Struggle In Cold Darkness (SIGN UP)
Written by DeathscytheX   
04-09-2006


DeathscytheX
June 30th, 2005, 11:52 PM
http://www.stationsyndicate.com/SICD.html
IMPORTANT: Before signing up, you must read everything in the link posted above.

SIGN UP FIELDS:

Name:
Age:
Height:
Birthplace:
Hair:
Eyes:
Blood type:
IQ:
Alliance:
Weapons:
Abilities:
Appearance:
Background:
(please describe your weapons in full detail after background field)


Mecha:
Weight:
Height:
Decal(s):
Combat Abilities:
Zero G:
Gravity:
Aqua:
Melee:
Mid-Range:
Long Range:
Weaponry:
Appearance:
Background:
(please describe your weapons in full detail after background field)


Transport:
Weight:
Decals:
Combat Abilities:
Zero G:
Gravity:
Aqua: N/A
Melee: N/A
Mid-Range:
Long-Range:
Weaponry:
Apperance:

RULES:
1. You can have as many weapons as you want, however the more weapons you have, the more details you will have to fill out

2. Please do not copy other peoples weaponry without their permission. weapon you definantly do not wish anyone to copy please mark with a *

3. Mecha Combat abilities will be capped, you to prevent people from being perfect in all areas you can have the following configurations:


a.
Unsurpassed
Excellent
Above Average
Average
Mediocre
Poor


b.
Excellent
Above Average
Above Average
Above Average
Mediocre
Poor


c.
Excellent
Excellent
Above Average
Average
Average
Poor


These are only allowable configurations, you can take A. B. or C. and use each ranking provided in that configuration and place it on any stat you wish. If you do not understand how this works please look at my signup (I will be using Configuration A). Your Transport is not capped in this fashion, but please be realistic, there is no since in having an overpowered carier ship for your MSU, as they will play a small part in this RPG.


PLEASE DO NOT POST ANYTHING IN THIS TOPIC BESIDES SIGN UPS, IF YOU HAVE A QUESTION PLEASE PRIVATE MESSAGE ME OR POST IN THE SICD DISCUSSION TOPIC.


Have fun and good luck!

DeathscytheX
June 30th, 2005, 11:53 PM
Name: Rob Opsulous (Pronouned Op-so-loss)
Age: 26
Height:: 6'0"
Birthplace: Mars
Hair: Short Black
Eyes: Metallic (similar to Le’forge on star trek)
Blood type: O
IQ: 164
Alliance: None
Weapons:
1x Tactical 10” Combat Knife
1x Modified HALT standard issue Side Arm
1x Multi function Communicator Watch
10x Spider Wire
1x Multi function utility belt
Abilities: Rob has mechanical eyes and inner ears, due to a near death encounter in battle.. He has 10x better sight and hearing than a normal human thanks to ORC technology. Rob is extremely talented in hand to hand combat using various forms of martial arts he has studied over the years. Excelling in submission style, Rob also has good striking power. His skull is plated over with titanium from the accident making him almost impossible to knock out. He is very agile and fast with unsurpassed control over his center of balance. In his early years of HALT he was the top cadet in his class and the most physically able. In battle he always keeps his cool and sometimes brings out anger in his opponent with his blatant arrogance and his in-your-face style of battle. His style of piloting is seen as unorthadox and as a complete lack of reguard for ones own safety. Rob always thinks outside the box, and thats what earned him fame and then made him infamous.
Appearance: Medium build, loose baggy black combat pants and titanium toe combat boots. likes black sleeveless shirts. Sports black pilot gloves that cut off at the finger tips. At times Rob favors a leather bomber jacket with the ORC logo on the right arm.
Background: Rob grew up on Mars. At 15 he was sent off to Semos University where he studied for a year but found no interest in higher scholarly education. His fascination with Mobile Suit Units lead him to begin training for enlistment in HALT’s recruiting program. By 18 Rob was in a suit leading his own squadron. He was regarded as the most talented pilot in HALT’s MSU infantry. HALT later decided to use Rob for testing a secret mobile suit project they were working on only known as "Project X". Jealousy within upper ranking battalion leader Jonathan Durb, another top HALT pilot, lead him to assign Rob’s squad to the most dangerous missions. Rob’s Squadron saw success after success each mission making Rob not only regarded as the best pilot but also making him a more decorated HALT officer. Rob started being considered for promotions within the ranks of HALT which angered the corrupt battalion commander. Before Project X testing was set to begin, Durb pulled strings with some of the higher up’s and had Rob “accidentally” shot down by Battle Cruiser Charlemagne. This left Rob blind and deaf, ending his Career as a HALT pilot. Durb was then selected to replace Rob in Project X. Later some controversial scientists came to Rob’s aid restoring his hearing and vision. Rob knew of what Durb and high HALT officials had done turning him bitter toward HALT. Rob then disappeared without a trace along with the prototype experimental suit. Rob now heads a secret organization called Outer Rim Corporation or ORC for short. They are based in the orbit of Pluto in an abandoned colony which is believed to be the 1st attempt at a space colony that was lost when it flew out of Terra’s orbit some 2000 years ago. It has been completely renovated and features electro magnetic disruptors to hide it from the rest of the solar system. ORC consists of scientists banished from both TAFF and HALT for controversial experimentation of weaponry (basically it was feared they would become free agents to either side so they were betrayed by their own and had their licenses and grants revoked). Rob continues to wreak havoc on HALT operations from time to time with the backing of ORC. ORC’s funding ironically comes from business interests within HALT and TAFF, it is not certain if these interests know by whom there money is being used however. Rob is #1 in HALTs most wanted database. Even though Rob has come to the aid of TAFF many times they still question his motives and are fearful of him.

Tactical Combat Knife
Rob’s Favorite weapon. The knife was a gift to him from the Supreme Chancellor of HALT’s government. It has a Titanium Blade that rarely needs sharpening. Its holstered around Rob’s right boot under his pant leg. Melee hand to hand is Robs fighting genre of choice and it shows in his piloting style.

Modified HALT Standard Issue
All HALT officers are issued a 10mm pulse hand gun that shoots basically balled up lazer beams. Rob ripped out the power cell, and inserted a more primitive mechanism. Hollowing out the handle, Rob’s handgun fires bolts of metal stored in magazines much like the ancients did. This method of firepower is seen as inhumane on both sides unlike the clean cut wound energy based ammo leaves. The only other metallic ammunition that exists is in heavy fire power on suits and ships.

Multi-Function Communicator Watch
Rob sports a specialized titanium watch that serves for more than just keeping time. His watch can communicate with the X and even summon it on auto pilot in some cases. It also keeps tabs on the Nexon and can serve as a 2 way communicator with another person.

Multi-Function Utility Belt
Rob wears a black utility belt that holsters his side arm in the back, and stores ammo for it. It also has many other goodies. The main purpose of this belt is its Spider Wire weapon.

Spider Wire
An ingenious defense weapon. Spider wire is thin metallic wire made from an extremely durable metal alloy. No human can break it with their own strength. Spider wire is fired from frontal compartments of Rob’s utility belt. It will wrap around a subject immobilizing them. In some cases it will bind them to another object such as a near by railing or wall. A strong durable knife could cut this wire, but it would take a lot of effort and time if they could get to their knife. Being bound by this contraption is not lethal, however it is extremely uncomfortable.

Mecha: NV-MAD6 (The X)
Weight: 32.01 Tons
Height: 138.74ft
Decal(s): Red Octagon with an X located within it.
Combat Abilities:
Zero G: Excellent
Gravity: Above Average
Aqua: Poor
Melee: Unsurpassed
Mid-Range: Average
Long Range: Mediocre
Weaponry:
1x Hyper-Matter Staff*
2x Double Edge
2x Bruiser Cannons
2x Hyper chain guns
1x Phazon Disruptor Cannon (overkill mode supported, 1 shot only)
8x Seismic Charges (zero g only)
150x Swarmer Missiles
30x Ionic Missiles
1x Radar/Radio/Satellite Jammer (only 3 at a time)
5x cloud vents (atmospheric conditions only)*
1x Hyper Shield (Invulnerable, but can only stay up for very short periods of time)*
Bio-activated cockpit (will only operate for the pilot, to prevent theft)
(Weapons are interchangeable and may change a little as the story goes on)
Appearance: 100% black. The X is more bulky than standard MSU due to its power-draulic system but that doesn’t effect its speed by no means. It’s still smoothly rounded off in most areas.
Background: The X was started by HALT in a top secret project to create the ultimate mobile suit unit. After the main body was completed along with its propulsion it was stolen by none other than Rob Opsulous in an act of revenge. The suit features a power-draulic system, the only of its kind, making it very strong hand to hand. Experimental anti-gravity modules have been placed on 4 parts of the X, giving it the ability to move in ways its normal propulsion would not allow in gravity conditions. Upon stealing the suit Rob brought it back to the Outer Rim Corporation to add their very own armaments. The X is extremely fast, suprising many who judge it for its thicker size. It slows down a bit in atmospheric conditions but is till faster than most suits. There are MSU rumored to be even faster since the Project X's untimely end. It's manuveralbility is amazing, although most attribute that to its pilot.

Hyper-Matter Staff
Based of the extremely controversial (and banned) hyper-matter technology, the hyper-matter staff harnesses the damaging power of the hypersheild. The Staff can retract into a small enough part that it can be stored in the X’s arm when not in use. Its predictive placement chip deactivates areas of the staff where the X touches it to prevent self inflicted damage.

Double Edge
The Double Edge is a specialized blade made up of an armor piercing alloy also resistant to beam sabers known as exotranium. It is probably the most expensive part on the suit because of the rarity of the alloy. This alloy cannot be used as armor due to its non malleable nature. They fold back on pivot joints on the under forearm of the suit, right next to the location of the hyper chain guns.

Bruiser Cannons
These cannons have a fire ratio of 1000 rounds per minute. They fire out pluse laser shots that can do considerable damage to opposing MSU, especially at close range. The X has modifed versions installed into the center of each palm bringing a nice unexpected surprise.

Hyper Chain Guns
A hybrid between a chain gun and plasma cannons, this weapon is extremely effective. Rapidly firing plasma slugs at its target, the slugs can cause serious damage, 6 fold of what a normal chain gun can do. These come out of the under forearm of the X by way of its Power-draulic system.

Phazon Disruptor Cannon
The biggest weapon the X has, this new experimental cannon is much like the Phazon cannons on the Clement, But in a more convenient (and less powerful) model. The PDC supports 4 modes of fire. Semi-Auto Short Burst, Automatic, Continuous Blast, and Overkill. Overkill is an extremely powerful burst of ultra-charged phazon particles, the upside down triangular barrel has to split on the 3 sides and expand to release the heat generated by the charge. Firing once in Overkill mode will overload the Cannon making it useless until repairs are made. This is the only weapon HALT finished producing for the X.

Seismic Charges
Siesmic Charges utilize ultra sonic sound waves creating a radius of distruction that expand over an large area upon detonation. (A direct rip off of Jago Fett's in Episode II)

Swarmer Missiles
The swarmer missiles are tiny compact missiles that are fired in bunches. Their homing capabilities are very poor, but when hitting dead on the many small warheads create a lot of punishment to anything it hits. These missiles can hit more than one target making them very effective in battle.

Ionic Missiles
This bastard child of heat-seaker missiles. Ionic missiles lock on to the ion disbursement that any and every suit, ship, and vehicle produces. Impact causes severe damage due to its charge ionic properties. Very few escape from this Missile due to its lock-on method and its invulnerability to chaff and decoys. Only pilots with extreme talent have the ability to shoot them down.

Cloud Vents
Another ingenious defensive weapon. Specialized output vents mounted on different area’s of the X disburse extremely hot gasses that creates a kind of fog or cloud in a wide area in the matter of seconds. The heat will render any heat or infrared censor useless and will destroy any organic material due to the dangerously high temperatures. Due to the nature of this mechanism it will only function in atmospheric conditions.

Hypersheild
The hypersheild is an invulnerable force field that cannot be breached by anything. Any normal matter that touches the shield ends up destroyed. The intense power usage required to run this device cannot be fully harnessed in a small area such as a suit. The shields can only stay up for a very short period (8-10 seconds) of time before they must be deactivated, otherwise it would cause a system overload. The drawback to this device is that the X is unable to utilize any weapony while the shield is activated.

Transport: Malice
Weight: 60.24 Tons
Decals: None
Combat Abilities:
Zero G: Excellent
Gravity: Good
Aqua: N/A
Melee: N/A
Mid-Range: Excellent
Long-Range: Mediocre
Weaponry:
2x Rapid Fire Gatlin Particle Cannons
25x seismic charges
2x high power lasers
2x plasma mini-gun turrets
1x cloak
1x missile lock disrupter
Apperance:
http://www.stationsyndicate.com/Xcarier.jpg

Azrael
July 1st, 2005, 01:14 AM
Name: Isaiah Hawthorne (Kynes)
Age: 23
Height: 6'1"
Birthplace: Titan
Hair: Dark brown
Eyes: Blue
IQ: 171
Blood type: AB-
Alliance: HALT

Weapons:
1x 10mm pulse gun (HALT standard issue)
1x Officer's sword (titanium, thin 30" double-sided blade)
1x Exotranium knife

Abilities: Isaiah has always had extraordinarily fast reflexes and excellent hand-eye coordination, and is able to stay calm and clear-headed in high stress situations. He is skilled in both armed and unarmed martial arts, but prefers the latter. In sword duels, he will often incorporate elements of unarmed styles to catch his opponents off guard.

Appearance: Not particularly remarkable visually; hair length about 4". Better-looking than most. When off duty, usually found in Ixionian clothes.

Background: Orphaned at an early age by a colony depressurization accident, but adopted by a military family. Though strict and a little cold, they raised him to excel both mentally and physically, and to love HALT. Isaiah was accepted on full scholarship to Semos University, and upon completion of his undergraduate degree entered into the military. At his home Ixion port, he quickly became locally famous for his skill in a mobile suit. This did not go unnoticed by the higher-ups, and within two years of enlisting he had been given command of the 947th MS squadron and made the rank of Lieutenant Colonel. The squadron's outstanding performance earned them an offer to test a new experimental line of mobile suits, which all readily accepted. In the months since then they have been training with their new suits, getting used to the controls and combat style.

Isaiah is plagued by a rare neurological disorder that requires weekly spinal injections to treat. Thankfully, it has had no impact on his mental acuity. He still has vague memories of his real parents, but until recently could not remember their names. What little information he has been able to collect links them with the left-wing activist organization FUDD.

---------------

Mech: ECM-137 Fenrir
Weight: 35 tons
Height: 140 feet
Decals: standard HALT shoulder insignia

COMBAT ABILITIES
Zero-G: Excellent
Gravity: Above average
Aqua: Poor
Melee: Unsurpassed
Midrange: Marginal
Long range: Average

EQUIPMENT
2x Extended antimatter sabre (25% longer than standard)
4x Retractable exotranium knife
2x Compact laser
1x Long range particle gun
1x Compact projectile gun (semi-automatic)
8x Shrapnel battery*
GIMS (Gravitation and Inertia Manipulation System)*
Energy diffusion shield*
Antimatter engine
Hybrid neural interface

Energy diffusion shield: Scatters any form of concentrated energy that hits it. This shield actually draws much of its power from beams that hit it; without external power it can only stay up for about ten seconds. The energy from one laser bolt is enough to add about a half second. Other, higher energy beams may have more significant effects. The shield has a recharge time of thirty seconds. Fenrir's own energy-based weapons will of course be useless while it is active.

Particle gun: Optional external equipment, shaped like a long fancy-pantsy rifle. Fires high-energy particle beams with a recharge time of ten seconds. The gun's own power cells are only enough for one shot, but when plugged into Fenrir it can be used as many times as needed.

Compact projectile gun: Mounted towards the back of the right forearm. Just a regular gun, but can be used with GIMS for devastating effects.

GIMS: Allows Fenrir to move many times faster than physics would normally allow, mainly by altering the suit's inertia. By changing Fenrir's specific gravity such that it actually repels other objects, the GIMS can also be used as a sort of shield against matter-based weapons (the system is not powerful enough to have a significant effect on lasers).

Remote GIM: The GIMS can be used remotely to affect the specific gravity and inertia of another object. A practical application of this ability would be slowing down opposing mecha, or increasing their specific gravity to draw in other nearby objects. Because GIMS can only be used on one object, the ECM-137's performance will be compromised while this ability is in use.

Shrapnel battery: Fires a burst of metal shards outward from the suit. Four at a time are needed for full 360 degree coverage. Best used to create confusion among tightly packed enemies.

Antimatter engine: The ECM-137 is fueled by a compact antimatter power plant, the first of its kind. Needed to run GIMS.

Hybrid neural interface: Allows for most of the suit's functions to be controlled directly by a pilot's thoughts.

Appearance: HALT standard blue with dark grey as a secondary color. Sleek, more organic lines than your average MS. Built for speed, and it shows in the frame. The engines are larger than normal and give the vague impression of wings. The head resembles that of a wolf, with the "jaws" serving as protection for the majority of the sensors.

Background: Created by HALT R&D as the first in a possible line of melee-oriented special forces mecha. Production plans for the rest were never carried out due to prohibitive cost, but promising results from the ECM-137 sparked the Vanir project.

---------------

Mecha: SCM-54 Berserker
Weight: 28 tons
Height: 120 feet
Decals: standard HALT shoulder insignia

COMBAT ABILITIES
Zero-G: Above average
Gravity: Above average
Aqua: Poor
Melee: Average
Midrange: Excellent
Long range: Marginal

EQUIPMENT
2x Beam sabre
4x Swarmer missile battery
2x Projectile gun (automatic or burst fire)
2x Ion cannon
Energy diffusion shield
GMS (no inertia component)
Hybrid neural interface

Appearance: HALT standard blue, with lighter blue as a secondary color. Similar in basic appearance to the ECM-137, but with a bulkier frame and smaller engines. The head is designed to suggest a helmed warrior with a rigor grimace. The ion cannon mountings are limbs in their own right, stowing away on the back but designed to easily come forward below the arms. Their wide range of motion makes it possible to aim the sizeable weapons without moving the entire suit to face a target.

Background: The final stage of the Vanir project. Although less powerful overall than the original ECM-137, this model was much cheaper to produce. Used by the 947th MS squadron, with the exception of its commanding officer.

Note: The 947th MS squadron is based in the battlecruiser Clement.

Strider Hiryu
July 1st, 2005, 07:59 AM
Name: Brandon Shadow
Age: 24
Height: 6'4"
Birthplace: Calisto
Hair: Platinum (around waist length)
Eyes: Right Eye Crimson, Left Eye Pale Gray
Blood type: AB-
IQ: 160
Alliance: Crescent Sword
Weapons:
1x Straight Katana
1x Standard issue TAFF side arm
1x Modified TAFF MK-75 Assault Rifle
1x Zero Visor
5x Tactical Knives
Abilities: Brandon’s right eye is a cybernetic, implanted after an incident where his right eye was damaged beyond repair. Due to this his right eye can see up to 10x further then the normal human eye, making him an excellent marksman and unsurpassed in the art of sniping. Brandon is also a master swordsman, having trained since his childhood in the various different forms of sword fighting. His skill with the sword makes him an extremely dangerous opponent in close quarters. Due to his excellent sniping skills Brandon is also an excellent assassin and cover fighter. Due to his Black Ops training Brandon shows no emotion in combat having been taught that in his line of work emotions will get him killed. This makes him a very efficient spy and assassin, as well as an unpredictable opponent in combat since he can’t be read. This lack of emotion has also earned him the animosity of both HALT and TAFF since he sees both sides as the same and kills military personal from both sides
Appearance: Medium build but slightly on the lean side. Usually found wearing black combat boots, baggy black pants (combat issue pants), sleeveless crimson shirt, a black leather trench coat (sleeveless), and black fingerless gloves (leather). Is also wearing a black visor that covers his eyes and what looks to be a communications device over his right ear. Has a scar over his right eye as well as various tattoos on his arms.
Background: Brandon grew up on Calisto as the son of two of HALT’s most distinguished scientists. At the age of 10 his parents were executed for suspected treason due to evidence pointing to them sending top secret MSU research to TAFF. Brandon was also targeted to be executed but soon disappeared along with an experimental MSU carrier ship. After escaping Brandon wandered into TAFF control territory and eventually found himself on Ganymede (Jupiter moon under TAFF control). Upon landing on the moon he was immediately arrested by the TAFF military and brought forth for questioning. After he was determined to be nothing more then a lost kid who happened to escape from HALT he was disregarded and set to the side basically to do as he pleased. At 15 he enlisted into the TAFF military where it was found that he excelled in MSU combat, long-range combat, and oddly enough killing. He was soon moved into the Special Forces division of TAFF, now at the ripe age of 19. During this time he quickly worked his way up thru the ranks until one of the higher ups noticed the little discretion in his past of him being a HALT citizen. He was soon brought before a Military Tribunal where it was determined that he was not to be trusted and was stripped of his rank. Now cast aside by even TAFF Brandon found himself to be the target of both HALT assassins and TAFF’s ever watchful eye. However, shortly after his dishonorable discharge form the TAFF military Brandon was approached by a man known only as “Darkweaver”. He was given a proposition to join a newly formed organization that worked within the confines of TAFF but was considered to be non-existent. Brandon, having nowhere else to go, agreed to join. Within this organization Brandon found a way to exist and get back at those who had it out for him in life. During his first year within the organization Brandon was trained to take full advantage of his excellent sniping and MSU skills as well his mastery of the sword. He was soon given Black Ops training, making him into an efficient stealth operative as well as an extremely effective assassin.

Shortly after the formation of his Black Ops squadron, known as Death’s Exiles, Brandon was sent to infiltrate HALT’s research center on Titan to gain whatever weapons knowledge he could. While within enemy territory Brandon stumbled upon Peter Sampson, a HALT scientist known for his radical ideals and views on MSU weaponry. Upon striking up a fake friendship with the man Brandon learned of a new, still theorized weapons energy capable of mass destruction. Peter had dubbed it PT or Phase Transition energy. Seeing this as a threat to Crescent Sword as well as his unknowing employers (TAFF) Brandon attempted to steal the data. Peter caught him in the act. Once confronted Brandon revealed his true identity and then killed Peter as well as destroying the PT energy weapons data (after copying it of course). He had, however, underestimated Peter and soon found himself trapped within the facility surrounded by HALT soldiers and a HALT assassin. In the ensuing fight Brandon lost his right eye when the assassin came at him and stabbed into it with a knife (thus the reasoning behind the cybernetic eye). After escaping he soon found himself as one of HALT’s most wanted, falling into the top two (the other man’s name is not known to Brandon) as well as a suspected terrorist by TAFF (he had destroyed some TAFF MSU’s on his entrance back into TAFF territory).

Being a wanted man Brandon doesn’t show himself often. With HALT hunting for him and TAFF trying to arrest him, though they don’t try to hard due to influence from the top, he can’t safely travel throughout space. He is usually used to assassinate top officials within HALT as well as assist TAFF soldiers with his squad in battles where Crescent Sword is ordered to be in.

Crescent Sword: A Black Ops organization that exists within TAFF. Known only to a few key officials and high ranking officers in the organization it is officially non-existent in the eyes of TAFF. Due to this Crescent Sword is viewed as a terrorist group by both major factions and it’s pilot’s are hunted down without prejudice, though TAFF doesn’t try to hard with those who know about the organization pulling strings here and there. Crescent Sword is viewed to be one of the most well trained groups within either army, having some of the most skilled HALT and TAFF pilots within its organization.

The organization consists of five leaders, whom are all unknown to CS agents and scientists; four MSU squadrons, each consisting of four MSU’s and a carrier ship; various renegade TAFF and HALT scientists; and a colony base that has yet to be found (located within the Asteroid Belt, near an asteroid known as YX-13). Each of its pilots are highly trained assassins, soldiers, and espionage agents with one Brandon Shadow being the most skilled. The four Squadrons consist of the Death’s Exiles (Brandon’s squadron) and three other ones that have yet to be named.

Death’s Exiles: Crescent Sword’s most distinguished and hated squadron. It is made up of CS’s four most talented pilots. Led by Brandon Shadow, CS’s ace pilot, the squad has earned the respect of the TAFF soldiers they have perfected and the fear of those HALT soldiers that have survived an encounter with them. Each suit within the squadron is a prototype, created under the “Transition” project. All four suits capitalize on their pilots key strengths.

Besides Brandon and his Transition Zero the other pilots in the squad are as follows: Draenus Devian, pilot of Transition One; Xyath Sagara, pilot of Transition Two; and Xyanus Lycane, pilot of Transition Three.

Straight Katana: This katana isn’t exactly you’re normal sword. Made of titanium the blade is extremely light and extremely strong, with an edge sharpened by a laser. This sword was given to Brandon by the man known as “Darkweaver” after his Black Ops training. Speculated that the sword can cut thru most materials. Carried in it’s sheath located on Brandon’s back.

TAFF Standard Issue: A 9mm Pulse blaster given to all TAFF military personnel. Brandon kept his after being thrown out of the TAFF military. He left in unmodified since the weapon is only used when exactly necessary. Sits in a holster located in his trench coat.

Modified TAFF MK-75 Assault Rifle: The MK-75 is your run of the mill automatic pulse rifle given to most TAFF military personnel. Has two modes of fire being semi-automatic and automatic. Brandon modified his to fire single shots as well as redesigning the barrel so it could be used for sniping purposes. Lacks the scope that is usually found on most MK-75’s since he has no need for a scope due to his right eye. Usually kept within the cockpit of the Transition Zero or slung over his shoulder.

Zero Visor: The Zero Visor is a new computer interface designed by CS scientists. The visor covers the eyes of its wearer as well as the wearer’s right ear. The visor automatically connects the wearer with the CS main computer database as well as the wearers MSU AI, Carrier computer, and acts as a communication device between all CS personnel. Still in experimental stages and Brandon is the only known wearer of one. The Zero Visor also links with the wearer’s brain, giving him much easier access to computer systems (not in anyway like a psychic controlled system, more like a neuro-control system. Suit’s can’t actually be piloted with this, only for interfacing with computers).

Tactical Knives: Titanium bladed knives that Brandon stores in his trench coat. These knives are used for protection when his katana is not with him, using them as close quarters weapons when pressed too. Usually used for throwing also if the situation calls for it. His favored weapon when an assassination needs to be done quickly and quietly.

----------------

Mecha: XPT-00 Transition Zero
Weight: 30.0 Tons
Height: 135.68ft
Decal(s): Death’s Exiles Decal on right shoulder armor and a faded out Crescent Sword Decal on left shoulder armor
Combat Abilities:
Zero G: Excellent
Gravity: Average
Aqua: Poor
Melee: Mediocre
Mid-Range: Above Average
Long Range: Unsurpassed
Weaponry:
1x PT Saber**
2x PT VSR**
1x PT VSSR**
2x Beam Rail guns (mounted on forearms)
4x Beam Gatling Guns (mounted within forearms, two per forearm)
1x Hyper Beam Saber
4x Ionic Micro Missile Pods (50x Ionic Micro Missiles per pod)
2x I-Field Generators
1x Sensor Jammer (Jams most sensors within an effective range of 5 miles from the suit, anything beyond is still able to detect the suit)
Trance AI System**
Y-Engine**
Bio/Neuro-Activated Cockpit (only operable by pilot, to prevent theft)
(Weapons are interchangeable and may change a little as the story goes on)
Appearance: Crimson and Black in appearance, with Crimson being the most predominant color. A much leaner build to it than most MSU’s to carry out it’s specific purpose as a Special Forces/Black Ops MSU, meaning it’s built for stealth operation and speed.
Background: Originally designed as a Special Forces MSU by the TAFF military but never carried out due to budget cuts, Crescent Sword Scientists dug the plans out of lock and key. Though highly different in many areas from the original suit planned its still built for Special Forces action. Key changes to the suit were the induction of a Y-Engine (first and only of it’s kind in existence) and the induction of Phase Transition Weaponry from the PT Energy Plans stolen from HALT by one Brandon Shadow. This suit is a prototype, designed mainly for what was stated and to bring out the full potential of Brandon’s amazing MSU combat skills.

Phase Transition Energy: The original theory was developed by Peter Sampson, a distinguished HALT scientist of great acclaim. The theory, which is hard to understand, contains many formulas detailing the formation of PT particles and how to effectively form a beam by accelerating the particles to a speed that has yet to be established.

Phase Transition Energy is in essence energy that has the ability to collapse known space within a certain area of effect. The energy is highly dangerous having the ability to completely vaporize any known material in its raw, unconcentrated form. Thru the use a certain focusing lenses the energy can be concentrated enough to allow it to collapse space within a certain AoE designated by the concentration. For those who did not understand that it’s basically saying it’s the ultimate piercing shot, able to pierce all known metallic alloy’s by collapsing the space around a specific point causing massive damage. However, PT energy has one drawback. It requires a huge amount of power so most power plants on board normal MSU’s and even Battleships only have enough power to effectively fire three to five shots before the power plant overloads.

PT Saber: A saber designed to take the destructive nature of PT energy and harness it for melee purposes. This sword is powered by a Y-cell, effectively a very small Y-engine. To keep the sword stabilized in a concentrated form the PT energy is focused thru 4 Y-lenses to allow it to hold a saber shape and to concentrate the energy. Due to PT energy’s nature the sword collapses space within a 10 ft radius of the actual beam effectively making it able to damage a suit before the PT energy even hit’s the enemy unit. The sword has the ability to pierce all known metallic alloys by collapsing the space around it giving it the ability to destroy MSU‘s in one hit. However, due to the massive amount of power required to power this blade (on both the Y-cell and Y-engine) the saber can only be used effectively for 15 minutes in battle making it a last shot weapon. If the weapon overloads the resulting release of energy, a.k.a explosion, will take out anything within a radius of 10 miles from the center.

PT VSR: Also known as a Phase Transition Variable Speed Rifle, this weapon uses PT energy to its most devastating effects. With the ability to switch between an extremely fast, highly concentrated beam able to pierce armor to a raw energy blast capable of destroying any MSU or in some cases battleships in one shot these weapons are considered highly dangerous and highly unpredictable. These weapons, much like there PT Saber cousin, draw on a lot of energy though this is off-set by the Y-engine housed within the Transition Zero. These weapons are prone to backfire, causing the weapon to explode. Depending on the mode the Rifle is in during the explosion it can either destroy anything within an effective radius of 10 miles or destroy most of the suit using it. Still in there experimental stages.

PT VSSR: Also known as a Phase Transition Variable Speed Sniper Rifle. Uses the same mechanics as the PT VSR’s but is more stable and built for sniping and not regular combat. However, one change from the PT VSR is that the PT VSSR houses it’s own Y-Pac (basically five Y-cells). Due to this the weapon is much more effective and does not draw on the suits Y-Engine for power.

Y-Engine: A reactor that uses the substance known as Y-material to power the Transition Zero. The Y-engine’s output is limitless and is the only known reactor that is capable of sustaining PT weapons such as the PT VSR/VSSR and the PT Saber. Only one Y-engine is known to exist and that’s the one that’s used to power the XPT-00.

Y-Material: A highly radioactive substance, it’s the only known material that can effectively withstand the power drain PT weaponry imposes on it. It’s reported that when refined and used as a power system it’s output is limitless, having the ability to power a space colony with only the slightest amount. However, Y-material is an extremely rare substance with only one known deposit in the Sol System. This deposit is located on the asteroid designated as YX-13, which also happens to be the rumored location of the Crescent Sword base. Due to it’s rarity only those who know of PT energy known of it’s location and at this point in time that would be Crescent Sword.

I-Field Generators: These generators create a 360-degree shield around the suit that blocks all incoming attacks. The shield is formed by displacing the ions located around the suit creating a bubble. When beam energy (Ion, Plasma, Anti-Matter) hit’s the shield it disperses the beam. After a certain amount of time the generators disable themselves, requiring time to cool down thus leaving the suit defenseless for a certain period of time.

Trance AI System: Effectively the computer system of the Transition Zero, the Trance system is actually a highly self-aware AI that was created to help control the Transition Zero. Originally it was designed to be the first of many AI systems designed to control MSU’s and effectively take out the human factor from battles. However, problems existed that didn’t allow the system to effectively take orders that affected the system’s well being. Officially classified as a failure the Trance AI was incorporated into the Transition Zero under the request of Brandon Shadow, who saw the potential of having an AI that could control his suit when he was unable to be in the cockpit.

The Trance AI also allows for the use of weapons known only as funnels. However, the Transition Zero does not use these weapons so the AI system is basically implemented as an almost substitute for Brandon. The system also allows for easier computer interface via the Zero Visor, effectively linking the “minds” of Trance and Brandon.

As was mentioned previously this system was considered a failure due to it’s self-awareness. Trance considers herself to be a living being and thus will not comply with orders that endanger her well-being or the well-being of Brandon. Due to this the suit has been known to effectively go into a berserk rage if pressured to the point of activating Trance’s Self Preservation Program.

-------------------

Transport: Vesper
Weight: 61.45 tons
Decals: None
Combat Abilities:
Zero G: Excellent
Gravity: Mediocre
Aqua: N/A
Melee: N/A
Mid-Range: Excellent
Long-Range: Good
Weapony:
4x Beam Gratling Guns
4x Ionic Missile Tubes
6x Micro Ionic Missile launchers
2x Mini Plasma Cannons
2x Phase Blasters*
1x Sensor Jammer
1x Cloak
Apperance:
Similar in appearance to the Argama from Zeta Gundam. However, it is much smaller and only capable of carrying 4 MSU’s and up to a crew of 6 people. Ship is a distinctive deep crimson in color, picked by Brandon to stick with the color theme of his units suits.

Phase Blasters: Weapons using the same basic energy theory as the PT VSSR’s. These weapons are, however, much weaker then the PT VSSR using an energy setting halfway between complete raw energy and a completely concentrated beam. This is done using two Y-lenses to concentrate it enough to give it a penetrating effect but still retain some of the power of the raw blast energy. Due to this the weapons effect is not a piercing shot or a full out obliterating blast. When the energy connects with it’s target it cause a “Phase Implosion” effectively phasing the object enough to cause it to implode upon itself, causing major damage depending on where it hits. These weapons are capable of being powered by a normal ship reactor and do not cause a series power drain.

(Transport may undergo changes before the RPG starts. I might also be adding another post with short profiles of the members of Death's Exiles as well as Mecha Descriptions for each)

BlitzZ
July 1st, 2005, 05:45 PM
SIGN UP FIELDS:

Name: Mikhail Kuznetsov

Age: 24

Height: 5'9"

Birthplace: Ixion

Hair: Navy blue (spiked)

Eyes: light blue

Blood type: B

IQ: 172

Alliance: TAFF

Weapons:
x1 SMG (Appearance similar to a MP5)
x1 Pair of Kamas
x25 bladed disks
Anything he can get his hands on.
Abilities: When he was a young boy, mercenaries for HALT killed his parents and slashed off his arm. When he was older and living with foster parents in (on) Ixion he got a mechanical arm which enhanced his right arms' speed and strength. He has also had a sensor built onto his right eye enabling himself to target and detect enemies faster and more effieciently. He immedialy became interested with many martials Jujitsu being one of his favorites. He also visits the target range on many occasions to keep up his skills.

Appearance: A black and white TAFF jumpsuit that conforms to his body. When not in combat Mikhail wears cargo pants and a confortable T-Shirt

Background: Born to a Russian father and an Ixion mother, Mikhail was often looked down upon. His parents were murdered when he was 8 contributing to his already sad life. He went from foster home to foster

SMG-This SubMachineGun resembles a MP5 but fires lasers replacing the need for magazines who could only hold 30 or so metal bullets -which went out of use a while ago- It has a 100 laser magazine majorly lessing the amount of times needed to reload in a firefight. This is stored by a strap on Mikhail's back.

Kamas*- These kamas are made out of an utralight but sturdy metal and were cut by precision lasers. It has a button on the base that when pushed creates a laser around the blade of the kama, increasing the damage done by this customized martial arts weapon. These kamas are stored on the left side of Mikhail's hip.

Bladed Disks*- These disks resemble throwing stars. They work in the same way except that these have retractable blades that come out only when thrown. The TAFF ensignia in emblazened in the middle of each one. These are stored on a pounch on the right side of Mikhail's hip.


Mecha: Shadow Storm
Weight:
Height:
Decal(s):
Combat Abilities:
Zero G: Excellent
Gravity: Above Average
Aqua: Mediocore
Melee: Average



Mid-Range: Unsurpassed
Long Range: Poor
Weaponry:
Appearance:
Background:
(please describe your weapons in full detail after background field)


Transport:
Weight:
Decals:
Combat Abilities:
Zero G:
Gravity:
Aqua: N/A
Melee: N/A
Mid-Range:
Long-Range:
Weaponry:
Apperance:


Ill finish up later- is what I have so far okay? I can always change it if not.

DeathscytheX
July 5th, 2005, 11:51 PM
NPC MECHA for Johnathan Durb

Mecha: NV-MAD7 (Nova Drake)
Weight: 31.01 Tons
Height: 140.74ft
Decal(s): HALT right arm and left breast plate
Combat Abilities:
Zero G: Above Average
Gravity: Average
Aqua: Poor
Melee: Excellent
Mid-Range: Unsurpassed
Long Range: Mediocre
Weaponry:
2x Anti-Matter Sabers
2x Grid Shot
2x Bruiser Cannons
2x Chain Guns
1x Phazon Disruptor Cannon (overkill mode supported, 1 shot only)
8x Napalm Pods (atmospheric only)
80x Swarmer Missiles
40x Tracer Missiles
1x Radar/Radio/Satellite Jammer (only 3 at a time)
1x Blaster Field
Appearance: The Nova Drake is shaped similar to the X, but less bulky and more refined, It has features the light/dark blue and grey scheme of HALT
Background: Durb had the Nova Drake built after Rob stole the X from HALT. Althought similar in appearance the Drake is much different. The plans for the X being destroyed by Rob before he swiped the suit had Durb command the scientists to build the Drake by what they could remember of the X's plans.

Anti-Matter Sabers
An upgrade from the normal beam saber, Anti-Matter Sabers are much stronger often casuing beam sabers to short out when clashing.

Grid Shot
A potentially devastating weapon, The grid shot is fired from the thigh panels of the Nova Drake, Its a specialized chain mesh in the form of a grid spanning 100 feet high and tall in a perfect square. The grid is heated to plasma-like temperatures and fired at an object. In zero G it flys in a perfect flat grid, able to disect a MSU into peices, in Gravity it cannot stay in a perfect grid but is still very deadly when cast upon an MSU.

Napalm Pods
These pods are launched as morter out of a back mounted cannon. upon a certian distance from hitting the ground the Pod shatters, releasing a hell storm of fiery substance in a 50 yard radius.

Tracer Missiles
Standard Missiles used among HALT. These missiles lock on by heat and visual contact. They are easily confused by chaff and decoy's however

Blaster Field
A new experimental shielding device designed by HALT's top science team in an effort to rival the hypershield in a more stable manner. The blaster shield is no where near as powerful as the hypershield, but can stay up a lot longer and can be fired out of.

Godgrave
July 6th, 2005, 11:26 AM
Name: Ryo Kenzaki
Age: 22
Height: 5’11
Birthplace: Semos
Hair: Chest long hair, colored red from the front, dark black from behind.
Eyes: Light Brown
Blood type: B -ve
IQ: 149
Alliance: TAFF
Weapons:

Twin Kadachi Sword
1 x Cross-Bow (Seeker Arrows & Mini-bomb tipped Arrows)
10 x Shuriken Mine Bombs (Time/Distance Sensitive)
1 x Double Barrel Shotgun (Spread-shot Shells)

Abilities: Apart from good reflexes, he was suave at everything he did. His marksmanship was never top-notch, which’s why he fancied seeker missiles and/or spread shot weaponry. He was a mastermind when it came to keeping one’s composure in tough situations and during the course of his career; he also developed an open fighting technique. His hand-to-hand combat skills were just about alright, but his stamina, in contrast, was unmatchable. He was one of those guys who could judge a person’s character pretty easily by watching the way he/she maneuvered his/her machine.

Appearance: Slim and un-soldier like, he’s found dressed in very light baige colored khakee trousers, a white shirt with a high collar and a dark purple long over-coat. He wears a ear-ring in his right ear and black wrist bands. He's one of the few personnel who wears a custom uniform in the TAFF ranks, because of his hatred for the uniform.

Background: Ryo had a happy-go-lucky childhood till he was 7 years old, when suddenly out of nowhere he learnt of his grandmother’s death. His grandmother, Linayae Kenzaki, who he was closest to, spent most of her quality time with him, and was also a highly respected HALT pilot. It was only the day before that she met Ryo, and made him promise never to be a pilot or deal in politics as a profession. Learning of her death marked a changed course in his life.

He was a very understanding, levelheaded, compassionate kid with a desire to live life to the fullest and marry his childhood crush, Miriya. While he was at school, a plague swept over the county his family lived at, and they were killed. Later it was discovered that it was because of a Biological Warfare weapon leak by the HALT Scientist that had caused it. This information was confidential and never told to Ryo. Be it school or university, he never topped his class, but always reinvented his ways through his work and found himself in the top 5. He had a knack of surprising his Professors or Squad Leaders with his compassion and yet higher scores. His team or group thrived on vengeance and THAT was believed to be the single most driving force by his seniors. During one such showdown in mid air, during his HALT academy days, he came in the way of two battling aircrafts and took a hit just so they’d stop. The incident however got him into some limelight, even though he despised attention, and retired Gen. Ricki Talo took notice of him. He then told him of the confidential tale about his grandmother - that her country betrayed her, shot down by her closest colleague, killed, because the government needed someone to blame for a pending case. Hearing this infuriated Ryo to no end, and he immediately submitted his termination papers to HALT and fled the planet to join TAFF forces. Although he was never fully accepted by TAFF, nobody expected him to last long and everybody was suspicious of him. He has never spoken to Miriya ever since and still harbors a deep love for her.
---------------------------------
I've gotta think of something my Mech's gonna specialize in ... eg: anti-matter, gravity something etc etc. ^_^:

Guys, please let me know if everything's cool in the info so far, or whether I should base some background using your characters' references inorder to bind the story a lil ?

Gundam-Ranger-X
July 20th, 2005, 05:55 PM
Name: Levian Andropov (Lev)
Age: 27
Height: 5'9"
Birthplace: Novaya Moskva, Mars
Hair: black
Eyes: dark brown
Blood type: 0+
IQ: 160
Alliance: HALT
Weapons:
-Rail Sniper Rifle
-Rail Pistol
-standard issue HALT sub machinegun
Abilities:
Lev is about average strength and build for a HALT soldier. He doesn't really exel in any area save one; burried deep within his brain is an advanced targeting micro computer. This has increassed his acuracy to 99.99999% at medium to long range. However, there was no increase for close range. This also leaves him vulnreable to mele fighting.

Appearance:
Lev looks average in every way. He can easily be mistaken for someone else and blends in with crowds without hassle.
He usualy wears a HALT military uniform unless he's going somewhere where HALT aren't very liked. When he does go somewhere unfriendly he wears civilian clothing.

Background:
Lev has always been an average person. He never stood out when in school as a child. Never made a name for him self in college. That is, not until he volunteered for the HALT MSU training school.

Right away HALT officials noticed Lev had a nack for long range combat. He had a very high accuracy.

Around the time that he completed his training he was chosen as the recipient of a prototype micro-computer to icrease his accuracy further.

Currently, Lev has been ordered to take out traitor pilot Rob Opsolus.

Rail Sniper Rifle:
Levs sniper rifle uses railgun technology to fire a metal slug at hypersonic speeds.

Rail Pistol:
Levs pistol uses similar technology to his sniper rifle. The barrel is longer then most conventional pistols and can be unweildy at times.

Standar Issue HALT sub machinegun:
Levs submachine gun is the standard issue model for all HALT infantry. He rarely uses it.


Mecha: RM-725 (Stalin)
Weight: 97.6 tons
Height: 137 ft.
Decal(s): left shoulder, Hammer and Scicle (Levs personal icon); right shoulder, standart HALT insignia; "hat", red star
Combat Abilities:
Zero G: Excellent
Gravity: Medicore
Aqua: Average
Melee: Poor
Mid-Range: Above average
Long Range: Unsurpassed
Weaponry:
- Hyper Rail Gun* x1
-Ion Cannon x1
-Long Range Seeker Missiles x120
-Distortion Shield Generator*
-Medium Range Strike Missiles x 230
-Micro Missiles x 500
-Attack Funnels x8

Appearance:
Stalin is large and bulky. It's armor plating is thick and it shows. To move around, Stalin uses several powerful energy thrusters. The most distinguishing feature of Stalin is the modeled traditional russian hat that it has built onto it's head. The red star is painted on the center.

Background:
The RM-725 was built with Lev in mind. This RMU was designed for long range combat almost exclusevly. It's primary weapon is it's Hyper Rail Gun which can make quick work of almost any foe. For defense, the RM-725 relies primarily on it's powerful shield genrator and cloaking generator. Once the shields have been breached the RM-725's thick armor can withstand massive punishment.
On the field of battle, the RM-725 has surpassed all expectations.



Hyper Rail Gun
Modeled after the Xefer series rail weapons, the XFR-2300 Rail Gun has been extensivly modified for greater velocity, range, and power. This new "hyper" rail gun fires a metal slug 2 feet in diametre and 4 feet in length at just under the speed of light. Traveling at such high speeds produces two destinct effect when being shot in atmospheric conditions.

The first effect is the friction between the slug and the air generates so much heat that the air literaly catches fire. While the slug itself travels too fast to be recorded or tracked, the plume of plasma that it leaves in it's wake is unmistakable. This plume has been reported to have caused some major burns to dummie MSUs that weren't directly hit.

The second effect is the vacume the shell creates as it travels at such velocity. During atmospheric test, dummie MSUs were severly damaged by this vacume alone.

The hyper rail gun has only one forseable flaw; propelling such a large slug at such high velocities requires alot of power. It can only be fired once before having to recharge. Recharging takes several minutes.

Only one such version or the hyper rail gun exists. It has been assigned to pilot Levain Andropov.

Ion Cannon
The RM-725 is equiped with a shoulder mounted Ion Cannon, mounted on the left shoulder. It's primary function is to act as a backup primary long range weapon while the rail gun recharges. It fires and functions similarly to other ion weapon technology.

Long Range Seeker Missiles
Also equiped on the RM-725 is a LRM-SKR 20 missile launcher. It fires a voley of 20 missiles that track a target up to 1500 meters. The missiles fly at an average speed of 300 m/s.

Distortion Shield Generator
The following is highly classified. Unauthorised access is punishable by death.
A special feature added to the RM-725, by request of #############, is the integration of the top secret prototype "Distortion Shield Generator". Not only does the this device create a powerful shield barrier, it can also act as a distortion fields to render the MSU blurred, or camoflaged. While not invisible, this can be aided by the use of terrain features such as asteroids or debris to make the MSU almost perfectly hidden. Only at closer ranges are the distortions clearly visible. The estimated distance needed to see the distortion is ######.

While useful, this technology does have a drawback, however minor. While the distortion field is active, the shield capabilities are reduced significantly. The unit can be switched from shield to distortion quickly as ordered in ##########.

Medium Range Strike Missiles
Another weapon added to the RM-725 is the MRM-10 STK rockets. These self guided missiles are designed with speed in mind. They travel at an average of 750 m/s. Becuase of there speed, there tracking abilities are limited.

Micro misisles
Hidden under the massive shoulder armor of the RM-725 is the SRM-50 micro missile launch device. These tiny missiles have a limited range and strength but can do damage when fired in large volleys.


Attack Funnels
The RM-725 has one last line of defence, should an enemy MSU get passed all the other weapon systems. This line of defence is in the form of 8 attack funnels. Each funnel has a lifespan of 10 minutes. They fire a pulse laser and actively, and independantly, seek out the enemy. This was designed to buy the RM-725 time to escape or to put distance between it and it's prey.

Transport: None. Currently stationed on the Leviathan.

coldcheese
August 30th, 2005, 10:10 PM
Name: Unknown - codenames / handles differ between missions
Age: Appears to be between 19 and 24
Height: 5'11"
Birthplace: Records Unavailable
Hair: Brown
Eyes: Brown, although has been seen to change on missions
Blood type: Unknown
IQ: Unknown - Highly Intelligent
Alliance: Appears to have ties to HALT
Weapons: Weapons assigned by benefactors
Abilities: Highly stealthy, inhuman reflexes. Can ambush someone in the blink of an eye after previously just been walking alongside them.
Appearance: Slender, light build, clean shaven.
Background: One day, he woke up in a lab, and knew his purpose. He has been fulfilling missions from his secretive benefactors ever since.
Generally carries a small high powered clip loaded rail pistol. Carries different charges for different purposes - e.g. Tungsten, Uranium, etc.

On special missions he may carry a high powered long range sniper rifle which fires highly accelerated particles. Gun may be converted into a heavy anti material assault rifle as the situation warrants it.

///////////////// Mecha Information currently being witheld /////////////////

Mecha:
Weight:
Height:
Decal(s):
Combat Abilities:
Zero G:
Gravity:
Aqua:
Melee:
Mid-Range:
Long Range:
Weaponry:
Appearance:
Background:
(please describe your weapons in full detail after background field)

/////////////////////////////////////////////////////////////////////////

Transport:
Weight:
Decals:
Combat Abilities:
Zero G:
Gravity:
Aqua: N/A
Melee: N/A
Mid-Range:
Long-Range:
Weaponry:
Apperance:

RULES:
1. You can have as many weapons as you want, however the more weapons you have, the more details you will have to fill out

2. Please do not copy other peoples weaponry without their permission. weapon you definantly do not wish anyone to copy please mark with a *

3. Mecha Combat abilities will be capped, you to prevent people from being perfect in all areas you can have the following configurations:


a.
Unsurpassed
Excellent
Above Average
Average
Mediocre
Poor


b.
Excellent
Above Average
Above Average
Above Average
Mediocre
Poor


c.
Excellent
Excellent
Above Average
Average
Average
Poor


These are only allowable configurations, you can take A. B. or C. and use each ranking provided in that configuration and place it on any stat you wish. If you do not understand how this works please look at my signup (I will be using Configuration A). Your Transport is not capped in this fashion, but please be realistic, there is no since in having an overpowered carier ship for your MSU, as they will play a small part in this RPG.

Strider Hiryu
September 13th, 2005, 08:47 PM
(NPC data for Draenus, one of the other three pilots in Brandon’s squadron. I originally planned on using all of the other pilots but that would require more work then is needed and they won’t be making any appearances or very few if they do. Draenus, however, will play a big role in what is to come after Brandon leaves ORC and heads back to CS headquarters. Just thought I’d let you know and I’ll also be putting profiles up for Darkweaver, The Defiant, and for Shadowwalker (another of the CS leaders that will be making an appearance soon enough))

Draenus Devian:

Draenus is one of the four members that make up the Elite CS squadron known as Death’s Exiles. Draenus was originally a TAFF Special Ops agent/pilot with the Ganymede Division and served directly under Brandon while he was still part of TAFF. Hailed as the second best operative within the division he went rogue abruptly after Brandon was dishonorably discharged from TAFF eventually signing up with Crescent Sword thru a chance meeting with one of the other four CS leaders (though he did not know it at the time). After his Black Ops training he was placed directly under the command of Brandon at his request, refusing to serve under no one but him.

Draenus has an extremely cold attitude much like Brandon and hardly ever shows emotion even outside of combat. He is probably the second best pilot within Death’s Exiles, second only to Brandon.

Draenus is a master of hand-to-hand combat, having mastered most martial arts disciplines from his training as a kid and his Black Ops training. Due to this he is an extremely dangerous opponent in close quarters combat. He’s also a master of most weapon forms, preferring to carry twin kodachi’s on his back.

Draenus is usually found wearing black combat pants, black combat boots, a white shirt, and black sunglasses. His hair is extremely short and is a light brown in color. His eyes are a light blue in color.

---------------------------------------------------

Mecha: XPT-01 Transition One (Ryvus)
Weight: 22.5 Tons
Height: 120.35 ft
Decal(s): Death’s Exiles decal located on the left shoulder and a faded out Crescent Sword decal on the right shoulder
Combat Abilities:
Zero G: Excellent
Gravity: Average
Aqua: Poor
Melee: Unsurpassed
Mid-Range: Above Average
Long Range: Medicore/Non-existant
Weaponry:
2x Anti-matter Twin Sabers**
2x Anti-matter Sabers
2x Anti-matter Shoulder Sabers**
2x Anti-matter Fore-sabers**
4x hyper beam gatling guns (mounted in forearms)
1x Exotranium Blade
2x Ionic Micro Missile pods (50x Ionic Micro Missiles per pod)
2x I-Field Generators
1x Sensor Jammer
Advance AI System
Palladium Engine (Cold Nuclear Fusion Reactor, something I don’t want to get into specifics about cause it will take to long to explain)
Bio-suit/Neuro Recognition Cockpit** (only operable by pilot, to prevent theft)
Appearance: Dark Blue and Black in appearance, with blue being the dominant color. The suit resembles the Transition Zero in almost every way except for this suit is much more leaner then the Zero. This is so the suit can reach speeds much faster then the Zero and to help it evade enemy attacks when the suit is in melee range, which this suit is built for and specializes in.
Background: The second suit created under the “Transition” project from the same blueprints as the Zero. This suit is a close combat based special forces suit created for use by Draenus Devian. This suit excels in everything dealing with close combat and has a special interface that allows the pilot to control the suit thru body movements instead of the usual cockpit controls used by standard MSU. Sadly this interface has a drawback that is explained in the tech explanation below.

Anti-matter Twin Sabers: Sabers built directly into the hands of the Ryvus, these sabers extend blades out both ends of the hands. These blades curve slightly to allow for faster swings with the fists. These blades can only be used by highly trained pilots for fear of self-inflicted damage since there is a high probability of the blades making contact with the suit while fighting. Due to this these are the only blades in existence and are used only by Draenus, who is the only known person to be able to use these effectively.

Anti-matter Shoulder Sabers: These sabers extend directly from the shoulder armor of the suit from lenses strategically placed within the armor. These blades are built to provide massive damage upon ramming attacks as well as grappling attacks with others suits. These are prototypes so these are the only ones in known existence.

Anti-matter Fore-sabers: These sabers extend directly from the forearms of the suit from lenses strategically placed within the armor and to avoid the mountings of the gatling guns. These blades are built again for slamming attacks and to utilize the amazing close combat skills the Ryvus possesses. Again these are prototypes so these are the only ones in known existence. A side note to state about these is that, as stated, they are built to take full advantage of the Ryvus’s close quarter combat skills and the hand-to-hand combat skills of the pilot. Due to this only a martial arts master can master these weapons.

Bio-suit/Neuro Recognition Cockpit: (sadly think cockpit system of G Gundam, but I’ve got a few twists)


This system is built to take advantage of the pilot’s hand-to-hand combat skills. The cockpit is actually extremely spacious (circular, again think G Gundam people) with a 360 degree view screen to view the are around the suit. The system requires a bio-suit of sorts to link with the pilot’s nervous system basically making the suit an extension of the pilot. Drawback here is the fact that any and all damage the suit takes the pilot feels (sometimes to the extent of leading to the death of the pilot). However the upside is the fact that the suit reacts with the same speed as the pilot making the suit extremely quick and evasive.

This system also requires an AI system to take care of regular functions within the suit (such as sensor reading, opening and closing comm. Channels, and etc.).

Advance AI System: An AI built to be used directly by the cockpit system to perform functions that the pilot gives up for the greater mobility and fighting prowess the Bio-suit gives him. Advance is a highly self-aware AI system much like Trance but does not contain the same abilities as her. Advance is only able to take partial control of the suit, not complete control. He also has limited access to weapon and cockpit systems. Much like Trance he has the ability to make the suit enter a Berserk state where he is able to take full control of the suit for limited periods of time to preserve his life.

(some things are still subject to change here, like the description of the Bio-suit/Neuro Recognition Cockpit and the Advance AI. This, however, is the best you’re going to get at the moment. I’ll have the kinks worked out before he makes a full out appearance in the RPG. Also I did not sell out and use an already used system. I always thought the G Gundam cockpit system had merit and was a good idea. I'm putting it to use in my own way (even if it does seem like a direct copy))

Kuwabara
October 22nd, 2005, 11:47 PM
SIGN UP FIELDS:

Name: Kazuma Banks
Age: 17
Height: 5’10
Birthplace: Earth
Hair: Blonde hair reaching his neck (like Quattro Bejeena)
Eyes: Hazel eyes (often wearing shades)
Blood type: A+
IQ: 153
Alliance: TAFF
Weapons:
x8 dart sized missiles. 4 mounted on each hand’s knuckles (two shots per knuckle, the missiles are attached to some glove type storing device)
x2 hyper beam swords mounted on each hip
x1 Plasma cannon held on back with a strap
x2 laser gun (looks similar to an average .9mm pistol) held on strap near the legs
Abilities:
He is a brash asshole to his enemies. Inhuman speeds he can run faster around 60 mph. his reflexes are not as good as some of the other soldiers but he has decent reflexes. A master of infiltration.
Appearance:
http://www.gundamofficial.com/worlds/uc/zeta/story/images/screen1.jpg

Background:
Kazuma was a war orphan who was brought up by the TAFF forces. When he began to walk and talk at the age of 4, that’s when they began to train young Kazuma to serve in the military forces. Not knowing more than defeat the enemy kill the enemy by the age of 9 Kazuma was the perfect little killing machine. During a mission at the age of 14 he met a girl whom he was supposed to assassinate, but alas Kazuma couldn’t he became infatuated the girl but they had to part ways in order to save her life. He sent her into exile as a way to protect her… Since that encounter he became more human thus developing his carefree jackass attitude which made him more efficient at his job. With the newly found attitude and better understanding of how things worked Kazuma was one of the best Soldiers TAFF has on their sides.

As Kazuma grew into the soldier he is today TAFF created custom weapons specifically created for Kazuma

The first of his weapons was the dart sized missile launcher which they integrated into his gloves every knuckle except for the thumbs of the glove was a barrel due to being created glove size each knuckle could only store two dart sized missiles. Making it a total of 16 missiles, this is his weakest weapon and is used as a last resort surprise attack on enemies. Also used to shoot small control panels and such.

With the intentions of having Kazuma a well rounded soldiers TAFF also created to hyper beam swords. Unlike your average beam sword or saber these beam swords contained the power of 2 very compact nuclear reactors which gave them extra power enabling Kazuma to cut his way out of almost anywhere. The power is also good for close range fighting and was un-matched by any other beam sword so far. Kazuma keeps these swords each on a side of his waist.

The plasma cannon was held by a strap on Kazuma back as he could easily pull the cannon in front of him. This weapon was non really unique its basically the same power as any other plasma cannon. The only slight improvement it had was Kazuma could by pressing the trigger multiple times send out multiple shots in the same speed as a machine gun. (Which is generally faster but weaker then the other mode.) The second mode of the


Mecha: KAZ-1 http://i8.photobucket.com/albums/a1/Sesshomaru305/Tallgeese-Kaz-Custom.jpg
Weight: 25 tons
Height: 126.3 ft
Decal(s): The words Kaz painted on all the limbs.
Combat Abilities:
Zero G: Above Average
Gravity: Excellent
Aqua: poor
Melee: Mediocre
Mid-Range: Above Average
Long Range: Above Average
Weaponry:
Graviton Barrier
58x homing missile
2x Hyper Beam sword
2x Beam Reflector
1x Buster Mega Particle Cannon
2x Mega Plasma rail guns
1x Beam/sniper rifle (700km radius)
2x beam Knife stored in wrists
Appearance: Similar to that of the Tallgeese with a different color scheme. Red and Black with the word KAZ spray painted across the battle.
Background:
The KAZ-1 was built specifically for Kazuma. As his skills grew TAFF realized that he would need a MSU that would be well suited for Kazuma so they created the KAZ-1. KAZ-1 was specifically designed to be the exact duplicate of Kazuma in fighting capabilities thus why it is light weight and carry similar weapons. After getting his MSU Kazuma took it upon his self to customize it with his name on every limp of the Mobile suit. His suits weapons where also created to match his preferences in fighting and each have a unique touch.

58x Homing missiles are mounted all over the Wings of the KAZ-1. They are set in two different modes Heat seeking and pilot target lock. In heat seeker mode they all go after the strongest heat source. While in pilot target mode they follow the Target set by the pilot.

The Two Hyper beam swords are MSU sized swords similar to that of Kazuma’s. They are basically dual Epyon swords.

The Beam Deflectors where added for purely defensive purposes. One can only defend 180 degrees and is the reason the KAZ-1 has two mounted. One for rear defense and the other for frontal defense. The Beam Deflectors defend again almost all beams and makes KAZ-1 light armor not a real obstacle for the pilot.

The Buster Mega Particle cannon is by far the strongest weapon of the KAZ-1. By utilizing the particles around the cannon using the “charging” procedure the Cannon can fire a devastating blow to anything. Using microwaves to power the beam and the Particles as a substance to make the beams appear solid this is a truly powerful cannon.

Mounted on the waist of the KAZ-1 are two MSU sized Plasma rail guns. By using the basic design of a plasma rifle all they had to do was mount it on the waist of the MSU and internally attaching it to it. So the gun is fixed and cannot be removed very easily.

The Beam sniper/Shell sniper the KAZ-1 only long range weapons. With the option of firing Beam or Shell shots and a 700 km distance this is a truly marvelous sniper.

The two beam knives are basic last minute close combat weapons used if the enemy gets to close.

Transport: Skytiger
Weight: 40 tons
Decals: none really
Combat Abilities:
Zero G: Excellent
Gravity: Unsurpassed
Aqua: N/A
Melee: N/A
Mid-Range: Above Average
Long-Range: Mediocre
Weaponry:
4x Plasma cannon
10x Missile launchers
2x beam turrets
2x piercing lasers
1x Hyper Mega Plasma Launcher
Appearance: http://mahq.net/mecha/gundam/seed/fx-550.jpg

DeathscytheX
October 23rd, 2005, 04:26 PM
... the rpg is over, your too late.

Kuwabara
October 23rd, 2005, 06:33 PM
X'D X'D I am always late X'D