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ALL THE THINGS Official Caretaker.
RavenOfRazgriz (Global Moderator) [Posts: 2958] Logged
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  • [May 10, 2011, 10:06:43 AM]
Curse of the Viper Forum RPG - Capture Dat Flag!
« on: May 10, 2011, 10:06:43 AM »
Last time on Curse of the Viper! - the Desert Cobras went to Canada, Ms. Florance Vie Silette turned out to be an E.F.F. traitor, the remaining COOOOBRRRAAAAAS got their shit pushed it by a man named Lieutenant Rolfe and subsequently by an unknown Black Beast of a Mobile Suit.  Now, having returned to California Base, the Desert Cobra Squadron has been promoted to the Cobra Corps., but with a catch!  Due to their fiasco out in Canada, the stand-in commander is forcing them to play a simulated game of Capture the Flag against an unknown enemy Mobile Suit team without even showing them a preview of the map, and failure to adequately win the scenario will result in termination of the Cobra Corps. and court marshalling of the entire squadron, including the newbie members that were just assigned to them!  Will the COOOOBRRRAAAAAAS be able to defeat their unknown enemy at Capture the Flag, or will they get fragged and tossed aside like worthless pilots?  Find out next time, on Curse of the Viper Z!


----------RPG Background and Overview----------

"Curse of the Viper" is a tactical Forum-based RPG set in the universe of the original Mobile Suit Gundam, in the year 0079 of the Universal Century, where mankind has moved its burgeoning population into tubular space colonies.  A war has been raging between the Earth Federation (E.F.S.F.) and the Principality of Zeon (Zeon) since January 1st of 0079, where Zeon's controlling power - the Zabi Family, began waging a war for independence against the E.F.S.F.  Eight months have past since the war began, and after many atrocities from both sides - including nuclear arms and dropping inhabited colonies onto the Earth, which has destroyed a large section of Australia - over half of humankind's population has been lost, and the Antartic Treaty was signed, prohibiting the use of these tactics for the remainder of the war.  The Zeon faction has gained a leg up in the war with the mass production of their latest weapon - the Mobile Suit - a humanoid work-horse robot measuring about 18 meters in height. Due to Minovski Particles that have made most forms of radar useless during combat, the power of these Mobile Suits in close to mid range combat has been a deciding factor for the 8 months that have passed in the war thus far.  This is all the background history of the Mobile Suit Gundam series you will need to know in order to participate effectively in this RPG.

Players who join the fight will be under the flag of the Principality of Zeon, fighting to win the "Spacenoids" freedom from the oppressive rule of the Earth Federation.  Specifically, they will be fighting in a Mobile Suit Squadron known as the Desert Cobras, an experimental operations team under the command of Atrius Schliend, a cold and methodical man who seeks to achieve the mission above all else.  In terms of gameplay, Atrius Schliend is the GM-controlled squadron leader who will give instructions on how to complete key objectives and help the players stay alive and complete the mission.  However, most turn-by-turn tactics will be left up to the players to decide, with Atrius' movements being decided based on the tactics the players have chosen.  While he is powerful (especially in the early game as you are learning how to play), he is still human - if you play too poorly, he cannot ensure your victory, and he can die.  Remember this is a tactical, teamwork based RPG - no matter how good you are, you're not superhuman, you're not Shinji Ikari, you're not the Megazord, etc.  Keep this in mind.  While there is the potential of characters ejecting from their Mobile Suits upon defeat, a character who dies is lost forever, and that player will need to create a new one, and will not be able to rejoin the game until the next time the Squadron is resupplied.

----------Joining the RPG----------

To join, fill out the below form for your Pilot:

-Name:
-Gender: (Male/Female)
-Age: (15-65)
-Birth Place: (See Maps)
-Appearance / Clothing:
-History / Background:
-Combat Style:

Simple?  No?  Let me give you an example to show you how simple it really is.

Example of Character Creation:

Quote
Name: Atrius Schliend
Gender: Male
Age: 22
Birth Place: Taklamakan Desert, original birth place unknown.

Appearance / Clothing: He has darkened skin from a life in the desert, and straight, unruly hair grown out to the base of his neck.  He's commonly seen wearing a thick, tan trench coat, a faded green shirt, and a pair of semi-torn up brown jeans.

History / Background: He was a desert mercenary, living an almost tribal life after an ill-fated childhood.  He rarely talks outside of battle, so little is known about him beyond what they forced him to put on the paperwork to join.  Why an earthling like him has joined the Principality of Zeon against his own kind is unknown. While participating in several early space skirmishes against the E.F.S.F. before being reassigned to Earth, he shot down several enemy battleships using a unique pattern of Bazooka fire said to be like the jaws of a viper quickly closing on their prey.  This is what has earned him his combat title, "The Viper."

Combat Style: A distance fighter, akin to a Sniper.  Specializes in Speed and Long Range.

----------Birth Place Resources----------

Space Colonies - Click to View:
Side 1
Side 2
Side 3 (Zeon Homeland)
Side 4
Side 5
Side 6 (Neutral Territory)
Side 7 (E.F.S.F. Territory)

World Map - Click to View:
-Erm... it's Earth.  Figure it out.

----------Combat and Battle Pane Explanations----------

All combat will be explained in "Battle Panes", a sort of freeze frame or ongoing novelization of each turn as it happens.  The description of each Battle Pane will be the full summary of all the actions taken, the reactions from the enemy, and a situation to work out of for the current Battle Pane.  The map will be presented to the players in the form of an image, that will be painstakingly made by me in Photoshop, showing the locations of the player units, all known enemy units, and giving the players a good idea of what the terrain looks like.  This overview will be updated with each Battle Pane, and should be easy to follow.

During each Battle Pane, a character is allowed a default of 5 Actions that he or she can perform, and also allowed to do things such as communicate over comm-channels, which do not require Actions to perform.  An action is considered things such as:

1. Moving.
2. Switching weapons.
3. Attacking with the equipped weapon.
4. Reloading the equipped weapon.

Note that the concept of Actions is open-ended.  While these are basic ones, what you can actually do during combat is limited only by your imagination.  You can also perform "Combo Actions", which require two Actions but allow you two combine two simple movements into one "Action."  These would be things such as strafing and firing the weapon simultaneously, etc., and again are fully open-ended.

After firing your weapon, next to the action you perform it in, you should note how much ammo is left in your weapon. For weapons such as Machine Guns that have variable fire rates, you should note how much ammo you shot, as well. This saves me tons of work.

When moving in a Mobile Suit, you should remember that there is no distance cap per action.  However, moving farther in a single action will delay how long it takes for your next action to trigger (as should be logical, since moving farther takes longer).  Note that there are also 3 types of Movement - Standard Movement, Booster Dashing, and Booster Jumping. Standard Movement is standard - walking or running with the Mobile Suit.  Boost Dashing is a quick dash using the boosters (duh) that quickly propels you up to four spaces, unless the machine specifies otherwise. However, a Boost Dashing takes a moment to begin, making it risky in close quarters, and the higher speed makes it far harder to turn and weave. It is  great for evasive maneuvers such as strafing but weaker for crossing larger sections of the map.  Booster Jumping is a type of movement only available on Earth and maps with gravity - put simply, the main boosters are used to launch the unit airborne until the end of the Battle Pane.  This has many obvious advantages, but takes the longest to initiate and can only be used a set number of times between resupplies, so it must be used sparingly.

----------Terrain Explanations----------

There are several different base terrains that combat can take place in.  While each map will have its own features and obstacles to overcome, all maps will follow one of the four following baselines:

Space Combat: This is a 360* battle, set in the void of space.  Enemies can come at you from all sides, and you have to be aware in order to survive.  This type of combat does not affect how your Mobile Suit operates aside from it not being on solid ground.

Lunar Combat: This is a ground-based battle with a twist. The low gravity forces you to fight as if on earth, and doubles the maximum high attainable by your Mobile Suit's boosting system.  The ease of Mobile Suits to stay airborne in this terrain combined with the usually large amounts of outcroppings to hide behind will generally lead to a plethora of unique situations and strategical opportunities.  It is not uncommon for a Mobile Suit that Booster Jumps in these conditions to stay airborne for multiple Battle Panes if it jumps high enough, allowing for pseudo-air combat.

Surface Combat: Combat on Earth. This is basic combat under the normal pull of the earth's gravity.  This combat type has no negative effects on your Mobile Suit, aside from being weighed down by gravity.  Air combat is possible in this terrain, but Mobile Suits not specifically designed for flight on Earth will fall back to the ground at the end of the Battle Pane.

Undersea Combat: This is the hardest type of combat to be engaged in.  Pilots that are not acclimated to this type of combat are far weaker under these conditions.  All non-amphibious Mobile Suits are also far slower and suffer HP drain underwater.  Depending on the type of Mobile Suit being piloted, this type of battle will resemble either a Space battle or a Surface battle, creating interesting dynamics that leave Amphibious suits at a heavy advantage.

----------Range Explanations----------

There are several different combat ranges. These include Proximal, Short, Medium, Long, and Extreme.  The effect these ranges have on combat depends on the terrain.

Proximal: A melee attack.  This range is unaffected by environment.  In game terms, this Range is 1 Square anywhere around the unit, including diagonally.

Close: Close range, but not close enough for a Proximal weapon to cause damage. This range is unaffected by environment. In game terms, this Range is 3 Squares in a diamond around the unit.

Medium: An average combat distance that most weapons function at. This is the same as Long range when located in [Space] and [Lunar] environments, due to the lowered gravity. In game terms, this Range is 4-12 Squares in a diamond around the unit.

Long: A far range that only certain weapons can function at. This is the same as Medium range when located in [Space] and [Lunar] environments, due to the lowered gravity. In game terms, this Range is 13-20 Squares in a diamond around the unit.

Extreme: A range for [Space] and [Lunar] battles only, that can only be attained by battleship cannons and beam rifles. These weapons can hit units far beyond the normal range of weapons.


----------Mobile Suit and Weapon Selection----------

Obviously, this is a mecha based tactical RPG, so we need mecha.  When initially joining, each player will have 300 points at their disposal, with which to "buy" a starting machine and a gear loadout.  These points carry over, and are used for changing or upgrading mechas, changing weapons, etc., so there is benefit to being stingy.  However, being too stingy can get you and possibly the whole party killed - so be sure you're confident in your loadout.

The Zaku series of Zeon Mobile Suits use a "Clamp" based system to hold things such as weapons and ammunition on their machines, in addition to what is held normally in either hand.  See the bottom-right supplementary image of the Zaku I (click!) for an example of clamps in action.  Since that picture should say all that needs to be said, let's move on to the meat - our mechs and our guns.  Click the name of each mecha or gun for a visual.  It should be noted that all weapons besides the Heat Hawk and Knuckle Shield can be doublehanded to increase accuracy, so you may not want to fill both of your Mobile Suit's hands with weapons.  You must also have a suitable empty clamp or hand to place a weapon on/into when changing between weapons, else the weapon being switched from will be dropped, so keep this in mind as well. Info on available Mobile Suits, Weapons, and Upgrades can be found here.

Example of Mobile Suit Selection:

Quote
[Character Info Here.]

MS-06C Zaku II Early Production Type

Cost: 180 points.

HP: 40
Speed: 12
Armor: 12
Booster Speed: 25
Booster Jump Fuel: 2
Clamp Count: 3
Clamp Locations: 1 on the side of each hip, 1 under the booster pack.
Special Properties:
--Shield Right: Right Shoulder Armor can be used as a Shield.
--Spike Left: Left Shoulder Armor can be used as a spiked ramming instrument against enemy Mobile Suits.
Usability:
[Space/Lunar/Surface/Undersea]

Built in Armaments:
None.

Right Hand: 280mm Bazooka - Cost: 70 points.
Left Hand: None - Doublehanding 280mm Bazooka.
Clamp Equipment:
--Right Hip Clamp: 105mm Machine Gun - Cost: 50 points.
--Left Hip Clamp: None.
--Back Hip Clamp: None.

Total Cost: 300 Points.
NinjaWeazel [Posts: 73] Logged
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  • [May 10, 2011, 06:03:27 PM]
Re: Curse of the Viper Forum RPG - Interest Check.
« Reply #1 on: May 10, 2011, 06:03:27 PM »
like I said on IRC, chalk me up as pretty interested.
ALL THE THINGS Official Caretaker.
RavenOfRazgriz (Global Moderator) [Posts: 2958] Logged
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  • [May 10, 2011, 08:17:01 PM]
Re: Curse of the Viper Forum RPG - Interest Check.
« Reply #2 on: May 10, 2011, 08:17:01 PM »
If you're interested, start drafting yourself a character then.

Unless something comes up I'll have the system for mech selection and stuff smoothened out by tonight since my old one was really shitty.
ALL THE THINGS Official Caretaker.
RavenOfRazgriz (Global Moderator) [Posts: 2958] Logged
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  • [May 11, 2011, 02:31:33 AM]
Re: Curse of the Viper Forum RPG - Interest Check.
« Reply #3 on: May 11, 2011, 02:31:33 AM »
----------Mobile Suit List----------

Quote from: MS-05B Zaku I
MS-05B Zaku I

Cost: 130 points.

HP: 35
Speed: 10
Armor: 10
Booster Speed: 20
Booster Dash Range: 4
Booster Jump Fuel: 2
Clamp Count: 3
Clamp Locations: 1 on the side of each hip, 1 under the booster pack.
Upgrades:
--None.
Usability:
[Space/Lunar/Surface/Undersea]

Mounted Items and Weapons:

None.

Right Hand: Can Equip Weapon.
Left Hand: Can Equip Weapon.
Clamp Limits:
--Right Hip Clamp: 1 <Small> Class Weapon, 1 Reserve Clip for 1 weapon equipped that supports reserve clips.
--Left Hip Clamp: 1 <Small> Class Weapon, 1 Reserve Clip for 1 weapon equipped that supports reserve clips.
--Back Hip Clamp: 1  Weapon of any Class, 1 Reserve Clip for 1 weapon equipped that supports reserve clips.

Quote from: MS-06C Zaku II
MS-06C Zaku II Early Production Type

Cost: 180 points.

HP: 40
Speed: 12
Armor: 12
Booster Speed: 25
Booster Dash Range: 4
Booster Jump Fuel: 2
Clamp Count: 3
Clamp Locations: 1 on the side of each hip, 1 under the booster pack.
Upgrades:
--None.
Usability:
[Space/Lunar/Surface/Undersea]

Mounted Items and Weapons:

Shoulder Shield:
Mount Location: Right Shoulder.
HP: 12.
Armor: 10.
Special Properties:
--Outward Facing: Shield faces outwards, covering the unit's side by default.

Shoulder Spikes:
Mount Location: Left Shoulder.
Power: 8.
Special Properties:
--Ramming Speed: Usable when ramming by turning the equipped shoulder to the enemy.

Right Hand: Can Equip Weapon.
Left Hand: Can Equip Weapon.
Clamp Limits:
--Right Hip Clamp: 1 <Small> Class Weapon, 1 Reserve Clip for 1 weapon equipped that supports reserve clips.
--Left Hip Clamp: 1 <Small> Class Weapon, 1 Reserve Clip for 1 weapon equipped that supports reserve clips.
--Back Hip Clamp: 1 Weapon of any Class, 1 Reserve Clip for 1 weapon equipped that supports reserve clips.

Quote from: MS-06F Zaku II
MS-06F Zaku II

Cost: 220 points.

HP: 40
Speed: 13
Armor: 13
Booster Speed: 25
Booster Dash Range: 4
Booster Jump Fuel: 2
Clamp Count: 3
Clamp Locations: 1 on the side of each hip, 1 under the booster pack.
Upgrades:
--None.
Usability:
[Space/Lunar/Surface/Undersea]

Mounted Items and Weapons:

Shoulder Shield:
Mount Location: Right Shoulder.
HP: 12.
Armor: 10.
Special Properties:
--Outward Facing: Shield faces outwards, covering the unit's side by default.

Shoulder Spikes:
Mount Location: Left Shoulder.
Power: 8.
Special Properties:
--Ramming Speed: Usable when ramming by turning the equipped shoulder to the enemy.

Right Hand: Can Equip Weapon.
Left Hand: Can Equip Weapon.
Clamp Limits:
--Right Hip Clamp: 1 <Small> Class Weapon, 1 Reserve Clip for 1 weapon equipped that supports reserve clips.
--Left Hip Clamp: 1 <Small> Class Weapon, 1 Reserve Clip for 1 weapon equipped that supports reserve clips.
--Back Hip Clamp: 1 Weapon of any Class, 1 Reserve Clip for 1 weapon equipped that supports reserve clips.

Quote from: MS-06S Zaku II Commander Type
MS-06S Zaku II Commander Type

Cost: OUT OF STOCK.

HP: 40
Speed: 16
Armor: 13
Booster Speed: 27
Booster Dash Range: 4
Booster Jump Fuel: 2
Clamp Count: 3
Clamp Locations: 1 on the side of each hip, 1 under the booster pack.
Upgrades:
--None.
Usability:
[Space/Lunar/Surface/Undersea]

Mounted Items and Weapons:

Shoulder Shield:
Mount Location: Right Shoulder.
HP: 12.
Armor: 10.
Special Properties:
--Outward Facing: Shield faces outwards, covering the unit's side by default.

Shoulder Spikes:
Mount Location: Left Shoulder.
Power: 8.
Special Properties:
--Ramming Speed: Usable when ramming by turning the equipped shoulder to the enemy.

Right Hand: Can Equip Weapon.
Left Hand: Can Equip Weapon.
Clamp Limits:
--Right Hip Clamp: 1 <Small> Class Weapon, 1 Reserve Clip for 1 weapon equipped that supports reserve clips.
--Left Hip Clamp: 1 <Small> Class Weapon, 1 Reserve Clip for 1 weapon equipped that supports reserve clips.
--Back Hip Clamp: 1 Weapon of any Class, 1 Reserve Clip for 1 weapon equipped that supports reserve clips.

Quote from: MS-06K Zaku Cannon
MS-06K Zaku Cannon

Cost: OUT OF STOCK.

HP: 42
Speed: 12 [10]
Armor: 16
Booster Speed: 18 [16]
Booster Dash Range: 2
Booster Jump Fuel: Cannot Booster Jump.
Clamp Count: 2
Clamp Locations: 1 on the side of the right hip hip, 1 under the booster pack.
Upgrades:
--None.
Usability:
[Surface/Undersea]

Mounted Items and Weapons:

Shoulder Shield Kai:
Mount Location: Right Shoulder.
HP: 15.
Armor: 13.
Special Properties:
--Outward Facing: Shield faces outwards, covering the unit's side by default.
--Heavyweight: Speed is reduced by 1.

Shoulder Spikes:
Mount Location: Left Shoulder.
Power: 8.
Special Properties:
--Ramming Speed: Usable when ramming by turning the equipped shoulder to the enemy.

Back Cannon System:
Mount Location: Back, replacing the Booster Jump system.  Booster Jumps cannot be performed with this weapon.
Power: 20 per round.
Ammo: 8 per clip.
Range: Long.
Reserve Clips?: No.
Special Properties:
--Heavy Kickback (Back Mounted): Weapon cannot be fired while moving, suffers an accuracy penalty if fired while standing, and requires two actions to fire.
--Kneel Booster: This weapon's range becomes 30 squares while the firing unit is kneeling or prone.
--Armor Piercing: Shells pierce through armor, lowering its affect on final damage.
--Lob Shot: Shots fired can be lobbed over obstacles.
--Automatic Fire: Weapon does not need to be "switched" to and can be fired at any time.
--Booster Replacement: Replaces the Main Boosters, reducing Booster Dash Range by 2.
Size: <Large>

Folding 2-Tube Grenade Launcher (Smoke):
Mount Location: Left Hip Clamp.  Left Hip Clamp cannot be used with this weapon.
Power: N/A.
Ammo: 2 per clip.
Range: Medium.
Reserve Clips?: No.
Special Properties:
--Smoke: Explodes and releases vision-obscuring smoke instead of doing damage.
--Automatic Fire (Folding): Weapon does not need to be "switched" to and can be hip-fired at any time as long as it is unfolded.
Size: <Medium>

Right Hand: Can Equip Weapon.
Left Hand: Can Equip Weapon.
Clamp Limits:
--Right Hip Clamp: 1 <Small> Class Weapon, 1 Reserve Clip for 1 weapon equipped that supports reserve clips.
--Back Hip Clamp: 1 Weapon of any Class, 1 Reserve Clip for 1 weapon equipped that supports reserve clips.

Quote from: YMS-07A Prototype Gouf
YMS-07A Prototype Gouf

Cost: 300. (ONLY 1 IN STOCK.)

HP: 46
Speed: 15
Armor: 14
Booster Speed: 25
Booster Dash Range: 4
Booster Jump Fuel: 3
Clamp Count: 3
Clamp Locations: 1 on the side of each hip, 1 under the booster pack.
Upgrades:
--None.
Usability:
[Surface/Undersea]

Mounted Items and Weapons:

Shoulder Spikes Kai:
Mount Location: Right Shoulder.
Power: 11.
Special Properties:
--Ramming Speed: Usable when ramming by turning the equipped shoulder to the enemy.

Shoulder Spikes Kai:
Mount Location: Left Shoulder.
Power: 11.
Special Properties:
--Ramming Speed: Usable when ramming by turning the equipped shoulder to the enemy.

Right Hand: Can Equip Weapon.
Left Hand: Can Equip Weapon.
Clamp Limits:
--Right Hip Clamp: 1 <Small> Class Weapon, 1 Reserve Clip for 1 weapon equipped that supports reserve clips.
--Left Hip Clamp: 1 <Small> Class Weapon, 1 Reserve Clip for 1 weapon equipped that supports reserve clips.
--Back Hip Clamp: 1 Weapon of any Class, 1 Reserve Clip for 1 weapon equipped that supports reserve clips.

----------Mobile Suit Retrofit List----------

Quote from: Zaku II Retrofits
C-Type Retrofit
Refit the base of any MS-06 model Mobile Suit to the MS-06C Zaku II Early Production Type.  (Base HP/Armor/Speed/Booster Speed/Booster Jump Fuel becomes that of the MS-06C Zaku II, and upgrades are re-applied to the new base stats.)
Cost: 10 points.

F-Type Retrofit
Refit the base of any MS-06 model Mobile Suit to the MS-06F Zaku II.  (Base HP/Armor/Speed/Booster Speed/Booster Jump Fuel becomes that of the MS-06F Zaku II, and upgrades are re-applied to the new base stats.)
Cost: 60 points.

K-Type Retrofit
Refit the base of any MS-06 model Mobile Suit to the MS-06K Zaku Cannon.  (Base HP/Armor/Speed/Booster Speed/Booster Jump Fuel becomes that of the MS-06K Zaku II, and upgrades are re-applied to the new base stats.)  OPTIONALLY: You can pay an additional 60 points to replace the Booster System of that Mobile Suit with the Back Cannon System of the MS-06K Zaku Cannon.
Cost: 60 points, or 120 with Optional Bonus.

----------Mobile Suit Upgrade List----------

Quote from: Clamp Upgrades
Front Hip Clamp:
Add a clamp to either the right or left front hip of the Mobile Suit.  Capacity is Reserve Clips only.  Can be bought once for each side of the front hip.
Cost: 30 points.

Quote from: Armor Upgrades
Increased Plating I:
Adds additional layers to the Mobile Suit's armor platingm increasing its Armor by 2 and decreasing its Speed by 1.
Cost: 40 points.

Decreased Plating I:
Removes some of the Mobile Suit's armor plating, increasing its Speed by 1 and decreasing its Armor by 2.
Cost: 40 points.

Quote from: Sensors
Thermal Sensors:
Build a thermal sensor into the Mobile Suit.  Allows for the detection of heat sources (hidden enemies, weapon fire, etc.) within 3 squares of the Mobile Suit, regardless of Line of Sight.  Effectiveness based on Weather and Location.  If more than one sensor type is installed, only one can be active at a time.
Cost: 30 points.

Sonar Sensors:
Build a sonar sensor into the Mobile Suit.  Allows for the detection of sound sources (hidden enemies, weapon fire, etc.) within 9 squares of the Mobile Suit, regardless of Line of Sight.  Effectiveness based on Weather and Location.  If more than one sensor type is installed, only one can be active at a time.
Cost: 30 points.

Quote from: Sensor Cloaks
Thermal Cloak:
Outfit the Mobile Suit with a cloak that masks thermal images.  If more than one cloak type is installed, only one can be active at a time.
Cost: 30 points.

Sonar Cloak:
Outfit the Mobile Suit with a cloak that masks sonar images.  If more than one cloak type is installed, only one can be active at a time.
Cost: 30 points.

----------Weapon List----------

*Note: All Reserve Clips cost a universal 10 points to purchase. All <Large> class weapons reduce the unit's Speed by 1.

Quote from: Primary Weapons
105mm Machine Gun:
Power: 1 per bullet.
Ammo: 100 rounds per clip.
Range: Medium.
Reserve Clips?: Yes.
Special Properties:
--Full-Auto Fire: Fires any number of rounds, can fire up to the remaining clip size per action.
Size: <Small>
Cost: 50 points.

120mm Machine Gun:
Power: 2 per bullet.
Ammo: 99 rounds per clip.
Range: Medium.
Reserve Clips?: Yes.
Special Properties:
--Semi-Auto Fire: Fires rounds in clusters of 3, can fire up to the remaining clip size per action.
--Unclampable: Cannot be equipped to a Mobile Suit's Clamp.
Size: <Medium>
Cost: 70 points.

280mm Bazooka:
Power: 10 per round.
Ammo: 4 rounds per clip.
Range: Long.
Reserve Clips?: Yes.
Special Properties:
--Explosive Rounds: Rounds tear armor and cause splash damage.
--Heat-Seeker: Rounds curve somewhat as they fly, improving accuracy over great distances.
Size: <Large>
Cost: 70 points.

Shotgun:
Power: 10 per spray.
Ammo: 8 rounds per clip.
Range: Short.
Reserve Clips?: Yes.
Special Properties:
--Concussion Spray: Powerful spray, at close enough range can tear through the armor of battleships.  Damage weakens significantly with range.
Size: <Small>
Cost: 60 points

175mm Mazella Top Cannon:
Power: 20 per round.
Ammo: 8 per clip.
Range: Long.
Reserve Clips?: Yes.
Special Properties:
--Heavy Kickback: Weapon requires both hands to use, cannot be fired while moving, and requires two actions to fire.
--Kneel Booster: This weapon's range becomes 30 squares while the firing unit is kneeling or prone.
--Armor Piercing: Shells pierce through armor, lowering its affect on final damage.
--Lob Shot: Shots fired can be lobbed over obstacles.
Size: <Large>
Cost: 120 points.

Quote from: Melee Weapons
Heat Hawk:
Power: 12 per slash.
Ammo: Infinite.
Range: Proximal.
Reserve Clips?: No.
Special Properties:
--Superheated Blade: Cuts through armor and shields, melting them.  Units that are hit and survive have far weaker armor in the affected areas.
Size: <Small>
Cost: 40 points.

Heat Sword:
Power: 16 per slash.
Ammo: Infinite.
Range: Proximal.
Reserve Clips?: No.
Special Properties:
--Superheated Blade: Cuts through armor and shields, melting them.  Units that are hit and survive have far weaker armor in the affected areas.
Size: <Medium>
Cost: 70 points.

Quote from: Shields
Knuckle Shield:
HP: 12
Armor: 10
Power: 8 (If using the Spikes on the front offensively.)
Ammo: Infinite.
Range: Proximal. (For using the Spikes offensively.)
Reserve Clips?: No.
Special Properties:
--Concussion Spikes: Spikes can be used to crush and tear enemy armor with a powerful punch.
--Unclampable: Cannot be equipped to a Mobile Suit's Clamp.
Size: <Small>
Cost: 30 points.

Heavy Shield:
HP: 20
Armor: 15
Reserve Clips?: No.
Special Properties:
--Arm Mount: Mounts to a Mobile Suit's Right or Left Arm, over any existing Mounts, leaving the hand free to use.
--Unclampable: Cannot be equipped to a Mobile Suit's Clamp.
--Sword Holster: Can holster 1 Heat Sword inside it, handle extending out the bottom of the shield.
Size: <Large>
Cost: 90 points.

Quote from: Auxiliary Weapons
Cracker Grenades:
Power: 8 per Cracker Grenade.
Ammo: 2.
Range: Medium.
Reserve Clips?: No.
Special Properties:
--Explosive Rounds: Rounds tear armor and cause splash damage.
--Micro Grenade: When this weapon explodes, it fires off four smaller grenades one square in each cardinal direction, with 4 Power each.
--Grab 'n Fire: Weapon is not "switched" to, but rather thrown from its clamp directly when needed, following the same rules as weapon reloading.
Size: <Small>
Cost: 30.

Sturm Faust (x2):
Power: 12 per Sturm Faust.
Ammo: 1 per Sturm Faust.
Range: Long.
Reserve Clips?: No.
Special Properties:
--Explosive Rounds: Rounds tear armor and cause splash damage.
--Heat-Seeker: Rounds curve somewhat as they fly, improving accuracy over great distances.
--Grab 'n Fire: Weapon is not "switched" to, but rather pulled and fired from its clamp directly when needed, following the same rules as weapon reloading.
Size: <Small>
Cost: 30 points.

----------Mounted Weapon/Equipment List----------

Quote from: Head-Mounted Equipment
70mm Head Vulcan:
Mount Location: Head.
Power: 1 per bullet.
Ammo: 100 rounds per clip.
Range: Short.
Reserve Clips?: No.
Special Properties:
--Full-Auto Fire: Fires any number of rounds, can fire up to the remaining clip size per action.
--Head Mount: Is built into the unit's head.  Cannot be removed once equipped, except to equip a different item with "Head Mount" instead.
Cost: 30.

Quote from: Shoulder-Mounted Equipment
Shoulder Shield:
Mount Location: Shoulder.
HP: 12.
Armor: 10.
Special Properties:
--Shoulder Mount: Mounts onto either shoulder of the Mobile Suit, replacing its current Shoulder Armor.  Shield faces outwards, coveing the unit's side by default.
Cost: 30.

Shoulder Spikes:
Mount Location: Shoulder.
Power: 8.
Special Properties:
--Shoulder Mount: Mounts onto either shoulder of the Mobile Suit, replacing its current Shoulder Armor.  Usable when ramming by turning the equipped shoulder to the enemy.
Cost: 10.

Quote from: Arm-Mounted Equipment
Worker Zaku Forearm Crane:
Build the hook and winch of the MS-06W Worker Zaku into the Mobile Suit's forearm.  Can be cast out and pulled in.  Effective range is 5 squares, but Close Combat Skill is always applied.
Mount Location: Arm.
Cost: 40 points.

Emergency Repair Forearm:
Replace the entire forearm of the Mobile Suit with a welding torch and system of metal plates designed for repairing other Mobile Suits. 5 uses per sortie, but cannot repair the same part on a Mobile Suit more than once per sortie.
Mount Location: Arm.
Cost: 30 points.

Quote from: Hip-Mounted Equipment
Folding 2-Tube Grenade Launcher (Smoke):
Mount Location: Either Left or Right Hip Clamp.
Power: N/A.
Ammo: 2 per clip.
Range: Medium.
Reserve Clips?: No.
Special Properties:
--Smoke: Explodes and releases vision-obscuring smoke instead of doing damage.
--Automatic Fire (Folding): Weapon does not need to be "switched" to and can be hip-fired at any time as long as it is unfolded.
Size: <Medium>
Cost: 30 points.

Quote from: Leg-Mounted Equipment
High-Mobility Leg Booster:
Modifies each leg with a high-mobility booster, increasing Booster Speed by 5 and Booster Dash Range by 1.
Mount Location: Bottom half of Right and Left Legs.
Cost: 80 points.

----------Weapon Upgrade List----------

Quote from: Auxiliary Weapon Upgrades
Smoke Crackers:
Convert the Cracker Grenade into a powerful smoke grenade that breaks into smaller smoke grenades.  Duration is until the end of Battle Pane after the one it was used during.
Cost: 30 points.
Pride [Posts: 720] Logged
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  • [May 11, 2011, 04:03:20 AM]
Re: Curse of the Viper Forum RPG - Interest Check.
« Reply #4 on: May 11, 2011, 04:03:20 AM »
Throwing my interest in. I'll update this when I'm less busy tonight/tomorrow.

My Youtube account. Doesn't have much yet >.<
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RavenOfRazgriz (Global Moderator) [Posts: 2958] Logged
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  • [May 11, 2011, 11:59:19 PM]
Re: Curse of the Viper Forum RPG - Interest Check.
« Reply #5 on: May 11, 2011, 11:59:19 PM »
Sounds good.  And we had 3 other people say they were interested on IRC, so if everyone whose interested joins, we'll hit the 5 we need to start.  Else, we'll need a couple people.

Sounds good either way, the couple days people take to get ready will give me time to hunt down the rest of the image resources I'm going to need and possibly even prepare the opening map sans player units.
VampragonLord [Posts: 571] Logged
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  • [May 12, 2011, 03:04:36 AM]
Re: Curse of the Viper Forum RPG - Interest Check.
« Reply #6 on: May 12, 2011, 03:04:36 AM »
Name: Lyra Leylande [Combat Title: None.]
Gender: Female
Age: 20
Birth Place: Australia.

Appearance / Clothing: approx. height. 1.65 meters. see attached image.

History / Background: Born in Australia, Lyra was raised solely by her mother, never having met her father, only hearing he never amounted to much. Her mother died when Lyra was a teenager, shortly after which the calamity in Australia took place. She got fed up with how far Earth had fallen, and how it couldnt even protect their own people, and joined up with Zeon, hoping to bring an end to this conflict, or at least get some revenge on those who let this happen, realizing that, as long as one side of the war won, there'd be peace.

Combat Style: A mid to close range fighter, preferring to pepper her targets with explosives, aiming to thin out their defenses, then finishes them off with her heat hawk, if necessary, though generally opting to just let her friends clean up the scruff.

----------Mobile Suit Info----------

MS-05B Zaku I

HP: 35
Speed: 10
Armor: 10
Booster Speed: 20
Booster Jump Fuel: 2
Clamp Count: 3
Clamp Locations: 1 on the side of each hip, 1 under the booster pack.
Special Properties:
--None.
Modifications:
--None.
Usability:
[Space/Lunar/Surface/Undersea]

Built in Armaments:
None.

Right Hand:
280mm Bazooka
Power: 10 per round.
Ammo: 4 rounds per clip.
Range: Long.
Reserve Clips?: Yes.
Special Properties:
--Explosive Rounds: Rounds tear armor and cause splash damage.
--Heat-Seeker: Rounds curve somewhat as they fly, improving accuracy over great distances.
Size: <Large>
Modifications:
--None.

Left Hand:
None - Doublehanding Equipped Weapon.

Right Hip Clamp:
Reserve Clip for 280mm Bazooka.

Left Hip Clamp:
Heat Hawk
Power: 12 per slash.
Ammo: Infinite.
Range: Proximal.
Reserve Clips?: No.
Special Properties:
--Superheated Blade: Cuts through armor and shields, melting them.  Units that are hit and survive have far weaker armor in the affected areas.
Size: <Small>
Modifications:
--None.

Back Hip Clamp:
None.
« Last Edit: June 09, 2011, 02:20:40 AM by VampragonLord »
15:05   slave: consensual slavery is the best thing ever~
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RavenOfRazgriz (Global Moderator) [Posts: 2958] Logged
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  • [May 12, 2011, 11:02:26 AM]
Re: Curse of the Viper Forum RPG - Interest Check.
« Reply #7 on: May 12, 2011, 11:02:26 AM »
Quote from: Table of Contents - Ctrl+F for name to find their Character Sheet
Active Pilots
Atrius Schliend
Lyra Leylande
May Greenfield
Buliwyf Herger
Rellia Lunar
Renae "Rin" Heathraid
Wesley Tress
Quentin Bouteillevoix
Linear Leylande

Benched Pilots
Seth "Setch" Harrow

Deceased or Traitored Pilots
Florance Vie Silette

----------Active Pilots----------

Quote from: Atrius Schliend
----------Pilot Info----------

Name: Atrius Schliend [Combat Title: The Viper.]
Gender: Male
Age: 22
Birth Place: Taklamakan Desert, original birth place unknown.

Appearance / Clothing: He has darkened skin from a life in the desert, and straight, unruly brown hair grown out to the base of his neck.  He's commonly seen wearing a thick, tan trench coat, a faded green shirt, and a pair of semi-torn up brown jeans.

History / Background: He was a desert mercenary, living an almost tribal life after an ill-fated childhood.  He rarely talks outside of battle, so little is known about him beyond what they forced him to put on the paperwork to join.  Why an earthling like him has joined the Principality of Zeon against his own kind is unknown. After participating in several early space skirmishes against the E.F.S.F. before being reassigned to Earth, he shot down several enemy battleships using a unique pattern of Bazooka fire said to be like the jaws of a viper quickly closing on their prey.  This is what has earned him his combat title, "The Viper."   

Combat Style: A distance fighter, akin to a Sniper.  Specializes in Speed and Long Range.

Points: 160.

???????: No.

Close/Proximal Range Skill: 7
Medium Range Skill: 11
Long Range Skill: 21
Reflex Speed: 17

Combat Abilities:

Marksman II - Passive
Increases accuracy with Long Range and Medium Range weapons.

Crack Shot I - Active
Use 1 extra Action when firing a weapon to aim for weak spots and deal additional damage.  Increases Accuracy when used.

Lock-On I - Active
Use 1 extra Action when firing a non-Proximal weapon to focus on the target and greatly improve accuracy.

Counterbomber I - Passive
Activates automatically if attacked from Long Range.  Counters the attacking unit with an attack from one of the character's own active Long Range weapons, if possible, without consuming an action.  Can be intercepted.  Can only activate once per battle.

----------Mobile Suit Info----------

MS-06S Zaku II Commander Type [Atrius Schliend Use.]

HP: 40
Speed: 16 [15]
Armor: 13
Booster Speed: 27 [26]
Booster Dash Range: 4
Booster Jump Fuel: 2
Clamp Count: 3
Clamp Locations: 1 on the side of each hip, 1 under the booster pack.
Upgrades:
--Thermal Sensors:
Detects heat sources (hidden enemies, weapon fire, etc.) within 3 squares of the Mobile Suit, ignoring Line of Sight. Effectiveness based on Weather and Location. If more than one sensor type is installed, only one can be active at a time.  Switching between Sensors can be done once-per-turn as a Free Action, and subsequently that turn as a full Action.
Usability:
[Space/Lunar/Surface/Undersea]

Mounted Items and Weapons:

Shoulder Shield:
Mount Location: Right Shoulder.
HP: 12.
Armor: 10.
Special Properties:
--Outward Facing: Shield faces outwards, covering the unit's side by default.

Shoulder Spikes:
Mount Location: Left Shoulder.
Power: 8.
Special Properties:
--Ramming Speed: Usable when ramming by turning the equipped shoulder to the enemy.

Right Hand:
120mm Automatic Rifle:
Power: 8 per round.
Ammo: 12 rounds per clip.
Range: Long.
Reserve Clips?: Yes.
Special Properties:
--Armor Piercing: Shells pierce through armor, lowering its affect on final damage.
Size: <Medium>
Upgrades:
--None.

Left Hand:
None - Doublehanding 120mm Automatic Rifle.

Right Hip Clamp:
Reserve Clip for 120mm Automatic Rifle.

Left Hip Clamp:
Reserve Clip for 280mm Bazooka.

Back Hip Clamp:
280mm Bazooka:
Power: 10 per round.
Ammo: 4 rounds per clip.
Range: Long.
Reserve Clips?: Yes.
Special Properties:
--Explosive Rounds: Rounds tear armor and cause splash damage.
--Heat-Seeker: Rounds curve somewhat as they fly, improving accuracy over great distances.
Size: <Large>
Upgrades:
--None.

Quote from: Lyra Leylande
----------Pilot Info----------

Name: Lyra Leylande [Combat Title: None.]
Gender: Female
Age: 20
Birth Place: Australia.

Appearance / Clothing: approx. height. 1.65 meters. see attached image.

History / Background: After the calamity in Australia, her home country (specifically in Victoria), she got fed up with how far Earth had fallen and joined up with Zeon, hoping to bring an end to this conflict, or at least get some revenge on those who let this happen. She doesn't find it the fault of Zeon, Zeon was simply at war with Earth, it was Earth's fault for being so stubborn and then failing to protect its own people.

Combat Style: A mid to close range fighter, preferring to pepper her targets with explosives, aiming to thin out their defenses, then finishes them off with her heat hawk, if necessary, though generally opting to just let her friends clean up the scruff.

Points: 220.

???????: No.

Close/Proximal Range Skill: 12
Medium Range Skill: 20
Long Range Skill: 7
Reflex Speed: 13

Combat Abilities:

Vengeful Streak II - Passive
Activates automatically the Battle Pane after 1 or more allies are destroyed.  This character's first 2 Actions on the following Battle Pane resolve before moving any other unit.  Can be interrupted.  Can activate thrice per battle.

Countergunner I - Passive
Activates automatically if attacked from Medium Range.  Counters the attacking unit with an attack from one of the character's own active Medium Range weapons, if possible, without consuming an action.  Can be intercepted.  Can only activate once per battle.

----------Mobile Suit Info----------

RRF-06 Zanny

HP: 42
Speed: 12 [10]
Armor: 15 [17]
Booster Speed: 22 [20]
Booster Dash Range: 4
Booster Jump Fuel: 2
Clamp Count: 1 [2]
Clamp Locations: 1 under the booster pack. [1 on the side of the left hip.]
Upgrades:
--Increased Plating I:
Adds additional layers to the Mobile Suit's armor plating, increasing its Armor by 2 and decreasing its Speed by 1.
--Targeting Computer:
On-board targeting computer aides with aiming at enemy units, increasing the accuracy and critical hit rate of any non-Proximal Ranged weapon.
--Thermal Sensors:
Detects heat sources (hidden enemies, weapon fire, etc.) within 3 squares of the Mobile Suit, ignoring Line of Sight. Effectiveness based on Weather and Location. If more than one sensor type is installed, only one can be active at a time.  Switching between Sensors can be done once-per-turn as a Free Action, and subsequently that turn as a full Action.Usability:
[Space/Lunar/Surface/Undersea]

Mounted Items and Weapons:
Dual Head Vulcan:
Mount Location: Head.
Power: 1 per bullet.
Ammo: 200 rounds per clip.
Range: Short.
Reserve Clips?: No.
Special Properties:
--Full-Auto Fire: Fires any number of rounds, can fire up to the remaining clip size per action.

Right Hand:
120mm Machine Gun:
Power: 2 per bullet.
Ammo: 99 rounds per clip.
Range: Medium.
Reserve Clips?: Yes.
Special Properties:
--Semi-Auto Fire: Fires rounds in clusters of 3, can fire up to the remaining clip size per action.
--Unclampable: Cannot be equipped to a Mobile Suit's Clamp.
Size: <Medium>
Upgrades:
--None.

Left Hand:
None - Doublehanding 120mm Machine Gun.

Left Hip Clamp:
Reserve Clip for 120mm Low-Recoil Cannon.

Back Hip Clamp:
120mm Low-Recoil Cannon:
Power: 10 per round.
Ammo: 8 rounds per clip.
Range: Long.
Reserve Clips?: Yes.
Special Properties:
--Armor Piercing: Shells pierce through armor, lowering its affect on final damage.
--Lob Shot: Shots fired can be lobbed over obstacles.
Size: <Large>
Upgrades:
--None.

Quote from: May Greenfield
----------Pilot Info----------

Name: May Greenfield [Combat Title: None.]
Gender: Female
Age: 24
Birthplace: Side 3

Appearance: May is a cheerful, full-figured young woman with fair skin, blue eyes and long hair that she dyes green with religious regularity. When not working with her Mobile Suit she dresses down in comfortable, casual clothes of black, grey and green - but she is just as commonly seen in her form-fitting grey and black Pilot Suit which gets her more than enough examining looks to feed her vanity. She goes out of her way to paint a green smiley face on her Mobile Suit before a sortie.

Background: Born and raised on Side 3, May is the daughter of a mid-ranking engineer who eventually became employed by Zeonic, the manufacturers of Zeon's Mobile Suits. Her mother died when she was very young and May was raised solely by her father. While most children were raised on fairy-tales and similar bedtime stories, May grew up being read sections of of engineering manuals and space navigation theory books. Where normal girls played with princess dolls, May played with small engine models and pieces of machinery. Unsurprisingly, she was easily the equal of any of her peers in both her physical sciences and math classes in school, though occasionally lacking in languages. After she graduated, May knew she wanted to work as closely with her father as she could and continued to study in space engineering and general astronautics. When war finally broke out between Zeon and the Earth Federation, May finally felt she had found her calling in the world: to fight for her home using the weapons and machines her father had helped develop and which she had been studying for so long. Following the best example of her father's work and his specialization in heavy arms design, she now pilots the green Zaku II Mobile Suit designated "Merrygate". She fights to protect her home from the oppressive clutches of the Earth Federation and also to show the galaxy what her father's weapons are capable of.

Personality: Cheerful, often motherly, very protective of her friends and absolutely ruthless towards those that hurt her loved ones. She easily treats new friends like close family and can be quite selfless for their benefit. She suffers mainly from a vanity of her physical beauty and has an almost obsessive fondness for sweets that makes her waste extra hours in the gym daily. May can also frequently be stubborn when she believes she is right and never backs down from a challenge.

Combat Style: Long range heavy weapons. Her Mobile Suit is outfitted for both giving and receiving heavy damage. She prefers to stay near the back lines and give supporting fire while also drawing the heaviest fire from the enemy since her Suit can take the punishment. If absolutely necessary she won't hesitate to move into close range and just pound the enemy into scrap metal.

Points: 20.

???????: Yes.

Close/Proximal Range Skill: 12
Medium Range Skill: 8
Long Range Skill: 26
Reflex Speed: 8

Combat Abilities:

Precognitive Defender I - Passive
Activates automatically when a nearby ally would receive a fatal blow and this character can intercept that attack.  This character automatically moves and intercepts that attack, either destroying or guarding it.  Can be intercepted. Can only activate once per battle.

Hypersensitive I - Passive
Activates automatically at the start of battle or the end of any Battle Pane.  This character feels the "pressure" of highly threatening enemies, identifying them automatically.

Counterbomber I - Passive
Activates automatically if attacked from Long Range.  Counters the attacking unit with an attack from one of the character's own active Long Range weapons, if possible, without consuming an action.  Can be intercepted.  Can only activate once per battle.

----------Mobile Suit Info----------

MS-06K Zaku Cannon [Nickname: "Merrygate"]

HP: 42
Speed: 12 [8]
Armor: 16 [18]
Booster Speed: 18 [14]
Booster Dash Range: 2
Booster Jump Fuel: Cannot Booster Jump
Clamp Count: 3 [5]
Clamp Locations: 1 on the side of each hip, 1 under the booster pack. [1 on the front of each hip.]
Upgrades:
--Increased Plating I:
Adds additional layers to the Mobile Suit's armor plating, increasing its Armor by 2 and decreasing its Speed by 1.
--Sonar Sensors:
Detects sound sources (hidden enemies, weapon fire, etc.) within 9 squares of the Mobile Suit, ignoring Line of Sight. Effectiveness based on Weather and Location. If more than one sensor type is installed, only one can be active at a time.  Switching between Sensors can be done once-per-turn as a Free Action, and subsequently that turn as a full Action.
Usability:
[Space/Lunar/Surface/Undersea]

Mounted Items and Weapons:

Head Vulcan:
Mount Location: Head.
Power: 1 per bullet.
Ammo: 100 rounds per clip.
Range: Short.
Reserve Clips?: No.
Special Properties:
--Full-Auto Fire: Fires any number of rounds, can fire up to the remaining clip size per action.

Shoulder Shield:
Mount Location: Right Shoulder.
HP: 12.
Armor: 10.
Special Properties:
--Outward Facing: Shield faces outwards, covering the unit's side by default.

Shoulder Shield:
Mount Location: Left Shoulder.
HP: 12.
Armor: 10.
Special Properties:
--Outward Facing: Shield faces outwards, covering the unit's side by default.

Back Cannon System:
Mount Location: Back, replacing the Booster Jump system.  Booster Jumps cannot be performed with this weapon.
Power: 20 per round.
Ammo: 8 per clip.
Range: Long.
Reserve Clips?: No.
Special Properties:
--Heavy Kickback (Back Mounted): Weapon cannot be fired while moving, suffers an accuracy penalty if fired while standing, and requires two actions to fire.
--Kneel Booster: This weapon's range becomes 30 squares while the firing unit is kneeling or prone.
--Armor Piercing: Shells pierce through armor, lowering its affect on final damage.
--Lob Shot: Shots fired can be lobbed over obstacles.
--Automatic Fire: Weapon does not need to be "switched" to and can be fired at any time.
--Booster Replacement: Replaces the Main Boosters, reducing Booster Dash Range by 2.
Size: <Large>
Upgrades:
--None.

Right Hand:
280mm Bazooka:
Power: 10 per round.
Ammo: 4 rounds per clip.
Range: Long.
Reserve Clips?: Yes.
Special Properties:
--Explosive Rounds: Rounds tear armor and cause splash damage.
--Heat-Seeker: Rounds curve somewhat as they fly, improving accuracy over great distances.
Size: <Large>
Upgrades:
--None.

Left Hand:
Doublehanding 280mm Bazooka.

Front Right Hip Clamp:
Reserve Clip for 280mm Bazooka.

Front Left Hip Clamp:
Reserve Clip for 175mm Mazella Top Cannon.

Right Hip Clamp:
Reserve Clip for 280mm Bazooka.

Left Hip Clamp:
Reserve Clip for 280mm Bazooka.

Back Hip Clamp:
175mm Mazella Top Cannon:
Power: 20 per round.
Ammo: 8 per clip.
Range: Long.
Reserve Clips?: Yes.
Special Properties:
--Heavy Kickback: Weapon requires both hands to use, cannot be fired while moving, and requires two actions to fire.
--Kneel Booster: This weapon's range becomes 30 squares while the firing unit is kneeling or prone.
--Armor Piercing: Shells pierce through armor, lowering its affect on final damage.
--Lob Shot: Shots fired can be lobbed over obstacles.
Size: <Large>
Upgrades:
--None.

Quote from: Buliwyf Herger
----------Pilot Info----------

Name: Buliwyf Herger [Combat Title: None.]
Gender: Male
Age: 62
Birth Place: Side 6

Appearance / Clothing:  Casual shirts, battered and faded jeans, and heavy work boots when he's off-duty.  Grease-spotted reinforced pilot suit with pressure seals when he's working.

History / Background: The quintessential interplanetary blue-collar worker.  Formerly an industrial megafisherman by trade, Herger was recruited by Zeon for his familiarity with giant robot operation and maintenance.  He's got no real vested stake in one army winning over the other, and he is moderately disgusted with both sides for some of their more unsavory tactics.  But Zeon is the ones paying his bills right now, so they get his expertise.

Combat Style: Thanks to his previous profession, Herger has no problem getting into close combat and wrestling things into submission that are six, seven times his size.  Very much a short/proximal specialist, he tends to grapple and wear down his targets through punishing counterstrikes and superior endurance.

Points: 250.

???????: Yes.

Close/Proximal Range Skill: 23
Medium Range Skill: 7
Long Range Skill: 6
Reflex Speed: 16

Combat Abilities:

Grapple Expert - Passive
Armed with knowledge of hand-to-hand combat, fish wrangling, and heavy machinery, this character has a distinct advantage in hand-to-hand Mobile Suit combat, able to easily overpower most units that have come to rely too heavily on their weapons during battle if he can get in range.

Debris Fighter - Passive
This character's skill with improvised weaponry is far above the usual.  Accuracy and damage with unconventional arms is increased.

Counterstriker I - Passive
Activates automatically if attacked from Close or Proximal Range.  Counters the attacking unit with an attack from one of the character's own active Close or Proximal Range weapons, if possible, without consuming an action.  Can be intercepted.  Can only activate once per battle.

----------Mobile Suit Info----------

MS-06C Zaku II Early Production Type

HP: 40
Speed: 12 [11]
Armor: 12 [14]
Booster Speed: 25 [24]
Booster Dash Range: 4
Booster Jump Fuel: 2
Clamp Count: 3
Clamp Locations: 1 on the side of each hip, 1 under the booster pack.
Upgrades:
--Increased Plating I:
Adds additional layers to the Mobile Suit's armor plating, increasing its Armor by 2 and decreasing its Speed by 1.
Usability:
[Space/Lunar/Surface/Undersea]

Mounted Items and Weapons:

Shoulder Shield:
Mount Location: Right Shoulder.
HP: 12.
Armor: 10.
Special Properties:
--Outward Facing: Shield faces outwards, covering the unit's side by default.

Shoulder Shield:
Mount Location: Left Shoulder.
HP: 12.
Armor: 10.
Special Properties:
--Outward Facing: Shield faces outwards, covering the unit's side by default.

Worker Zaku Forearm Crane:
Build the hook and winch of the MS-06W Worker Zaku into the Mobile Suit's forearm.  Can be cast out and pulled in.  Effective range is 5 squares, but Close Combat Skill is always applied.
Mount Location: Forearm.

Right Hand:
None.

Left Hand:
None.

Right Hip Clamp:
Reserve Clip for Shotgun.

Left Hip Clamp:
Shotgun:
Power: 10 per spray.
Ammo: 8 rounds per clip.
Range: Short.
Reserve Clips?: Yes.
Special Properties:
--Concussion Spray: Powerful spray, at close enough range can tear through the armor of battleships.  Damage weakens significantly with range.
Size: <Small>
Upgrades:
--None.

Back Hip Clamp:
Heat Hawk: [Nickname: Skinning Blade]
Power: 12 per slash.
Ammo: Infinite.
Range: Proximal.
Reserve Clips?: No.
Special Properties:
--Superheated Blade: Cuts through armor and shields, melting them.  Units that are hit and survive have far weaker armor in the affected areas.
Size: <Small>
Upgrades:
--None.

Quote from: Rellia Lunar
----------Pilot Info----------

Name: Rellia Lunar (Real Surname Unknown.)
Gender: Female
Age: 28
Birth Place: Earth. (Exact Birthplace Unknown.)

Appearance / Clothing: White hair and red eyes makes her seem slightly...scary, though she tries not to be. She tends to not tell people what she's doing or where she's going, making her best when not working on a team, though that doesn't mean Zeon necessarily cares how she works best.

History / Background: A child born on Earth, her father one of the scientists working on the refining of Lunar Titanium, and her mother a daycare worker. She never really liked her mother. For whatever reason, she had a profound interest in science, and more specifically, the science of killing people. When the Earth Federation heard rumors of the project being leaked from her father's division (only one of many working on the project), they killed her father through assassination, and imprisoned her mother for life. As for the little girl, she was interrogated and checked against lie detector tests time and again to see what she knew, then put her in an orphanage. That was around the time she decided to be an assassin.

Combat Style: A short ranged fighter based on assassination and outmaneuvering / fooling her enemies.

Points: 0.

???????: No.

Close/Proximal Range Skill: 19
Medium Range Skill: 5
Long Range Skill: 5
Reflex Speed: 23

Combat Abilities:

Keen-Eye I - Passive
Able to detect incoming attacks with a seeming-sixth sense through intense training.  Evasive maneuvers such as dashing and strafing are attempted earlier when under fire, allowing them to resolve faster.

Discern Weakness - Passive
When in Close Range of an enemy unit, this character can quickly discern that unit's weak spot.  (This weak spot may either be a design weakness, or a structural weakness from prolonged battle.)

Quickrunner I - Active
Once per battle, this character can perform 6 actions.

----------Mobile Suit Info----------

YMS-07A Prototype Gouf

HP: 46
Speed: 15 [16]
Armor: 14 [12]
Booster Speed: 25 [30]
Booster Dash Range: 4 [5]
Booster Jump Fuel: 3
Clamp Count: 3
Clamp Locations: 1 on the side of each hip, 1 under the booster pack.
Upgrades:
--Decreased Plating I:
Removes some of the Mobile Suit's armor plating, increasing its Speed by 1 and decreasing its Armor by 2.
--Sonar Sensors:
Detects sound sources (hidden enemies, weapon fire, etc.) within 9 squares of the Mobile Suit, ignoring Line of Sight. Effectiveness based on Weather and Location. If more than one sensor type is installed, only one can be active at a time.  Switching between Sensors can be done once-per-turn as a Free Action, and subsequently that turn as a full Action.
--Thermal Cloak:
Outfit the Mobile Suit with a Cloak that masks thermal images.  If more than one cloak type is installed, only one can be active at a time.  Switching between Cloaks can be done once-per-turn as a Free Action, and subsequently that turn as a full Action.
--Sonar Cloak:
Outfit the Mobile Suit with a Cloak that masks sonar images.  If more than one Cloak type is installed, only one can be active at a time.  Switching between Cloaks can be done once-per-turn as a Free Action, and subsequently that turn as a full Action.
Usability:
[Surface/Undersea]

Mounted Items and Weapons:

Shoulder Spikes Kai:
Mount Location: Right Shoulder.
Power: 11.
Special Properties:
--Ramming Speed: Usable when ramming by turning the equipped shoulder to the enemy.

Shoulder Spikes Kai:
Mount Location: Left Shoulder.
Power: 11.
Special Properties:
--Ramming Speed: Usable when ramming by turning the equipped shoulder to the enemy.

High-Mobility Leg Booster:
Modifies each leg with a high-mobility booster, increasing Booster Speed by 5 and Booster Dash Range by 1.
Mount Location: Bottom half of Right and Left Legs.

Right Hand:
None.

Left Hand:
None.

Right Hip Clamp:
Heat Hawk:
Power: 12 per slash.
Ammo: Infinite.
Range: Proximal.
Reserve Clips?: No.
Special Properties:
--Superheated Blade: Cuts through armor and shields, melting them.  Units that are hit and survive have far weaker armor in the affected areas.
Size: <Small>
Upgrades:
--None.

Left Hip Clamp:
Heat Hawk:
Power: 12 per slash.
Ammo: Infinite.
Range: Proximal.
Reserve Clips?: No.
Special Properties:
--Superheated Blade: Cuts through armor and shields, melting them.  Units that are hit and survive have far weaker armor in the affected areas.
Size: <Small>
Upgrades:
--None.

Back Hip Clamp:
Smoke Crackers:
Power: 0.
Ammo: 2.
Range: Medium.
Reserve Clips?: No.
Special Properties:
--Smoke Grenade: Rounds release powerful clouds of smoke. Duration is until the end of Battle Pane after the one it was used during.
--Micro Grenade: When this weapon explodes, it fires off four smaller grenades one square in each cardinal direction, with additional smoke.
--Grab 'n Fire: Weapon is not "switched" to, but rather thrown from its clamp directly when needed, following the same rules as weapon reloading.
Size: <Small>
Upgrades:
--Smoke Cracker: Upgrade the Cracker Grenades into Smoke Crackers.

Quote from: Renae "Rin" Heathraid
----------Pilot Info----------

Name: Renae "Rin" Heathraid [Combat Title: The Mad Mare]
Gender: Female
Age: 28
Birth Place: Side 3

Appearance / Clothing: Usually wears the basic uniform, with white tank top under.  Naturally brown eyes and long black hair.  Approx 5'8", 165lbs, light build and sleek frame.  Excess weight is the result of replacement body parts.  Almost always wears big aviator sunglasses when not in battle, even indoors.

History / Background: A member of the highly respected Heathraid clan of Side 3, Rin is a legend among her family.  Loyal to the cause of Zeon, she has never hesitated to join every fight she can.  Her skill as a pilot got her rank fast, making her a Commander of her own squad, the Wild Horses.  It was in that squad that she met Atrius, back when he was one of her subordinates.  However, a recent battle gone bad left the Mad Mare the only survivor of the squad.  High command blamed her for the disaster and demoted her.  Feeling the punishment was unjust, Rin refuses to repaint her beautiful red Zaku or get rid of her beloved Wild Horses insignia.  Her Zaku is red because that makes it go three times faster.

During the incident that left her squad dead, Rin was badly wounded as well.  Part of her face, shoulder, and her entire left arm were lost.  Thanks to the tons of money and status the Heathraids had, Rin was quickly given only the best treatment, replacing her injured or missing body bits with the latest bionics.  Her left eye and arm were completely replaced.  While she was meant to be in physical therapy to adjust to these new things, she insisted on returning to the war as soon as possible.

Combat Style: Speed emphasis.  Utilizes a complex strategy of high-speed movements, melee to medium range attacks, and trolling.  Totally savage in battle, aided slightly by bionic left eye and left arm.

Points: 0.

???????: Yes.

Close/Proximal Range Skill: 14
Medium Range Skill: 12
Long Range Skill: 5
Reflex Speed: 21

Combat Abilities:

Bionic Stability - Passive
This character's accuracy isn't penalized when moving and firing simultaneously.  If this character's Pilot HP falls below 5, this ability is negated.

Uncanny Dodge - Passive
When a lethal attack is aimed at this character, this character's current Action is immediately disengaged and replaced with a Booster Dash or Booster Jump to dodge that attack.  Can only activate once per battle.

Quickrunner I - Active
Once per battle, this character can perform 6 actions.

----------Mobile Suit Info----------

MS-06S Zaku II Commander Type [Renae "Rin" Heathraid Use. Nickname: "Bronco II"]

HP: 40
Speed: 16
Armor: 13
Booster Speed: 27
Booster Dash Range: 4
Booster Jump Fuel: 2
Clamp Count: 3 [4]
Clamp Locations: 1 on the side of each hip, 1 under the booster pack. [1 on the front right hip.]
Upgrades:
--Decreased Plating I:
Removes some of the Mobile Suit's armor plating, increasing its Speed by 1 and decreasing its Armor by 2.
Usability:
[Space/Lunar/Surface/Undersea]

Mounted Items and Weapons:

Head Vulcan:
Mount Location: Head.
Power: 1 per bullet.
Ammo: 100 rounds per clip.
Range: Short.
Reserve Clips?: No.
Special Properties:
--Full-Auto Fire: Fires any number of rounds, can fire up to the remaining clip size per action.

Shoulder Shield:
Mount Location: Right Shoulder.
HP: 12.
Armor: 10.
Special Properties:
--Outward Facing: Shield faces outwards, covering the unit's side by default.

Shoulder Spikes:
Mount Location: Left Shoulder.
Power: 8.
Special Properties:
--Ramming Speed: Usable when ramming by turning the equipped shoulder to the enemy.

Right Hand:
120mm Machine Gun:
Power: 2 per bullet.
Ammo: 99 rounds per clip.
Range: Medium.
Reserve Clips?: Yes.
Special Properties:
--Semi-Auto Fire: Fires rounds in clusters of 3, can fire up to the remaining clip size per action.
--Unclampable: Cannot be equipped to a Mobile Suit's Clamp.
Size: <Medium>
Upgrades:
--None.

Left Hand:
None - Doublehanding 120mm Machine Gun.

Front Right Hip Clamp:
Reserve Clip for 120mm Machine Gun.

Right Hip Clamp:
Reserve Clip for 120mm Machine Gun.

Left Hip Clamp:
Cracker Grenades:
Power: 8 per Cracker Grenade.
Ammo: 2.
Range: Medium.
Reserve Clips?: No.
Special Properties:
--Explosive Rounds: Rounds tear armor and cause splash damage.
--Micro Grenade: When this weapon explodes, it fires off four smaller grenades one square in each cardinal direction, with 4 Power each.
--Grab 'n Fire: Weapon is not "switched" to, but rather thrown from its clamp directly when needed, following the same rules as weapon reloading.
Size: <Small>
Upgrades:
--None.

Back Hip Clamp:
Heat Sword:
Power: 16 per slash.
Ammo: Infinite.
Range: Proximal.
Reserve Clips?: No.
Special Properties:
--Superheated Blade: Cuts through armor and shields, melting them.  Units that are hit and survive have far weaker armor in the affected areas.
Size: <Medium>
Upgrades:
--None.

Quote from: Wesley Tress
----------Pilot Info----------

Name: Wesley Tress [Combat Title: None.]
Gender: Male
Age: 20
Birth Place: Earth

Appearance / Clothing: He has black, combed, and always tidy hair, along with jeans and a layered vest that he will almost never be seen without, despite their impracticality for fighting.

History / Background: For most of his life, Wesley was a straight-A student who never stepped out of line. He was even in college planning to major in engineering and aerospace- the two things he connected with most. However, things changed when his father was brutally murdered by a E.S.F.S. soldier, and not given the justice he deserved. When his mother tried to plead against the soldier, she was detained, court marshaled, and executed. In just a few short weeks, he had lost his entire family to the E.S.F.S.. After a troubling and disorienting time, he finally emerged ready to avenge his parent's death. He dropped straight out of school and joined the Principality of Zeon, where he quickly proved himself as an expert handling the Moble Suit. So, when a slot became open in the Desert Cobras, he was more than happy to ablige.

Combat Style: He is a very cool and collected person: he usually manages keep a level head in battle. He is also a very orderly person, believing in fighting systematically. This also means, however, that he isn't very adaptive to unusual situations in combat. In combat, he prefers to sit back and snipe away enemies, but always carries a very close-ranged weapon just in case the fighting gets too close (a shotgun is his most preferred weapon). He prefers sitting back and supporting allies from afar much more than direct combat, usually hiding and disappearing as needed.

Points: 120.

???????: No.

Close/Proximal Range Skill: 12
Medium Range Skill: 5
Long Range Skill: 20
Reflex Speed: 15

Combat Abilities:

Marksman I - Passive
Increases accuracy with Long Range weapons.

Steady Hands - Passive
This character has undergone extreme sniper training.  This character gains double the normal accuracy bonus when kneeling or laying prone.

Counterbomber I - Passive
Activates automatically if attacked from Long Range.  Counters the attacking unit with an attack from one of the character's own active Long Range weapons, if possible, without consuming an action.  Can be intercepted.  Can only activate once per battle.

----------Mobile Suit Info----------

MS-06F Zaku II

HP: 40
Speed: 13 [11]
Armor: 13 [15]
Booster Speed: 25 [22]
Booster Dash Range: 4
Booster Jump Fuel: 2
Clamp Count: 3
Clamp Locations: 1 on the side of each hip, 1 under the booster pack.
Upgrades:
--Increased Plating I:
Adds additional layers to the Mobile Suit's armor plating, increasing its Armor by 2 and decreasing its Speed by 1.
--Sonar Sensors:
Detects sound sources (hidden enemies, weapon fire, etc.) within 9 squares of the Mobile Suit, ignoring Line of Sight. Effectiveness based on Weather and Location. If more than one sensor type is installed, only one can be active at a time.  Switching between Sensors can be done once-per-turn as a Free Action, and subsequently that turn as a full Action.
--Thermal Cloak:
Outfit the Mobile Suit with a Cloak that masks thermal images.  If more than one cloak type is installed, only one can be active at a time.  Switching between Cloaks can be done once-per-turn as a Free Action, and subsequently that turn as a full Action.
Usability:
[Space/Lunar/Surface/Undersea]

Mounted Items and Weapons:

Shoulder Shield:
Mount Location: Right Shoulder.
HP: 12.
Armor: 10.
Special Properties:
--Outward Facing: Shield faces outwards, covering the unit's side by default.

Shoulder Spikes:
Mount Location: Left Shoulder.
Power: 8.
Special Properties:
--Ramming Speed: Usable when ramming by turning the equipped shoulder to the enemy.

Right Hand:
175mm Mazella Top Cannon:
Power: 20 per round.
Ammo: 8 per clip.
Range: Long.
Reserve Clips?: Yes.
Special Properties:
--Heavy Kickback: Weapon requires both hands to use, cannot be fired while moving, and requires two actions to fire.
--Kneel Booster: This weapon's range becomes 30 squares while the firing unit is kneeling or prone.
--Armor Piercing: Shells pierce through armor, lowering its affect on final damage.
--Lob Shot: Shots fired can be lobbed over obstacles.
Size: <Large>
Upgrades:
--None.

Left Hand:
None - Doublehanding 175mm Mazella Top Cannon:.

Right Hip Clamp:
Shotgun:
Power: 10 per spray.
Ammo: 8 rounds per clip.
Range: Short.
Reserve Clips?: Yes.
Special Properties:
--Concussion Spray: Powerful spray, at close enough range can tear through the armor of battleships.  Damage weakens significantly with range.
Size: <Small>
Upgrades:
--None.

Left Hip Clamp:
Reserve Clip for Shotgun.

Back Hip Clamp:
Reserve Clip for 175mm Mazella Top Cannon.

Quote from: Quentin Bouteillevoix
----------Pilot Info----------

Name: Quentin Bouteillevoix [Call Sign: l’Exécuteur, or more commonly: the Executor]
Gender: Male
Age: 24
Birth Place: Side 6

Appearance / Clothing: Well-groomed with expensive, if antiquated, styled clothing. Black, wavy hair piles upon his shoulders like strands of silk and his strong facial features frame his dashing blue eyes perfectly. The plumes on his wide-brimmed hat are likely from some rare, Earth-born bird. Below his left eye is a scar that is only noticeable in the right light. He carries an elaborately crafted saber wherever he goes, even when piloting his mobile suit. He has even gone so far as to have a custom seat installed to accommodate the weapon comfortably.

History / Background: The sole heir of the Bouteillevoix fortune, Quentin has always lived a life of luxury. He attended the best schools and was well on his way to being a prosperous lawyer,  doctor, politician or any other high profile of his choice, but his lust for adventure could not be contained by a career behind a desk. Thus, he joined the military at his first opportunity. Like his schooling prior, his training came naturally and he was quickly sent out to the field. He was assigned to the Roughnecks under Lt. Rasczak who ascertained his abilities and made him second-in-command of the squad. Rasczak also bestowed upon him the call sign of l'Exécuteur as he viewed Quentin as his personal executor. Ambitions to make the Roughnecks his own were quashed, however, when orders came in for his transfer to the Desert Cobras.

Combat Style: The Executor excels at hit-and-run and mid-range combat, utilizing shotguns, machine guns and occasionally grenades to the best of his abilities. Despite his personal aptitude with a blade, his mobile suit’s Heat Hawk is practically unmarred, having seen little use over the years. Enemies that close to within melee range are more likely to be repelled by a Vulcan burst than by means of melee.

Points: 30.

???????: Yes.

Close/Proximal Range Skill: 15
Medium Range Skill: 16
Long Range Skill: 5
Reflex Speed: 16

Combat Abilities:

Hit-and-Run I - Active
Once per battle, this character can fire a weapon while Booster Dashing without using an Action.

Suave Cover I - Active
Once per battle, this character can use any in-range means to repel an attacker from a female ally without using an Action.

----------Mobile Suit Info----------

MS-06F Zaku II

HP: 40
Speed: 13 [14]
Armor: 13 [11]
Booster Speed: 25 [26]
Booster Dash Range: 4
Booster Jump Fuel: 2
Clamp Count: 3
Clamp Locations: 1 on the side of each hip, 1 under the booster pack.
Upgrades:
--Decreased Plating I:
Removes some of the Mobile Suit’s armor plating, increasing its Speed by 1 and decreasing its Armor by 2.
--Thermal Sensors:
Detects heat sources (hidden enemies, weapon fire, etc.) within 3 squares of the Mobile Suit, ignoring Line of Sight. Effectiveness based on Weather and Location. If more than one sensor type is installed, only one can be active at a time.  Switching between Sensors can be done once-per-turn as a Free Action, and subsequently that turn as a full Action.
--Sonar Sensors:
Detects sound sources (hidden enemies, weapon fire, etc.) within 9 squares of the Mobile Suit, ignoring Line of Sight. Effectiveness based on Weather and Location. If more than one sensor type is installed, only one can be active at a time.  Switching between Sensors can be done once-per-turn as a Free Action, and subsequently that turn as a full Action.
Usability:
[Space/Lunar/Surface/Undersea]

Mounted Items and Weapons:

Head Vulcan:
Mount Location: Head.
Power: 1 per bullet.
Ammo: 100 rounds per clip.
Range: Short.
Reserve Clips?: No.
Special Properties:
--Full-Auto Fire: Fires any number of rounds, can fire up to the remaining clip size per action.

Shoulder Shield:
Mount Location: Right Shoulder.
HP: 12.
Armor: 10.
Special Properties:
--Outward Facing: Shield faces outwards, covering the unit's side by default.

Shoulder Spikes:
Mount Location: Left Shoulder.
Power: 8.
Special Properties:
--Ramming Speed: Usable when ramming by turning the equipped shoulder to the enemy.

Right Hand:
120mm Machine Gun:
Power: 2 per bullet.
Ammo: 99 rounds per clip.
Range: Medium.
Reserve Clips?: Yes.
Special Properties:
--Semi-Auto Fire: Fires rounds in clusters of 3, can fire up to the remaining clip size per action.
--Unclampable: Cannot be equipped to a Mobile Suit's Clamp.
Size: <Medium>
Upgrades:
--None.

Left Hand:
None - Doublehanding 120mm Machine Gun.

Front Right Hip Clamp:
Reserve Clip for Shotgun.

Front Left Hip Clamp:
Reserve Clip for 120mm Machine Gun.

Right Hip Clamp:
Reserve Clip for 120mm Machine Gun.

Left Hip Clamp:
Heat Hawk:
Power: 12 per slash.
Ammo: Infinite.
Range: Proximal.
Reserve Clips?: No.
Special Properties:
--Superheated Blade: Cuts through armor and shields, melting them.  Units that are hit and survive have far weaker armor in the affected areas.
Size: <Small>
Upgrades:
--None.

Back Hip Clamp:
Shotgun:
Power: 10 per spray.
Ammo: 8 rounds per clip.
Range: Short.
Reserve Clips?: Yes.
Special Properties:
--Concussion Spray: Powerful spray, at close enough range can tear through the armor of battleships.  Damage weakens significantly with range.
Size: <Small>
--Upgrades:
None.

Quote from: Linear Leylande
----------Pilot Info----------

Name:  Linear Leylande [Combat Title: None.]
Gender: Female
Age: 23
Birth Place: Australia.

Appearance / Clothing: A heavy silvery leather coat frequently envelopes her standard-issue combat uniform, a touch of home and a reminder to her goals, quite the companion to her lavender-colored hair, streaking behind her shoulders in a straight flow down to mid-back, parted evenly and precisely, revealing her piercing grey-eyed gaze and sharp facial features, her tall stature accentuating her cool attitude well. approx. height. 1.78 meters.

History / Background: Shortly after her birth in Australia, when Linear was around the age of four or five, the growing tensions between the sharply opposing ideologies of her father and mother inevitably lead to a divide in their relations, her mother gravitating toward and eventually wresting custody of her beloved baby sister, Lyra, while she was stolen away by her father, who promptly transported the two of them to the frigid wastes of southern Greenland, where she was raised as a research assistant, taught in a scientific, methodical manner, indoctrinated daily by her Zeon-supporting father, until finally the fateful day came that she was to be recruited to a new unit on the faraway lunar colony of Side 3, sent there by the wishes of her father, despite her inexperience, so that she would "see the world from above in Zeon's way" so she was told.

The journey was tumultuous and the difficulty she faced adjusting to life in space was never fully surmounted, her preference for cold conditions proved to be a boon to her often poorly heated surroundings, but even so she never let the smiling face of her beloved Lyra leave her mind, etched as it was onto her thoughts as she trudged through each battle, growing more and more determined and precise, learning the technique of keeping her intense emotions cold even in the heat of battle. It wasn't long before she became known as the Icy Reaper, her unique style of battle using a utility crane mounted on her Zaku's left arm to ensnare her foes and draw them in for devastating melee attacks struck fear and admiration in her observers on the battlefield. Those who were fortunate enough to call themselves her allies remarked with what chilling alacrity she seemed to strike, "like frozen death."

As thus, it was inevitable that when news of Australia's destruction at the hands of Zeon malfeasance reached her ears, her heart grew cold with the realization that her father's ideals were a naive dream of a paradise lost to the greed-drowned hearts of their leaders. Zeon would fill the universe with naught but strife, but regardless, bringing them to their knees from the inside out was a possibility that would keep her alive, keep her with Zeon, thinking with a forward direction until her goal was met or her energy exhausted.

Her surprise when she discovered her sister not only survived Australia's demise but was even a pilot for Zeon's forces was beyond description, but only steeled her resolve to join her loved one's similar cause and put an end to the fighting between the two factions once and for all, and realize not the stagnant, nostalgic dream of the past, that of her father, but to carve out a new future, a world she could trust that Lyra would be safe in. Although her actions in battle are only now beginning to warm with the presence of her sister at her side, her idealized impressions of her have not cooled with time, and she exhibits a certain motherly attitude toward her, overprotective and affectionate, quick to act with sometimes impulsive decisiveness to ensure her safety.

Combat Style:  Flexible, shaped-key solutions are the foundations of her combat, every situation is handled with the mindset that it is unique and requires a creative approach. Willingness to try new strategies trumps firmly established mantra -- procedural norms hold little sway over her madcap imaginative plans. Underlying this is a preference for the direct, and although it may deviate if the solution is most obviously in an indirect style, a marked preference for melee and medium-range fighting resembling hit and run tactics is present.

Points: 190.

???????: No.

Close/Proximal Range Skill: 16
Medium Range Skill: 14
Long Range Skill: 10
Reflex Speed: 12

Combat Abilities:

Improvisational Mastermind I - Passive
Odd tactics are this character's bread-and-butter and she commits to them without hesitation, allowing them to resolve faster than they would normally in the turn order.

Motherly Overprotection I - Passive
Once per battle, if "Lyra Leylande" is targeted with a lethal attack, break current Action and use any means necessary to interrupt the attack and stop/destroy the attacker.  This ability only consumes the 1 broken Action of that turn, even if the method used to interrupt the attack against "Lyra Leylande" would require multiple Actions to perform.

----------Mobile Suit Info----------

MS-05B Zaku I

HP: 35
Speed: 10
Armor: 10
Booster Speed: 20
Booster Dash Range: 4
Booster Jump Fuel: 2
Clamp Count: 3
Clamp Locations: 1 on the side of each hip, 1 under the booster pack.
Upgrades:
--None.
Usability:
[Space/Lunar/Surface/Undersea]

Mounted Items and Weapons:

Worker Zaku Forearm Crane:
Build the hook and winch of the MS-06W Worker Zaku into the Mobile Suit's forearm.  Can be cast out and pulled in.  Effective range is 5 squares, but Close Combat Skill is always applied.
Mount Location: Left Forearm.

Heavy Shield:
Mount Location: Right Forearm
HP: 20
Armor: 15
Reserve Clips?: No.
Special Properties:
--Arm Mount: Mounts to a Mobile Suit's Right or Left Arm, over any existing Mounts, leaving the hand free to use.
--Unclampable: Cannot be equipped to a Mobile Suit's Clamp.
--Sword Holster: Can holster 1 Heat Sword inside it, handle extending out the bottom of the shield.
Size: <Large>
Upgrades:
--None.

Stored Inside Heavy Shield:
Heat Sword:
Power: 16 per slash.
Ammo: Infinite.
Range: Proximal.
Reserve Clips?: No.
Special Properties:
--Superheated Blade: Cuts through armor and shields, melting them.  Units that are hit and survive have far weaker armor in the affected areas.
Size: <Medium>
Upgrades:
--None.

Right Hand:
105mm Machine Gun:
Power: 1 per bullet.
Ammo: 100 rounds per clip.
Range: Medium.
Reserve Clips?: Yes.
Special Properties:
--Full-Auto Fire: Fires any number of rounds, can fire up to the remaining clip size per action.
Size: <Small>
Upgrades:
--None.

Left Hand:
None - Doublehanding 105mm Machine Gun:.

Right Hip Clamp:
Sturm Faust (x2):
Power: 12 per Sturm Faust.
Ammo: 1 per Sturm Faust.
Range: Long.
Reserve Clips?: No.
Special Properties:
--Explosive Rounds: Rounds tear armor and cause splash damage.
--Heat-Seeker: Rounds curve somewhat as they fly, improving accuracy over great distances.
--Grab 'n Fire: Weapon is not "switched" to, but rather pulled and fired from its clamp directly when needed, following the same rules as weapon reloading.
Size: <Small>
Upgrades:
--None.

Left Hip Clamp:
Sturm Faust (x2):
Power: 12 per Sturm Faust.
Ammo: 1 per Sturm Faust.
Range: Long.
Reserve Clips?: No.
Special Properties:
--Explosive Rounds: Rounds tear armor and cause splash damage.
--Heat-Seeker: Rounds curve somewhat as they fly, improving accuracy over great distances.
--Grab 'n Fire: Weapon is not "switched" to, but rather pulled and fired from its clamp directly when needed, following the same rules as weapon reloading.
Size: <Small>
Upgrades:
--None.

Back Hip Clamp:
Reserve Clip for 105mm Machine Gun.

----------Benched Pilots----------

Quote from: Seth "Setch" Harrow
----------Pilot Info----------

Name: Seth "Setch" Harrow
Gender: Male
Age: 17
Birth Place: Side 5

Appearance / Clothing: As with official protocol, Setch dresses in a mech jumpsuit with a crew cut.  Although he hates the drab jumpsuit colors, he favors their ability to help his brown hair and eyes blend in with every other conscript.  For concealment, however, his mech is now even uglier than the standard given to all conscripts, having been repainted numerous times to match the steel-gray of Earth's cities.  As with personal protocol, however, his nametag reads "SETCH!" rather than "Harrow" and a smirk almost always lingers on his face, especially when his voice crackles in the receiver.

History / Background: All his life, Seth just couldn't stay out of trouble.  His parents spent all day mining lunar minerals, leaving little time or money for their three children.  Official school life, with its monotonous routine of studying, indoctrination, and obedience, only reinforced his will to rebel and escape (hence his nickname).  After a near shutdown with the colony's oxygen supply when he was 15, Setch was seen by a guard running from the supply tanks.  Despite his pleas of innocence, Setch's record of petty theft and schoolyard fights convinced the magistrate he was guilty of the crime.  Sentenced to a year of military service, he grudgingly learned the battlefield discipline of a soldier, but also honed more important survival skills: hiding, lying, and twisting orders to his benefit.  With only two months to go, Setch had already planned his escape from Side 5 in his mech, Steel Freedom, but the war intervened.  Setch, over his protests, was deployed to Earth to fight.  He himself was unsure how he survived the brutal horror of the last eight months, but after the near destruction of his last brigade, he was transferred to the Desert Cobras.

Combat Style: Camouflage/Evasion, Hidden/Suppression Fire, Close Combat only when cannot escape by any other means.

Points: 310.

???????: Yes.

Close/Proximal Range Skill: 9
Medium Range Skill: 21
Long Range Skill: 6
Reflex Speed: 16

Combat Abilities:

Lucky Shot - Passive
When using unfocused tactics (such as suppression fire), rounds have a higher chance of hitting units in the affected area, if possible.  Rounds that hit under this effect have a higher chance of inflicting critical hits or other bonuses.

Caution I - Passive/Active
When checking the area around for hidden enemies, this character has a higher chance of discerning even the most well-hidden enemies.  Once per battle, this character can attack a hidden enemy found this way without consuming an action.  (This use is not consumed if no enemy is found.)

Countergunner I - Passive
Activates automatically if attacked from Medium Range.  Counters the attacking unit with an attack from one of the character's own active Medium Range weapons, if possible, without consuming an action.  Can be intercepted.  Can only activate once per battle.

----------Mobile Suit Info----------

MS-05B Zaku I [Nickname: Steel Freedom - Custom Colors: Steel Grey]

HP: 35
Speed: 10
Armor: 10
Booster Speed: 20
Booster Jump Fuel: 2
Clamp Count: 3
Clamp Locations: 1 on the side of each hip, 1 under the booster pack.
Special Properties:
--None.
Modifications:
--Thermal Sensors: Build a thermal sensor into the Mobile Suit.  Allows for the detection of heat sources (hidden enemies, weapon fire, etc.) within 3 squares of the Mobile Suit, regardless of Line of Sight.  Effectiveness based on Weather and Location.  If more than one sensor type is installed, only one can be active at a time.
Usability:
[Space/Lunar/Surface/Undersea]

Built in Armaments:
70mm Head Vulcan:
Power: 1 per bullet.
Ammo: 100 rounds per clip.
Range: Short.
Reserve Clips?: No.
Special Properties:
--Full-Auto Fire: Fires any number of rounds, can fire up to the remaining clip size per action.
--Head Mount: Is built into the unit's head.  Cannot be removed once equipped, except to equip a different item with "Head Mount" instead.
Modifications:
--None.

Right Hand:
120mm Machine Gun
Power: 2 per bullet.
Ammo: 99 rounds per clip.
Range: Medium.
Reserve Clips?: Yes.
Special Properties:
--Semi-Auto Fire: Fires rounds in clusters of 3, can fire up to the remaining clip size per action.
--Unclampable: Cannot be equipped to a Mobile Suit's Clamp.
Size: <Medium>
Modifications:
--None.

Left Hand:
None - Doublehanding 120mm Machine Gun.

Right Hip Clamp:
Reserve Clip for 120mm Machine Gun.

Left Hip Clamp:
Reserve Clip for 120mm Machine Gun.

Back Hip Clamp:
Heat Hawk
Power: 12 per slash.
Ammo: Infinite.
Range: Proximal.
Reserve Clips?: No.
Special Properties:
--Superheated Blade: Cuts through armor and shields, melting them.  Units that are hit and survive have far weaker armor in the affected areas.
Size: <Small>
Modifications:
--None.

----------Deceased or Traitored Pilots----------

Quote from: Florance Vie Silette
----------Pilot Info----------

Name: Florance Vie Silette; Doctor Silette; Commonly Called Vie, or Flo [Combat Title: None.]
Gender: Female
Age: 23
Birth Place: Montreal, Canada

Appearance / Clothing: Medium Red Hair; Blue Eyes; 160cm, Long white robes; Blue trim.

History / Background: Vie was born in Paris, her parents were, father; a Chief, and mother; a librarian. She spent her early childhood there, learning to speak, walk, and such. At the age of 6, she moved to Montrael, where she grew up for the rest of her life. At the age 10, she picked up two hobbies; Engineering and Doctoring. She went forth with those two, learning all she could. By the age of 23 she got a doctorate of Mechanical Engineering, and Physician. She joined  because she believes Zeon have the advantage technologically and she wants to help that advancement in any way she can. In leaving Earth and fighting against it, all her friends and family left her. She is in pursue of a home, friends, and family.

Personality: Talkative; Very Caring; Patient; Clingy; Hyper; Flirty. She speaks in a mix of English and French.

Combat Style: Runs around frantically healing and keeping allies in check. Outside of that she picks an allie and protects them.

Points: 160.

???????: No.

Close/Proximal Range Skill: 10
Medium Range Skill: 20
Long Range Skill: 5
Reflex Speed: 17

Combat Abilities:

Wound Mender - Passive
If a Pilot(s) besides this character is injured physically during combat, this character's physician knowledge is used between missions to allow that Pilot(s) injuries to heal faster than normal.

Structural Knowledge I - Passive
When using skills or equipment that restore the HP/Armor of a Mobile Suit or the health of Pilot, this character restores an additional amount of HP/Armor/health.

Countergunner I - Passive
Activates automatically if attacked from Medium Range.  Counters the attacking unit with an attack from one of the character's own active Medium Range weapons, if possible, without consuming an action.  Can be intercepted.  Can only activate once per battle.

----------Mobile Suit Info----------

MS-06C Zaku II Early Production Type

HP: 40
Speed: 12
Armor: 12
Booster Speed: 25
Booster Jump Fuel: 2
Clamp Count: 3
Clamp Locations: 1 on the side of each hip, 1 under the booster pack.
Special Properties:
--Shield Shoulder Armor Right: Right Shoulder Armor can be used as a Shield. (HP: 12. Armor: 10.)
--Spike Shoulder Armor Left: Left Shoulder Armor can be used as a spiked ramming instrument. (Power: 8.)
Modifications:
--Emergency Repair Forearm: Replace the entire forearm of the Mobile Suit with a welding torch and system of metal plates designed for repairing other Mobile Suits. 5 uses per sortie, but cannot repair the same part on a Mobile Suit more than once per sortie.
Usability:
[Space/Lunar/Surface/Undersea]

Built in Armaments:
None.

Right Hand:
120mm Machine Gun
Power: 2 per bullet.
Ammo: 99 rounds per clip.
Range: Medium.
Reserve Clips?: Yes.
Special Properties:
--Semi-Auto Fire: Fires rounds in clusters of 3, can fire up to the remaining clip size per action.
--Unclampable: Cannot be equipped to a Mobile Suit's Clamp.
Size: <Medium>
Modifications:
--None.

Left Hand:
[Unusable due to Emergency Repair Forearm.

Right Hip Clamp:
Reserve Clip for 120mm Machine Gun.

Left Hip Clamp:
Reserve Clip for 120mm Machine Gun.

Back Hip Clamp:
Cracker Grenades:
Power: 8 per Cracker Grenade.
Ammo: 2.
Range: Medium.
Reserve Clips?: No.
Special Properties:
--Explosive Rounds: Rounds tear armor and cause splash damage.
--Micro Grenade: When this weapon explodes, it fires off four smaller grenades one square in each cardinal direction, with 4 Power each.
--Grab 'n Fire: Weapon is not "switched" to, but rather thrown from its clamp directly when needed, following the same rules as weapon reloading.
Size: <Small>
Queen of Palemoon
Celdia [Posts: 1565] Logged
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  • [May 13, 2011, 01:35:30 PM]
Re: Curse of the Viper Forum RPG - Join Now!
« Reply #8 on: May 13, 2011, 01:35:30 PM »
Name: May Greenfield
Gender: Female
Age: 24
Birthplace: Side 3

Appearance: May is a cheerful, full-figured young woman with fair skin, blue eyes and long hair that she dyes green with religious regularity. When not working with her Mobile Suit she dresses down in comfortable, casual clothes of black, grey and green - but she is just as commonly seen in her form-fitting grey and black Pilot Suit which gets her more than enough examining looks to feed her vanity. She goes out of her way to paint a green smiley face on her Mobile Suit before a sortie.

Background: Born and raised on Side 3, May is the daughter of a mid-ranking engineer who eventually became employed by Zeonic, the manufacturers of Zeon's Mobile Suits. Her mother died when she was very young and May was raised solely by her father. While most children were raised on fairy-tales and similar bedtime stories, May grew up being read sections of of engineering manuals and space navigation theory books. Where normal girls played with princess dolls, May played with small engine models and pieces of machinery. Unsurprisingly, she was easily the equal of any of her peers in both her physical sciences and math classes in school, though occasionally lacking in languages. After she graduated, May knew she wanted to work as closely with her father as she could and continued to study in space engineering and general astronautics. When war finally broke out between Zeon and the Earth Federation, May finally felt she had found her calling in the world: to fight for her home using the weapons and machines her father had helped develop and which she had been studying for so long. Following the best example of her father's work and his specialization in heavy arms design, she now pilots the green Zaku II Mobile Suit designated "Merrygate". She fights to protect her home from the oppressive clutches of the Earth Federation and also to show the galaxy what her father's weapons are capable of.

Personality: Cheerful, often motherly, very protective of her friends and absolutely ruthless towards those that hurt her loved ones. She easily treats new friends like close family and can be quite selfless for their benefit. She suffers mainly from a vanity of her physical beauty and has an almost obsessive fondness for sweets that makes her waste extra hours in the gym daily. May can also frequently be stubborn when she believes she is right and never backs down from a challenge.

Combat Style: Long range heavy weapons. Her Mobile Suit is outfitted for both giving and receiving heavy damage. She prefers to stay near the back lines and give supporting fire while also drawing the heaviest fire from the enemy since her Suit can take the punishment. If absolutely necessary she won't hesitate to move into close range and just pound the enemy into scrap metal.

----------Mobile Suit Info----------

MS-06C Zaku II Early Production Type (180p)

Right Hand: 280mm Bazooka (70p)
Left Hand: Knuckle Shield (30p)
--Right Hip Clamp: 280mm Bazooka Reserve Clip (10p)
--Left Hip Clamp: 280mm Bazooka Reserve Clip (10p)
--Back Hip Clamp: Empty (for holding Bazooka)


« Last Edit: June 08, 2011, 10:11:23 PM by Celdia »
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RavenOfRazgriz (Global Moderator) [Posts: 2958] Logged
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  • [May 13, 2011, 11:03:30 PM]
Re: Curse of the Viper Forum RPG - Join Now!
« Reply #9 on: May 13, 2011, 11:03:30 PM »
Woooot, we has a Celdia, who apparently does not only RP halfway.  Who knew mechs attracted so many chicks?  Added May Greenfield to the character sheets.  Just 3 more to begin!  This is looking to be a fun run.

Also, for those wondering what program VampragonLord used to get her character image there, you can find a couple different versions here and here.  Bit girly, but you can't knock what works and what's free.
NinjaWeazel [Posts: 73] Logged
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  • [May 14, 2011, 08:11:19 PM]
Re: Curse of the Viper Forum RPG - Join Now!
« Reply #10 on: May 14, 2011, 08:11:19 PM »
-Name: Buliwyf Herger
-Gender: Male
-Age: 62
-Birth Place: Side 6
-Appearance / Clothing: Casual shirts, battered and faded jeans, and heavy work boots when he's off-duty.  Grease-spotted reinforced pilot suit with pressure seals when he's working.
-History / Background: The quintessential interplanetary blue-collar worker.  Formerly an industrial megafisherman by trade, Herger was recruited by Zeon for his familiarity with giant robot operation and maintenance.  He's got no real vested stake in one army winning over the other, and he is moderately disgusted with both sides for some of their more unsavory tactics.  But Zeon is the ones paying his bills right now, so they get his expertise.
-Combat Style: Thanks to his previous profession, Herger has no problem getting into close combat and wrestling things into submission that are six, seven times his size.  Very much a short/proximal specialist, he tends to grapple and wear down his targets through punishing counterstrikes and superior endurance.

----------Mobile Suit Info----------

MS-06C Zaku II Early Production Type

Cost: 180 points.

HP: 40
Speed: 12
Armor: 12
Booster Speed: 25
Booster Jump Fuel: 2
Clamp Count: 3
Clamp Locations: 1 on the side of each hip, 1 under the booster pack.
Special Properties:
--Shield Right: Right Shoulder Armor can be used as a Shield. (HP: 12. Armor: 10.)
--Spike Left: Left Shoulder Armor can be used as a spiked ramming instrument against enemy Mobile Suits. (Power: 8.)
Usability:
[Space/Lunar/Surface/Undersea]

Built in Armaments:
None.

Right Hand: Can Equip Weapon.
Left Hand: Can Equip Weapon.
Clamp Limits:
--Right Hip Clamp: Reserve Clip for Shotgun
--Left Hip Clamp: Shotgun
* Power: 10 per spray.
* Ammo: 8 rounds per clip.
* Range: Short.
* Reserve Clips?: Yes.
* Special Properties: Concussion Spray: Powerful spray, at close enough range can tear through the armor of battleships.  Damage weakens significantly with range.
--Back Hip Clamp: Skinning Blade (Heat Hawk)
* Power: 12 per slash.
* Ammo: Infinite.
* Range: Proximal.
* Special Properties: Superheated Blade: Cuts through armor and shields, melting them.  Units that are hit and survive have far weaker armor in the affected areas.
total: 290 points

« Last Edit: May 16, 2011, 08:15:52 PM by NinjaWeazel »
MysticKnightFF5 Logged
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  • [May 14, 2011, 08:58:45 PM]
Re: Curse of the Viper Forum RPG - Join Now!
« Reply #11 on: May 14, 2011, 08:58:45 PM »
I'll join. Making my sheet right this moment.
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RavenOfRazgriz (Global Moderator) [Posts: 2958] Logged
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  • [May 14, 2011, 10:38:36 PM]
Re: Curse of the Viper Forum RPG - Join Now!
« Reply #12 on: May 14, 2011, 10:38:36 PM »
Looks like we're up to 4 (MysticKnightFF5 PM'd me hers), and I know Starwaker's working on one as we speak.  We should be good to go soon, once he posts up his profile and Weazel finishes his WIP.  

For anyone wondering, our current unit spread is 2 Long Range, 1 Medium Range, and 2 Close Range units.  (I believe Starwaker was going to be Medium Range tentatively, as well, so if that holds true, we have a perfect 2-2-2 spread.)
超ぎらぎら I’m no joke
st4rw4k3r [Posts: 529] Logged
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  • [May 15, 2011, 01:18:17 AM]
Re: Curse of the Viper Forum RPG - Join Now!
« Reply #13 on: May 15, 2011, 01:18:17 AM »

~~~~~
Thank you Celdia for both of the pictures!
« Last Edit: February 15, 2012, 02:01:25 AM by st4rw4k3r »
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  • [May 15, 2011, 07:35:28 PM]
Re: Curse of the Viper Forum RPG - Join Now!
« Reply #14 on: May 15, 2011, 07:35:28 PM »
-Name: Rellia
-Surname: Unknown (Adopted the surname "Lunar")
-Gender: Female
-Age: 28
-Birth Place: Earth

-Appearance / Clothing: White hair and red eyes makes her seem slightly...scary, though she tries not to be. She tends to not tell people what she's doing or where she's going, making her best when not working on a team, though that doesn't mean Zeon necessarily cares how she works best.

-History / Background: A child born on Earth, her father one of the scientists working on the refining of Lunar Titanium, and her mother a daycare worker. She never really liked her mother. For whatever reason, she had a profound interest in science, and more specifically, the science of killing people.
When the Earth Federation heard rumors of the project being leaked from her father's division (only one of many working on the project), they killed her father through assassination, and imprisoned her mother for life. As for the little girl, she was interrogated and checked against lie detector tests time and again to see what she knew, then put her in an orphanage.
That was around the time she decided to be an assassin.

-Combat Style: A short ranged fighter based on assassination and outmaneuvering / fooling her enemies.

MS-05B Zaku I

Cost: 130 points.

HP: 35
Speed: 10
Armor: 10
Booster Speed: 20
Booster Jump Fuel: 2
Clamp Count: 3
Clamp Locations: 1 on the side of each hip, 1 under the booster pack.
Special Properties:
--None.

Usability:
[Space/Lunar/Surface/Undersea]

Built in Armaments:
None.

Right Hand: Heat Hawk - Cost 40 Points
Left Hand: None - Doublehanding Heat Hawk
Clamp Equipment:
--Right Hip Clamp: None.
--Left Hip Clamp: None.
--Back Hip Clamp: None.

Total Cost: 170 Points.

Rellia's Picture
« Last Edit: May 15, 2011, 07:36:35 PM by MysticKnightFF5 »
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RavenOfRazgriz (Global Moderator) [Posts: 2958] Logged
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  • [May 15, 2011, 10:51:30 PM]
Re: Curse of the Viper Forum RPG - Our Squadron Has Been Decided!
« Reply #15 on: May 15, 2011, 10:51:30 PM »
Alright.  I'm closing joining now because we have enough players.  NinjaWeazel just needs to finish his WIP profile and FDC needs to get to posting his character.  (He's asked me to reserve him a spot.)  Gonna get all the Character Sheets I can (at least MysticKnightFF5 and st4rw4k3r, hopefully NinjaWeazel and formerdeathcorps if they get theirs done and posted/sent to me) done tonight, and we should be ready to play within the next couple days tops.
MysticKnightFF5 Logged
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  • [May 16, 2011, 01:26:06 AM]
Re: Curse of the Viper Forum RPG - Our Squadron Has Been Decided!
« Reply #16 on: May 16, 2011, 01:26:06 AM »
Yay! By the way, what's the rp parental rating? :3
超ぎらぎら I’m no joke
st4rw4k3r [Posts: 529] Logged
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  • [May 16, 2011, 01:39:55 AM]
Re: Curse of the Viper Forum RPG - Our Squadron Has Been Decided!
« Reply #17 on: May 16, 2011, 01:39:55 AM »
Lets see, seeing hes letting me play a lesbian Doctor, and advised some three ways to happen, I'd say; Do what you want. Max rating.
« Last Edit: May 16, 2011, 01:46:17 AM by st4rw4k3r »
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RavenOfRazgriz (Global Moderator) [Posts: 2958] Logged
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  • [May 16, 2011, 01:44:23 AM]
Re: Curse of the Viper Forum RPG - Our Squadron Has Been Decided!
« Reply #18 on: May 16, 2011, 01:44:23 AM »
Yay! By the way, what's the rp parental rating? :3

Um, as far as you guys want to take it, honestly.  I'm pretty not-bothered.  As long as you're not like explicitly cybering in the off-mission sections or otherwise doing things that are so bad you might get the thread locked (lol), I don't really care.  I don't feel a need to arbitrarily impose something like that, let things flow naturally.

Edit: Basically PG-13ish, I guess.  Adult Language, Violence, Suggestive Themes type of deal.  Just don't get yourself banned, don't get the topic locked, etc., and have a good time.

Lets see, seeing hes letting me play a lesbian Doctor, and advised some three ways to happen, I'd say; Do what you want. Max rating.

Oh lord.
MysticKnightFF5 Logged
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  • [May 16, 2011, 03:07:20 AM]
Re: Curse of the Viper Forum RPG - Our Squadron Has Been Decided!
« Reply #19 on: May 16, 2011, 03:07:20 AM »
I have a feeling I'll like this rp quite a bit. :3
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