Heavy Gear: The Road to War
Moderator: B4UTRUST
- Cynical Cat
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#51
Deployable Pack Gun added to Fafnir. Now when my death ray runs through its measly 20 shots I will still be able to hurt people at range.
It's not that I'm unforgiving, it's that most of the people who wrong me are unrepentant assholes.
- rhoenix
- The Artist formerly known as Rhoenix
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#52
Cynical Cat wrote:Deployable Pack Gun added to Fafnir. Now when my death ray runs through its measly 20 shots I will still be able to hurt people at range.
I cannot believe I forgot about the pack-gun. My character sheet has been fixed, and should now be final, pending approval.
- Cynical Cat
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#53
What? You think you'll kill more than 20 Gears an engagement? Oh wait. Heavy Panzerfaust is another 3 dead. 23 Gears an engagement?rhoenix wrote:Cynical Cat wrote:Deployable Pack Gun added to Fafnir. Now when my death ray runs through its measly 20 shots I will still be able to hurt people at range.
I cannot believe I forgot about the pack-gun. My character sheet has been fixed, and should now be final, pending approval.
It's not that I'm unforgiving, it's that most of the people who wrong me are unrepentant assholes.
- rhoenix
- The Artist formerly known as Rhoenix
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#54
Gears themselves? Nah, that's a waste of shots, and a waste of salvageable material after the fact.Cynical Cat wrote:What? You think you'll kill more than 20 Gears an engagement? Oh wait. Heavy Panzerfaust is another 3 dead. 23 Gears an engagement?
Gears' crew compartments, on the other hand...
- frigidmagi
- Dragon Death-Marine General
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#55
Thank God I'm driving a Strike Jag otherwise I would rapidly outshined by y'all.
"it takes two sides to end a war but only one to start one. And those who do not have swords may still die upon them." Tolken
- Cynical Cat
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#56
Please. No false modesty frigid. You have magi fury and are pure, unadulterated badassery distilled and concentrated in human form. You would be scary driving a limping, rusted out weaponless Hunter let alone Strike Jaguar.frigidmagi wrote:Thank God I'm driving a Strike Jag otherwise I would rapidly outshined by y'all.
It's not that I'm unforgiving, it's that most of the people who wrong me are unrepentant assholes.
#57
Bah! I concur with Cyncat's assessment. I feel like Bruce Wayne though, using money to compensate for my lack of natural talent. I wonder if Adrien can breathe in space....frigidmagi wrote:Thank God I'm driving a Strike Jag otherwise I would rapidly outshined by y'all.
- Cynical Cat
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#58
Wait. You're comparing yourself to Batman and you're complaining? Get thee to a theater and watch The Dark Knight to purge yourself of such a vile heresy!Marcao wrote:
Bah! I concur with Cyncat's assessment. I feel like Bruce Wayne though, using money to compensate for my lack of natural talent. I wonder if Adrien can breathe in space....
It's not that I'm unforgiving, it's that most of the people who wrong me are unrepentant assholes.
- LadyTevar
- Pleasure Kitten Foreman
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#60
From the description, I'd say that officer frisks you twice as often as she can manage it. *wolf-whistles*
Dogs are Man's Best Friend
Cats are Man's Adorable Little Serial Killers
#61
Bi-Polar Protection and Intervention Experts (BiPPIE)
Owned by a trio of veterans of the War of the Alliance, BiPPIE is as odd as its founders. In reality, it is a loosely connected coalition of smaller mercenary groups that take missions across Terra Nova with a large degree of personal autonomy. Care is taken to prevent two teams from working against each other, but details of specific ops never come through. Over time, it has become common practice not to have two teams operate in the same theater unless they cede to joint control ahead of time.
The owners of BiPPIE are from each major sphere of influence of Terra Nova, which is partially why they are able to get contracts from every major power. Naed Kosnar is a United Mercantile Federation citizen who decided that his skills were best put to use stomping out Badlands Rovers who grew bold after the War of the Alliance, and who originally started the idea of making a mercenary group to his two life partners. His Husband, Kalvin Siluka, was a decorated member of the Peace River Defense Force who helped broker a deal for many of the company’s initial weapon supplies. Illyana deRouen is a cold, calculating woman of the Southern Republic who saw her husbands’ idea and decided to mold it to her own uses.
Initially the ideal of the company was to try and maintain the sense of unity that followed the war of the Alliance, but as the idealism chipped away at the return of the Judas Syndrome, Illyana brought her husbands around to the cold, hard truth that unity on Terra Nova was something that would almost certainly never come. As a result, for the last several years, the contracts have been much more mercenary in nature, and the teams have been more and more isolated from each other in order to preserve security.
The main team moves around frequently, and stays out of direct contact with the major polar powers, using the secrets they’ve gained over the years to preserve their “usefulnessâ€
Owned by a trio of veterans of the War of the Alliance, BiPPIE is as odd as its founders. In reality, it is a loosely connected coalition of smaller mercenary groups that take missions across Terra Nova with a large degree of personal autonomy. Care is taken to prevent two teams from working against each other, but details of specific ops never come through. Over time, it has become common practice not to have two teams operate in the same theater unless they cede to joint control ahead of time.
The owners of BiPPIE are from each major sphere of influence of Terra Nova, which is partially why they are able to get contracts from every major power. Naed Kosnar is a United Mercantile Federation citizen who decided that his skills were best put to use stomping out Badlands Rovers who grew bold after the War of the Alliance, and who originally started the idea of making a mercenary group to his two life partners. His Husband, Kalvin Siluka, was a decorated member of the Peace River Defense Force who helped broker a deal for many of the company’s initial weapon supplies. Illyana deRouen is a cold, calculating woman of the Southern Republic who saw her husbands’ idea and decided to mold it to her own uses.
Initially the ideal of the company was to try and maintain the sense of unity that followed the war of the Alliance, but as the idealism chipped away at the return of the Judas Syndrome, Illyana brought her husbands around to the cold, hard truth that unity on Terra Nova was something that would almost certainly never come. As a result, for the last several years, the contracts have been much more mercenary in nature, and the teams have been more and more isolated from each other in order to preserve security.
The main team moves around frequently, and stays out of direct contact with the major polar powers, using the secrets they’ve gained over the years to preserve their “usefulnessâ€
#62
Nice Hotfoot. Nice. What lovely potential this whole little mess has.
*gives Adrien a guitar*
"Southern Boss Wo-maaaaan. Stay away from meeeee.
Ilyana named wo-maaan let me beeeheee."
*gives Adrien a guitar*
"Southern Boss Wo-maaaaan. Stay away from meeeee.
Ilyana named wo-maaan let me beeeheee."
- frigidmagi
- Dragon Death-Marine General
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#66
So that's who we worked for? Cool, we'll chat about it tomorrow.
"it takes two sides to end a war but only one to start one. And those who do not have swords may still die upon them." Tolken
#67
Experience (XP) and Genre Points (GP):
XP will be awarded at a flat rate for the entire party over time, most commonly after each mission or major encounter. XP can be used as "Emergency Dice" to increase a skill by one level per XP spent for one die roll. These XP are not entirely lost, but rather they are considered used to help pay for the skill that was boosted.
Each player will start with a set amount of GP, determined by a series of factors. GP are a refreshing pool that will automatically refresh with each XP cycle. However, GP can also be refreshed by doing things that are particularly impressive roleplaying-wise. A clever or unusual plan, an action which is harmful to the character but would make sense for him to do, etc. Something above and beyond the usual can result in the gaining of an additional permanent GP. GPs can be spent to re-roll a failed check, add two emergency dice that do not go towards skill advancement, or to take an additional action at no penalty. Each of these uses allows the GP to regenerate normally.
The final use of Genre Points is to avoid instant death. If anything that would normally result in instant death for the player (Overkill damage), a GP can be permanently sacrificed to avoid death. Note that this does not result in a player being able to dust off a Heavy Railgun shot to the crew compartment smelling like roses, but the character will survive that particular instance.
Current player GPs:
Marcao: 3
CynCat: 3
Rhoenix: 3
Frigid: 5
XP will be awarded at a flat rate for the entire party over time, most commonly after each mission or major encounter. XP can be used as "Emergency Dice" to increase a skill by one level per XP spent for one die roll. These XP are not entirely lost, but rather they are considered used to help pay for the skill that was boosted.
Each player will start with a set amount of GP, determined by a series of factors. GP are a refreshing pool that will automatically refresh with each XP cycle. However, GP can also be refreshed by doing things that are particularly impressive roleplaying-wise. A clever or unusual plan, an action which is harmful to the character but would make sense for him to do, etc. Something above and beyond the usual can result in the gaining of an additional permanent GP. GPs can be spent to re-roll a failed check, add two emergency dice that do not go towards skill advancement, or to take an additional action at no penalty. Each of these uses allows the GP to regenerate normally.
The final use of Genre Points is to avoid instant death. If anything that would normally result in instant death for the player (Overkill damage), a GP can be permanently sacrificed to avoid death. Note that this does not result in a player being able to dust off a Heavy Railgun shot to the crew compartment smelling like roses, but the character will survive that particular instance.
Current player GPs:
Marcao: 3
CynCat: 3
Rhoenix: 3
Frigid: 5
Last edited by Hotfoot on Thu Sep 18, 2008 3:27 pm, edited 1 time in total.
#68
A rough map of Khayr-Ad Din
A brief note on the power structures of Khayr-Ad Din
TerraNovan Trans-Rail (TNTR): Owners and operators of the Maglevs that connect Terra Nova. While they have to play a fine game of diplomacy to keep the lines open in both the Northern and Southern States, in Khayr-Ad Din they get to set their own demands, as much of the city's lifeblood depends on keeping the Gamma Maglev open.
Saddik "The Spider" Jahmoon: The current "boss" of Khayr-Ad Din, he was the primary force that allowed the city to become a center for dueling. Lately, he has sunken deeper and deeper into depression, allowing his lieutenants more autonomy. None dare move against him, however, as his personal bodyguard is a Morgana-Class GREL. Xavier Cross and Hektor Tran are the lieutenants in charge of mercenaries and duelists, respectively.
Mother Superior: The resurgance of an old rival gang to The Spider, once called the Priest after their mudered leader, they treat their criminal activities like a religious calling. Most people stay away from the Mother Superior and her lackeys, with good reason.
Jarlson's Freelancers: A relatively small mercenary company, the Freelancers are still rather dangerous foes to cross. They are currently mired down in the growing gang struggle between The Spider and Mother Superior, and rumor has it that they are considering leaving the city soon.
EDIT: While the linked page has some useful things to it, it's best to ignore certain things, like any reference to KADA.
A brief note on the power structures of Khayr-Ad Din
TerraNovan Trans-Rail (TNTR): Owners and operators of the Maglevs that connect Terra Nova. While they have to play a fine game of diplomacy to keep the lines open in both the Northern and Southern States, in Khayr-Ad Din they get to set their own demands, as much of the city's lifeblood depends on keeping the Gamma Maglev open.
Saddik "The Spider" Jahmoon: The current "boss" of Khayr-Ad Din, he was the primary force that allowed the city to become a center for dueling. Lately, he has sunken deeper and deeper into depression, allowing his lieutenants more autonomy. None dare move against him, however, as his personal bodyguard is a Morgana-Class GREL. Xavier Cross and Hektor Tran are the lieutenants in charge of mercenaries and duelists, respectively.
Mother Superior: The resurgance of an old rival gang to The Spider, once called the Priest after their mudered leader, they treat their criminal activities like a religious calling. Most people stay away from the Mother Superior and her lackeys, with good reason.
Jarlson's Freelancers: A relatively small mercenary company, the Freelancers are still rather dangerous foes to cross. They are currently mired down in the growing gang struggle between The Spider and Mother Superior, and rumor has it that they are considering leaving the city soon.
EDIT: While the linked page has some useful things to it, it's best to ignore certain things, like any reference to KADA.
Last edited by Hotfoot on Thu Sep 18, 2008 5:14 pm, edited 1 time in total.
- Cynical Cat
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#69
Yo frigid. Hotfoot said you can add Haywire to melee weapons.
It's not that I'm unforgiving, it's that most of the people who wrong me are unrepentant assholes.
- Cynical Cat
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#70
So our boss. Cast iron or stainless steel bitch?
It's not that I'm unforgiving, it's that most of the people who wrong me are unrepentant assholes.
#73
One last thing, before we get started. Timekeeping on Terra Nova is a little odd, since it is another planet. Minutes and seconds are the same as on Earth, but hours are 62 minutes long. Days are 36 hours long, and the year is 168 days, with that split into four 42 day long seasons (6 weeks). Winter is the first season of the year, then Spring, then Summer, then Autumn.
In the Badlands, the day is usually split up into two 18 hour half-days, with six hours of sleep at mid-day and mid-night each. The rest of the world tends to sleep 10 hours at night and nap for another 2 during the day.
Average life span on Terra Nova is 60 years or 85 cycles.
Edit:
For reference, I'm not going to be anal about timekeeping during the day, I'm just going to have six general time codes, Early Morning, Late Morning, Midday, Early Evening, Late Evening, and Midnight.
In the Badlands, the day is usually split up into two 18 hour half-days, with six hours of sleep at mid-day and mid-night each. The rest of the world tends to sleep 10 hours at night and nap for another 2 during the day.
Average life span on Terra Nova is 60 years or 85 cycles.
Edit:
For reference, I'm not going to be anal about timekeeping during the day, I'm just going to have six general time codes, Early Morning, Late Morning, Midday, Early Evening, Late Evening, and Midnight.
Last edited by Hotfoot on Sun Sep 21, 2008 5:25 pm, edited 1 time in total.
#74
Game Thread has started, gentlemen, begin your posting.
For those of you wondering, the team is as follows:
Support:
Janos Capac (Manager)
Monza Nessen (Chief Engineer)
Kane Richards (Engineer)
Oiku Eoi (Engineer/Technical Specialist)
Combat:
Adrien Orsat (EW Specialist/Fire Support)
Gunnar Maximillian (Sniper/Marksman)
Marcus Chang (Striker/Forward Observer)
Alex Runner (Dedicater Striker)
For those of you wondering, the team is as follows:
Support:
Janos Capac (Manager)
Monza Nessen (Chief Engineer)
Kane Richards (Engineer)
Oiku Eoi (Engineer/Technical Specialist)
Combat:
Adrien Orsat (EW Specialist/Fire Support)
Gunnar Maximillian (Sniper/Marksman)
Marcus Chang (Striker/Forward Observer)
Alex Runner (Dedicater Striker)