VCR_CAT Posted July 17, 2015 Report Share Posted July 17, 2015 The Year is 2157For many years, Earth had grown overpopulated as its resources had grown thin. Fifty years ago, humanity left for the stars. With the advent of the G.A.H.S. (Global Atmospheric Habitation System), we were able to establish colonies on Mars and Venus, with many mining colonies set up in the asteroid belt. Things started slow at first, but with so many people eager to leave Earth it's no wonder cities were established as quickly as they were. Our terraforming was not perfect, though. Agriculture has been extremely difficult on either planet; Mars with the concentration of iron in its soil, and the fact that Venus was all molten before we managed to clear away that cloud cover.Yet, the colonization was too... too fast. We got cities established, the atmospheres are breathable and the climate habitable. But the problem with these really fast colonies is that so many things can go wrong if you move too fast: diseases crop up, supplies run out, equipment breaks down and you can't replace it, and resources get spread thin. So thin that Earth has had a very hard time keeping up with helping every new city out. Things got bad to the point where many of these new cities started their own militias and began to fight back, but for what? At this point it's more like children throwing a tantrum over not getting what they want than a full-out revolution.Of course, that didn't matter for too long. Nobody thought "aliens" existed, but some pretty... weird things cropped up. The people on Mars called 'em Bugs; but they're not really like insects... They're hard to describe; dark-coloured creatures that glow in some areas with some sort of... biological weapons. Of course, Earth didn't have the resources to protect all the cities; apparently similar issues started cropping up on Venus as well, not to mention that piracy is becoming an issue out in the asteroid belt. So, of course, it was up to the people to take care of the problem themselves. That's where the Hunters come in, and that's where you come in.Welcome to Exo: Exotic Hunters! EXO is a Mech RP I've had in the works for quite some time. In EXO, you take the role of a Hunter: A roaming mercenary whose job it is to protect towns and fight back Bugs, Bandits, or worse. Using your Exo Suit, you make use of advanced weapons to combat these dangerous threats and keep the lives of the innocent safe. In other words, it's kind of like you're a roaming samurai or cowboy who pilots large mechs. Depending on how many people are interested, the RP will function with Hunter Squads, or one main squad if there's only a few of us. The Squad system will work with Squad Leaders that I pick based on the experience of the applicants; they will act as sort of mini-GMs to manage a smaller squad to go on their missions. I craft the missions and everything, then the squad picks the mission and I relay to the leader what's going to go on and what kind of challenge it will present. For a larger RP, this will help keep things flowing for a lot of people at once. But, if there's only so many people, the game will operate off of only 1 or 2 squads. Each Squad will have their own carrier; a Skiff that they can rove the inner solar system and take on missions of their pleasing to earn money and equipment. Of course, this is not to say there isn't an overarching plot at all ;OAnother thing of this RP is that it works off of a stat system. Before you jump to conclusions, this stat system will not make battles ultra concrete and rely on calculations for how much damage something does; it's a simple system to give a solid idea on how capable a pilot and their Exo are in combat, and what they can do. For instance, if my Exo has a lower speed than ______'s Exo, then I know that I won't be able to outrun their's; but if it's lower by say 3 points, I know that they'll only be just barely faster than if it were lower by 10 points. It offers some structure to combat and prevents players from doing things their Exo really shouldn't be able to do. It may seem more complicated, but trust me when I say this kind of system leads to better fights and a better combat experience in the RP as a whole.If interest shows a lot of people are interested in playing and we go at more than 2 squads; a single squad will cap off at no more than 4 characters including the leader; and do not put more than one character in a single squad. Character Creation and the Stats If you're interested in how the stat system operates, a character and mech profile will look like this: [spoiler=Pilot Profile]Name:Age:Gender: Appearance: Bio: StatsEndurance - How well they can handle a mech under fireAgility - Reflexes and how well they can utilize their speedPrecision - How well they can man their weaponsInventory: [spoiler=Exo Profile]Name: Appearance: Specifications:Chasis: The size of your Exo; choose between LIGHT, MEDIUM, and HEAVY. This determines the base stats of your Exo and what they can equip.Structure: The skeleton and muscles of your Exo; increases STRENGTH while decreasing SPEED.Armor: The skin of your Exo; increases DEFENSE and decreases STRENGTH.Engine: The heart of your Exo and its... engine; increases SPEED and decreases DEFENSE.Weapons: Self explanatory.Equipment: Extra tools and equipment for your Exo; such as jump-jets for higher jumping, shield generators, cloaking devices. These provide no changes to statistics, but offer additional options for combat and strategies.Modules: Quirky little accessories that modify your Exo indirectly with passive boosts; such as better defense in HOT environments or making your Exo more quiet and less prone to appearing on sensors.Stats:Strength: How physically strong your Exo is; how much it can lift and how hard it can hit.Defense: How much of a beating your Exo can take.Speed: How quickly your Exo can move. So how do I build an Exo? You start with your Exo's chasis; this determines its weight class and what it can equip. A LIGHT Exo stands at 12 Meters tall; their base stats are as follows:Strength: 15Defense: 15Speed: 30In addition, a LIGHT Exo has:4 Module slots3 Equipment slots2 Weapon slotsModules, Equipment, and Weapons all take a different number of slots. For instance, an auto cannon may take up 2 slots while a shotgun will only take up 1. Looking at this, the LIGHT Exo can better prepare for a variety of situations and equip itself for any sort of niche role it needs to fill, creating a speedy and versatile tool that can do things that the other Exos will not be able to. Great for recon, recovery, and flanking your opponent. Sneaky, fast, and very annoying in the right hands. Meanwhile, a MEDIUM Exo stands at 16 Meters tall; their base stats are as follows:Strength: 20Defense: 20Speed: 20In addition, a MEDIUM Exo has:3 Module Slots3 Equipment Slots3 Weapon SlotsJack of all trades and master of none. The Medium Exo is a solid choice if you wish to cover multiple bases. Good most things, but cannot quite accel at others that the other classes will be able to take full advantage of. A Medium Exo may not be able to hit as hard and take as many hits as a HEAVY, or move as fast and do as much as a LIGHT; but what the MEDIUM loses any significant pro's, it makes up for in any lack of any significant con. Finally, a HEAVY Exo stands at 20 Meters tall; their base stats are as follows:Strength: 25Defense: 25Speed: 10In addition, a HEAVY Exo has:2 Module Slots3 Equipment Slots4 Weapon SlotsThe Heaviest hitter and the heaviest class; the HEAVY Exo is capable of wielding the biggest guns while having the biggest guns *flexes*. The HEAVY Exo is good for two things: Taking hits and giving hits. But, what you get with raw power, you trade off speed for. The specifications will also play a big role in your Exo's customization. While it may look like all 3 models are fairly similar in how they work, you can make use of the Structure, Engines, and Armor to modify its stats using its RPS system in order to let your Exo fulfill the niche you wish it to fulfill as best as it can. All 3 classes have their own sets of equipment that is exclusive to them, while there is also generic equipment. Examples are as follows: [spoiler=Example Engines]High-Octane Dragon C-345 Engine 115 COne might think this was built for a race-car.Requires: NoneSpeed: +15Defense: -5 Extra Cells 110 CCan't have too many!Requires: LIGHT ExoSpeed: +14Defense: -4 Minimal Cells 90 CYou mean batteries, right?Requires: MEDIUM ExoSpeed: +10Defense: -0 Spider F-25 Fission Cells 140 CLet's make like an atom and split!Requires: HEAVY ExoSpeed: +20Defense: -10 *the number following the name is the cost of the equipment A shop full of equipment, weapons, modules, etc. is filled out already. If you're interesting in riding mechs into the face of danger, then that's RADICAL! If you're not okay with it, then BOGUS! If you have not quite decided and want to learn more, leave a comment and I will help you come to a decision to the best of my ability! Please note, if you're saying RADICAL, you're essentially saying you plan on entering once it's up. Thanks for reading! 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Azure Wolf Posted July 17, 2015 Report Share Posted July 17, 2015 This seems interesting, meaning to get back into RPing so I'll try this one. Though whether or not I can actually RP in it remains to be seen, though it has my interest. Link to comment Share on other sites More sharing options...
The_Duck Posted August 14, 2015 Report Share Posted August 14, 2015 Very interested. Am I right in assuming an engine gives 10 bonus total? IE, If my strength bonus is 12 then I need to -2 somewhere as well. Link to comment Share on other sites More sharing options...
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