Africa. Born from the old European Union, the REU was the result of expanding its memberships outside of the European region. Of their available partners, they sought to induct African nations into the union. Many countries like South Africa and Egypt mainly agreed because they had been burned in their dealings with the UFN and the United Republic.
Finally the United Republic consists of China, Russia, and South Asia & South-East Asia. It was the formation of the United Republic that spurred on the creation of the other two alliances. The relationship between China and Russia had become so close that they had begun to alienate some of their former trade partners. However, the combined wealth of the two countries attracted many of the neighbouring nations.
This was also when development started on a type of exoskeleton called the Doll Frame for commercial and military use. While they were seen as novel, many military forces didn’t see a uses for the new innovation. Speaking of which, it was at the World Innovation Summit that an idea was introduced that would quell hostilities for the time being. The three factions signed the Cambridge Accord. As stated, these three groups would co-operate to complete the Solar Orbital Range or S.O.R. When completed, it would be the answer to the world’s energy problems.
Invasion
Spoiler (click to show/hide):
They were first found in an asteroid that was being mined for minerals for the S.O.R project. One group of miners found an odd accumulation of eggs and other organic matter inside the asteroid’s empty cavity. It soon left it’s grouping and fell to earth. The asteroid splits up and scattered across the planet on re-entry. It wasn’t until 10 years later that the eggs hatched and the strange beasts appeared. They swept over major cities in the UFN, REU and the UR leaving a trail of devastation and despair. Many people were slaughtered, and those who survived were abducted and taking to their nests. Their ascension became known as the “Endless Summer” due to the never ending assault of the monsters, soon dubbed World Breakers. The name World Breakers was in reference to a popular German novelist, Heinrich Lux. The monsters and situation that arose had a striking resemblance to the monsters in his books.
While the three factions were able to contain the invading force, they couldn’t strike the finishing blow. Thus the World Breakers developed their nests in what were once populated areas. The threat of a future attack hung over humanity like a heavy cloud. During the initial attack, the most effective weapon turned out to be the Doll Frames. The exoskeletons had been developed into powerful armored suits. Seeing their effectiveness, an alliance was formed between the three world powers. The goal, to create a multinational team of Frame Users with the ability to protect them from further attacks from the World Breakers and one day assault their nests to put an end to the threat.
They were first found in an asteroid that was being mined for minerals for the S.O.R project. One group of miners found an odd accumulation of eggs and other organic matter inside the asteroid’s empty cavity. It soon left it’s grouping and fell to earth. The asteroid splits up and scattered across the planet on re-entry. It wasn’t until 10 years later that the eggs hatched and the strange beasts appeared. They swept over major cities in the UFN, REU and the UR leaving a trail of devastation and despair. Many people were slaughtered, and those who survived were abducted and taking to their nests. Their ascension became known as the “Endless Summer” due to the never ending assault of the monsters, soon dubbed World Breakers. The name World Breakers was in reference to a popular German novelist, Heinrich Lux. The monsters and situation that arose had a striking resemblance to the monsters in his books.
While the three factions were able to contain the invading force, they couldn’t strike the finishing blow. Thus the World Breakers developed their nests in what were once populated areas. The threat of a future attack hung over humanity like a heavy cloud. During the initial attack, the most effective weapon turned out to be the Doll Frames. The exoskeletons had been developed into powerful armored suits. Seeing their effectiveness, an alliance was formed between the three world powers. The goal, to create a multinational team of Frame Users with the ability to protect them from further attacks from the World Breakers and one day assault their nests to put an end to the threat.
The Doll Frame
Spoiler (click to show/hide):
Exoskeletons were under development around the world by different companies. The Doll Frame design was developed in Canada by Exo Power LTD under the supervision of Dr. Maria Giovanni. The pilot wears a body suit that acts as a mainboard connecting to the basic Frame. There are five sections to the frame, the torso, two arm piece, leggings and helm. A base armor shell is attached to each section which provides the basis for the Doll Frame. The leggings and body contain small boosters that allow the pilot to move freely either by walking or hovering lightly; though a Doll Frame can’t go any higher without specific equipment. The body piece also has a reserved energy pack to power weapons and additional systems. The Doll Parts are also very customizable, providing expansion slots for additional armor, weapons or other tools. Examples: http://danbooru.donmai.us/posts/2295033
Exoskeletons were under development around the world by different companies. The Doll Frame design was developed in Canada by Exo Power LTD under the supervision of Dr. Maria Giovanni. The pilot wears a body suit that acts as a mainboard connecting to the basic Frame. There are five sections to the frame, the torso, two arm piece, leggings and helm. A base armor shell is attached to each section which provides the basis for the Doll Frame. The leggings and body contain small boosters that allow the pilot to move freely either by walking or hovering lightly; though a Doll Frame can’t go any higher without specific equipment. The body piece also has a reserved energy pack to power weapons and additional systems. The Doll Parts are also very customizable, providing expansion slots for additional armor, weapons or other tools. Examples: http://danbooru.donmai.us/posts/2295033
System
Pilots
Spoiler (click to show/hide):
Stats
Characters gets a Poor (5), mediocre (10), adept (15) or Ace (20) rank to distribute between all their stats and then roll for the fifth where,
Poor: 1 -20
Mediocre: 21 - 55
Adept: 56 - 85
Ace: 86 – 100
Vitality: Character’s Health(1.5K Durability / 5 Points) + Resistance to Poisons & Binds
Technical Aptitude: Character’s skill with technology
Reflexes: Character’s Agility and hand-eye coordination.
Intelligence: How smart your character is and how many skills they can learn (1 Skill/ 5 Points)
Marksmanship: Proficiency with long-range weapons
Skills
Pilots can cultivate an array of skills based on their Intelligence. All players get three base skills plus one skill for every 5 points in intelligence.
Stats
Characters gets a Poor (5), mediocre (10), adept (15) or Ace (20) rank to distribute between all their stats and then roll for the fifth where,
Poor: 1 -20
Mediocre: 21 - 55
Adept: 56 - 85
Ace: 86 – 100
Vitality: Character’s Health(1.5K Durability / 5 Points) + Resistance to Poisons & Binds
Technical Aptitude: Character’s skill with technology
Reflexes: Character’s Agility and hand-eye coordination.
Intelligence: How smart your character is and how many skills they can learn (1 Skill/ 5 Points)
Marksmanship: Proficiency with long-range weapons
Skills
Pilots can cultivate an array of skills based on their Intelligence. All players get three base skills plus one skill for every 5 points in intelligence.
Doll Frame
Spoiler (click to show/hide):
Every player will act as the pilot of a Doll Frame. The Frame consists of five sections; one leg piece, two arm pieces, one body piece and a helm. Doll Frames also wield a primary and secondary weapon. They can be any combination of range and melee.
Frame pieces have the following attributes:
Durability: The amount of damage a piece can take before it became unusable.
Expansion slots: Upgrade slots for Additional Parts
Maneuverability: How well you are able to move in the armor.
Energy Reserve: Found in the Body, powers the Doll Frame’s Parts and Weapons. Energy is measured in Power Points (EP)
Movement: Based on Body & Leg Pieces Parts, the amount of movement possible in a turn
Weapons have different properties attached to them:
Range: How far your weapon can attack. Ranges are broken up as follows:
Range: Distance (Paces)
Melee: 1 to 5
Short Range: 6 to 20
Mid-Range: 21 - 40
Long Range: 41 - 65
Hit Rate: How likely your weapon is to hit the enemy.
Damage: The destructive power of the weapon. For ranged weapons, this is shown as damage per shot. Damage and Durability are both measured in units of Kilos or K (1K, 10K, 0.5K etc.)
Firing Rate: The amount of shots a ranged weapon can fire per turn. Shots can be focused on one target or spread between multiple targets.
Power Consumption: The amount of power consumed per shot/Attack
Every player will act as the pilot of a Doll Frame. The Frame consists of five sections; one leg piece, two arm pieces, one body piece and a helm. Doll Frames also wield a primary and secondary weapon. They can be any combination of range and melee.
Frame pieces have the following attributes:
Durability: The amount of damage a piece can take before it became unusable.
Expansion slots: Upgrade slots for Additional Parts
Maneuverability: How well you are able to move in the armor.
Energy Reserve: Found in the Body, powers the Doll Frame’s Parts and Weapons. Energy is measured in Power Points (EP)
Movement: Based on Body & Leg Pieces Parts, the amount of movement possible in a turn
Weapons have different properties attached to them:
Range: How far your weapon can attack. Ranges are broken up as follows:
Range: Distance (Paces)
Melee: 1 to 5
Short Range: 6 to 20
Mid-Range: 21 - 40
Long Range: 41 - 65
Hit Rate: How likely your weapon is to hit the enemy.
Damage: The destructive power of the weapon. For ranged weapons, this is shown as damage per shot. Damage and Durability are both measured in units of Kilos or K (1K, 10K, 0.5K etc.)
Firing Rate: The amount of shots a ranged weapon can fire per turn. Shots can be focused on one target or spread between multiple targets.
Power Consumption: The amount of power consumed per shot/Attack
Combat
Spoiler (click to show/hide):
When you confront an enemy, the party with the highest combined Reflexes and Intelligence will move first. All Pilots will perform their Actions, followed by the enemies and so on.
Players>Enemies>Players>Enemies>etc.
Every player gets 20 AP (Action Point) per post to act. Some of these actions include:
Attacks:
• Main Weapon: 8 AP for Melee, 10 AP for Range
• Side Weapons: Varies
Full Retreat: 20 AP (Make a Retreat roll [d100 Evasion] to leave combat)
Movement: 10 AP, How far you can move depends on your Doll Frame
Maneuvers: 5 AP
All Pilots have a base set of maneuvers they can perform while in battle. Additional maneuvers will be added over time. All players have access to the maneuvers …
• Aiming: +10 Accuracy, -10 Evasion at for the turn
• Strafing: -10 Accuracy, +10 Evasion at for the turn
• Frontal Charge: Move forward one range bracket, Take Double damage that turn
• Evasive Maneuvers: Forgo Attacking this turn, Triple your Evasion for the turn
• Overwatch: Bunker down and attack any enemy that moves within or through your Mid-range with a ranged weapon. Accuracy reduced by 20%
• Seek Cover: Can take full or partial cover. Separate from performing a movement action.
When you fight an enemy, you roll a d100 to determine the results of an attack where
1-15 is a Miss
16-50 is a Gaze (Half Damage)
51-100 is a Hit (Full Damage)
And 101 + is a Critical Hit (Double Damage)
The ratio of Miss/Gaze/Hit/Critical Hit can be affected by Evasion and Accuracy. Critical Damage is equal to normal damage times 2.
Evasion is the player’s reaction speed (Reflexes) + the Doll Frame’s Maneuverability. As evasion increase, the Miss and Gaze increases
Accuracy varies with the weapon:
Hit Rate + Vitality -> Melee Weapons
Hit Rate + Marksmanship -> Ranged Weapons
Hit Rate + Technical Aptitude -> Side weapons, attachments
As Accuracy increases, Hit and critical hit increases.
Ranged Weapons have a set range. For every stage they move closer, the Hit Rate increases by 15. For every stage outside that range, the hit rate decreases by 15
When attacking, you can also focus an attack on a specific body part. Aiming at certain parts will result in a Hit Penalty but also an additional effect when that area is hit.
Body Part: Hit Penalty: Bonus Effect when hit
Body: No Penalty: None
Arms: -15 Hit: Enemy Accuracy -5
Legs: -20 Hit: Enemy Movement Reduced by half for the turn on hit
Head: -30 Hit: Enemy is Dazed, vulnerable to being toppled, For certain Enemies, 3% Chance to instakill
When the durability of a section is reduced to zero, it becomes unusable. Once the durability of your entire Doll Frame reaches zero, the Pilot becomes vulnerable and can be dealt damage or captured by the Enemy. A pilot’s durability is based entirely on their strength.
Positioning:
In combat you can be positioned at one of four distances away from an enemy, Melee, Short Range, Mid-Range, Long Range. When outside of Long Range, You can’t attack the enemy but they can’t attack you (Except for certain situations).
When attacking an enemy, you can attack or be attacked from different directions.
(Rear)--------->(Player) ----------->(Front)
^
|
|
(Side)
Front: Normal Damage
Side: +10 Accuracy, Times 1.5 Damage
Rear: +20 Accuracy, Times 2 Damage
Going from Front to side has a 20% chance of success, while moving from the front to the rear requires has 5% chance of success. These values are affected by both your reflexes and the enemies. Changing position is considered a maneuver and costs 5 AP
Airborne and Height Advantages:
Most Doll Frames are ground based. However some enemies are airborne. While most frames were upgraded to perform Low Altitude Flight, special flight add-ons were developed for Doll Frames to achieve higher altitudes. When in the air, you can be at either Low altitude or High Altitude. Changing altitude requires 5 AP per level.
Low Altitude: +10 Evasion against ranged attacks from the ground (Consumes 10EP per turn in flight)
High Altitude: +20 Evasion against ranged attacks from the ground
However, weapons like rockets or missiles can negate the Evasion advantage.
Cover and Partial Cover
In combat you can hide in cover and partial cover. Cover mainly affects ranged attacks and not melee
Full Cover: Enemies losses 15 Accuracy, Hits do half damage
Partial Cover: Enemies loss 10 Accuracy
Special Effects
Bind: Prevent an enemy from moving and reduces Evasion by half. Enemies can now be toppled with a Close Ranged attack.
Stun: Enemy losses the ability to act that turn, reduces Evasion by half . Stunned Enemies can be toppled with a melee attack that hits
Topple: Knockdown a bound or stunned enemy with a melee attack. Enemy takes double damage while toppled. Lasts one turn.
Splash: Attack hits all enemies at a position and range. (IE, All enemies at the Front Melee position)
Block: Pilots that possess a shield or barrier can use the maneuver “Guard Up!”. When blocking All damage is redirect to the shield.
When you confront an enemy, the party with the highest combined Reflexes and Intelligence will move first. All Pilots will perform their Actions, followed by the enemies and so on.
Players>Enemies>Players>Enemies>etc.
Every player gets 20 AP (Action Point) per post to act. Some of these actions include:
Attacks:
• Main Weapon: 8 AP for Melee, 10 AP for Range
• Side Weapons: Varies
Full Retreat: 20 AP (Make a Retreat roll [d100 Evasion] to leave combat)
Movement: 10 AP, How far you can move depends on your Doll Frame
Maneuvers: 5 AP
All Pilots have a base set of maneuvers they can perform while in battle. Additional maneuvers will be added over time. All players have access to the maneuvers …
• Aiming: +10 Accuracy, -10 Evasion at for the turn
• Strafing: -10 Accuracy, +10 Evasion at for the turn
• Frontal Charge: Move forward one range bracket, Take Double damage that turn
• Evasive Maneuvers: Forgo Attacking this turn, Triple your Evasion for the turn
• Overwatch: Bunker down and attack any enemy that moves within or through your Mid-range with a ranged weapon. Accuracy reduced by 20%
• Seek Cover: Can take full or partial cover. Separate from performing a movement action.
When you fight an enemy, you roll a d100 to determine the results of an attack where
1-15 is a Miss
16-50 is a Gaze (Half Damage)
51-100 is a Hit (Full Damage)
And 101 + is a Critical Hit (Double Damage)
The ratio of Miss/Gaze/Hit/Critical Hit can be affected by Evasion and Accuracy. Critical Damage is equal to normal damage times 2.
Evasion is the player’s reaction speed (Reflexes) + the Doll Frame’s Maneuverability. As evasion increase, the Miss and Gaze increases
Accuracy varies with the weapon:
Hit Rate + Vitality -> Melee Weapons
Hit Rate + Marksmanship -> Ranged Weapons
Hit Rate + Technical Aptitude -> Side weapons, attachments
As Accuracy increases, Hit and critical hit increases.
Ranged Weapons have a set range. For every stage they move closer, the Hit Rate increases by 15. For every stage outside that range, the hit rate decreases by 15
When attacking, you can also focus an attack on a specific body part. Aiming at certain parts will result in a Hit Penalty but also an additional effect when that area is hit.
Body Part: Hit Penalty: Bonus Effect when hit
Body: No Penalty: None
Arms: -15 Hit: Enemy Accuracy -5
Legs: -20 Hit: Enemy Movement Reduced by half for the turn on hit
Head: -30 Hit: Enemy is Dazed, vulnerable to being toppled, For certain Enemies, 3% Chance to instakill
When the durability of a section is reduced to zero, it becomes unusable. Once the durability of your entire Doll Frame reaches zero, the Pilot becomes vulnerable and can be dealt damage or captured by the Enemy. A pilot’s durability is based entirely on their strength.
Positioning:
In combat you can be positioned at one of four distances away from an enemy, Melee, Short Range, Mid-Range, Long Range. When outside of Long Range, You can’t attack the enemy but they can’t attack you (Except for certain situations).
When attacking an enemy, you can attack or be attacked from different directions.
(Rear)--------->(Player) ----------->(Front)
^
|
|
(Side)
Front: Normal Damage
Side: +10 Accuracy, Times 1.5 Damage
Rear: +20 Accuracy, Times 2 Damage
Going from Front to side has a 20% chance of success, while moving from the front to the rear requires has 5% chance of success. These values are affected by both your reflexes and the enemies. Changing position is considered a maneuver and costs 5 AP
Airborne and Height Advantages:
Most Doll Frames are ground based. However some enemies are airborne. While most frames were upgraded to perform Low Altitude Flight, special flight add-ons were developed for Doll Frames to achieve higher altitudes. When in the air, you can be at either Low altitude or High Altitude. Changing altitude requires 5 AP per level.
Low Altitude: +10 Evasion against ranged attacks from the ground (Consumes 10EP per turn in flight)
High Altitude: +20 Evasion against ranged attacks from the ground
However, weapons like rockets or missiles can negate the Evasion advantage.
Cover and Partial Cover
In combat you can hide in cover and partial cover. Cover mainly affects ranged attacks and not melee
Full Cover: Enemies losses 15 Accuracy, Hits do half damage
Partial Cover: Enemies loss 10 Accuracy
Special Effects
Bind: Prevent an enemy from moving and reduces Evasion by half. Enemies can now be toppled with a Close Ranged attack.
Stun: Enemy losses the ability to act that turn, reduces Evasion by half . Stunned Enemies can be toppled with a melee attack that hits
Topple: Knockdown a bound or stunned enemy with a melee attack. Enemy takes double damage while toppled. Lasts one turn.
Splash: Attack hits all enemies at a position and range. (IE, All enemies at the Front Melee position)
Block: Pilots that possess a shield or barrier can use the maneuver “Guard Up!”. When blocking All damage is redirect to the shield.
(For Rifles & Machine Guns) Automatic Mode and Scatter Mode
Spoiler (click to show/hide):
Rifles and Machine guns can fire a certain amount of shots per round. Who these shots hit will depend on what setting you have the weapon on.
Automatic Mode:You fire all your shots at a single target. A gazing hit will result in have your shots hitting (Rounded up)
Scatter Mode: The shots are spread between all the targets at a certain position and range. (IE, All enemies at the Front Melee position) A gazing hit will result in have your shots hitting (Rounded up) which may mean a few targets won't be hit.
Rifles and Machine guns can fire a certain amount of shots per round. Who these shots hit will depend on what setting you have the weapon on.
Automatic Mode:You fire all your shots at a single target. A gazing hit will result in have your shots hitting (Rounded up)
Scatter Mode: The shots are spread between all the targets at a certain position and range. (IE, All enemies at the Front Melee position) A gazing hit will result in have your shots hitting (Rounded up) which may mean a few targets won't be hit.
Skills
Spoiler (click to show/hide):
Streetwise:Plus 5 Evasion & Accuracy in Urban Settings
Natural Acumen:Plus 5 Evasion & Accuracy in Nature Settings
Resilience: Plus 10 Resistance to Poisons and Mental Attacks
Awareness:Plus 10 when searching for and avoiding traps & Ambushes
Martial Artist:Plus 1K Damage, 10 Accuracy with Melee Weapons
Aerial Ace: Plus 10 Evasion & Accuracy When Airborne
Gunnery Expert:Plus 1K Damage, 10 Accuracy with Range Weapons
Gamble: For a mission, split Hit Range between Critical Hit's & Gaze
Mechanic: Can perform repairs on your Doll Frame, Repair Kits now grant 2K Durability /5 EP Energy
Ballistics Expert: Plus 5 Hit Rate to Missiles and Rockets
Heavy Hitter: 5% Chance to stun enemies with a melee attack. Topple Chance Increases to 30%
Eagle Eye: Plus 5 to Critical Hit to all ranged attacks
Survivor 50% chance of surviving a mortal blow or Escaping an Enemy. Occurs once a mission
Finesse Increase the chance of successfully moving to an enemy's side or back by 5%
Low Profile You take half damage when in partial cover.
Lead By Example When you successfully hit a target, Allies gain +5 Accuracy
Vanguard: Take 1K less damage when fighting in Melee Range
Streetwise:Plus 5 Evasion & Accuracy in Urban Settings
Natural Acumen:Plus 5 Evasion & Accuracy in Nature Settings
Resilience: Plus 10 Resistance to Poisons and Mental Attacks
Awareness:Plus 10 when searching for and avoiding traps & Ambushes
Martial Artist:Plus 1K Damage, 10 Accuracy with Melee Weapons
Aerial Ace: Plus 10 Evasion & Accuracy When Airborne
Gunnery Expert:Plus 1K Damage, 10 Accuracy with Range Weapons
Gamble: For a mission, split Hit Range between Critical Hit's & Gaze
Mechanic: Can perform repairs on your Doll Frame, Repair Kits now grant 2K Durability /5 EP Energy
Ballistics Expert: Plus 5 Hit Rate to Missiles and Rockets
Heavy Hitter: 5% Chance to stun enemies with a melee attack. Topple Chance Increases to 30%
Eagle Eye: Plus 5 to Critical Hit to all ranged attacks
Survivor 50% chance of surviving a mortal blow or Escaping an Enemy. Occurs once a mission
Finesse Increase the chance of successfully moving to an enemy's side or back by 5%
Low Profile You take half damage when in partial cover.
Lead By Example When you successfully hit a target, Allies gain +5 Accuracy
Vanguard: Take 1K less damage when fighting in Melee Range