Windsock
Two Thousand Club
It is the year 2655, four centuries after an apocalypse has destroyed the surface of the planet. A golden age of scientific progress and understanding was destroyed by mankind's own hands, by means of nuclear and biological weapons of mass destruction. The survivors of this great destruction took residence in massive 'Burrows', cities underneath the surface, and knew a second, less bright age of peace and reconstruction as the surface took time to heal. Shortly after mankind settled underneath the surface, the mega-corporations that constructed the Burrows became stronger and stronger still; eventually consuming the governments of old and forming into vast conglomerates. The Ruling Companies.
The Ruling Companies control the world with an iron fist; for a velvet glove has served its purpose long, long ago now. A status quo of an ordered chaos and constant low-level warfare, akin to ancient feudal times, has been maintained for three hundred years. The Ruling Companies have many tools at their disposal; and use all of them to justify and expand their rule. The facts of life and death have been turned into a business, as the wars are seen as an investment, a game, and a release-valve for all the world's problems all the same.
The Ruling Companies' greatest tool, and the greatest threat to their rule, is the 'Neural Combatant'. The men and women that pilot these absurd weapons are some of the most powerful, and free, individuals in the entire world. Neural Combatants themselves are giant, twenty-meters-or-more tall semi-humanoid war machines, each built to unique specifications, that can only be piloted by individuals with a rare mental trait, due to their control scheme. A direct neural interface port is one of the secrets for their power and design, as the pilot can more easily control and interface with a machine if that machine is built similarly to their own body.
The pilots of these weapons, as aforementioned, are distinct in the world as their 'gift' in piloting a Neural Combatant, also allows them true freedoms. Nearly anyone can be a pilot; and no matter their origin, all of them have a chance to shine, due to MAVERICK. The Ruling Companies can agree on two things; the Inter-Corporate Credit, and the maintenance of a special group, MAVERICK, designed to manage and support independent pilots as they carry out contract work, and to find and train people with 'the gift'.
The times are troubling, however, and the status quo of a controlled chaos is being slowly undermined. The Ruling Companies are finding it harder and harder to justify their rule to the masses, to control their territories, and to squash rebellious elements. In hushed tones, bars and clubs that the pilots of MAVERICK tend to gravitate towards are conveying a message of a coming world war, or something else entirely.
It seems that the coming age is going to be both a very good, and very bad year for mercenaries...
Rules, additional information, and shit. Mandatory reading.
You are BERNARD FISCHER, a junior pilot finishing his training under MAVERICK. You were born twenty-three years ago on the surface, in an independent town that's now long gone. You never knew your parents, but never mourned or felt angst over the fact. When your home-town withered and died due to banditry, you wandered the wastes and managed to 'immigrate' into a Burrow, Los Angeles Burrow, which is owned and operated by 'Denver-Vegas', one of the Ruling Companies.
You were a simple petty criminal for a couple of years, until you got caught and were detained. You were set to be executed until a medical test confirmed you had 'The Gift', and you choose the option that didn't result in your death. You were shipped off to MAVERICK to train your skills. It was a long journey, and you didn't make any friends, but you're almost finished. You have just one more test to take
You've just awakened in your own room, nearly an apartment, at MAVERICK's training facility, somewhere deep within the Alps. You turn your head to your digital clock. It reads 4:54 A.M, 6 minutes before it's supposed to sound the alarm. The date is March 4th, 2655, a day of much ceremony... Today is the day you receive your very own 'Neural Combatant', the machine you've trained the last two years to pilot. It is also the day you will give it its name, the day you officially enter MAVERICK's NC pilot database as a true pilot. Some of MAVERICK's top pilots (Not on a mission, anyway) will be here to officially recognize you as one of their own.
And it is also the day you'll take on your first combat operation for MAVERICK. One of those same pilots will gauge you during your given mission, and will decide whether you truly deserve to be counted amongst their number. The details of your first operation are currently unknown to you, but the elite assigned to be your spectator will enlighten you on your first duties, and the realities of being an 'independent' NC pilot that you need to be aware of.
The rest of the day is free, but ceremonies will start at 6:00, get to it.
1) Take a leak.
2) See what you have in your kitchenette and make some breakfast.
3) Get properly dressed.
4) Review your PDA
5) Lay in bed for six minutes.
6) Something Else (Write something afterwards)
The Ruling Companies control the world with an iron fist; for a velvet glove has served its purpose long, long ago now. A status quo of an ordered chaos and constant low-level warfare, akin to ancient feudal times, has been maintained for three hundred years. The Ruling Companies have many tools at their disposal; and use all of them to justify and expand their rule. The facts of life and death have been turned into a business, as the wars are seen as an investment, a game, and a release-valve for all the world's problems all the same.
The Ruling Companies' greatest tool, and the greatest threat to their rule, is the 'Neural Combatant'. The men and women that pilot these absurd weapons are some of the most powerful, and free, individuals in the entire world. Neural Combatants themselves are giant, twenty-meters-or-more tall semi-humanoid war machines, each built to unique specifications, that can only be piloted by individuals with a rare mental trait, due to their control scheme. A direct neural interface port is one of the secrets for their power and design, as the pilot can more easily control and interface with a machine if that machine is built similarly to their own body.
The pilots of these weapons, as aforementioned, are distinct in the world as their 'gift' in piloting a Neural Combatant, also allows them true freedoms. Nearly anyone can be a pilot; and no matter their origin, all of them have a chance to shine, due to MAVERICK. The Ruling Companies can agree on two things; the Inter-Corporate Credit, and the maintenance of a special group, MAVERICK, designed to manage and support independent pilots as they carry out contract work, and to find and train people with 'the gift'.
The times are troubling, however, and the status quo of a controlled chaos is being slowly undermined. The Ruling Companies are finding it harder and harder to justify their rule to the masses, to control their territories, and to squash rebellious elements. In hushed tones, bars and clubs that the pilots of MAVERICK tend to gravitate towards are conveying a message of a coming world war, or something else entirely.
It seems that the coming age is going to be both a very good, and very bad year for mercenaries...
Rules, additional information, and shit. Mandatory reading.
OOC Information: This Quest will focus on the adventures of a group of both pre-made and 'out of our collective asses' individuals and their lives as the world experiences a period of upheaval. While some of the characters you guys'll be playing as are pre-made, their actions are not, and there'll be some people you guys'll make from the ground up.
Some ground rules:
1. Please, don't add anything 'heavy' or 'major' to the setting without my knowledge or consent. I don't want an offhand mention to the great war of '83 or to MooseMan: the amazing Canadian Superhero. If you want to reference stuff you pulled out of your ass, please talk to me so we can work it out. Still, feel free to add to the setting with those conditions intact though.
2. The general tech level is akin to a three-way split between most anything you can see in the Fallout series, Armored Core, Gundam, and the general 'style' of the setting is close to the latter two with some Evangelion mixed in. Without the religious imagery anyway.
3. This is obvious, but I'm the boss here, so please respect my authority.
4. Please familiarize yourself with how a 'Quest' RP is different from other 'types'.
4.5 How this will work is that I'll make a post that details what's happening to one person, specified at the beginning, and the 'players' determine the best course of action from available options. Like a choose-your-own adventure book?
5. The setting itself is pretty old, and I'm sure I forgot quite a lot of facts about it that I probably should tell you guys, so if you got any questions, ask them.
Without further ado, let's do this shit.
Some ground rules:
1. Please, don't add anything 'heavy' or 'major' to the setting without my knowledge or consent. I don't want an offhand mention to the great war of '83 or to MooseMan: the amazing Canadian Superhero. If you want to reference stuff you pulled out of your ass, please talk to me so we can work it out. Still, feel free to add to the setting with those conditions intact though.
2. The general tech level is akin to a three-way split between most anything you can see in the Fallout series, Armored Core, Gundam, and the general 'style' of the setting is close to the latter two with some Evangelion mixed in. Without the religious imagery anyway.
3. This is obvious, but I'm the boss here, so please respect my authority.
4. Please familiarize yourself with how a 'Quest' RP is different from other 'types'.
4.5 How this will work is that I'll make a post that details what's happening to one person, specified at the beginning, and the 'players' determine the best course of action from available options. Like a choose-your-own adventure book?
5. The setting itself is pretty old, and I'm sure I forgot quite a lot of facts about it that I probably should tell you guys, so if you got any questions, ask them.
Without further ado, let's do this shit.
You are BERNARD FISCHER, a junior pilot finishing his training under MAVERICK. You were born twenty-three years ago on the surface, in an independent town that's now long gone. You never knew your parents, but never mourned or felt angst over the fact. When your home-town withered and died due to banditry, you wandered the wastes and managed to 'immigrate' into a Burrow, Los Angeles Burrow, which is owned and operated by 'Denver-Vegas', one of the Ruling Companies.
You were a simple petty criminal for a couple of years, until you got caught and were detained. You were set to be executed until a medical test confirmed you had 'The Gift', and you choose the option that didn't result in your death. You were shipped off to MAVERICK to train your skills. It was a long journey, and you didn't make any friends, but you're almost finished. You have just one more test to take
You've just awakened in your own room, nearly an apartment, at MAVERICK's training facility, somewhere deep within the Alps. You turn your head to your digital clock. It reads 4:54 A.M, 6 minutes before it's supposed to sound the alarm. The date is March 4th, 2655, a day of much ceremony... Today is the day you receive your very own 'Neural Combatant', the machine you've trained the last two years to pilot. It is also the day you will give it its name, the day you officially enter MAVERICK's NC pilot database as a true pilot. Some of MAVERICK's top pilots (Not on a mission, anyway) will be here to officially recognize you as one of their own.
And it is also the day you'll take on your first combat operation for MAVERICK. One of those same pilots will gauge you during your given mission, and will decide whether you truly deserve to be counted amongst their number. The details of your first operation are currently unknown to you, but the elite assigned to be your spectator will enlighten you on your first duties, and the realities of being an 'independent' NC pilot that you need to be aware of.
The rest of the day is free, but ceremonies will start at 6:00, get to it.
1) Take a leak.
2) See what you have in your kitchenette and make some breakfast.
3) Get properly dressed.
4) Review your PDA
5) Lay in bed for six minutes.
6) Something Else (Write something afterwards)
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