Windsock
Two Thousand Club
New OP! Snort that new-OP smell.
Preliminary Setting/Story Info
Additional Setting Information
Denver-Vegas
Kriegwerks
Yamato
SPHERE
Olympia
Arif
Notable Surface Groups
Arctic Alliance
Notable Individuals
Warlord Annelisse
Warlord Gunther
'Jessica'
OOC Notes, Rules, and Character Applications
NC:
Hey everyone, sorry about the mess that this OP is, but hey, new 'official' OP! We're pretty much officially in business. The other threads, I'm working on, and I'll edit in some links when they're done. Anyway, without further ado, welcome. If you have any questions, please do ask; I'm sure I forgot things in the new OP.
Other threads:
Some mentions for everyone who's shown interest so far.
@Lancaster @CalamariHero @Thanatos
@Harmonic Chaos
mentions don't wanna work properly but whatevs
Preliminary Setting/Story Info
It is the year 2655, four centuries after a golden age of progress, understanding, and technological advancement was destroyed by mankind's own hands. Earth was damaged forevermore by nuclear weapons, biological super-viruses, and relentless automated war machines that ruined the surface.
Most of the survivors of these apocalyptic events took residence in great 'Burrows', built by vast corporate conglomerates, that were finished just in time. These Megacorporations soon consumed the proper governments of old, and the underground survivors of the world were thrust into a new system. The Ruling Companies, as they are called, control the planet with an iron fist in a nearly feudal system, with CEO's and Managers instead of Kings and Dukes.
After a period of rest, mankind began returning to the surface as the effects of the Great Destruction ended, and humanity knew a new, yet less bright age of peace and progress. But, of course, this age ended, and a new status quo has took hold for a third of a millennium.
The Seven Ruling Companies have created an eternal war; waxing and waning, that serves myriad purposes. A justification for their rule, a release valve for overpopulation, and for some particularly sick individuals, a fun past-time. Of course, they'd never tell these true reasons for the current status of the planet to their subjects.
The Ruling Companies' greatest tool and greatest danger to their rule, is the 'Neural Combatant'. Vast war machines originally built before the Great Destruction, these metal juggernauts are controlled directly with a neural implant along the spine of the pilot, and one Neural Combatant can turn the tides of a war. The few people with the mysterious, special trait required to interface with a Neural Combatant are their own breed and subculture in the world, for good reason, considering their status.
Neural Combatants, however, do not have a single master in the Ruling Companies, no matter hard they try. Over centuries of a controlled chaos, many were lost; not to mention many are still unfounded, ready to be scavenged, that were originally from the old world. Due to this, 'independent' Neural Combatants, more or less unrelated and unbound to any particular Ruling Company, are a common sight on the battlefield.
For a certain degree of control over these third party NC's, the Ruling Companies agree on the maintenance of a child corporation, christened 'MAVERICK' to corral and watch over independent pilots; offering contracts, technical assistance, job offers, training, and even merchant programs to buy and sell scrap, data, support infrastructure, personnel, and NC components, among other things NC pilots and Ruling Companies both would be interested in.
MAVERICK, related to their aforementioned offers of training, maintain a program to scan over many populations, both Ruling Company and third-party that anyone can participate in. When an applicant is discovered to have 'The Gift', they're given a proposition; join up with MAVERICK temporarily to acquire an NC of their own. They are trained in their NC's use and basic maintenance, and, after a period of 'free work' to pay for the debt (and then some), are allowed to do as they please with newfound resources and skills.
Many choose to work with MAVERICK as a freelancer in the Corporate Wars, while others choose to sell their sword to a particular Ruling Company for the perks it provides. Some took up the offer for different reasons, such as to defend their home from any and all threats, or just to become as strong as possible, feeding a lust for power. Most anyone can become an NC pilot, for nearly any reasons, but nearly anyone in an NC has been affiliated with MAVERICK in some way.
Nonetheless, not all is well and stabilized in this world.
One group of trainees, trained by a once-legendary 'Austin Kaczmerak' have found themselves in a strange situation. Weeks ago, it was declared that Austin died of natural causes, yet, strangely, this group of rookies recently found that they received a message from their deceased teacher from a throw-away account in MAVERICK's communication services.
This message contained a peculiar audio recording.
The voice of their teacher, Austin, in a panic, told them the following;
"I'm out of time. I think they've found me and my research isn't finished. It's obvious the men in charge are scared of a rumor going around. I'm a goner, but I think- I know you guys can get to the bottom of this. I trained you well and you're some of the best pilots I've ever trained; please, finish what I started."
Footsteps could begin to be heard, and Austin lowered his voice to a whisper.
"Go to Jessica's, in the Vegas Township area, soon as possible. Ask her 'what happened with that bird of yours?' She'll know and fill you in-"
A banging noise could be heard, alongside men demanding to be let inside.
"I'm out of time. Good luck."
The message ends.
It's obvious the Ruling Companies are in fear about something, as Austin said.... A revolution. Hushed tones in bars that NC pilots frequent convey a message of a coming rebellion of some kind, and the leaders of certain surface factions speak of a new age for mankind, as 'powerful allies' will come to their aid in a new world war.
If Mr. Kaczmerak really lost his life over his investigations...
...Perhaps it's time to get to the bottom of this.
Most of the survivors of these apocalyptic events took residence in great 'Burrows', built by vast corporate conglomerates, that were finished just in time. These Megacorporations soon consumed the proper governments of old, and the underground survivors of the world were thrust into a new system. The Ruling Companies, as they are called, control the planet with an iron fist in a nearly feudal system, with CEO's and Managers instead of Kings and Dukes.
After a period of rest, mankind began returning to the surface as the effects of the Great Destruction ended, and humanity knew a new, yet less bright age of peace and progress. But, of course, this age ended, and a new status quo has took hold for a third of a millennium.
The Seven Ruling Companies have created an eternal war; waxing and waning, that serves myriad purposes. A justification for their rule, a release valve for overpopulation, and for some particularly sick individuals, a fun past-time. Of course, they'd never tell these true reasons for the current status of the planet to their subjects.
The Ruling Companies' greatest tool and greatest danger to their rule, is the 'Neural Combatant'. Vast war machines originally built before the Great Destruction, these metal juggernauts are controlled directly with a neural implant along the spine of the pilot, and one Neural Combatant can turn the tides of a war. The few people with the mysterious, special trait required to interface with a Neural Combatant are their own breed and subculture in the world, for good reason, considering their status.
Neural Combatants, however, do not have a single master in the Ruling Companies, no matter hard they try. Over centuries of a controlled chaos, many were lost; not to mention many are still unfounded, ready to be scavenged, that were originally from the old world. Due to this, 'independent' Neural Combatants, more or less unrelated and unbound to any particular Ruling Company, are a common sight on the battlefield.
For a certain degree of control over these third party NC's, the Ruling Companies agree on the maintenance of a child corporation, christened 'MAVERICK' to corral and watch over independent pilots; offering contracts, technical assistance, job offers, training, and even merchant programs to buy and sell scrap, data, support infrastructure, personnel, and NC components, among other things NC pilots and Ruling Companies both would be interested in.
MAVERICK, related to their aforementioned offers of training, maintain a program to scan over many populations, both Ruling Company and third-party that anyone can participate in. When an applicant is discovered to have 'The Gift', they're given a proposition; join up with MAVERICK temporarily to acquire an NC of their own. They are trained in their NC's use and basic maintenance, and, after a period of 'free work' to pay for the debt (and then some), are allowed to do as they please with newfound resources and skills.
Many choose to work with MAVERICK as a freelancer in the Corporate Wars, while others choose to sell their sword to a particular Ruling Company for the perks it provides. Some took up the offer for different reasons, such as to defend their home from any and all threats, or just to become as strong as possible, feeding a lust for power. Most anyone can become an NC pilot, for nearly any reasons, but nearly anyone in an NC has been affiliated with MAVERICK in some way.
Nonetheless, not all is well and stabilized in this world.
One group of trainees, trained by a once-legendary 'Austin Kaczmerak' have found themselves in a strange situation. Weeks ago, it was declared that Austin died of natural causes, yet, strangely, this group of rookies recently found that they received a message from their deceased teacher from a throw-away account in MAVERICK's communication services.
This message contained a peculiar audio recording.
The voice of their teacher, Austin, in a panic, told them the following;
"I'm out of time. I think they've found me and my research isn't finished. It's obvious the men in charge are scared of a rumor going around. I'm a goner, but I think- I know you guys can get to the bottom of this. I trained you well and you're some of the best pilots I've ever trained; please, finish what I started."
Footsteps could begin to be heard, and Austin lowered his voice to a whisper.
"Go to Jessica's, in the Vegas Township area, soon as possible. Ask her 'what happened with that bird of yours?' She'll know and fill you in-"
A banging noise could be heard, alongside men demanding to be let inside.
"I'm out of time. Good luck."
The message ends.
It's obvious the Ruling Companies are in fear about something, as Austin said.... A revolution. Hushed tones in bars that NC pilots frequent convey a message of a coming rebellion of some kind, and the leaders of certain surface factions speak of a new age for mankind, as 'powerful allies' will come to their aid in a new world war.
If Mr. Kaczmerak really lost his life over his investigations...
...Perhaps it's time to get to the bottom of this.
Additional Setting Information
The Ruling Companies
Spoiler
Volkov
Spoiler
Volkov controls what used to be Russia and China, and is one of the more aggressive Ruling Companies. Generally considered the largest in various factors, Volkov has an amount of weight to throw around, and is constantly attempting to expand. Volkovians generally have a tendency for honor and debts to have more 'weight' in their conscience.
Strategically, Volkov has a large amount of infrastructure, and, with their aggressive tendencies, a fairly small amount of garrisons and static defenses. Due to these factors, on a strategic level, Volkov takes and dishes a lot of pain, akin to a glass cannon. With the largest populace, Volkov generally has the related advantage of numbers on their side.
Volkov treats their directly employed and mercenary NC pilots somewhat well, but an air of distrust is obvious over time. it's commonly believed that, since NC's effectively concentrate all the power into one man, the higher-ups find that distasteful for a military unit. Still, NC's are too useful to just throw away, which the men in charge of Volkov understand
Spoiler
Volkov
Spoiler
Volkov controls what used to be Russia and China, and is one of the more aggressive Ruling Companies. Generally considered the largest in various factors, Volkov has an amount of weight to throw around, and is constantly attempting to expand. Volkovians generally have a tendency for honor and debts to have more 'weight' in their conscience.
Strategically, Volkov has a large amount of infrastructure, and, with their aggressive tendencies, a fairly small amount of garrisons and static defenses. Due to these factors, on a strategic level, Volkov takes and dishes a lot of pain, akin to a glass cannon. With the largest populace, Volkov generally has the related advantage of numbers on their side.
Volkov treats their directly employed and mercenary NC pilots somewhat well, but an air of distrust is obvious over time. it's commonly believed that, since NC's effectively concentrate all the power into one man, the higher-ups find that distasteful for a military unit. Still, NC's are too useful to just throw away, which the men in charge of Volkov understand
Denver-Vegas
Denver-Vegas controls the northern half of the american continent, sharing it with SPHERE, who controls the lower half. With the third highest populace and a larger industrial base than Volkov, D.V. focuses on producing the biggest, finest conventional vehicles to pad out its armies. With the grandest naval fleet in the world, they constantly patrol the coastline against threats, and come to blows with SPHERE and Volkov all the time.
D.V. is obsessed with protecting its mainlands, and exports are far more common compared to imports. D.V., for all of its inwards thinking, still has to contend with fierce combat against the raiders and independent warlords who infest the entire continent. Their military strategy, being so focused on defence and (essentially) policing, is occasionally at a loss when fighting an offensive battle against any party that isn't SPHERE, which it skirmishes against for territory often.
D.V.'s surface territories are fairly pleasant to live, when you don't take the large amount of bandits and upstarts into account. There's a surprising amount of freedom, and independent businesses (usually of the servicing kind) have been booming in recent years, even with bringing D.V.'s fairly harsh taxes into the picture
D.V. is obsessed with protecting its mainlands, and exports are far more common compared to imports. D.V., for all of its inwards thinking, still has to contend with fierce combat against the raiders and independent warlords who infest the entire continent. Their military strategy, being so focused on defence and (essentially) policing, is occasionally at a loss when fighting an offensive battle against any party that isn't SPHERE, which it skirmishes against for territory often.
D.V.'s surface territories are fairly pleasant to live, when you don't take the large amount of bandits and upstarts into account. There's a surprising amount of freedom, and independent businesses (usually of the servicing kind) have been booming in recent years, even with bringing D.V.'s fairly harsh taxes into the picture
Kriegwerks
Sharing old Europe with Olympia, Kriegwerks is one of the more cooperative, yet particularly authoritarian Ruling Companies. With a nigh-fetish for efficiency, Kriegwerks ruthlessly stamps out 'inefficiencies' such as romantic bonds, culture, and even names, with most of the serfs being named something like 'F-BER-873-911-762' or 'M-COL-221-005', with the naming scheme of 'Gender, abbreviation of birthplace, three random three digit numbers'. Additionally, almost a quarter of the populace are actually clones of notable people, such as fine generals or particularly efficient mining overseers.
Cybernetics are a very common sight in Kriegwerks Burrows, and certainly aren't unheard of for the surface populations affiliated with Kriegwerks. Somewhat fortunately, Kriegwerks allows surface townships to have a certain degree of freedom, as long as certain tithes are met every week. Unfortunately, public surveillance is very common, and unruly citizens are dealt with by cybernetic 'loyalty implants' that are essentially just explosive or shock collars
Cybernetics are a very common sight in Kriegwerks Burrows, and certainly aren't unheard of for the surface populations affiliated with Kriegwerks. Somewhat fortunately, Kriegwerks allows surface townships to have a certain degree of freedom, as long as certain tithes are met every week. Unfortunately, public surveillance is very common, and unruly citizens are dealt with by cybernetic 'loyalty implants' that are essentially just explosive or shock collars
Yamato
Completely dominating old Japan and the Korean peninsula, Yamato is a very high-tech Ruling Company with a particularly advanced electronic infrastructure. Almost everything going on in their territories is known, and generals and NC pilots are assisted in real-time with nearly sentient artificial intelligence. Even some positions that used to be filled by CEO's or other corporate Chairmen are filled by A.I.
For all of their technology, Yamato is uniquely dependent on indentured servitude and full-on slavery, with many slaves being taken in Yamato's infamous 'slave-raids' on other factions. Many of their soldiers are even brainwashed prisoners of war, outfitted with personal power armor and advanced energy weapons, assisted by hovering drone gunships controlled by remote computer mainframes.
Yamato is relatively xenophobic, yet NC pilots are an exception to this rule, much like many other rules. NC pilots are some of the few 'foreigners' that are tolerated (and even protected) by the state when visiting, and everyone is forced to be on their best behavior when one is taking residence in their town, even when they're just there for fun.
For all of their technology, Yamato is uniquely dependent on indentured servitude and full-on slavery, with many slaves being taken in Yamato's infamous 'slave-raids' on other factions. Many of their soldiers are even brainwashed prisoners of war, outfitted with personal power armor and advanced energy weapons, assisted by hovering drone gunships controlled by remote computer mainframes.
Yamato is relatively xenophobic, yet NC pilots are an exception to this rule, much like many other rules. NC pilots are some of the few 'foreigners' that are tolerated (and even protected) by the state when visiting, and everyone is forced to be on their best behavior when one is taking residence in their town, even when they're just there for fun.
SPHERE
Based in Africa, but having Burrows and other territories in the Southern Americas, SPHERE is beset on at least two fronts every single second of the day. Constantly fighting, they have to rely on the fact that they have nearly as many bodies as Volkov to drown the enemy with. While they have huge deposits of resources at their disposal, the simple fact that they have to fight for it every day makes that bonus relatively minor. Still, SPHERE is one of the most defensively militarized Ruling Companies, easily on par with the larger D.V., and the sheer rugged experience of their military accounts for something.
Aside from their surprising military expertise for one of the smaller 'Big Seven', SPHERE is noted for two things; The fact that inside its borders is where MAVERICK HQ is located, somewhere hidden in what was once known as Egypt, alongside many other MAVERICK facilities, and the fact that it's composed of many smaller companies that actually vote on actions and policy. Only the highest leaders of these components can vote, and SPHERE is still one of the less pleasant places to live, though
Aside from their surprising military expertise for one of the smaller 'Big Seven', SPHERE is noted for two things; The fact that inside its borders is where MAVERICK HQ is located, somewhere hidden in what was once known as Egypt, alongside many other MAVERICK facilities, and the fact that it's composed of many smaller companies that actually vote on actions and policy. Only the highest leaders of these components can vote, and SPHERE is still one of the less pleasant places to live, though
Olympia
A highly secretive and manipulative firm, Olympia of old Europe rarely commits to out-and-out combat much like the others, and is highly adept at using espionage and certain leverages to attain their goals. Allied with Arif, the two smallest Ruling Companies stick together to survive, and only barely meet the requirement to be one of the 'big seven'.
Related to their secretive nature, all Olympia-research related travelers tend to wear thick, protective suits when out in the open, and many, even under all of those layers, appear to be different in some ways compared to most of humanity. It's highly likely that they've ran a eugenics or genetic engineering program in the distant past.
Nonetheless, Olympia maintains a series of MAVERICK-related 'service stations' for NC pilots in their outlying territories, automated by computerized attendant systems.
Note: Please don't make an Olympian character
Related to their secretive nature, all Olympia-research related travelers tend to wear thick, protective suits when out in the open, and many, even under all of those layers, appear to be different in some ways compared to most of humanity. It's highly likely that they've ran a eugenics or genetic engineering program in the distant past.
Nonetheless, Olympia maintains a series of MAVERICK-related 'service stations' for NC pilots in their outlying territories, automated by computerized attendant systems.
Note: Please don't make an Olympian character
Arif
Arif, a highly agricultural company, allies itself with Olympia. Relatively warless, many Arif territories are covered in hydroponics bays, almost as far as they eye can see. Arif trades with almost everyone, and their slave-farmed agricultural products are used by many independent groups and occasionally by the other Ruling Companies. Much like Olympia, they're barely eligible to be one of the 'big seven', and, unlike Olympia, barely have a standing army. Indeed, they only have one NC that fights in their name.
Of course, being in the top 31 in MAVERICK's 'danger rankings', they don't need any more.
Of course, being in the top 31 in MAVERICK's 'danger rankings', they don't need any more.
Notable Surface Groups
Vegas Township
Spoiler
The Vegas Township, or just 'Vegas', is an independent township that surrounds the surface facilities of Denver-Vegas' Las Vegas Burrow. A bustling trading hub, the Vegas township approaches the glories of the old world, and is a hotspot for all types of activities, civilian, federal, economic, and less-then-legal. Even an entire city block is dedicated to catering NC pilots; Merc Avenue. As perhaps expected, it's a popular destination for NC pilots with free time, and there's been talk of creating an NC arena for pilots to fight for the entertainment of the masses and extra cash.
Spoiler
The Vegas Township, or just 'Vegas', is an independent township that surrounds the surface facilities of Denver-Vegas' Las Vegas Burrow. A bustling trading hub, the Vegas township approaches the glories of the old world, and is a hotspot for all types of activities, civilian, federal, economic, and less-then-legal. Even an entire city block is dedicated to catering NC pilots; Merc Avenue. As perhaps expected, it's a popular destination for NC pilots with free time, and there's been talk of creating an NC arena for pilots to fight for the entertainment of the masses and extra cash.
Arctic Alliance
An alliance of townships in the north pole areas, the Arctic Alliance is united against corporate aggression and tyranny. A democratic system, in recent years it's been in a decline due to corruption, perhaps related to their guard's minimally restrictive recruitment drives. Their trump card, an independent NC sharing their ideals, is the sole reason they're still independent and afloat.
Notable Individuals
Austin Kaczmerak
Spoiler
Name: Austin Kaczmerak
Age: 60 (MIA)
Personality: Austin is the rough, hard-working sort of character, with a tendency for handling the dirtiest jobs when he wasn't in retirement. Noted for his gritty temperament and determination, many thought he was totally unkillable before his injury. He's a fairly difficult man to work with, but he almost always knows exactly what he's talking about.
In his earlier years, Austin was a noted womanizer, and he jokes that he's evading a hundred child support cases. Of course, he isn't the type to dodge any type of work or debt; he charges things head-on.
Skills: Austin was, at one point, in the top 5 MAVERICK rankings, and it shows; he knows a massive amount of information concerning NC tactics, construction, maintenance, and certain breeds of pilots. He himself was the 'tricky' type back in the day, and he had an amusing tendency to be able to hide his NC in the stupidest places with success.
History: Austin's early history is fairly muddled, and conflicting reports are common, but it's generally agreed he was born somewhere in the Vegas Township as a beggar's son or something of the sort, and was conscripted to fight in a war between D.V. and Volkov that was started over a territorial dispute.
He fought as an infantrymen, and survived a massive amount of battles, generally by being too sneaky to fight yet too tough to kill. Nonetheless, the war eventually ended after three years (Or, really, it turned into a cease-fire) and Austin was dishonorably discharged after an incident that's been struck off the papers.
He eventually joined up with MAVERICK as a facility guard, and, jokingly agreeing to be scanned, he obviously had 'the Gift'.
Austin did what MAVERICK trainees do, and soon found himself fighting for his own reasons with his own NC. His first notable event, a year after graduation, he took on a contract to destroy a naval taskforce from Kriegwerks that was preparing to land a small army on SPHERE's coastline.
With minimal assistance, he completely destroyed the entire taskforce, when suddenly, a Kriegwerks NC came into the combat zone, and the two began to fight. Amazingly for a novice, Austin won that battle and routed the enemy.
Almost three decades of exemplary mercenary work ended when that same Kriegwerks NC pilot sacrificed his life in a suicide attack against Austin, damaging his nervous system permanently and junking his NC in one kamikaze attack.
Austin, miraculously surviving with his faculties intact, took to training a new generation of pilots, and was noted to be a tough, but fair teacher that was well-respected, who instilled many useful skills to students.
Synchronization Rate: Before injuries, 84%
MAVERICK Ranking: Before Injuries, #04
Appearance: Austin is an aged individual, particularly battered by his line of work. You could tell he was originally quite handsome in his younger years, and he still has a certain air about him, but it's rendered moot by the rest of his appearance. Unkempt and injured, he has a small exoskeleton system on the right side of his body that helps him move around, braced around his limbs. The exoskeleton also replaces his right hand in its entirety with a four-fingered, blocky equivalent.
Aside from his exoskeleton, as aforementioned, he's quite unkempt; his hair is visibly peckered by dandruff, the right side of his body, when it's rarely visible, is commonly dirty and grimy, and his clothes are commonly tattered on the right side as well, usually to fit his fairly bulky movement assisting exoskeleton.
Territorial Origin: D.V., Vegas Township areas.
Affiliation: Heavily affiliated with MAVERICK
Name of NC: N/A, NC scrapped.
Notes/Comments: The Rookie's combined mentor.
Spoiler
Name: Austin Kaczmerak
Age: 60 (MIA)
Personality: Austin is the rough, hard-working sort of character, with a tendency for handling the dirtiest jobs when he wasn't in retirement. Noted for his gritty temperament and determination, many thought he was totally unkillable before his injury. He's a fairly difficult man to work with, but he almost always knows exactly what he's talking about.
In his earlier years, Austin was a noted womanizer, and he jokes that he's evading a hundred child support cases. Of course, he isn't the type to dodge any type of work or debt; he charges things head-on.
Skills: Austin was, at one point, in the top 5 MAVERICK rankings, and it shows; he knows a massive amount of information concerning NC tactics, construction, maintenance, and certain breeds of pilots. He himself was the 'tricky' type back in the day, and he had an amusing tendency to be able to hide his NC in the stupidest places with success.
History: Austin's early history is fairly muddled, and conflicting reports are common, but it's generally agreed he was born somewhere in the Vegas Township as a beggar's son or something of the sort, and was conscripted to fight in a war between D.V. and Volkov that was started over a territorial dispute.
He fought as an infantrymen, and survived a massive amount of battles, generally by being too sneaky to fight yet too tough to kill. Nonetheless, the war eventually ended after three years (Or, really, it turned into a cease-fire) and Austin was dishonorably discharged after an incident that's been struck off the papers.
He eventually joined up with MAVERICK as a facility guard, and, jokingly agreeing to be scanned, he obviously had 'the Gift'.
Austin did what MAVERICK trainees do, and soon found himself fighting for his own reasons with his own NC. His first notable event, a year after graduation, he took on a contract to destroy a naval taskforce from Kriegwerks that was preparing to land a small army on SPHERE's coastline.
With minimal assistance, he completely destroyed the entire taskforce, when suddenly, a Kriegwerks NC came into the combat zone, and the two began to fight. Amazingly for a novice, Austin won that battle and routed the enemy.
Almost three decades of exemplary mercenary work ended when that same Kriegwerks NC pilot sacrificed his life in a suicide attack against Austin, damaging his nervous system permanently and junking his NC in one kamikaze attack.
Austin, miraculously surviving with his faculties intact, took to training a new generation of pilots, and was noted to be a tough, but fair teacher that was well-respected, who instilled many useful skills to students.
Synchronization Rate: Before injuries, 84%
MAVERICK Ranking: Before Injuries, #04
Appearance: Austin is an aged individual, particularly battered by his line of work. You could tell he was originally quite handsome in his younger years, and he still has a certain air about him, but it's rendered moot by the rest of his appearance. Unkempt and injured, he has a small exoskeleton system on the right side of his body that helps him move around, braced around his limbs. The exoskeleton also replaces his right hand in its entirety with a four-fingered, blocky equivalent.
Aside from his exoskeleton, as aforementioned, he's quite unkempt; his hair is visibly peckered by dandruff, the right side of his body, when it's rarely visible, is commonly dirty and grimy, and his clothes are commonly tattered on the right side as well, usually to fit his fairly bulky movement assisting exoskeleton.
Territorial Origin: D.V., Vegas Township areas.
Affiliation: Heavily affiliated with MAVERICK
Name of NC: N/A, NC scrapped.
Notes/Comments: The Rookie's combined mentor.
Warlord Annelisse
Name: Annelisse
Age: Late twenties to early thirties, specifics unknown.
Personality: Little is known personally about Annelisse, but it's obvious she has particular anger problems and is extremely controlling. As well, likely stemming from her period as a slave, she completely despises the Ruling Companies and slave-masters. She seems to have a certain love and interest for pieces of old world art. Details are scarce, of course.
Skills: Annelisse seems to be naturally talented at piloting an NC, and using overwhelming, sudden force to keep people in line. Additionally, she modifies her NC herself; and all of this is made somewhat more impressive by her never affiliating with MAVERICK.
History: Annelisse was seemingly born a slave, and lived her life in service to a wandering band of raiders and bandits for nearly twenty years. She somehow managed to buy back her freedom, and strangled twelve people to death in their sleep before disappearing, stealing the money back as well. Allying herself with a rival warband, she fought her way to the top and somehow discovered she had 'the Gift'.
Her new warband fought and slaughtered her old 'friends', and used their newfound capital to hire a rogue MAVERICK techie and acquire a basic NC frame. Raiding junkyard after junkyard, she eventually finished her project with the help from her second in command and was now one of the most feared women in the world.
Synch rate: Unknown, 50-70% range.
Appearance: Details are scarce, but Annelisse is generally described as a quite young woman with tanned skin befitting someone who's been working most of her life as a slave, and long red hair tied into a single ponytail, with her face covered by a metal mask. She also seems to still be wearing the manacles a slave would be forced to wear; likely as a reminder. Nonetheless, details are scarce.
Territorial Origin: Unknown
Affiliation: Independent Warlord
Name of NC: Eloquence
Notes: 'Details are scarce'
Age: Late twenties to early thirties, specifics unknown.
Personality: Little is known personally about Annelisse, but it's obvious she has particular anger problems and is extremely controlling. As well, likely stemming from her period as a slave, she completely despises the Ruling Companies and slave-masters. She seems to have a certain love and interest for pieces of old world art. Details are scarce, of course.
Skills: Annelisse seems to be naturally talented at piloting an NC, and using overwhelming, sudden force to keep people in line. Additionally, she modifies her NC herself; and all of this is made somewhat more impressive by her never affiliating with MAVERICK.
History: Annelisse was seemingly born a slave, and lived her life in service to a wandering band of raiders and bandits for nearly twenty years. She somehow managed to buy back her freedom, and strangled twelve people to death in their sleep before disappearing, stealing the money back as well. Allying herself with a rival warband, she fought her way to the top and somehow discovered she had 'the Gift'.
Her new warband fought and slaughtered her old 'friends', and used their newfound capital to hire a rogue MAVERICK techie and acquire a basic NC frame. Raiding junkyard after junkyard, she eventually finished her project with the help from her second in command and was now one of the most feared women in the world.
Synch rate: Unknown, 50-70% range.
Appearance: Details are scarce, but Annelisse is generally described as a quite young woman with tanned skin befitting someone who's been working most of her life as a slave, and long red hair tied into a single ponytail, with her face covered by a metal mask. She also seems to still be wearing the manacles a slave would be forced to wear; likely as a reminder. Nonetheless, details are scarce.
Territorial Origin: Unknown
Affiliation: Independent Warlord
Name of NC: Eloquence
Notes: 'Details are scarce'
Warlord Gunther
Name: Gunther
Age: 30's, specifics unknown.
Personality: Gunther is no-nonsense, yet has common delusions of grandeur. Preferring to do things 'the right way', he is remarkably honorable for a 'warlord' and is willing to accept surrender. He does not, however, accept defeat or failure. Related to his delusions, he openly believes he's of some type of royal lineage and seeks to 'propagate his seed' with a 'worthy' woman, though what makes a lady 'worthy' is unknown.
Skills: Gunther is a headstrong individual with a will of indomitable steel. He is adept at conventional warfare and has been known to ward off NC's using his army. Additionally, he's skilled in the 'tight-rope' strategy; or, being too dangerous to be ignored by the higher-ups of the Ruling Companies, yet not dangerous enough to send a crushing force against him and his men. Using this, he continues to amass fear and respect, slowly swelling his band's numbers with young men and women who seek their fortune and fame.
History: Gunther was born in the icey tundras of the Alaska region, and was heir to a lesser warband's leader. Killing his father in an unexpected honour-duel at the age of 15, Gunther took control of his resources and the sharp decline that was to accentuate their darkest years was utterly reversed until they plateaued into their current status of power and prestige.
Appearance: Gunther is a large, strong man who towers over most, built as you'd expect the strongest in a warband would be built. With a well-groomed appearance alongside an interesting contrast between his light skin and his dark black hair, he certainly doesn't look bad by most accounts, and perhaps there's a certain truth to the rhetoric of his 'royal lineage'. His face is of the 'pleasantly rough' variety, with a thick beard he strives to keep tastefully groomed, and with braided hair that reaches his shoulder.
Territorial Origins: Deep Tundra areas of the Old Alaska region. Border between Denver-Vegas and the Arctic Alliance.
Notes: Gunther is likely to be highly important in the coming days, due to his unofficial status as a 'kingmaker'. His control of a very notable private army and his balance between personal strength and strength as a leader would be highly useful as an ally. Of course, his delusions would make him unreliable...
Maybe he'd be a good ally for someone who wishes to follow in his footsteps?
Age: 30's, specifics unknown.
Personality: Gunther is no-nonsense, yet has common delusions of grandeur. Preferring to do things 'the right way', he is remarkably honorable for a 'warlord' and is willing to accept surrender. He does not, however, accept defeat or failure. Related to his delusions, he openly believes he's of some type of royal lineage and seeks to 'propagate his seed' with a 'worthy' woman, though what makes a lady 'worthy' is unknown.
Skills: Gunther is a headstrong individual with a will of indomitable steel. He is adept at conventional warfare and has been known to ward off NC's using his army. Additionally, he's skilled in the 'tight-rope' strategy; or, being too dangerous to be ignored by the higher-ups of the Ruling Companies, yet not dangerous enough to send a crushing force against him and his men. Using this, he continues to amass fear and respect, slowly swelling his band's numbers with young men and women who seek their fortune and fame.
History: Gunther was born in the icey tundras of the Alaska region, and was heir to a lesser warband's leader. Killing his father in an unexpected honour-duel at the age of 15, Gunther took control of his resources and the sharp decline that was to accentuate their darkest years was utterly reversed until they plateaued into their current status of power and prestige.
Appearance: Gunther is a large, strong man who towers over most, built as you'd expect the strongest in a warband would be built. With a well-groomed appearance alongside an interesting contrast between his light skin and his dark black hair, he certainly doesn't look bad by most accounts, and perhaps there's a certain truth to the rhetoric of his 'royal lineage'. His face is of the 'pleasantly rough' variety, with a thick beard he strives to keep tastefully groomed, and with braided hair that reaches his shoulder.
Territorial Origins: Deep Tundra areas of the Old Alaska region. Border between Denver-Vegas and the Arctic Alliance.
Notes: Gunther is likely to be highly important in the coming days, due to his unofficial status as a 'kingmaker'. His control of a very notable private army and his balance between personal strength and strength as a leader would be highly useful as an ally. Of course, his delusions would make him unreliable...
Maybe he'd be a good ally for someone who wishes to follow in his footsteps?
'Jessica'
Name: 'Jessica' (Apparently)
Age: Unknown
Personality: Unknown
Skills: Unknown
History: Unknown, but likely a trusted friend of Mr. Kaczmerak.
Appearance: Unknown
Territorial Origins: Likely the Vegas area, but Unknown.
Notes: Seems like she's your first lead in this conspiracy, wherever, whoever she is.
Age: Unknown
Personality: Unknown
Skills: Unknown
History: Unknown, but likely a trusted friend of Mr. Kaczmerak.
Appearance: Unknown
Territorial Origins: Likely the Vegas area, but Unknown.
Notes: Seems like she's your first lead in this conspiracy, wherever, whoever she is.
OOC Notes, Rules, and Character Applications
Rules:
My word is law but that's a given
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.
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.
On Characters: To apply, you need at least 2 applications, but can have up to 5 if you want plenty of characters.
The minimum two needed are an actual 'character' application, for an 'NC Pilot', and an NC application for their primary NC.
The additional sheets are for secondary characters, like assistants, friends, family, and the like.
Here are the sheets:
Character:
Spoiler
Name: (Name, how curious)
AgeAge, pick something reasonable for a rookie. Applicants generally range from 16-30, and training can take a year or two. Story takes place a year after this 'class' 'graduated', so basically, add 3-4 years to an inductee age.)
Personality: (I'd prefer a paragraph or two Feel free to write a novel if you'd like.)
Skills: (What are they good at? Both in and out of battle. How do they fight?)
History: (This is pretty obvious. I'd like several paragraphs.)
Synchronization Rate: (Pick a percent between 50% and 100%. Higher and Lower numbers have both ups and downsides, but get better as time passes nonetheless. Low numbers are less in tune with their machine, meaning they have to 'fight' more to control it, but also feel less pain in battle and when their NC is modified. Additionally, mental stability is improved. High numbers are effectively the opposite [less mental stability, greater control over the machine, feel more pain when struck and when the NC is structurally changed])
MAVERICK RankingThis is how high they are in MAVERICK's ranking system. As these are relatively green pilots, leave N/A for now)
Appearance: (Paragraph or two, or more. Even if you use a picture, please add a paragraph or two anyway.)
Territorial Origin: (Who's in control of their hometown's area? Did they come from a Burrow or a surface settlement?)
Affiliation: (Are they fully independent, affiliated with MAVERICK, or are they a fully Corporate pilot? Or 'other'?)
Name of NC: (obvious)
Notes/Comments: (Notes and comments about the character)
Re-use this CS with Synchronization Rate, Affiliation (optionally and if appropiate) and Name of NC removed for other characters
My word is law but that's a given
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.
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.
On Characters: To apply, you need at least 2 applications, but can have up to 5 if you want plenty of characters.
The minimum two needed are an actual 'character' application, for an 'NC Pilot', and an NC application for their primary NC.
The additional sheets are for secondary characters, like assistants, friends, family, and the like.
Here are the sheets:
Character:
Spoiler
Name: (Name, how curious)
AgeAge, pick something reasonable for a rookie. Applicants generally range from 16-30, and training can take a year or two. Story takes place a year after this 'class' 'graduated', so basically, add 3-4 years to an inductee age.)
Personality: (I'd prefer a paragraph or two Feel free to write a novel if you'd like.)
Skills: (What are they good at? Both in and out of battle. How do they fight?)
History: (This is pretty obvious. I'd like several paragraphs.)
Synchronization Rate: (Pick a percent between 50% and 100%. Higher and Lower numbers have both ups and downsides, but get better as time passes nonetheless. Low numbers are less in tune with their machine, meaning they have to 'fight' more to control it, but also feel less pain in battle and when their NC is modified. Additionally, mental stability is improved. High numbers are effectively the opposite [less mental stability, greater control over the machine, feel more pain when struck and when the NC is structurally changed])
MAVERICK RankingThis is how high they are in MAVERICK's ranking system. As these are relatively green pilots, leave N/A for now)
Appearance: (Paragraph or two, or more. Even if you use a picture, please add a paragraph or two anyway.)
Territorial Origin: (Who's in control of their hometown's area? Did they come from a Burrow or a surface settlement?)
Affiliation: (Are they fully independent, affiliated with MAVERICK, or are they a fully Corporate pilot? Or 'other'?)
Name of NC: (obvious)
Notes/Comments: (Notes and comments about the character)
Re-use this CS with Synchronization Rate, Affiliation (optionally and if appropiate) and Name of NC removed for other characters
NC:
NameCallsign of the NC)
OriginsWho originally built or who found and refurbished it?)
HistoryWho piloted it over the years, and what did it do, if it's not new? If it is, go ahead and omit. Until it gets something to write home about anyway.)
AppearanceWhat's it look like? Is it a sleek Lamborghini on legs? Maybe it's a stealthy, angular design with flip-out guns? Perhaps it's a giant brute with too many guns? Go wild and as detailed as you want.)
Body-typeWhat type of structure does it have? Less humanoid structures are harder to control, especially when at low synch, but could offer certain advantages. Also, general weight-class)
ArmamentsThe pew-pew and explodey things. Go wild; from infantry-scale machine guns, railcannons, pretty much anything. WITHIN REASON. No antimatter blackhole hyperbeams. You can be pretty vague or super-detailed, up to you. As long as you can get an idea of how strong stuff is.)
Equipment: (This is stuff like its type of thrusters, armor plating, sensors, computers, bonus systems, and how it powers all that stuff. Yes, flight is mandatory. It's cool. Feel free to be as specific or vague as you want, as long as a general idea of its abilities are present.
OriginsWho originally built or who found and refurbished it?)
HistoryWho piloted it over the years, and what did it do, if it's not new? If it is, go ahead and omit. Until it gets something to write home about anyway.)
AppearanceWhat's it look like? Is it a sleek Lamborghini on legs? Maybe it's a stealthy, angular design with flip-out guns? Perhaps it's a giant brute with too many guns? Go wild and as detailed as you want.)
Body-typeWhat type of structure does it have? Less humanoid structures are harder to control, especially when at low synch, but could offer certain advantages. Also, general weight-class)
ArmamentsThe pew-pew and explodey things. Go wild; from infantry-scale machine guns, railcannons, pretty much anything. WITHIN REASON. No antimatter blackhole hyperbeams. You can be pretty vague or super-detailed, up to you. As long as you can get an idea of how strong stuff is.)
Equipment: (This is stuff like its type of thrusters, armor plating, sensors, computers, bonus systems, and how it powers all that stuff. Yes, flight is mandatory. It's cool. Feel free to be as specific or vague as you want, as long as a general idea of its abilities are present.
Hey everyone, sorry about the mess that this OP is, but hey, new 'official' OP! We're pretty much officially in business. The other threads, I'm working on, and I'll edit in some links when they're done. Anyway, without further ado, welcome. If you have any questions, please do ask; I'm sure I forgot things in the new OP.
Other threads:
Some mentions for everyone who's shown interest so far.
@Lancaster @CalamariHero @Thanatos
@Harmonic Chaos
mentions don't wanna work properly but whatevs
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