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/builders/ - Hero and Nation Builders!

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The King Is Dead; Long Live The King!

File: 1464902066545.jpg (90.19 KB,2000x1125,16:9,Turtle.jpg)

e22ee6 No.27574 [Last50 Posts]

Welcome back to Pangaea! Er, what's left of it, I mean. Following the Age of Nuclear Armageddon, the world was plunged into darkness, with the remnants of humanity fleeing far into their bunkers in the mantle of the earth for an incredibly long amount of time. It was in this period of solace that the oceans of the earth all but dried up, and the shifting tectonic plates reverted the continents to their original form…Pangea.

As humanity awoke to this new and arid world, it had company; the advancement of technology underground led to a number of groundbreaking discoveries and inventions, most important of them all being Mecha technology. Certain factions proceeded to use mechas to stake new claim in this arid world, though it wasn't before long that everyone had access to these might machines. Of these new factions, the most powerful of them all are known as…

The Risen Nazis

The New USSR

The Eastern Coalition: An alliance of former eastern European countries

The Indian League: A number of Asian nations united under the rule of one mysterious leader, known only by the name "Gandhi"

The New United Republic: An American alliance

The Crusaders: Xenophobic and highly religious knights of the shattered Christian papacy.

You are an actor in this new world. Will you seize it, or by swallowed by the shifting sands?

ARCHIVES (Look here if you think you may have played before):

http://archive.4plebs.org/tg/search/subject/Mecha/username/Luch/

dice+2d100 for rolls.

Heat Counter progresses as follows:

Cold as Ice>Chilly>Normal>Hot>Sweltering>CRITICAL

Sweltering results in a -10 to all rolls, while CRITICAL results in a -15 to all rolls and a chance of mecha failure.

Stat Sheet

Pilot:

>Name:

>Faction (If belonging to one):

>Fluff [How's your pilot different from everyone else?]:

>Inventory [Decided by Fluff]:

>Skills [Decided by Fluff]:

>Flaws [Decided by Fluff]:

Mecha:

>Name:

>Fluff [How's your mecha different from every other one?]:

>Heat Counter: [Chilly]

>Weapons [Decided by Fluff]:

>Upgrades [Decided by Fluff]:

>Defects [Decided by Fluff]:

>Fighting Style (What role the mecha plays on the battlefield (Offense, Defense, Support, Balance, etc.) [Will be determined based on Fluff]

____________________________
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e22ee6 No.27577

File: 1464905072851-0.jpg (47.4 KB,736x665,736:665,99f48e6aed00cae17ca3ea4ddd….jpg)

File: 1464905072851-1.jpg (133.92 KB,1280x720,16:9,20823568_zombiearmytrilogy….jpg)

Pilot:

>Name: Undead Hitler

>Faction (If belonging to one): The Risen Nazis

>Fluff [How's your pilot different from everyone else?]: HE'S FUCKING UNDEAD HITLER. Raised by The Risen Nazis using old world technology, the fuhrer has been resurrected! ZE GERMAN SCIENCE IS ZE BEST JAH!

>Inventory [Decided by Fluff]:

>Skills [Decided by Fluff]:

>Flaws [Decided by Fluff]:

Mecha:

>Name: Ubermench

>Fluff [How's your mecha different from every other one?]: Designed by top German scientists before Armageddon, the Ubermench was designed to surpass any opposition that the United States, Russia, or India could have thrown at Germany. Designed for melee combat with other mechs, it uses large claws the rip through enemy armor, and has a secondary small arms turret (manned by a second crew member) to take on infantry, it was designed for speed, leaving it with little in the way of armor.

>Heat Counter: [Chilly]

>Weapons [Decided by Fluff]:

>Upgrades [Decided by Fluff]:

>Defects [Decided by Fluff]:

>Fighting Style (What role the mecha plays on the battlefield (Offense, Defense, Support, Balance, etc.) [Will be determined based on Fluff]

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e22ee6 No.27579

File: 1464912329694-0.jpg (240.7 KB,800x867,800:867,infinity_jeanne_d_arc_by_k….jpg)

File: 1464912329695-1.jpg (204.65 KB,2048x858,1024:429,INF_PanOceania_Seraph.jpg)

>>27574

>Name: Jeanne d'Arc

>Faction: The Crusaders

>Fluff: Deep within the cathedrals of The Crusaders, a project was begun to bring some of the holiest warriors back to life, the culmination of that work, Jeanne D'arc is a genetic clone of the original Jeanne, raised and trained by The Crusaders since birth, she has been given the best equipment available in her quest to wipe out the heathens and heretics and bring the light of god to the dark places of this world. Despite her obvious training as a mech pilot her body has still been honed with the ability to effectively wield the sword she carries with her always, even in her cockpit

>Inventory [Decided by Fluff]:

>Skills [Decided by Fluff]:

>Flaws [Decided by Fluff]:

Mecha:

>Name: Raguel, who takes vengeance on the world of the luminaries

>Fluff: Raguel was a mech specifically designed and built to be piloted by Jeanne and as such requires her genetic code before it can be operated in any way. Designed to be a symbol as well as an effective machine of war it is covered in heraldry of The Crusaders and is easily visible, to counter the obvious target it is also equipped with boosters that allow it to essentially glide along the ground, over water, and even achieve a primitive form of flight, though it has more often been used to gain height enough that bringing it's sword down upon the enemies of God will be that much more devastating.

>Heat Counter: [Chilly]

>Weapons [Decided by Fluff]:

>Upgrades [Decided by Fluff]:

>Defects [Decided by Fluff]:

>Fighting Style (What role the mecha plays on the battlefield (Offense, Defense, Support, Balance, etc.) [Will be determined based on Fluff]

https://www.youtube.com/watch?v=_SztYG6XFAo

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e22ee6 No.27580

>>27574

Goddamn you, Luch.

(Reserving a spot, will post tomorrow. Assume same pilot/mech fluff as Svarozic & the Hammer)

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e22ee6 No.27581

>>27574

Typing now, reserve me a spot

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e22ee6 No.27582

>>27574

Pilot:

>Name: Lachlan Jones

>Faction: None

>Fluff: Deep in what was once Australia, but can now be considered 'just another piece of fucking desert', are scattered settlements and raider groups. Lachlan once watched an old video that described the situation well. 'Mad Max' was it? Well, only two of these groups are important: 'The Hub', a well protected city state based around trade in the area, and 'The Holy Seers of the Old Light', or as everyone else calls them 'The Nuts' who are a mostly peaceful but are annoying as they want to spread and rediscover old knowledge and technologies and believe they can divine the future using an old computer they discovered. They cause problems when you are trying to dupe people or trying to keep how something works under wraps. Lachlan was a mechanic in the Hub. Worked on everything from appliances to cars and mechs. He regularly did business with the Nuts who traded old tech for repairs and regularly swapped trade secrets. Never understood why they couldn't repair their own stuff, but business is business, so no complaints. He put the tech to good use too, using the compatible parts in the creation of a custom mecha, and trading the incompatible for useful parts.

>Inventory [Decided by Fluff]:

>Skills [Decided by Fluff]:

>Flaws [Decided by Fluff]:

Mecha:

>Name: Wandjina

>Fluff: Created by Lachlan from old tech found in the wastes by the Nuts and other scavengers. Uses the highest grade and highest tech equipment that he could get his hands on. As a result the mech has a quadrupedal base and is actually quite light on weaponry. The crowning feature of the mecha is a Nanite Constructor Swarm module, which Lachlan will forever be grateful to the Nuts for trading to him.

>Heat Counter: [Chilly]

>Weapons [Decided by Fluff]:

>Upgrades [Decided by Fluff]:

>Defects [Decided by Fluff]:

>Fighting Style (What role the mecha plays on the battlefield (Offense, Defense, Support, Balance, etc.) [Will be determined based on Fluff]

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e22ee6 No.27583

File: 1464916551514.jpg (39.79 KB,736x368,2:1,mecha.jpg)

>>27582

forgot pic

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e22ee6 No.27584

File: 1464918011116.jpg (178.88 KB,1024x576,16:9,Mad-Max-Fury-Road-2015-Fil….jpg)

>>27582

Witnessed

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e22ee6 No.27589

>>27574

>Name: Eric Schmidt

>Faction: Rizen Nazis

>Fluff : Cold, calm and collected, Eric is a no nonsense warrior and fighter. Indoctrinated by the Nazis at a young age he shows disdain to outright hatred for those who don't fit the mold of his ideals. He fights for his people against the subhumans of the world, and he will never stop.

>Inventory:

>Skills:

>Flaws:.

>Name: Fafnir

>Fluff: Fafnir is a large mech, slow, ugly, greay, and blocky. What it lacks in speed and aesthetics it more than makes up for in armor, defense, and system redundancy. Fafnir can take truly staggering amounts of punishment and not falter, continuously advancing against the enemy with it better than average if short ranged load out of weapons.

>Heat Counter: [Chilly]

>Weapons:

>Upgrades:

>Defects:

>Fighting Style:

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e22ee6 No.27590

Pilot:

>Name:Jason

>Faction (If belonging to one): New United Republic

>Fluff [How's your pilot different from everyone else?]: A military man who once defended a NUR bunker with his comrades and his men facing against fanatics and strange beasts . As he almost gotten killed and wounded in battle, he had healed in a medical bay but is rendered mute and scarred due to the severity of his wounds. He became a military captain of a minor company in a minor NUR bunker, However due to his fierce determination, he's determined to help his allies or die standing guard

>Inventory [Decided by Fluff]:

>Skills [Decided by Fluff]:

>Flaws [Decided by Fluff]:

Mecha:

>Name: Deamon Spider (The Zeus Multi-Purpose Mobile Turret or [ZMPMT]

>Fluff [How's your mecha different from every other one?]: The Deamon Spider is a four legged old mecha with a chainsaw blade in it's left and a gun turret in it's right . It's a almost monster of a mech that has been remade with scrap and used to hold down areas for the longest time. However it's infamous for holding out when it should break down and almost collapse but at a cost could either make the pilot very claustrophobic and experience hallucinations. So far it serves as Jason's own personal mech as he never lets go from it.

>Heat Counter: [Chilly]

>Weapons [Decided by Fluff]:

>Upgrades [Decided by Fluff]:

>Defects [Decided by Fluff]:

>Fighting Style (What role the mecha plays on the battlefield (Offense, Defense, Support, Balance, etc.) [Will be determined based on Fluff]

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e22ee6 No.27591

>>27577

Your mecha works but you can't be undead hitler, please choose another pilot.

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e22ee6 No.27592

>>27574

>Name: Ash Jala

>Faction: The Indian League

>Fluff: Born from an ancient, down on its luck dynasty when the bombs fell, their small, yet consolidated family allowed them to survive through the winter. While very much not a rich family, Jala worked day and night to bring honor to his family and improve himself. His work payed off when the League allowed him into the mecha organization and after training and doing his best everyday for months, he was chosen to pilot a new prototype mecha. Cocky, and kind of a pervert, his quick rise to fame has given him much prestige and he backs up his attitude and honor with proven skills.

>Inventory: [Personal Harem] Made up of the most beautiful girls from around The World, you get an automatic +5 bonus to everything you roll just for having some lovely ladies in the "cockpit".

>Skills :

[Battle-Tested Pilot] +10 to Maneuvering Rolls.

>Flaws :

-[Daredevil] You like to make even the most mundane of actions exciting, which may put you in some unnecessary danger.

Mecha:

>Name: Tianzi

>Your HP: 400/400

>Heat Counter: [Chilly]

>Weapons :

[Small Energy Cannon (Mouth) {Laser Damage, 2d200 roll}]

[Titanium Pincers (Mouth) {Piercing Damage, 1d250 roll]} {Close Combat Only}

>Upgrades :

[Burrow] Much like a termite, of which its frame is based on, Tianzi is able to burrow underneath the ground for a turn to catch the drop on enemies, or search for underground treasures. {CD: 3}

[Quadrupedal] Bonuses depend on environment.

>Defects]:

[Origin] ???

>Fighting Style:

[Assault] +5 to attack oriented rolls.

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e22ee6 No.27594

File: 1464929199376-0.jpg (31.72 KB,491x411,491:411,mtrushmoredigital.jpg)

File: 1464929199376-1.jpg (108.31 KB,558x424,279:212,tumblr_n35ok6c0U51qztrbgo1….jpg)

–Pilot Name: Jack "The Flag" White–

Faction: New United Republic

Fluff: Jack is the favored pilot among favored pilots in the NUR. Much as the country he loves, Jack is hard fighting, hard drinking, womanizing, slob. Despite such foibles Jack is an extremely talented and well liked back in the NUR for his unflappable – some say would say moronic – patriotism. In his off time he enjoys watching Disney movies and walks in the park. His vices include: overconfidence, women, football, and not paying his bills on time.

Inventory :

Skills:

Flaws:

–Mecha Name: Rushmore II–

Fluff: Rushmore II represents the latest ridiculous black project produced by the multiplicitous research-industrial complexes within the NUR. This infrastructure, which never seems to stop thinking up stupid ideas or wasting money, was inherited from the former American state. In keeping with that admittedly infamous tradition, Rushmore II's construction devoured a full half of last years' GDP and untold amounts of non-monetary resources. Rushmore II's design deserves a mention, however: though resembling Mt. Rushmore, Rushmore II has an apparent reason for what appears to be an arbitrary or ridiculous design decision: each "head" embodies a quasi-sentient AI with a personality that deliberates on actions with the others; as such the combined system results in prenatural combat. This apparently helps the unit manage a ridiculous amount of weapons and abilities that are housed on the unit. It resembles a two legged mecha in other respects.

Heat Counter: [Chilly]

Weapons:

Upgrades:

Defects:

Fighting Style: Blitz, Offense

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e22ee6 No.27606

File: 1464972142666.jpg (43.13 KB,609x424,609:424,1426118646291.jpg)

>>27574

>Name: Svarozic Veli

>Faction (If belonging to one): The Eastern Coalition

>Fluff [How's your pilot different from everyone else?]: An impressionable youth from the upper-class districts of Kiev, Svarozic spent his childhood cloistered and coddled. His reserved youth was filled with study and reading, especially the texts of the old Slavic Gods. Most interestingly, his namesake - Svarog of the divine forge. The stories of myth and legend spurred his young mind, and though nominally devoted to the Orthodox Church, his true devotion lies with the *true* Gods.

Fueled by this new religious vigor, and seeking a way to put it to good use, Veli did the only rational thing possible - packed his bags and joined the military. After several years of training, Svarozic found himself in possession of a mech of his own. At last, he could bring the fire of the Sun upon the enemies of the Coalition!

>Inventory [Decided by Fluff]:

>Skills [Decided by Fluff]:

>Flaws [Decided by Fluff]:

Mecha:

>Name: Sun's Hammer, or The Hammer

>Fluff [How's your mecha different from every other one?]: Decorated with images of the Sun and the Slavic pantheon, this mech was designed to strike hard and at a distance. Much to Veli's liking, its primary artillery is a set of firebombs that can be directed at targets both stationary and moving. Of course, it also features flamethrowers for close encounters and, when needed, regular firearms. Built more for ranged attack via its fiery cargo, it is likewise slow and heavily armored to counter faster, more melee-based foes.

>Heat Counter: [Chilly]

>Weapons [Decided by Fluff]:

>Upgrades [Decided by Fluff]:

>Defects [Decided by Fluff]:

>Fighting Style (What role the mecha plays on the battlefield (Offense, Defense, Support, Balance, etc.) [Will be determined based on Fluff]

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e22ee6 No.27610

>>27579

>Name: Jeanne d'Arc

>Faction: The Crusaders

>Fluff: Deep within the cathedrals of The Crusaders, a project was begun to bring some of the holiest warriors back to life, the culmination of that work, Jeanne D'arc is a genetic clone of the original Jeanne, raised and trained by The Crusaders since birth, she has been given the best equipment available in her quest to wipe out the heathens and heretics and bring the light of god to the dark places of this world. Despite her obvious training as a mech pilot her body has still been honed with the ability to effectively wield the sword she carries with her always, even in her cockpit

>Inventory [Decided by Fluff]:

+[Titanium Broadsword]

+[Nanotech Crusader Platemail {Upgradeable}]

>Skills [Decided by Fluff]:

+[Born Leader] +10 Bonus to applicable rolls

+[Adept Swordfighter] +5 Bonus to applicable rolls

+[I Am Not Afraid] Through possessing all the battlefield knowledge of the late Joan of Arc, you know that war is never easily won. You have been struck by the whip of defeat multiple times, and are all the more prepared for the battlefield having experienced it. Rolls of lower value will not impact you as severely.

>Flaws [Decided by Fluff]:

-[The Clone War Rages Inside] You were not the first attempt by the Crusaders to clone the late Joan of Arc, though you are the most successful. Other iterations of you have suffered painful deaths at the hands of crippling genetic disease, insanity, and, in one case, the swift strike of the Crusaders themselves, though you don’t know much about that last one. You have survived the longest of all the clones, but whether you will face complications in the future…only time will tell.

Mecha:

>Name: Raguel, who takes vengeance on the world of the luminaries

>Fluff: Raguel was a mech specifically designed and built to be piloted by Jeanne and as such requires her genetic code before it can be operated in any way. Designed to be a symbol as well as an effective machine of war it is covered in heraldry of The Crusaders and is easily visible, to counter the obvious target it is also equipped with boosters that allow it to essentially glide along the ground, over water, and even achieve a primitive form of flight, though it has more often been used to gain height enough that bringing it's sword down upon the enemies of God will be that much more devastating.

>Heat Counter: [Chilly]

>Weapons [Decided by Fluff]:

+[Raguel’s Might {Left Arm} {Slashing Damage, 2d250 roll}] (Close Combat Only)

+[Railgun (Right Arm) {Bullet Damage, 2d150 roll}]

>Upgrades [Decided by Fluff]:

+[Booster Boots {Cooldown: 3 Turns}] Nitrous powered boots with immense versatility, allowing for quick movement across any terrain, and the ability to activate +[Holy Meteor], a powerful move usable in close combat where Raguel soars into the air and comes crashing down upon its enemies with his sword. A risky move, an additional 1d100 roll will determine whether Raguel’s enemies take 2x as much damage or .5x.

+[Bipedal] Bonuses and Detriments vary based on environment.

>Defects [Decided by Fluff]:

-[Crusader AI] Due to being programed by the Crusaders signature and top-secret AI, it sometimes seems as though Raguel has a mind of its own. In certain situations, Raguel may ignore orders and operate upon the inclinations of its own programming. You surmise that this was probably a safety mechanism implemented in case you were to ever go rogue, or ignore the commands of the crusaders.

>Fighting Style:

+[Offense] +5 to combat rolls, -5 to defense/support rolls.

You begin outside of the Crusaders HQ in Italy, the Vatican Vault, also known as Vault 75.

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e22ee6 No.27611

>>27582

Pilot:

>Name: Lachlan Jones

>Faction: None

>Fluff: Deep in what was once Australia, but can now be considered 'just another piece of fucking desert', are scattered settlements and raider groups. Lachlan once watched an old video that described the situation well. 'Mad Max' was it? Well, only two of these groups are important: 'The Hub', a well protected city state based around trade in the area, and 'The Holy Seers of the Old Light', or as everyone else calls them 'The Nuts' who are a mostly peaceful but are annoying as they want to spread and rediscover old knowledge and technologies and believe they can divine the future using an old computer they discovered. They cause problems when you are trying to dupe people or trying to keep how something works under wraps. Lachlan was a mechanic in the Hub. Worked on everything from appliances to cars and mechs. He regularly did business with the Nuts who traded old tech for repairs and regularly swapped trade secrets. Never understood why they couldn't repair their own stuff, but business is business, so no complaints. He put the tech to good use too, using the compatible parts in the creation of a custom mecha, and trading the incompatible for useful parts.

>Inventory [Decided by Fluff]:

+[Yok Leather Tunic]

+[Rusty Toolbox]

>Skills [Decided by Fluff]:

+[Experienced Engineer] +10 to Applicable Rolls

+[Smooth-Talker] +5 to applicable rolls

>Flaws [Decided by Fluff]:

-[The Nutcracker] You’re one of the few outsiders that The Holy Seers have ever entrusted with confidential information and, even more surprising, technology. What other people want to know, including most especially higher-ups within the Hub, is how you did it. Whatever anonymity you had in the barren desert that is now Australia is now gone, you will be recognized pretty much anywhere, and most likely will be attempted to be manipulated by others for their own benefit.

Mecha:

>Name: Wandjina

>Fluff: Created by Lachlan from old tech found in the wastes by the Nuts and other scavengers. Uses the highest grade and highest tech equipment that he could get his hands on. As a result the mech has a quadrupedal base and is actually quite light on weaponry. The crowning feature of the mecha is a Nanite Constructor Swarm module, which Lachlan will forever be grateful to the Nuts for trading to him.

>Heat Counter: [Chilly]

>Weapons [Decided by Fluff]:

+[Light Railgun (Right Shoulder) {Bullet Damage, 2d100 roll}]

>Upgrades [Decided by Fluff]:

+[Quadrupedal] Bonuses and Detriments vary based on environment.

+[Nanite Constructor Swarm Module {2 Turn Cooldown}] A gift from the The Nuts for your service to their cause, you haven’t seen any upgrade even come close to this level of technology. At the press of a button, nanobots swarm from inside the module and assume the role of whatever description of the button you pressed. You could probably upgrade its functionality, but the Nuts know more about that than you could ever learn yourself. Forms last until the cooldown period is over, and then must be reactivated. Discovered nanobot forms:

+[Close Combat Offensive]

+[Repair]

>Defects [Decided by Fluff]:

-[Hotzone] Every use of the Nanite Constructor Swarm Module (NCSM) raises your heat counter by one level. Due to being constructed by mostly old pre-war technology that doesn’t possess the cooling capabilities of more modern tech, Wandjina is also more susceptible to heat based attacks and high temperatures.

>Fighting Style: Balanced

You begin in New Sydney, capital of The Hub, and home of the New Australia Great Bazaar.

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e22ee6 No.27612

>>27589

>Name: Eric Schmidt

>Faction: Rizen Nazis

>Fluff : Cold, calm and collected, Eric is a no nonsense warrior and fighter. Indoctrinated by the Nazis at a young age he shows disdain to outright hatred for those who don't fit the mold of his ideals. He fights for his people against the subhumans of the world, and he will never stop.

>Inventory:

+[Gauss Rifle]

+[Nazi Lieutenant Outfit]

>Skills:

+[Expert Mecha Pilot] +15 to Applicable Rolls

>Flaws:

-[Exterminator] Full of the indoctrination and ideals instilled in you by the Risen Nazis, you see all people outside of your faction as infirm and unfit. It is your duty to eradicate all who do not conform to the true human ideal, the Nazi patriot.

>Name: Fafnir

>Fluff: Fafnir is a large mech, slow, ugly, gray, and blocky. What it lacks in speed and aesthetics it more than makes up for in armor, defense, and system redundancy. Fafnir can take truly staggering amounts of punishment and not falter, continuously advancing against the enemy with it better than average if short ranged load out of weapons.

>Heat Counter: [Chilly]

>Weapons:

+[Fafnir’s Rage {Right Arm} {Impact Damage, 2d300 roll}] (Close Combat Only)

+[Swivel Turret {Left Shoulder {Bullet Damage, 2d100 roll}]

>Upgrades:

+[Bulwark {3 turn cooldown}] Kick Fafnir’s forcefield into overdrive, halving all incoming damage for one turn, but raising your heat counter by one level.

+[Bipedal] Bonuses and Detriments vary based on environment.

>Defects:

-[Bulky] Fafnir’s heavy armor plating makes it hard to maneuver, granting it penalties to movement and dodging related rolls.

>Fighting Style: +[Highly Defensive] +10 to Defensive rolls, -10 to Offensive rolls.

You begin within the Berlin Dome, capital of the new Fatherland and home of the growing Risen Nazis.

Pilot:

>Name: Jason

>Faction (If belonging to one): New United Republic

>Fluff [How's your pilot different from everyone else?]: A military man who once defended a NUR bunker with his comrades and his men facing against fanatics and strange beasts . As he almost gotten killed and wounded in battle, he had healed in a medical bay but is rendered mute and scarred due to the severity of his wounds. He became a military captain of a minor company in a minor NUR bunker, However due to his fierce determination, he's determined to help his allies or die standing guard

>Inventory [Decided by Fluff]:

+[Gauss Rifle]

+[NUR Lieutenant Outfit]

>Skills [Decided by Fluff]:

+[Experienced Leader] +10 to applicable rolls

+[Adept Mecha Pilot] +5 to applicable rolls

>Flaws [Decided by Fluff]:

-[Scarred] A particularly dangerous mission to eradicate radioactive desert worms went very wrong, killing all the men under your command and leaving you on the brink of death. Due to a particularly lucky twist of fate you survived, barely, with scars all over your body and damaged-beyond-repair vocal cords. You are now reasonably frail and mute, yet determined not to make the same mistakes you did on your last mission.

Mecha:

>Name: Deamon Spider (The Zeus Multi-Purpose Mobile Turret or [ZMPMT]

>Fluff [How's your mecha different from every other one?]: The Deamon Spider is a four legged old mecha with a chainsaw blade in it's left and a gun turret in it's right . It's a almost monster of a mech that has been remade with scrap and used to hold down areas for the longest time. However it's infamous for holding out when it should break down and almost collapse but at a cost could either make the pilot very claustrophobic and experience hallucinations. So far it serves as Jason's own personal mech as he never lets go from it.

>Heat Counter: [Chilly]

>Weapons [Decided by Fluff]:

+[Titanium Chainsaw (Left Arm) {Slashing Damage, 3d150 roll}] (Close Combat Only)

+[Railgun (Right Arm) {Bullet Damage, 2d150 roll}]

>Upgrades [Decided by Fluff]:

+[Hunker Down {3 turn cooldown}] The Deamon Spider digs into the ground beneath it and activates its full-spectrum shielding capabilities, negating all damage against it but preventing damage output for one turn.

+[Quadrupedal] Bonuses and Detriments vary based on environment.

>Defects [Decided by Fluff]:

-[Tight Quarters] The interior composition of the ZMPMT leaves little room for mobility. You’ll find it to be extra difficult to navigate its quarters for repairs or, if you’re unlucky, an emergency escape.

>Fighting Style (What role the mecha plays on the battlefield:

+[Defense] +5 to defensive rolls, -5 to offensive rolls.

You begin in Reno Deluxe, a town full of casinos which recently is going through a bandit problem.

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e22ee6 No.27613

>>27592

–Pilot Name: Jack "The Flag" White–

Faction: New United Republic

Fluff: Jack is the favored pilot among favored pilots in the NUR. Much as the country he loves, Jack is hard fighting, hard drinking, womanizing, slob. Despite such foibles Jack is an extremely talented and well liked back in the NUR for his unflappable – some say would say moronic – patriotism. In his off time he enjoys watching Disney movies and walks in the park. His vices include: overconfidence, women, football, and not paying his bills on time.

Inventory:

+[Gauss Rifle]

+[NUR Spec Ops Outfit]

Skills:

+[Expert Mecha Pilot] +15 to applicable rolls

Flaws:

-[Sleazebag] While patriotism is great and all, Jack White also carries his vices. Moderate alcoholism and a weakness for the ladies have built him a reputation of being a slob and somewhat of an asshole within the NUR military.

–Mecha Name: Rushmore II–

Fluff: Rushmore II represents the latest ridiculous black project produced by the multiplicitous research-industrial complexes within the NUR. This infrastructure, which never seems to stop thinking up stupid ideas or wasting money, was inherited from the former American state. In keeping with that admittedly infamous tradition, Rushmore II's construction devoured a full half of last years' GDP and untold amounts of non-monetary resources. Rushmore II's design deserves a mention, however: though resembling Mt. Rushmore, Rushmore II has an apparent reason for what appears to be an arbitrary or ridiculous design decision: each "head" embodies a quasi-sentient AI with a personality that deliberates on actions with the others; as such the combined system results in prenatural combat. This apparently helps the unit manage a ridiculous amount of weapons and abilities that are housed on the unit. It resembles a two legged mecha in other respects.

Heat Counter: [Chilly]

Weapons:

+[The American (Minigun) Revolution {Washington Head} {Bullet Damage, 3d300 Roll} {Cooldown: 2}]

+[Emancipation Devastation {Lincoln Head} {Explosive Damage, 1d300 Roll}

+[Declaration of IndePAINdence {Jefferson Head} {Heat Damage, 2d450 Roll} {Cooldown: 3}]

Upgrades:

+[Bipedal] Bonuses and Detriments vary based on environment.

+[It Takes More than a Bullet to Kill a Bull Moose] Once per battle, Rushmore II’s agility module kicks into overdrive, allowing you to avoid one attack. Must be elected to be used during your turn.

Defects:

-[Squabbling AI] The four Rushmore Heads, though gifted with some extremely advanced AI, are prone to arguing with each other about everything from achievements to policy, even in the thick of battle.

Fighting Style:

+[Major Offense] +10 to offensive rolls, -10 to Defensive/Support Rolls

You begin in New Austin, a major military town within the New United Republic

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e22ee6 No.27614

>>27606

>Name: Svarozic Veli

>Faction: The Eastern Coalition

>Fluff: An impressionable youth from the upper-class districts of Kiev, Svarozic spent his childhood mostly cloistered. But even though the Orthodox Church called him in, he found a different calling in the texts of the old Slavic Gods. Most interestingly, his namesake - Svarog of the divine forge.

Fueled by this new religious vigor, and seeing a lack of conviction among his comrades, Veli did the only rational thing possible - packed his bags and joined the military. After several years of training, Svarozic found himself in possession of a mech of his own. At last, he could bring the fire of the Sun upon the enemies of Eastern Europe!

>Inventory:

+[Gauss Rifle]

+[EC Lieutenant Outfit]

>Skills:

+[Military Veteran] +10 to applicable rolls

+[Adept Mecha Pilot] +5 to applicable rolls

>Flaws:

-[No Surrender] You stubbornness and almost zealous enthusiasm for the Eastern Coalition means you can never flee from a fight.

Mecha:

>Name: Svarog's Hammer, or The Hammer

>Fluff: Decorated with images of the sun and Svarog, this mech was designed to strike hard and at a distance. Much to Veli's liking, its primary artillery is a set of firebombs that can be directed at targets both stationary and moving. Of course, it also features flamethrowers for close encounters and, when needed, regular firearms. Built more for ranged attack via its fiery cargo, it is likewise slow and heavily armored to counter faster, more melee-based foes

>Heat Counter: [Chilly].

>Weapons:

+[Flamin' Shamin' (Left Arm) {Fire Damage, 1d150 roll}] {Raises enemy heat gauge by one}

+[Flame Grenade Launcher (Torso) {Explosive/Fire Damage, 2d250 roll]}

>Upgrades:

+[At the Speed of Sun!] The Hammer overclocks for one turn, granting you an extra action. {CD: 3}

+[Bipedal] Bonuses vary based upon environment.

>Defects:

-[Bulky] The Hammer’s heavy armor plating makes it hard to maneuver, granting it penalties to movement and dodging related rolls.

>Fighting Style:

+[Defence] +5 to defensive rolls, -5 to offensive rolls.

You begin in New Kiev. You’ve recently received word that the New USSR is advancing on the eastern front with an unknown amount of soldiers.

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e22ee6 No.27615

>>27592

You begin in New Delhi, capital of the Indian League

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e22ee6 No.27619

>>27615

>Name: Ash Jala

>Faction: The Indian League

>Fluff: Born from an ancient, down on its luck dynasty when the bombs fell, their small, yet consolidated family allowed them to survive through the winter. While very much not a rich family, Jala worked day and night to bring honor to his family and improve himself. His work payed off when the League allowed him into the mecha organization and after training and doing his best everyday for months, he was chosen to pilot a new prototype mecha. Cocky, and kind of a pervert, his quick rise to fame has given him much prestige and he backs up his attitude and honor with proven skills.

>Inventory:

+[Personal Harem] Made up of the most beautiful girls from around The World, you get an automatic +5 bonus to everything you roll just for having some lovely ladies in the "cockpit".

>Skills :

+[Adept Pilot] +10 to applicable rolls

>Flaws:

-[Daredevil] You like to make even the most mundane of actions exciting, which may put you in some unnecessary danger.

Mecha:

>Name: Tianzi

>Heat Counter: [Chilly]

>Weapons :

[Small Energy Cannon (Mouth) {Laser Damage, 2d200 roll}]

[Titanium Pincers (Mouth) {Piercing Damage, 2d250 roll]} {Close Combat Only}

>Upgrades :

[Burrow] Much like a termite, of which its frame is based on, Tianzi is able to burrow underneath the ground for a turn to catch the drop on enemies, avoid most attacks, or search for underground treasures. {CD: 2}

[Quadrupedal] Bonuses depend on environment.

>Defects]:

[Origin] ???

>Fighting Style:

+[Offense] +5 to attack rolls, -5 to defense/support rolls

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e22ee6 No.27620

>Name: Hermann Schitz

>Faction (If belonging to one): None

>Fluff [How's your pilot different from everyone else?]: Born in the New USSR, Hermann's parents were persecuted for being Germans. they escaped with the newborn Hermann in tow, and settled in the town of New Cologne, within the Risen's borders. Hermann grew up to be an accomplished tactician, being one of the top performers in his class. After a military disaster known as "The Glasgow Massacre" Hermann hung up his uniform and became a freelance mercenary under the nickname "GrossTraktor"

>Inventory [Decided by Fluff]:

>Skills [Decided by Fluff]:

>Flaws [Decided by Fluff]:

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e22ee6 No.27623

Dice rollRolled 37, 22 = 59 (2d100)

>>27612

Name: Eric Schmidt

Faction: Rizen Nazis

Fluff : Cold, calm and collected, Eric is a no nonsense warrior and fighter. Indoctrinated by the Nazis at a young age he shows disdain to outright hatred for those who don't fit the mold of his ideals. He fights for his people against the subhumans of the world, and he will never stop.

Inventory:

+[Gauss Rifle]

+[Nazi Lieutenant Outfit]

Skills:

+[Expert Mecha Pilot] +15 to Applicable Rolls

Flaws:

-[Exterminator] Full of the indoctrination and ideals instilled in you by the Risen Nazis, you see all people outside of your faction as infirm and unfit. It is your duty to eradicate all who do not conform to the true human ideal, the Nazi patriot.

Name: Fafnir

Fluff: Fafnir is a large mech, slow, ugly, gray, and blocky. What it lacks in speed and aesthetics it more than makes up for in armor, defense, and system redundancy. Fafnir can take truly staggering amounts of punishment and not falter, continuously advancing against the enemy with it better than average if short ranged load out of weapons.

Heat Counter: [Chilly]

Weapons:

+[Fafnir’s Rage {Right Arm} {Impact Damage, 2d300 roll}] (Close Combat Only)

+[Swivel Turret {Left Shoulder {Bullet Damage, 2d100 roll}]

Upgrades:

+[Bulwark {3 turn cooldown}] Kick Fafnir’s forcefield into overdrive, halving all incoming damage for one turn, but raising your heat counter by one level.

+[Bipedal] Bonuses and Detriments vary based on environment.

Defects:

-[Bulky] Fafnir’s heavy armor plating makes it hard to maneuver, granting it penalties to movement and dodging related rolls.

Fighting Style: +[Highly Defensive] +10 to Defensive rolls, -10 to Offensive rolls.

1. Report to requisitions, attempt to acquire either a third weapon to mount to Fafnir, or a shield mounted to Fafnir's Left arm to make my advance smoother.

2. Report to my superiors for my next mission.

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e22ee6 No.27625

Dice rollRolled 68, 59 = 127 (2d100)

>>27612

Pilot:

>Name:Jason

>Faction (If belonging to one): New United Republic

>Fluff [How's your pilot different from everyone else?]: A military man who once defended a NUR bunker with his comrades and his men facing against fanatics and strange beasts . As he almost gotten killed and wounded in battle, he had healed in a medical bay but is rendered mute and scarred due to the severity of his wounds. He became a military captain of a minor company in a minor NUR bunker, However due to his fierce determination, he's determined to help his allies or die standing guard

>Inventory : [Gauss Rifle][NUR Lieutenant Outfit]

>Skills :[Experienced Leader][Adept Mecha Pilot]

>Flaws:[Scarred] A particularly dangerous mission to eradicate radioactive desert worms went very wrong, killing all the men under your command and leaving you on the brink of death. Due to a particularly lucky twist of fate you survived, barely, with scars all over your body and damaged-beyond-repair vocal cords. You are now reasonably frail and mute, yet determined not to make the same mistakes you did on your last mission.

Mecha:

>Name: Deamon Spider (The Zeus Multi-Purpose Mobile Turret or [ZMPMT]

>Fluff [How's your mecha different from every other one?]: The Deamon Spider is a four legged old mecha with a chainsaw blade in it's left and a gun turret in it's right . It's a almost monster of a mech that has been remade with scrap and used to hold down areas for the longest time. However it's infamous for holding out when it should break down and almost collapse but at a cost could either make the pilot very claustrophobic and experience hallucinations. So far it serves as Jason's own personal mech as he never lets go from it.

>Heat Counter: [Chilly]

>Weapons :[Titanium Chainsaw (Left Arm) {Slashing Damage, 3d150 roll}] (Close Combat Only)

[Railgun (Right Arm) {Bullet Damage, 2d150 roll}]

>Upgrades :[Hunker Down {3 turn cooldown}] The Deamon Spider digs into the ground beneath it and activates its full-spectrum shielding capabilities, negating all damage against it but preventing damage output for one turn. [Quadrupedal] Bonuses and Detriments vary based on environment.

>Defects [Decided by Fluff]:[Tight Quarters] The interior composition of the ZMPMT leaves little room for mobility. You’ll find it to be extra difficult to navigate its quarters for repairs or, if you’re unlucky, an emergency escape.

>Fighting Style: Defense

In Reno Deluxe

1. Find a nearby military base for debriefing and any idea for the location.

2. Try to look for any men willing to join the army.

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e22ee6 No.27628

Dice rollRolled 77, 85 = 162 (2d100)

>>27611

Pilot:

>Name: Lachlan Jones

>Faction: None

>Fluff: Deep in what was once Australia, but can now be considered 'just another piece of fucking desert', are scattered settlements and raider groups. Lachlan once watched an old video that described the situation well. 'Mad Max' was it? Well, only two of these groups are important: 'The Hub', a well protected city state based around trade in the area, and 'The Holy Seers of the Old Light', or as everyone else calls them 'The Nuts' who are a mostly peaceful but are annoying as they want to spread and rediscover old knowledge and technologies and believe they can divine the future using an old computer they discovered. They cause problems when you are trying to dupe people or trying to keep how something works under wraps. Lachlan was a mechanic in the Hub. Worked on everything from appliances to cars and mechs. He regularly did business with the Nuts who traded old tech for repairs and regularly swapped trade secrets. Never understood why they couldn't repair their own stuff, but business is business, so no complaints. He put the tech to good use too, using the compatible parts in the creation of a custom mecha, and trading the incompatible for useful parts.

>Inventory [Decided by Fluff]:

+[Yok Leather Tunic]

+[Rusty Toolbox]

>Skills [Decided by Fluff]:

+[Experienced Engineer] +10 to Applicable Rolls

+[Smooth-Talker] +5 to applicable rolls

>Flaws [Decided by Fluff]:

-[The Nutcracker] You’re one of the few outsiders that The Holy Seers have ever entrusted with confidential information and, even more surprising, technology. What other people want to know, including most especially higher-ups within the Hub, is how you did it. Whatever anonymity you had in the barren desert that is now Australia is now gone, you will be recognized pretty much anywhere, and most likely will be attempted to be manipulated by others for their own benefit.

Mecha:

>Name: Wandjina

>Fluff: Created by Lachlan from old tech found in the wastes by the Nuts and other scavengers. Uses the highest grade and highest tech equipment that he could get his hands on. As a result the mech has a quadrupedal base and is actually quite light on weaponry. The crowning feature of the mecha is a Nanite Constructor Swarm module, which Lachlan will forever be grateful to the Nuts for trading to him.

>Heat Counter: [Chilly]

>Weapons [Decided by Fluff]:

+[Light Railgun (Right Shoulder) {Bullet Damage, 2d100 roll}]

>Upgrades [Decided by Fluff]:

+[Quadrupedal] Bonuses and Detriments vary based on environment.

+[Nanite Constructor Swarm Module {2 Turn Cooldown}] A gift from the The Nuts for your service to their cause, you haven’t seen any upgrade even come close to this level of technology. At the press of a button, nanobots swarm from inside the module and assume the role of whatever description of the button you pressed. You could probably upgrade its functionality, but the Nuts know more about that than you could ever learn yourself. Forms last until the cooldown period is over, and then must be reactivated. Discovered nanobot forms:

+[Close Combat Offensive]

+[Repair]

>Defects [Decided by Fluff]:

-[Hotzone] Every use of the Nanite Constructor Swarm Module (NCSM) raises your heat counter by one level. Due to being constructed by mostly old pre-war technology that doesn’t possess the cooling capabilities of more modern tech, Wandjina is also more susceptible to heat based attacks and high temperatures.

>Fighting Style: Balanced

1&2. Time to take this baby out for a spin! Head into the wastes and see if I can't find any good ruins or loot.

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e22ee6 No.27629

>>27614

(If someone could roll dice for me, that'd be swell.)

1 - Russians on our eastern border? Then my destination is clear! But first, I'll need a team of soldiers to accompany me. The Hammer is a mighty machine, but a squad of trained soldiers make it a veritable juggernaut. Whether it's joining up with another troop deployed to the front, or gathering my own motley around me, finding a squad should be no problem!

>+Military Veteran

2 - Then, it's off to the eastern front!

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e22ee6 No.27630

>>27620

>>27614

Stats please Luch?

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e22ee6 No.27632

Dice rollRolled 75, 19 = 94 (2d100)

>>27619

>Name: Ash Jala

>Faction: The Indian League

>Fluff: Born from an ancient, down on its luck dynasty when the bombs fell, their small, yet consolidated family allowed them to survive through the winter. While very much not a rich family, Jala worked day and night to bring honor to his family and improve himself. His work payed off when the League allowed him into the mecha organization and after training and doing his best everyday for months, he was chosen to pilot a new prototype mecha. Cocky, and kind of a pervert, his quick rise to fame has given him much prestige and he backs up his attitude and honor with proven skills.

>Inventory:

+[Personal Harem] Made up of the most beautiful girls from around The World, you get an automatic +5 bonus to everything you roll just for having some lovely ladies in the "cockpit".

>Skills :

+[Adept Pilot] +10 to applicable rolls

>Flaws:

-[Daredevil] You like to make even the most mundane of actions exciting, which may put you in some unnecessary danger.

Mecha:

>Name: Tianzi

>Heat Counter: [Chilly]

>Weapons :

[Small Energy Cannon (Mouth) {Laser Damage, 2d200 roll}]

[Titanium Pincers (Mouth) {Piercing Damage, 2d250 roll]} {Close Combat Only}

>Upgrades :

[Burrow] Much like a termite, of which its frame is based on, Tianzi is able to burrow underneath the ground for a turn to catch the drop on enemies, avoid most attacks, or search for underground treasures. {CD: 2}

[Quadrupedal] Bonuses depend on environment.

>Defects]:

[Origin] ???

>Fighting Style:

+[Offense] +5 to attack rolls, -5 to defense/support rolls

1-2; Request a mission from command and train my personal combat skills in the company of my lovely ladies. I'm sure they'll be impressed and some may even know something about martial arts

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e22ee6 No.27638

Dice rollRolled 85, 35 = 120 (2d100)

>>27629

Here buddy

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e22ee6 No.27640

File: 1465013637619.jpg (47.06 KB,380x368,95:92,IT'STIME.jpg)

Any room, Luch?

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e22ee6 No.27641

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e22ee6 No.27642

>>27630

I will updoot you tomorrow my friend

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e22ee6 No.27645

File: 1465016627796.jpg (79.73 KB,736x923,736:923,FantasyMalehuman.jpg)

>>27641

Thank you, mang.

Pilot:

>Name: Jacob of Ymeria

>Faction (If belonging to one): Self

>Fluff: Jacob is a forceful person, and one with only one thing on his mind, every waking hour: dominion over land and sea. As a distant relative of the Lammic noble family, he holds a claim upon the Kingdom of Graebia. However, it is tenuous, and he would need an army, and the support of nobles and smallfolk if he is to claim that which he deserves, if only by sheer strength of will and desire. Every day, he plows through a preserved tome of tactics, strategy, logistics, or command, in an effort to understand how to control an army, as if it were an extension of his own body. The problem is that he doesn't have an army, and he's the kind of single-minded guy that kind of weirds some people out with his forcefulness.

>Inventory [Decided by Fluff]:

>Skills [Decided by Fluff]:

>Flaws [Decided by Fluff]:

Mecha:

>Name: The Divine Right

>Fluff: The Divine Right is a manifestation of kingly will and power given form. It is a tall machine, bipedal with blue and silver paint, as well as jewel inlays and golden trim. It sticks out like a sore thumb, but every time Jacob sees it, it fills him with pride and conviction. Its head has a faceplate like that of a knight, and a pair of stylized falcon's wings, swept back. The "neck" of the mech is protected by a huge gorget, which leaves the head room for movement. The chestplate is a silver lion's head, the mouth of which is the mech's exhaust port, so it billows thick clouds of smoke when the machine is in vigorous action. The vehicle's arms are optimized for long range combat, with hardened grenade launchers at the ends, capable of long-range bombardment, or bludgeoning, should the need arise. The launchers are capable of firing variable ammunition, including smoke grenades, which are useful for designating targeted areas for artillery bombardment. The mech is, however, quite top-heavy, due to the massive lion in its center, and is susceptible to tipping, should it be hit in the right place with enough force. From there, it would be difficult to fight back, with its ranged advantage robbed.

>Heat Counter: [Chilly]

>Weapons [Decided by Fluff]:

>Upgrades [Decided by Fluff]:

>Defects [Decided by Fluff]:

>Fighting Style (What role the mecha plays on the battlefield (Offense, Defense, Support, Balance, etc.) [Will be determined based on Fluff]

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e22ee6 No.27646

Dice rollRolled 94, 53 = 147 (2d100)

>>27610

>Name: Jeanne d'Arc

>Faction: The Crusaders

>Fluff: Deep within the cathedrals of The Crusaders, a project was begun to bring some of the holiest warriors back to life, the culmination of that work, Jeanne D'arc is a genetic clone of the original Jeanne, raised and trained by The Crusaders since birth, she has been given the best equipment available in her quest to wipe out the heathens and heretics and bring the light of god to the dark places of this world. Despite her obvious training as a mech pilot her body has still been honed with the ability to effectively wield the sword she carries with her always, even in her cockpit

>Inventory [Decided by Fluff]:

+[Titanium Broadsword]

+[Nanotech Crusader Platemail {Upgradeable}]

>Skills [Decided by Fluff]:

+[Born Leader] +10 Bonus to applicable rolls

+[Adept Swordfighter] +5 Bonus to applicable rolls

+[I Am Not Afraid] Through possessing all the battlefield knowledge of the late Joan of Arc, you know that war is never easily won. You have been struck by the whip of defeat multiple times, and are all the more prepared for the battlefield having experienced it. Rolls of lower value will not impact you as severely.

>Flaws [Decided by Fluff]:

-[The Clone War Rages Inside] You were not the first attempt by the Crusaders to clone the late Joan of Arc, though you are the most successful. Other iterations of you have suffered painful deaths at the hands of crippling genetic disease, insanity, and, in one case, the swift strike of the Crusaders themselves, though you don’t know much about that last one. You have survived the longest of all the clones, but whether you will face complications in the future…only time will tell.

Mecha:

>Name: Raguel, who takes vengeance on the world of the luminaries

>Fluff: Raguel was a mech specifically designed and built to be piloted by Jeanne and as such requires her genetic code before it can be operated in any way. Designed to be a symbol as well as an effective machine of war it is covered in heraldry of The Crusaders and is easily visible, to counter the obvious target it is also equipped with boosters that allow it to essentially glide along the ground, over water, and even achieve a primitive form of flight, though it has more often been used to gain height enough that bringing it's sword down upon the enemies of God will be that much more devastating.

>Heat Counter: [Chilly]

>Weapons [Decided by Fluff]:

+[Raguel’s Might {Left Arm} {Slashing Damage, 2d250 roll}] (Close Combat Only)

+[Railgun (Right Arm) {Bullet Damage, 2d150 roll}]

>Upgrades [Decided by Fluff]:

+[Booster Boots {Cooldown: 3 Turns}] Nitrous powered boots with immense versatility, allowing for quick movement across any terrain, and the ability to activate +[Holy Meteor], a powerful move usable in close combat where Raguel soars into the air and comes crashing down upon its enemies with his sword. A risky move, an additional 1d100 roll will determine whether Raguel’s enemies take 2x as much damage or .5x.

+[Bipedal] Bonuses and Detriments vary based on environment.

>Defects [Decided by Fluff]:

-[Crusader AI] Due to being programed by the Crusaders signature and top-secret AI, it sometimes seems as though Raguel has a mind of its own. In certain situations, Raguel may ignore orders and operate upon the inclinations of its own programming. You surmise that this was probably a safety mechanism implemented in case you were to ever go rogue, or ignore the commands of the crusaders.

>Fighting Style:

+[Offense] +5 to combat rolls, -5 to defense/support rolls.

1.2. Begin my training routine for the day as I wait for any orders to come my way.

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e22ee6 No.27648

File: 1465025090785.jpeg (128.26 KB,600x600,1:1,images.duckduckgo.com.jpeg)

Dice rollRolled 49, 14 = 63 (2d100)

Pilot Name: Jack "The Flag" White

Faction: New United Republic

Fluff: Jack is the favored pilot among favored pilots in the NUR. Much as the country he loves, Jack is hard fighting, hard drinking, womanizing, slob. Despite such foibles Jack is an extremely talented and well liked back in the NUR for his unflappable – some say would say moronic – patriotism. In his off time he enjoys watching Disney movies and walks in the park. His vices include: overconfidence, women, football, and not paying his bills on time.

Inventory:

+[Gauss Rifle]

+[NUR Spec Ops Outfit]

Skills:

+[Expert Mecha Pilot] +15 to applicable rolls

Flaws:

-[Sleazebag] While patriotism is great and all, Jack White also carries his vices. Moderate alcoholism and a weakness for the ladies have built him a reputation of being a slob and somewhat of an asshole within the NUR military.

–Mecha Name: Rushmore II–

Fluff: Rushmore II represents the latest ridiculous black project produced by the multiplicitous research-industrial complexes within the NUR. This infrastructure, which never seems to stop thinking up stupid ideas or wasting money, was inherited from the former American state. In keeping with that admittedly infamous tradition, Rushmore II's construction devoured a full half of last years' GDP and untold amounts of non-monetary resources. Rushmore II's design deserves a mention, however: though resembling Mt. Rushmore, Rushmore II has an apparent reason for what appears to be an arbitrary or ridiculous design decision: each "head" embodies a quasi-sentient AI with a personality that deliberates on actions with the others; as such the combined system results in prenatural combat abilities. This apparently helps the unit manage a ridiculous amount of weapons and abilities that are housed on the unit. It resembles a two legged mecha in other respects.

Heat Counter: [Chilly]

Weapons:

+[The American (Minigun) Revolution {Washington Head} {Bullet Damage, 3d300 Roll} {Cooldown: 2}]

+[Emancipation Devastation {Lincoln Head} {Explosive Damage, 1d300 Roll}

+[Declaration of IndePAINdence {Jefferson Head} {Heat Damage, 2d450 Roll} {Cooldown: 3}]

Upgrades:

+[Bipedal] Bonuses and Detriments vary based on environment.

+[It Takes More than a Bullet to Kill a Bull Moose] Once per battle, Rushmore II’s agility module kicks into overdrive, allowing you to avoid one attack. Must be elected to be used during your turn.

Defects:

-[Squabbling AI] The four Rushmore Heads, though gifted with some extremely advanced AI, are prone to arguing with each other about everything from achievements to policy, even in the thick of battle.

Fighting Style:

+[Major Offense] +10 to offensive rolls, -10 to Defensive/Support Rolls

—-

Actions

—-

1. As is customary before a deployment, Jack gets drunk at the local pilot bar in New Austin. The bar – really more of a hole in the ground – is notorious for fights and exceedingly large hats. Jack don't care. Jack also knows that he can get a few free drinks before deployment and that his tab isn't at a limit. [Nightcap]

2. Jack then thinks about getting to the deployment briefing on time. Normally everyone cuts him some slack after he's been drinking, but today he's decided that he actually wants to arrive on time. It's not clear why. [Briefing]

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e22ee6 No.27684

>>27620

>Name: Hermann Schitz

>Faction (If belonging to one): None

>Fluff [How's your pilot different from everyone else?]: Born in the New USSR, Hermann's parents were persecuted for being Germans. they escaped with the newborn Hermann in tow, and settled in the town of New Cologne, within the Risen's borders. Hermann grew up to be an accomplished tactician, being one of the top performers in his class. After a military disaster known as "The Glasgow Massacre" Hermann hung up his uniform and became a freelance mercenary under the nickname "GrossTraktor"

>Inventory [Decided by Fluff]:

+[Gauss Rifle]

+[Mercenary Leather Outfit]

>Skills [Decided by Fluff]:

+[Expert Tactician] +10 to applicable rolls

+[Adept Mecha Pilot] +5 to applicable rolls.

>Flaws [Decided by Fluff]:

-[PTSD] You firmly refuse to never again utter a word about The Glasgow Massacre, though the horrors of that wretched day raid your mind on a frequent basis. With every action you take you have a chance of suffering a severe anxiety attack related to your mental illness.

Mecha:

>Name: Ubermench

>Fluff [How's your mecha different from every other one?]: Designed by top German scientists before Armageddon, the Ubermench was designed to surpass any opposition that the United States, Russia, or India could have thrown at Germany. Designed for melee combat with other mechs, it uses large claws the rip through enemy armor, and has a secondary small arms turret (manned by a second crew member) to take on infantry, it was designed for speed, leaving it with little in the way of armor.

>Heat Counter: [Chilly]

>Weapons [Decided by Fluff]:

+[Titanium Claw {Left Arm} {Slashing Damage, 2d250 roll}] (Close Combat Only)

+[Titanium Claw {Right Arm} {Slashing Damage, 2d250 roll}] (Close Combat Only)

+[Swivel Turret {Left Shoulder {Bullet Damage, 2d100 roll}]

>Upgrades [Decided by Fluff]:

+[Bipedal] Bonuses and Detriments vary based on environment.

+[Uberdrive {2 turn cooldown}] Engage the full capacity of your hydraulic movement capabilities, making one of your movement related rolls an auto-success, but raising your heat gauge by one level. Must be elected to be used before rolling.

>Defects [Decided by Fluff]:

-[Light Chassis] In order to improve the Ubermench’s agility on the battlefield, a liberal amount of armor plating needed to be removed. Thus, the Ubermench takes 1.5x more damage from incoming attacks.

>Fighting Style:

+[Offense] +5 to attack related rolls, -5 to defense/support related rolls.

You begin in New Kiev, a major city within the Eastern Coalition. You’ve heard rumors that your former homeland, the New USSR, is leading an advance military force upon the Eastern front.

You may now roll.

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e22ee6 No.27685

>>27645

Pilot:

>Name: Jacob of Ymeriais

>Faction (If belonging to one): Self

>Fluff: Jacob is a forceful person, and one with only one thing on his mind, every waking hour: dominion over land and sea. As a distant relative of the Lammic noble family, he holds a claim upon the Kingdom of Graebia. However, it is tenuous, and he would need an army, and the support of nobles and smallfolk if he is to claim that which he deserves, if only by sheer strength of will and desire. Every day, he plows through a preserved tome of tactics, strategy, logistics, or command, in an effort to understand how to control an army, as if it were an extension of his own body. The problem is that he doesn't have an army, and he's the kind of single-minded guy that kind of weirds some people out with his forcefulness.

>Inventory [Decided by Fluff]:

+[The Tome of Tactics]

+[Flowing Purple Robes]

>Skills [Decided by Fluff]:

+[Master Tactician] +15 to applicable rolls

>Flaws [Decided by Fluff]:

-[Relic] Reading over the tome of tactics and rehearsing ancient Graebian history daily has somewhat alienated Jacob from society. Pre-war history has almost all been forgotten, leading to Jacob’s passionate rantings about his family often falling on deaf ears. He will have to put in a considerable effort to convince people to follow his word.

Mecha:

>Name: The Divine Right

>Fluff: The Divine Right is a manifestation of kingly will and power given form. It is a tall machine, bipedal with blue and silver paint, as well as jewel inlays and golden trim. It sticks out like a sore thumb, but every time Jacob sees it, it fills him with pride and conviction. Its head has a faceplate like that of a knight, and a pair of stylized falcon's wings, swept back. The "neck" of the mech is protected by a huge gorget, which leaves the head room for movement. The chestplate is a silver lion's head, the mouth of which is the mech's exhaust port, so it billows thick clouds of smoke when the machine is in vigorous action. The vehicle's arms are optimized for long range combat, with hardened grenade launchers at the ends, capable of long-range bombardment, or bludgeoning, should the need arise. The launchers are capable of firing variable ammunition, including smoke grenades, which are useful for designating targeted areas for artillery bombardment. The mech is, however, quite top-heavy, due to the massive lion in its center, and is susceptible to tipping, should it be hit in the right place with enough force. From there, it would be difficult to fight back, with its ranged advantage robbed.

>Heat Counter: [Chilly]

>Weapons [Decided by Fluff]:

+[Firebomb Launcher (Left Arm) {Explosive/Fire Damage, 2d250 Roll}

+[Handheld Howitzer (Right Arm) {Explosive Damage, 1d500 Roll} {Cooldown: 2}

>Upgrades [Decided by Fluff]:

+[Smoke Grenade Barrage {Cooldown: 3}] Cover the battlefield in vision obscuring gas. Multiple uses, from allowing for a quick getaway to notifying allies of your position.

>Defects [Decided by Fluff]:

+[Top-Heavy] The ornate silver lion’s head, falcon wings, and gorget add a lot of extra weight to The Divine Right. Heavily damaging enemy attacks have a chance of toppling the mecha to the ground, making The Divine Right prone to further attacks and limiting its attack capabilities.

>Fighting Style:

+[Defense] +5 to defense related rolls, -5 to attack related rolls.

Just as an aside, the world is one big post-nuclear apocalypse desert Pangea. Oceans don’t exist anymore.

You begin in New London, a bustling independent industrial town.

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e22ee6 No.27689

Dice rollRolled 18, 61 = 79 (2d100)

>Name: Hermann Schitz

>Faction (If belonging to one): None

>Fluff [How's your pilot different from everyone else?]: Born in the New USSR, Hermann's parents were persecuted for being Germans. they escaped with the newborn Hermann in tow, and settled in the town of New Cologne, within the Risen's borders. Hermann grew up to be an accomplished tactician, being one of the top performers in his class. After a military disaster known as "The Glasgow Massacre" Hermann hung up his uniform and became a freelance mercenary under the nickname "GrossTraktor"

>Inventory [Decided by Fluff]:

+[Gauss Rifle]

+[Mercenary Leather Outfit]

>Skills [Decided by Fluff]:

+[Expert Tactician] +10 to applicable rolls

+[Adept Mecha Pilot] +5 to applicable rolls.

>Flaws [Decided by Fluff]:

-[PTSD] You firmly refuse to never again utter a word about The Glasgow Massacre, though the horrors of that wretched day raid your mind on a frequent basis. With every action you take you have a chance of suffering a severe anxiety attack related to your mental illness.

Mecha:

>Name: Ubermench

>Fluff [How's your mecha different from every other one?]: Designed by top German scientists before Armageddon, the Ubermench was designed to surpass any opposition that the United States, Russia, or India could have thrown at Germany. Designed for melee combat with other mechs, it uses large claws the rip through enemy armor, and has a secondary small arms turret (manned by a second crew member) to take on infantry, it was designed for speed, leaving it with little in the way of armor.

>Heat Counter: [Chilly]

>Weapons [Decided by Fluff]:

+[Titanium Claw {Left Arm} {Slashing Damage, 2d250 roll}] (Close Combat Only)

+[Titanium Claw {Right Arm} {Slashing Damage, 2d250 roll}] (Close Combat Only)

+[Swivel Turret {Left Shoulder {Bullet Damage, 2d100 roll}]

>Upgrades [Decided by Fluff]:

+[Bipedal] Bonuses and Detriments vary based on environment.

+[Uberdrive {2 turn cooldown}] Engage the full capacity of your hydraulic movement capabilities, making one of your movement related rolls an auto-success, but raising your heat gauge by one level. Must be elected to be used before rolling.

>Defects [Decided by Fluff]:

-[Light Chassis] In order to improve the Ubermench’s agility on the battlefield, a liberal amount of armor plating needed to be removed. Thus, the Ubermench takes 1.5x more damage from incoming attacks.

>Fighting Style:

+[Offense] +5 to attack related rolls, -5 to defense/support related rolls.

1-2. Attempt to find a merc job, preferably for the New USSR

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e22ee6 No.27734

>>27623

You proceed to the Nazi armory, fill out the required paperwork for a weapons adjustment, and report to the armory clerk…only to inspire her to heartily chuckle at your expense.

>An upgrade on a perfectly fine working mecha? You're joking, right? Mecha related military supplies are stretched extremely thin, if you want an upgrade you'll have to pilfer it off someone in the field in battle, or come back here once you've proven yourself.

Somewhat dissapointed on not receiving a mecha armament, you report to your brigade superior, Captain Klause Weber, for an assignment. He eagerly ushers you in.

>Schmidt! Good to see you alive, Exterminator.

He pulls out a map, spreading it out on the table in front of you, and places his index finger atop Copenhagen.

>I have a special and, I won't mince words, dangerous mission for you. The special operations unit under my command has been scouting and surveying Copenhagen's defenses for weeks, while also monitoring radio transmissions from the area, and have finally made a worthwhile discovery. They believe that the USSR will be sending in several notable generals to train the militia within the area, likely in order to bolster their defenses against a northern advance. We plan to strike the city while they are all congregated there, thus dealing a severe blow to the USSR military infrastructure.

>However, we need a distraction in order to provide our Spec Ops adequate time to infiltrate the city and assassinate the generals. This is where you come in. I want you to lead a detachment of units toward Copenhagen and siege the city, only to force the military from within to confront you. As soon as you've drawn them out far enough, it is imperative that you escape. You will not be able to face the full brunt of Copenhagen's guards and survive. As soon as the Spec Ops have infiltrated the city, you will be radioed to make a retreat. Do you accept your mission?

>Free action to accept or reject. If you accept, you will have one turn to prepare before setting off.

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e22ee6 No.27735

>>27625

Within Reno Deluxe you find some suitable candidates to join the NUR military, post-war vets with a lot of knowledge about guns. Through communicating with them through pen and paper you convince them to join, leading to you receiving a commendation by the military.

NEW TAB

>Reputation {Affects related action outcomes}:

+[NUR] Favored

You head to the nearest NUR military camp on the outskirts of Reno Deluxe. At best, the base looks unkempt, with rusted military vehicles and gear and a chain link fence with large holes in it greeting you as you approach the entrance. The door to the base almost fails off its hinges as you open it, and you step inside.

The secretary to the base immediately recognizes you, and ushers you in to meet with General McAllister, head of the NUR military forces within the Nevada region. He urges you to sit down.

>Jason I'm not gonna lie to you, the situation in Reno Deluxe is pretty bad, I'm glad they sent you over here from the Austin base. Usually we can deal with run of the mill bandits, but these guys are something else. They're trained far too well and utilize fairly advanced technology when they fight, most of them don't even use pre-war rusted mechas. I have my suspicions that these guys are part of a hired paramilitary group. In any case, we need to eradicate them and figure out where they came from.

>I have two missions set up right now to help us along that goal. In one, I'm having NUR military personnel disguise themselves as a trading caravan approaching Reno Deluxe in order to bait the bandits into attacking them. When they attack, we'll destroy their mechs and bring them in for questioning.

>In the second, I'm sending a scouting force into the deserts to search for the whereabouts of what we believe, based on intel, is one of their bases.

>I want you to join one of these missions. Which is it, Jason?

Free action to choose a mission, or refuse entirely.

If you choose a mission, you will have one turn to prepare before setting off.

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e22ee6 No.27736

>>27628

You head out to the Junkyard, a tremendous pit of pre-war and post-war refuse on the outskirts of New Sydney. Lots of spelunkers and prospectors come to the pit in order to try to get lucky and find some spare tech, but none of them know it like you do. You search your regular spots, and on one you hit the jackpot, a rusted out pre-war mecha!

Lots of people just toss out their mechs when they get too old, but neglect to empty out their contents for a number of reasons, ranging from laziness to lack of technical expertise. You pilfer the chassis of its goodies, but they'll have to be installed if you want to use them.

>Weapons:

+[Armor-Piercing Sniper Rifle (Not-Installed) {Bullet Damage, 1d500 roll} {Ignores Most Defenses} {CD: 2}]

>Upgrades:

+[Oil Slick {Not Installed}] Viscous, flammable liquid erupts from the chest, covering enemies and the ground. Must be in close quarters with the enemy to cover them. Impedes movement and causes the -[Oil Covered] condition, exacerbating the effects of fire attacks.

>>27629

With ease due to your military experience, you manage to join up with an Eastern Coalition battalion heading over to join the main defense force. General Bernard, leader of the force, is elated to have you aboard to burn and smite the USSR menace.

The battalion leaves in one turn. Until then, you have a short amount of time to prepare for the long march.

You spend some time getting reacquainted with The Hammer's bulky controls. After performing a number of piloting exercises, you feel more experienced.

>Adept Mecha Pilot Upgrade Progress 2/5

>>27632

Indian League command receives your transmission, and commissions you to personally hunt down a bounty hunter who has gone rogue, the White Wolf. His mecha possesses the ability to transform from a bipedal humanoid mecha to a ferocious and agile beast on command of the pilot. You don't know of the hunter's exact coordinates, though he was last spotted somewhere in the Sri Lanka region.

You will have one turn to prepare before heading off on your mission if you choose to accept it. (Free Action).

Your assumptions are correct, some of your east Asian harem girls possess some knowledge of ancient pre-war martial arts. They begin your training, and you begin learning the art of close combat.

>Skills:

Close Combat Skill Progress 1/5

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e22ee6 No.27737

>>27646

You begin your regular training regiment, one which is normal to you yet would be considered brutal and almost inhumane by any other Crusader. Cycles of swordfighting, dodging, piloting, cardio, and weights test your skills while honing your abilities to give you an even sharper edge in combat.

>SKILLS:

Swordfighter Upgrade 2/5

Piloting Upgrade 2/5

Endurance Upgrade 2/5

At the end of your routine, you receive a radio transmission from the Crusaders HQ. The Indian League has requested a diplomatic referendum with members of The Crusaders in order to solidify previously agreed upon trading guidelines and defense pacts. You will serve as one of the military escorts for the band of Crusader diplomats heading for New Delhi.

If you choose to accept your mission (Free Action), you will have one turn to prepare before heading out.

>>27648

As per usual you get shitfaced at The Drunken Pilot, a seedy dive bar in one of the more dangerous parts of New Austin. After cheering on a bar brawl between two beefheads and adding several more dollars to your long running tab, you stumble out to Rushmore II. Surprisingly, you manage to climb your way up to the pilot's seat. The heads make quips at your expense.

>Drunker than Sam Adams on a binge and driving a mech, you truly you are the pinnacle of the American dream, Jack.

>Yeah, next he'll be snorting lines off the flag itself! Hey Lincoln, wanna bet it'll happen next week?

You drunkenly yell at the heads to shut the fuck up and autopilot you to the New Austin military base.

After arriving at the base and getting a debrief about your mission, you promptly pass out within Rushmore II. When you wake up you remember inklings about the debrief, something about bandits out west.

>>27689

Missions for the New USSR are hard to come by within the heart of New Kiev. You gain information that the Eastern Coalition is planning to head to the USSR in order to prevent their advance, you could try to join up with them. Or, you could operate as a regular bounty hunter, taking up a contract to kill a bandit or criminal within the area.

Choosing either decision, or refusing them both, is a free action. If you choose to accept either option, you will have one turn to prepare before heading off.

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e22ee6 No.27738

>MIA

>Dara (Jacob of Ymeria): 1 turn

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e22ee6 No.27739

Dice rollRolled 98 (1d100)

Rolling for random world event

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e22ee6 No.27741

Dice rollRolled 19, 13 = 32 (2d100)

Pilot:

>Name:Jason

>Faction (If belonging to one): New United Republic

>Fluff [How's your pilot different from everyone else?]: A military man who once defended a NUR bunker with his comrades and his men facing against fanatics and strange beasts . As he almost gotten killed and wounded in battle, he had healed in a medical bay but is rendered mute and scarred due to the severity of his wounds. He became a military captain of a minor company in a minor NUR bunker, However due to his fierce determination, he's determined to help his allies or die standing guard

>Inventory : [Gauss Rifle][NUR Lieutenant Outfit]

>Skills :[Experienced Leader][Adept Mecha Pilot]

>Flaws:[Scarred] A particularly dangerous mission to eradicate radioactive desert worms went very wrong, killing all the men under your command and leaving you on the brink of death. Due to a particularly lucky twist of fate you survived, barely, with scars all over your body and damaged-beyond-repair vocal cords. You are now reasonably frail and mute, yet determined not to make the same mistakes you did on your last mission.

>Reputation {Affects related action outcomes}:[NUR] Favored

Mecha:

>Name: Deamon Spider (The Zeus Multi-Purpose Mobile Turret or [ZMPMT]

>Fluff [How's your mecha different from every other one?]: The Deamon Spider is a four legged old mecha with a chainsaw blade in it's left and a gun turret in it's right . It's a almost monster of a mech that has been remade with scrap and used to hold down areas for the longest time. However it's infamous for holding out when it should break down and almost collapse but at a cost could either make the pilot very claustrophobic and experience hallucinations. So far it serves as Jason's own personal mech as he never lets go from it.

>Heat Counter: [Chilly]

>Weapons :[Titanium Chainsaw (Left Arm) {Slashing Damage, 3d150 roll}] (Close Combat Only)

[Railgun (Right Arm) {Bullet Damage, 2d150 roll}]

>Upgrades :[Hunker Down {3 turn cooldown}] The Deamon Spider digs into the ground beneath it and activates its full-spectrum shielding capabilities, negating all damage against it but preventing damage output for one turn. [Quadrupedal] Bonuses and Detriments vary based on environment.

>Defects [Decided by Fluff]:[Tight Quarters] The interior composition of the ZMPMT leaves little room for mobility. You’ll find it to be extra difficult to navigate its quarters for repairs or, if you’re unlucky, an emergency escape.

>Fighting Style: Defense

"Sir I believe that the base is important to take out because they could build more fighters and recruit more men that being said I'll volunteer for the scouting mission" Jason written on paper

1-2 Try to contact NUR people and some civilians \to help in fixing up the base and repairing some vehicles and weaponry in the base

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e22ee6 No.27743

Dice rollRolled 48, 12 = 60 (2d100)

>>27734

Name: Eric Schmidt

Faction: Rizen Nazis

Fluff : Cold, calm and collected, Eric is a no nonsense warrior and fighter. Indoctrinated by the Nazis at a young age he shows disdain to outright hatred for those who don't fit the mold of his ideals. He fights for his people against the subhumans of the world, and he will never stop.

Inventory:

+[Gauss Rifle]

+[Nazi Lieutenant Outfit]

Skills:

+[Expert Mecha Pilot] +15 to Applicable Rolls

Flaws:

-[Exterminator] Full of the indoctrination and ideals instilled in you by the Risen Nazis, you see all people outside of your faction as infirm and unfit. It is your duty to eradicate all who do not conform to the true human ideal, the Nazi patriot.

Name: Fafnir

Fluff: Fafnir is a large mech, slow, ugly, gray, and blocky. What it lacks in speed and aesthetics it more than makes up for in armor, defense, and system redundancy. Fafnir can take truly staggering amounts of punishment and not falter, continuously advancing against the enemy with it better than average if short ranged load out of weapons.

Heat Counter: [Chilly]

Weapons:

+[Fafnir’s Rage {Right Arm} {Impact Damage, 2d300 roll}] (Close Combat Only)

+[Swivel Turret {Left Shoulder {Bullet Damage, 2d100 roll}]

Upgrades:

+[Bulwark {3 turn cooldown}] Kick Fafnir’s forcefield into overdrive, halving all incoming damage for one turn, but raising your heat counter by one level.

+[Bipedal] Bonuses and Detriments vary based on environment.

Defects:

-[Bulky] Fafnir’s heavy armor plating makes it hard to maneuver, granting it penalties to movement and dodging related rolls.

Fighting Style: +[Highly Defensive] +10 to Defensive rolls, -10 to Offensive rolls.

Free: Accept

1. Get to know my Fellow Nazis that will be going with me on this mission. I need to know their mindset as well as their strengths and weaknesses.

2. Attempt to fine-tune the system of Fafnir, make it more responsive.

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e22ee6 No.27745

Dice rollRolled 53, 10 = 63 (2d100)

1/2 - Svarozic spends his remaining time making sure he's up to speed. Despite he's vigor, it's been a while since he saw actual combat, and it never hurts to practice. Especially when that practice involves turning fields of straw men into flaming slag in a matter of seconds.

>Adept Mecha Pilot Upgrade 2/5

>>>27736

>Name: Svarozic Veli

>Faction (If belonging to one): The Eastern Coalition

>Fluff [How's your pilot different from everyone else?]:

An impressionable youth from the upper-class districts of Kiev, Svarozic spent his childhood cloistered and coddled. His reserved youth was filled with study and reading, especially the texts of the old Slavic Gods. Most interestingly, his namesake - Svarog of the divine forge. The stories of myth and legend spurred his young mind, and though nominally devoted to the Orthodox Church, his true devotion lies with the *true* Gods.

Fueled by this new religious vigor, and seeking a way to put it to good use, Veli did the only rational thing possible - packed his bags and joined the military. After several years of training, Svarozic found himself in possession of a mech of his own. At last, he could bring the fire of the Sun upon the enemies of the Coalition!

>Inventory:

+[Gauss Rifle]

+[EC Lieutenant Outfit]

>Skills:

+[Military Veteran] +10 to applicable rolls

+[Adept Mecha Pilot] +5 to applicable rolls

>Flaws:

-[No Surrender] You stubbornness and almost zealous enthusiasm for the Eastern Coalition means you can never flee from a fight.

Mecha:

>Name: Sun's Hammer, or The Hammer

>Fluff [How's your mecha different from every other one?]:

Decorated with images of the Sun and the Slavic pantheon, this mech was designed to strike hard and at a distance. Much to Veli's liking, its primary artillery is a set of firebombs that can be directed at targets both stationary and moving. Of course, it also features flamethrowers for close encounters and, when needed, regular firearms. Built more for ranged attack via its fiery cargo, it is likewise slow and heavily armored to counter faster, more melee-based foes.

>Heat Counter: [Chilly].

>Weapons:

+[Flamin' Shamin' (Left Arm) {Fire Damage, 1d150 roll}] {Raises enemy heat gauge by one}

+[Flame Grenade Launcher (Torso) {Explosive/Fire Damage, 2d250 roll]}

>Upgrades:

+[At the Speed of Sun!] The Hammer overclocks for one turn, granting you an extra action. {CD: 3}

+[Bipedal] Bonuses vary based upon environment.

>Defects:

-[Bulky] The Hammer’s heavy armor plating makes it hard to maneuver, granting it penalties to movement and dodging related rolls.

>Fighting Style:

+[Defence] +5 to defensive rolls, -5 to offensive rolls.

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e22ee6 No.27746

Dice rollRolled 55, 77 = 132 (2d100)

>>27685

>>27738

Pilot:

>Name: Jacob of Ymeriais

>Faction (If belonging to one): Self

>Fluff: [First Dara post in thread. Tl;dr: Aspiring king]

>Inventory:

+[The Tome of Tactics]

+[Flowing Purple Robes]

>Skills:

+[Master Tactician] +15 to applicable rolls

>Flaws:

-[Relic] Reading over the tome of tactics and rehearsing ancient Graebian history daily has somewhat alienated Jacob from society. Pre-war history has almost all been forgotten, leading to Jacob’s passionate rantings about his family often falling on deaf ears. He will have to put in a considerable effort to convince people to follow his word.

Mecha:

>Name: The Divine Right

>Fluff: [See first Dara post in thread. Tl;dr: Big, ornamented, armed with launchers]

>Heat Counter: [Chilly]

>Weapons:

+[Firebomb Launcher (Left Arm) {Explosive/Fire Damage, 2d250 Roll}

+[Handheld Howitzer (Right Arm) {Explosive Damage, 1d500 Roll} {Cooldown: 2}

>Upgrades:

+[Smoke Grenade Barrage {Cooldown: 3}] Cover the battlefield in vision obscuring gas. Multiple uses, from allowing for a quick getaway to notifying allies of your position.

>Defects:

+[Top-Heavy] The ornate silver lion’s head, falcon wings, and gorget add a lot of extra weight to The Divine Right. Heavily damaging enemy attacks have a chance of toppling the mecha to the ground, making The Divine Right prone to further attacks and limiting its attack capabilities.

>Fighting Style:

+[Defense] +5 to defense related rolls, -5 to attack related rolls.

Shit. My bad.

1/2.

Day 1 of my Journey towards dominion over Graebia:

Dear journal,

Today, I arose in the morning and took my breakfast within the Divine Right, before arriving in New London. There, I was able to find a locality suitable for the storing of the vehicle, in one of the finer areas of town, and set out into the surrounding city.

Even when walking down a pleasant avenue in one of the more sophisticated parts of the town, one can smell the foul air wafting down from the more populated areas.

It is in the places of kinder demeanour that I will spend my time, seeking recruits to help me claim my throne. Surely, some of the former or present governors, officers, or persons of past service to the city or state would be willing to take up my cause in return for the promise of a position befitting one of their qualifications, upon my restoration.

Until then, those persons who serve me will be able to keep their present properties, and be given a rank in my army, and personal lessons in command, tactics, and strategy, assuming they have not already received such an education. In addition to promises of positions of rank, persons inclined to enter my service will also receive a promissory note which sets aside for them a parcel of land proportional to the position in which they will serve in my armies.

Tomorrow, I shall set out and attempt to find such persons who hold interests not only in themselves, but in the good of all Graebia, and who believe in my divine right to rule. Upon discovering such persons, at the various events which they surely attend nightly, I will make note of them in this journal, and assign them positions in my service, based on present skills, and possible future potential. Now, the hour is getting late, and I will return to the Divine Right until such time as I can find a place to stay befitting my position. Vivat Rex!

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e22ee6 No.27747

Dice rollRolled 22, 46 = 68 (2d100)

>>27736

Pilot:

>Name: Lachlan Jones

>Faction: None

>Fluff: Deep in what was once Australia, but can now be considered 'just another piece of fucking desert', are scattered settlements and raider groups. Lachlan once watched an old video that described the situation well. 'Mad Max' was it? Well, only two of these groups are important: 'The Hub', a well protected city state based around trade in the area, and 'The Holy Seers of the Old Light', or as everyone else calls them 'The Nuts' who are a mostly peaceful but are annoying as they want to spread and rediscover old knowledge and technologies and believe they can divine the future using an old computer they discovered. They cause problems when you are trying to dupe people or trying to keep how something works under wraps. Lachlan was a mechanic in the Hub. Worked on everything from appliances to cars and mechs. He regularly did business with the Nuts who traded old tech for repairs and regularly swapped trade secrets. Never understood why they couldn't repair their own stuff, but business is business, so no complaints. He put the tech to good use too, using the compatible parts in the creation of a custom mecha, and trading the incompatible for useful parts.

>Inventory [Decided by Fluff]:

+[Yok Leather Tunic]

+[Rusty Toolbox]

>Skills [Decided by Fluff]:

+[Experienced Engineer] +10 to Applicable Rolls

+[Smooth-Talker] +5 to applicable rolls

>Flaws [Decided by Fluff]:

-[The Nutcracker] You’re one of the few outsiders that The Holy Seers have ever entrusted with confidential information and, even more surprising, technology. What other people want to know, including most especially higher-ups within the Hub, is how you did it. Whatever anonymity you had in the barren desert that is now Australia is now gone, you will be recognized pretty much anywhere, and most likely will be attempted to be manipulated by others for their own benefit.

Mecha:

>Name: Wandjina

>Fluff: Created by Lachlan from old tech found in the wastes by the Nuts and other scavengers. Uses the highest grade and highest tech equipment that he could get his hands on. As a result the mech has a quadrupedal base and is actually quite light on weaponry. The crowning feature of the mecha is a Nanite Constructor Swarm module, which Lachlan will forever be grateful to the Nuts for trading to him.

>Heat Counter: [Chilly]

>Weapons [Decided by Fluff]:

+[Light Railgun (Right Shoulder) {Bullet Damage, 2d100 roll}]

+[Armor-Piercing Sniper Rifle (Not-Installed) {Bullet Damage, 1d500 roll} {Ignores Most Defenses} {CD: 2}]

>Upgrades [Decided by Fluff]:

+[Oil Slick {Not Installed}] Viscous, flammable liquid erupts from the chest, covering enemies and the ground. Must be in close quarters with the enemy to cover them. Impedes movement and causes the -[Oil Covered] condition, exacerbating the effects of fire attacks.

+[Quadrupedal] Bonuses and Detriments vary based on environment.

+[Nanite Constructor Swarm Module {2 Turn Cooldown}] A gift from the The Nuts for your service to their cause, you haven’t seen any upgrade even come close to this level of technology. At the press of a button, nanobots swarm from inside the module and assume the role of whatever description of the button you pressed. You could probably upgrade its functionality, but the Nuts know more about that than you could ever learn yourself. Forms last until the cooldown period is over, and then must be reactivated. Discovered nanobot forms:

+[Close Combat Offensive]

+[Repair]

>Defects [Decided by Fluff]:

-[Hotzone] Every use of the Nanite Constructor Swarm Module (NCSM) raises your heat counter by one level. Due to being constructed by mostly old pre-war technology that doesn’t possess the cooling capabilities of more modern tech, Wandjina is also more susceptible to heat based attacks and high temperatures.

>Fighting Style: Balanced

1. Start installing the sniper onto the Left Shoulder of my mech. +10

2. Start trying to sell off the Oil Slick in exchange for an upgrade to the cooling system. +5

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e22ee6 No.27748

Dice rollRolled 70, 51 = 121 (2d100)

>>27737

>Name: Jeanne d'Arc

>Faction: The Crusaders

>Fluff: Deep within the cathedrals of The Crusaders, a project was begun to bring some of the holiest warriors back to life, the culmination of that work, Jeanne D'arc is a genetic clone of the original Jeanne, raised and trained by The Crusaders since birth, she has been given the best equipment available in her quest to wipe out the heathens and heretics and bring the light of god to the dark places of this world. Despite her obvious training as a mech pilot her body has still been honed with the ability to effectively wield the sword she carries with her always, even in her cockpit

>Inventory [Decided by Fluff]:

+[Titanium Broadsword]

+[Nanotech Crusader Platemail {Upgradeable}]

>Skills [Decided by Fluff]:

+[Born Leader] +10 Bonus to applicable rolls

+[Adept Swordfighter] +5 Bonus to applicable rolls

+[I Am Not Afraid] Through possessing all the battlefield knowledge of the late Joan of Arc, you know that war is never easily won. You have been struck by the whip of defeat multiple times, and are all the more prepared for the battlefield having experienced it. Rolls of lower value will not impact you as severely.

>Flaws [Decided by Fluff]:

-[The Clone War Rages Inside] You were not the first attempt by the Crusaders to clone the late Joan of Arc, though you are the most successful. Other iterations of you have suffered painful deaths at the hands of crippling genetic disease, insanity, and, in one case, the swift strike of the Crusaders themselves, though you don’t know much about that last one. You have survived the longest of all the clones, but whether you will face complications in the future…only time will tell.

Mecha:

>Name: Raguel, who takes vengeance on the world of the luminaries

>Fluff: Raguel was a mech specifically designed and built to be piloted by Jeanne and as such requires her genetic code before it can be operated in any way. Designed to be a symbol as well as an effective machine of war it is covered in heraldry of The Crusaders and is easily visible, to counter the obvious target it is also equipped with boosters that allow it to essentially glide along the ground, over water, and even achieve a primitive form of flight, though it has more often been used to gain height enough that bringing it's sword down upon the enemies of God will be that much more devastating.

>Heat Counter: [Chilly]

>Weapons [Decided by Fluff]:

+[Raguel’s Might {Left Arm} {Slashing Damage, 2d250 roll}] (Close Combat Only)

+[Railgun (Right Arm) {Bullet Damage, 2d150 roll}]

>Upgrades [Decided by Fluff]:

+[Booster Boots {Cooldown: 3 Turns}] Nitrous powered boots with immense versatility, allowing for quick movement across any terrain, and the ability to activate +[Holy Meteor], a powerful move usable in close combat where Raguel soars into the air and comes crashing down upon its enemies with his sword. A risky move, an additional 1d100 roll will determine whether Raguel’s enemies take 2x as much damage or .5x.

+[Bipedal] Bonuses and Detriments vary based on environment.

>Defects [Decided by Fluff]:

-[Crusader AI] Due to being programed by the Crusaders signature and top-secret AI, it sometimes seems as though Raguel has a mind of its own. In certain situations, Raguel may ignore orders and operate upon the inclinations of its own programming. You surmise that this was probably a safety mechanism implemented in case you were to ever go rogue, or ignore the commands of the crusaders.

>Fighting Style:

+[Offense] +5 to combat rolls, -5 to defense/support rolls.

I accept the mission

1. Continue my training regimen

>SKILLS:

Swordfighter Upgrade 2/5

Piloting Upgrade 2/5

Endurance Upgrade 2/5

2. Before the mission starts pray to God for success in this quest.

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e22ee6 No.27754

Dice rollRolled 44, 58 = 102 (2d100)

>>27736

>Name: Ash Jala

>Faction: The Indian League

>Fluff: Born from an ancient, down on its luck dynasty when the bombs fell, their small, yet consolidated family allowed them to survive through the winter. While very much not a rich family, Jala worked day and night to bring honor to his family and improve himself. His work payed off when the League allowed him into the mecha organization and after training and doing his best everyday for months, he was chosen to pilot a new prototype mecha. Cocky, and kind of a pervert, his quick rise to fame has given him much prestige and he backs up his attitude and honor with proven skills.

>Inventory:

+[Personal Harem] Made up of the most beautiful girls from around The World, you get an automatic +5 bonus to everything you roll just for having some lovely ladies in the "cockpit".

>Skills :

+[Adept Pilot] +10 to applicable rolls

>Flaws:

-[Daredevil] You like to make even the most mundane of actions exciting, which may put you in some unnecessary danger.

Mecha:

>Name: Tianzi

>Heat Counter: [Chilly]

>Weapons :

[Small Energy Cannon (Mouth) {Laser Damage, 2d200 roll}]

[Titanium Pincers (Mouth) {Piercing Damage, 2d250 roll]} {Close Combat Only}

>Upgrades :

[Burrow] Much like a termite, of which its frame is based on, Tianzi is able to burrow underneath the ground for a turn to catch the drop on enemies, avoid most attacks, or search for underground treasures. {CD: 2}

[Quadrupedal] Bonuses depend on environment.

>Defects]:

[Origin] ???

>Fighting Style:

+[Offense] +5 to attack rolls, -5 to defense/support rolls

I accept. I want to know if I'll be getting naval transport to Sri Lanka(unless the ocean is all sunken enough to simply cross to Sri Lanka) or an airvac?

1-2; Hmph, this mech is all I need. I better practice more close combat with these ladies. Might as well get to know them a little better, make our sessions more… intense.

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e22ee6 No.27755

Dice rollRolled 81, 37 = 118 (2d100)

Pilot Name: Jack "The Flag" White

Faction: New United Republic

Fluff: Jack is the favored pilot among favored pilots in the NUR. Much as the country he loves, Jack is hard fighting, hard drinking, womanizing, slob. Despite such foibles Jack is an extremely talented and well liked back in the NUR for his unflappable – some say would say moronic – patriotism. In his off time he enjoys watching Disney movies and walks in the park. His vices include: overconfidence, women, football, and not paying his bills on time.

Inventory:

+[Gauss Rifle]

+[NUR Spec Ops Outfit]

Skills:

+[Expert Mecha Pilot] +15 to applicable rolls

Flaws:

-[Sleazebag] While patriotism is great and all, Jack White also carries his vices. Moderate alcoholism and a weakness for the ladies have built him a reputation of being a slob and somewhat of an asshole within the NUR military.

–Mecha Name: Rushmore II–

Fluff: Rushmore II represents the latest ridiculous black project produced by the multiplicitous research-industrial complexes within the NUR. This infrastructure, which never seems to stop thinking up stupid ideas or wasting money, was inherited from the former American state. In keeping with that admittedly infamous tradition, Rushmore II's construction devoured a full half of last years' GDP and untold amounts of non-monetary resources. Rushmore II's design deserves a mention, however: though resembling Mt. Rushmore, Rushmore II has an apparent reason for what appears to be an arbitrary or ridiculous design decision: each "head" embodies a quasi-sentient AI with a personality that deliberates on actions with the others; as such the combined system results in prenatural combat abilities. This apparently helps the unit manage a ridiculous amount of weapons and abilities that are housed on the unit. It resembles a two legged mecha in other respects.

Heat Counter: [Chilly]

Weapons:

+[The American (Minigun) Revolution {Washington Head} {Bullet Damage, 3d300 Roll} {Cooldown: 2}]

+[Emancipation Devastation {Lincoln Head} {Explosive Damage, 1d300 Roll}

+[Declaration of IndePAINdence {Jefferson Head} {Heat Damage, 2d450 Roll} {Cooldown: 3}]

Upgrades:

+[Bipedal] Bonuses and Detriments vary based on environment.

+[It Takes More than a Bullet to Kill a Bull Moose] Once per battle, Rushmore II’s agility module kicks into overdrive, allowing you to avoid one attack. Must be elected to be used during your turn.

Defects:

-[Squabbling AI] The four Rushmore Heads, though gifted with some extremely advanced AI, are prone to arguing with each other about everything from achievements to policy, even in the thick of battle.

Fighting Style:

+[Major Offense] +10 to offensive rolls, -10 to Defensive/Support Rolls

Actions

1. "Whhat? Oh man, Rushmore, let's get going to the mission zone. Uh….pull the map up on the HUD and start moving. Also, try to get the weapons ready. Gonna be fighting here. Yep." [Move to the mission zone]

2. Jack has a beer while the mecha pilots to the location. Naturally the cockpit has a small fridge. Every so often Jack looks at the navigation hud to figure out a proper plan of attack. [Study the Hud]

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e22ee6 No.27765

File: 1465367131034.jpg (63.07 KB,732x563,732:563,1427413965265.jpg)

>>27574

Pilot:

>Name:

>Faction (If belonging to one):

>Fluff : Scruffy was just your average guy in a little village, which just happened to be in the center of a massive battle front between to long obliterated warring factions, and as such, their weapons often found their ways into the hands of the villagers, some found guns, others found rations, Scruffy found a mech, a mech that could pierce the heavens, even if it had a few holes… well, mostly holes.

>Inventory [Decided by Fluff]:

>Skills [Decided by Fluff]:

>Flaws [Decided by Fluff]:

Mecha:

>Name: Domine

>Fluff: Domine (the newly christened) was a mech found among the refuse and scrap of a long forgotten battlefield on some priceless piece of dirt, was among the best mechs of its time, although the battle it took place in and the years have not been kind to it. It may well be a truly terrifying piece of equipment, if the yokel piloting it could actually figure out how to properly use it. Along with it was a suit if armor, also riddled with holes, but working still, a testament to its maker, that allows the yokel to construct a neural interface with the mecha.

>Heat Counter: [Chilly]

>Weapons [Decided by Fluff]:

>Upgrades [Decided by Fluff]:

>Defects [Decided by Fluff]:

>Fighting Style (What role the mecha plays on the battlefield (Offense, Defense, Support, Balance, etc.) [Will be determined based on Fluff]

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e22ee6 No.27768

Dice rollRolled 4, 92 = 96 (2d100)

>>27737

>Name: Hermann Schitz

>Faction (If belonging to one): None

>Fluff [How's your pilot different from everyone else?]: Born in the New USSR, Hermann's parents were persecuted for being Germans. they escaped with the newborn Hermann in tow, and settled in the town of New Cologne, within the Risen's borders. Hermann grew up to be an accomplished tactician, being one of the top performers in his class. After a military disaster known as "The Glasgow Massacre" Hermann hung up his uniform and became a freelance mercenary under the nickname "GrossTraktor"

>Inventory [Decided by Fluff]:

+[Gauss Rifle]

+[Mercenary Leather Outfit]

>Skills [Decided by Fluff]:

+[Expert Tactician] +10 to applicable rolls

+[Adept Mecha Pilot] +5 to applicable rolls.

>Flaws [Decided by Fluff]:

-[PTSD] You firmly refuse to never again utter a word about The Glasgow Massacre, though the horrors of that wretched day raid your mind on a frequent basis. With every action you take you have a chance of suffering a severe anxiety attack related to your mental illness.

Mecha:

>Name: Ubermench

>Fluff [How's your mecha different from every other one?]: Designed by top German scientists before Armageddon, the Ubermench was designed to surpass any opposition that the United States, Russia, or India could have thrown at Germany. Designed for melee combat with other mechs, it uses large claws the rip through enemy armor, and has a secondary small arms turret (manned by a second crew member) to take on infantry, it was designed for speed, leaving it with little in the way of armor.

>Heat Counter: [Chilly]

>Weapons [Decided by Fluff]:

+[Titanium Claw {Left Arm} {Slashing Damage, 2d250 roll}] (Close Combat Only)

+[Titanium Claw {Right Arm} {Slashing Damage, 2d250 roll}] (Close Combat Only)

+[Swivel Turret {Left Shoulder {Bullet Damage, 2d100 roll}]

>Upgrades [Decided by Fluff]:

+[Bipedal] Bonuses and Detriments vary based on environment.

+[Uberdrive {2 turn cooldown}] Engage the full capacity of your hydraulic movement capabilities, making one of your movement related rolls an auto-success, but raising your heat gauge by one level. Must be elected to be used before rolling.

>Defects [Decided by Fluff]:

-[Light Chassis] In order to improve the Ubermench’s agility on the battlefield, a liberal amount of armor plating needed to be removed. Thus, the Ubermench takes 1.5x more damage from incoming attacks.

>Fighting Style:

+[Offense] +5 to attack related rolls, -5 to defense/support related rolls.

Free action: Join up with the USSR forces

1-2. Train myself for the coming mission

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e22ee6 No.27795

>>27765

posting old sheet

>Name: Scruffy

>Faction:

>Fluff: Scruffy was just your average guy in a little village, which just happened to be in the center of a massive battle front between to long obliterated warring factions, and as such, their weapons often found their ways into the hands of the villagers, some found guns, others found rations, Scruffy found a mech, a mech that could pierce the heavens, even if it had a few holes…

>Inventory [Decided by Fluff]:

>Skills:

+[Bandit Hero] You saved your people from imminent death by other tribes after the great reawakening thanks to your skilled handling of your mecha. As a result, you gain diplomatic bonuses when dealing with bandit characters.

>Flaws:

-[Bandit Hero] Your infamy precedes you, and your inability to assimilate into one of the other major factions has subsequently made you a target of all of them.

Mecha:

>Name: Domine

>Fluff: Domine (the newly christened) was a mech found among the refuse and scrap of a long forgotten battlefield on some priceless piece of dirt, was among the best mechs of its time, although the battle it took place in and the years have not been kind to it. It may well be a truly terrifying piece of equipment, if the yokel piloting it could actually figure out how to properly use it. Along with it was a suit if armor, also riddled with holes, but working still, a testament to its maker, that allows the yokel to construct a neural interface with the mecha.

>Heat Counter: [Chilly]

>Weapons:

+[Heat Cannon (Left Arm) [Heat Damage, 1d200] {Increases Enemy Heat Gauge by One} {CD: 1}

+[Railgun (Right Arm) [Bullet Damage, 1d150]

>Upgrades:

+[Distant Control] Due to the capabilities of Domine's neural capacitor, you are able to pilot your mech without being in the cockpit if you so choose.

+[Bipedal] Bonuses depending on environment.

>Defects:

-[Defunct Frame] Damage against Domine is increased by 30.

>Fighting Style:

[Assault] +5 to attack oriented rolls.

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e22ee6 No.27834

>>27741

Your efforts in recruiting wayward civilians and engineers to help the NUR military base are unsuccessful. It seems as though few people want to assist the military in any way, for a variety of reasons, but most notably the fact that they haven't been able to deal with New Reno's bandit problem.

Nonetheless, you set off with your small band of pilots to attempt to find the bandit base amid the barren badlands of New Reno's outskirts. Your squad is relatively tiny, consisting of three assault mech pilots, one artillery mech pilot, and a single support mech pilot. You gather your things and depart aboard ZMPMT, confident that your mission will be successful.

>You may now spend actions to search for the hidden base

>You can also attempt to get to know some of your teammates better

>NEW TAB:

Military:

+3 [Assault Mechs {NUR}]

+1 [Artillery Mech {NUR} {Defensive}]

+1 [Support Mech {NUR}]

>>27743

The twenty or so units under your command are an experienced bunch, thankfully Captain Weber didn't assign any recruits to this possibly perilous mission. He assigned mostly assault mechs to serve under you with a handful of support mechs to serve as auxiliaries in case something goes wrong. From your short conversations with each soldier, three of them stick out to you.

>Elias Vogt, an assault mech pilot. His outgoing and happy-go-lucky attitude betrays his ferocity on the field of battle; rumors abound of his mech, the Reaper's, nanodonium scythe being able to cut through entire armies.

>Frida Scholz, a support mech pilot. A survivor of the Siege of Prague, her valiant efforts in evacuating citizens from the city from advancing Eastern Coalition soldiers claimed her first mech and her right leg. Now with a medal of valor and a new hovering drone mech, Scholz continues to fight for the Nazi way of life.

>Esteban Rivera, an assault mech pilot. A mercenary from Spain, he surprisingly speaks German without an inkling of an accent. You don't really know how he climbed his way up the military ladder to end up on this classified mission, but you do know he has the unflinching trust of your higher ups. Probably because his sniping skills are some of the best you've ever seen.

You attempt to upgrade Fafnir's reflex modules to improve maneuverability, but just manage to short a circuit, raising your heat gauge.

>Heat Counter: [Normal]

>Progress to Copenhagen: 0/5

>NEW TAB:

Military:

+[Elias Vogt {Assault} {Reaper} {Nazi}]

+[Frida Scholz {Support} {Hovering} {Nazi}]

+[Esteban Rivera {Assault} {Sniper} {Mercenary}]

+15 [Assault Mechs {Nazi}]

+5 [Support Mechs {Nazi}]

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e22ee6 No.27835

>>27745

Scarecrows erupt in flames as you steady The Hammer's flame grenade launcher upon your hay enemies. You've definitely made enemies with the straw people today.

>Adept Mecha Pilot Upgrade 3/5

By the morning of the next day, you've joined up with General Bernard and his forces for the long march East.

>Progress to the Eastern Border: 0/5

>>27746

Your old money grants you access to some of the finer nightclubs within London, while your fanciful tales of Graebia and its history delight and engross several members of the London upper class. Word quickly spreads of Jacob of Ymeriais, the storyteller, and a man set on creating a new kingdom.

>NEW TAB

>Reputation {Affects related action outcomes}:

+[London Elite] Favored

>>27747

You begin installing the sniper rifle, though the gear is more complex to install onto Wandjina than you initially thought it would be. However, you make good progress towards its implementation.

>Sniper Rifle Install 1/2

You also manage to sell off the Oil Slick upgrade to a travelling mercenary within New Sydney.

>The Nutcracker eh? Break a few nuts lately?

The mercenary laughs as he exchanges his old cooling unit with you, your ego a little less pronounced.

>Upgrades:

-[Oil Slick]

+[Hydrofreeze™ Conditioning Unit {Not Installed} {Rusted} {CD: 3}] Cooling breezes whip their way throughout your mecha, lowering your heat gauge by one level.

>>27748

This time you concentrate your training regiment on personal survival against mounting odds. You have several fellow crusaders rush you with their claymores and broadswords while you remain unarmed. You quickly dispatch them with ease.

>Endurance Upgrade 3/5

>Swordfighter Upgrade 3/5

>Piloting Upgrade 2/5

You pray to the almighty for success on your mission. You feel your faith strengthening.

>Faith 1/3

You join up with the other diplomats as well as their military entourage, and leave the safe confines of the Vatican. What dangers may await you, only time will tell.

>Progress to Indian League 0/5

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e22ee6 No.27836

>>27754

You will not be receiving additional transport on your mission. You will have to get there alone.

You continue to train with your maidens, focusing on blocking, parrying, and throws. Your one on one krav maga session with one of your harem girls, Sasha, progresses to something somewhat more…intimate on the sparring mat.

>Close Combat Skill Progress 3/5

NEW TAB:

>Companions:

+[Sasha {Harem} {Krav Maga Expert}]

You sleep off your workout and wake up bright and early, ready to hunt down the Wolf for the glory of the Indian League.

>Progress to Sri Lanka 0/5

>>27755

You set course for the mission destination coordinates…at least, you hope they are? Your path ends up being relatively quiet, save for a few rumblings and sounds of gunfire in the distance.

>Mission Destination Progress 2/5

You pop open a beer…and another…and another, and- you get the picture. With rose tinted glasses you study Rushmore II's HUD and schematics. Despite the pretty colors dancing in your booze addled brain, you feel that you've picked up some valuable knowledge.

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e22ee6 No.27837

>>27755

You set course for the mission destination coordinates…at least, you hope they are? Your path ends up being relatively quiet, save for a few rumblings and sounds of gunfire in the distance.

>Mission Destination Progress 2/5

You pop open a beer…and another…and another, and- you get the picture. With rose tinted glasses you study Rushmore II's HUD and schematics. Despite the pretty colors dancing in your booze addled brain, you feel that you've picked up some valuable knowledge.

>Tactics Upgrade 1/5

>>27768

You focus your efforts on beefing yourself up for the coming battles.

However, performing a certain tactical move reels you back into Glasgow…

The burning, barely standing mech in front of you sends a transmission.

>P-Please sir, we just want to get out of the city, we mean no harm, I know this mech looks military but please-

The man's pleading is broken by the sound of children wailing within the cockpit.

>Sir I'm begging you-

You raise Ubermench's claw, despite every fiber of your being telling you not to.

>No no no no please, PLEASE-

You slash the mecha's core, silencing the crying and the man's frantic voice.

You awake lying on the cold steel floor of your cockpit, sweating profusely. You are forced to retire early.

>Pilot Upgrade 2/5

>NEW TAB:

>Sanity Counter: 9/10

By the next morning you have joined up with the Eastern Coalition defense force, led by a General by the name of Bernard.

>Progress to the Eastern Border: 0/5

>>27795

Update to stat sheet

>Defects:

-[Defunct Frame] Damage against Domine is increased by 1.5x

>Weapons:

+[Heat Cannon (Right Shoulder) [Heat Damage, 1d300] {Increases Enemy Heat Gauge by One} {CD: 1}

+[Railgun (Right Arm) [Bullet Damage, 1d150]

+[Purgatory (Left Arm) [Piercing Damage, 3d100] {Close Combat Only}]

>Fighting Style:

[Assault] +5 to attack oriented rolls, -5 to defensive/support rolls.

You begin somewhere in central America, within the confines of your yokel tribe, the (INSERT FLUFF HERE) tribe.

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e22ee6 No.27838

File: 1465787412664.jpg (122.38 KB,900x601,900:601,99900222.jpg)

Dice rollRolled 11 (1d100)

In momentous fashion, rain has been reported to fall within the fertile crescent region of the world. Changes in weather have not been reported on Pangea for many, many years. The rainfall has spurred a great migration from across the world, with families, pilots, and bandits all making their way to the fertile crescent to carve out their own futures.

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e22ee6 No.27839

File: 1465851745665.jpg (547.02 KB,990x744,165:124,modern brawler.jpg)

Dice rollRolled 72, 63 = 135 (2d100)

>>27836

>Name: Ash Jala

>Faction: The Indian League

>Fluff: Born from an ancient, down on its luck dynasty when the bombs fell, their small, yet consolidated family allowed them to survive through the winter. While very much not a rich family, Jala worked day and night to bring honor to his family and improve himself. His work payed off when the League allowed him into the mecha organization and after training and doing his best everyday for months, he was chosen to pilot a new prototype mecha. Cocky, and kind of a pervert, his quick rise to fame has given him much prestige and he backs up his attitude and honor with proven skills.

>Inventory:

+[Personal Harem] Made up of the most beautiful girls from around The World, you get an automatic +5 bonus to everything you roll just for having some lovely ladies in the "cockpit".

>Companions:

+[Sasha {Harem} {Krav Maga Expert}]

>Skills :

+[Adept Pilot] +10 to applicable rolls

>Flaws:

-[Daredevil] You like to make even the most mundane of actions exciting, which may put you in some unnecessary danger.

Mecha:

>Name: Tianzi

>Heat Counter: [Chilly]

>Weapons :

[Small Energy Cannon (Mouth) {Laser Damage, 2d200 roll}]

[Titanium Pincers (Mouth) {Piercing Damage, 2d250 roll]} {Close Combat Only}

>Upgrades :

[Burrow] Much like a termite, of which its frame is based on, Tianzi is able to burrow underneath the ground for a turn to catch the drop on enemies, avoid most attacks, or search for underground treasures. {CD: 2}

[Quadrupedal] Bonuses depend on environment.

>Defects]:

[Origin] ???

>Fighting Style:

+[Offense] +5 to attack rolls, -5 to defense/support rolls

1-2; Lets head out! Train close combat while on the way there. Focus on training with Sasha, she's my new favorite now

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e22ee6 No.27840

File: 1465901256013.jpg (121.74 KB,850x565,170:113,13354235.jpg)

Dice rollRolled 53, 55 = 108 (2d100)

1 - Onto da East 0/5

2 - While on the way, Svarozic watches the other mechs and demi-mechs as they march in line. Talking with other pilots and adapting his fighting style according to the most recent tactics ought to make him a more adept pilot in general.

>Adept Mecha Pilot upgrade 3/5

>>27835

>Name: Svarozic Veli

>Faction (If belonging to one): The Eastern Coalition

>Fluff [How's your pilot different from everyone else?]:

An impressionable youth from the upper-class districts of Kiev, Svarozic spent his childhood cloistered and coddled. His reserved youth was filled with study and reading, especially the texts of the old Slavic Gods. Most interestingly, his namesake - Svarog of the divine forge. The stories of myth and legend spurred his young mind, and though nominally devoted to the Orthodox Church, his true devotion lies with the *true* Gods.

Fueled by this new religious vigor, and seeking a way to put it to good use, Veli did the only rational thing possible - packed his bags and joined the military. After several years of training, Svarozic found himself in possession of a mech of his own. At last, he could bring the fire of the Sun upon the enemies of the Coalition!

>Inventory:

+[Gauss Rifle]

+[EC Lieutenant Outfit]

>Skills:

+[Military Veteran] +10 to applicable rolls

+[Adept Mecha Pilot] +5 to applicable rolls

>Flaws:

-[No Surrender] You stubbornness and almost zealous enthusiasm for the Eastern Coalition means you can never flee from a fight.

Mecha:

>Name: Sun's Hammer, or The Hammer

>Fluff [How's your mecha different from every other one?]:

Decorated with images of the Sun and the Slavic pantheon, this mech was designed to strike hard and at a distance. Much to Veli's liking, its primary artillery is a set of firebombs that can be directed at targets both stationary and moving. Of course, it also features flamethrowers for close encounters and, when needed, regular firearms. Built more for ranged attack via its fiery cargo, it is likewise slow and heavily armored to counter faster, more melee-based foes.

>Heat Counter: [Chilly].

>Weapons:

+[Flamin' Shamin' (Left Arm) {Fire Damage, 1d150 roll}] {Raises enemy heat gauge by one}

+[Flame Grenade Launcher (Torso) {Explosive/Fire Damage, 2d250 roll]}

>Upgrades:

+[At the Speed of Sun!] The Hammer overclocks for one turn, granting you an extra action. {CD: 3}

+[Bipedal] Bonuses vary based upon environment.

>Defects:

-[Bulky] The Hammer’s heavy armor plating makes it hard to maneuver, granting it penalties to movement and dodging related rolls.

>Fighting Style:

+[Defence] +5 to defensive rolls, -5 to offensive rolls.

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e22ee6 No.27846

Dice rollRolled 54, 78 = 132 (2d100)

>>27834

Name: Eric Schmidt

Faction: Rizen Nazis

Fluff : Cold, calm and collected, Eric is a no nonsense warrior and fighter. Indoctrinated by the Nazis at a young age he shows disdain to outright hatred for those who don't fit the mold of his ideals. He fights for his people against the subhumans of the world, and he will never stop.

Inventory:

+[Gauss Rifle]

+[Nazi Lieutenant Outfit]

Skills:

+[Expert Mecha Pilot] +15 to Applicable Rolls

Flaws:

-[Exterminator] Full of the indoctrination and ideals instilled in you by the Risen Nazis, you see all people outside of your faction as infirm and unfit. It is your duty to eradicate all who do not conform to the true human ideal, the Nazi patriot.

>Progress to Copenhagen: 0/5

Military:

+[Elias Vogt {Assault} {Reaper} {Nazi}]

+[Frida Scholz {Support} {Hovering} {Nazi}]

+[Esteban Rivera {Assault} {Sniper} {Mercenary}]

+15 [Assault Mechs {Nazi}]

+5 [Support Mechs {Nazi}]

Name: Fafnir

Fluff: Fafnir is a large mech, slow, ugly, gray, and blocky. What it lacks in speed and aesthetics it more than makes up for in armor, defense, and system redundancy. Fafnir can take truly staggering amounts of punishment and not falter, continuously advancing against the enemy with it better than average if short ranged load out of weapons.

Heat Counter: [Normal]

Weapons:

+[Fafnir’s Rage {Right Arm} {Impact Damage, 2d300 roll}] (Close Combat Only)

+[Swivel Turret {Left Shoulder {Bullet Damage, 2d100 roll}]

Upgrades:

+[Bulwark {3 turn cooldown}] Kick Fafnir’s forcefield into overdrive, halving all incoming damage for one turn, but raising your heat counter by one level.

+[Bipedal] Bonuses and Detriments vary based on environment.

Defects:

-[Bulky] Fafnir’s heavy armor plating makes it hard to maneuver, granting it penalties to movement and dodging related rolls.

Fighting Style: +[Highly Defensive] +10 to Defensive rolls, -10 to Offensive rolls.

1-2. Form up with my Company and start moving towards Copenhagen. + 15 Expert Mech pilot

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e22ee6 No.27863

Dice rollRolled 28, 24 = 52 (2d100)

>>27837

Name: Scruffy

Faction: none

>Fluff: Scruffy was just your average guy in a little village, which just happened to be in the center of a massive battle front between to long obliterated warring factions, and as such, their weapons often found their ways into the hands of the villagers, some found guns, others found rations, Scruffy found a mech, a mech that could pierce the heavens, even if it had a few holes…

>Inventory [Decided by Fluff]:

>Skills:

+[Bandit Hero] You saved your people from imminent death by other tribes after the great reawakening thanks to your skilled handling of your mecha. As a result, you gain diplomatic bonuses when dealing with bandit characters.

>Flaws:

-[Bandit Hero] Your infamy precedes you, and your inability to assimilate into one of the other major factions has subsequently made you a target of all of them.

>Mecha:

Name: Domine

Fluff: Domine (the newly christened) was a mech found among the refuse and scrap of a long forgotten battlefield on some priceless piece of dirt, was among the best mechs of its time, although the battle it took place in and the years have not been kind to it. It may well be a truly terrifying piece of equipment, if the yokel piloting it could actually figure out how to properly use it. Along with it was a suit if armor, also riddled with holes, but working still, a testament to its maker, that allows the yokel to construct a neural interface with the mecha.

>Heat Counter: [Chilly]

>Weapons:

+[Heat Cannon (Right Shoulder) [Heat Damage, 1d300] {Increases Enemy Heat Gauge by One} {CD: 1}

+[Railgun (Right Arm) [Bullet Damage, 1d150]

+[Purgatory (Left Arm) [Piercing Damage, 3d100] {Close Combat Only}]

>Upgrades:

+[Distant Control] Due to the capabilities of Domine's neural capacitor, you are able to pilot your mech without being in the cockpit if you so choose.

+[Bipedal] Bonuses depending on environment.

>Defects:

-[Defunct Frame] Damage against Domine is increased by 1.5x

>Fighting Style:

[Assault] +5 to attack oriented rolls. -5 to defensive/support rolls.

1. What a nice tin can I've found! This hunk of junk has so many holes in it that I can feel the breeze when it moves! I better find a way to patch up some of these holes first, not to mention the numerous mechanical things that are bound to be wrong with it after so many years in the dirt!

2. Speaking of that, I better go over and check Domine for all the things I can currently identify as being wrong with it.

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e22ee6 No.27899

Dice rollRolled 94, 99 = 193 (2d100)

>>27835

Pilot:

>Name: Jacob of Ymeriais

>Faction (If belonging to one): Self

>Fluff: [First Dara post in thread. Tl;dr: Aspiring king]

>Inventory:

+[The Tome of Tactics]

+[Flowing Purple Robes]

>Reputation:

+[London Elite] Favored

>Skills:

+[Master Tactician] +15 to applicable rolls

>Flaws:

-[Relic] Reading over the tome of tactics and rehearsing ancient Graebian history daily has somewhat alienated Jacob from society. Pre-war history has almost all been forgotten, leading to Jacob’s passionate rantings about his family often falling on deaf ears. He will have to put in a considerable effort to convince people to follow his word.

Mecha:

>Name: The Divine Right

>Fluff: [See first Dara post in thread. Tl;dr: Big, ornamented, armed with launchers]

>Heat Counter: [Chilly]

>Weapons:

+[Firebomb Launcher (Left Arm) {Explosive/Fire Damage, 2d250 Roll}

+[Handheld Howitzer (Right Arm) {Explosive Damage, 1d500 Roll} {Cooldown: 2}

>Upgrades:

+[Smoke Grenade Barrage {Cooldown: 3}] Cover the battlefield in vision obscuring gas. Multiple uses, from allowing for a quick getaway to notifying allies of your position.

>Defects:

+[Top-Heavy] The ornate silver lion’s head, falcon wings, and gorget add a lot of extra weight to The Divine Right. Heavily damaging enemy attacks have a chance of toppling the mecha to the ground, making The Divine Right prone to further attacks and limiting its attack capabilities.

>Fighting Style:

+[Defense] +5 to defense related rolls, -5 to attack related rolls.

1/2.

Day 3 of my Journey towards dominion over Graebia:

Dear journal,

Yesterday went swimmingly, and I was able to meet several new contacts in London. Today, I will try to get some of my new acquaintances to refer me to persons in the government of the city, and possibly even in exalted positions within professional militaries or mercenary groups of a quality befitting my rank. These commanders will hopefully be able to find me recruits for my army, even if they are unable to lend me theirs, in whole or in part. They will also be paid in promises of conquered land, and stories of old military engagements, should they wish to hear them. Vivat Rex!

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e22ee6 No.27900

File: 1466220310731.jpg (31.1 KB,177x278,177:278,OHBABY.jpg)

>>27899

>94

>99

>My post number is double 99s

What is this joy I feel?

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e22ee6 No.27905

Dice rollRolled 76, 24 = 100 (2d100)

>>27835

Pilot:

>Name: Lachlan Jones

>Faction: None

>Fluff: Deep in what was once Australia, but can now be considered 'just another piece of fucking desert', are scattered settlements and raider groups. Lachlan once watched an old video that described the situation well. 'Mad Max' was it? Well, only two of these groups are important: 'The Hub', a well protected city state based around trade in the area, and 'The Holy Seers of the Old Light', or as everyone else calls them 'The Nuts' who are a mostly peaceful but are annoying as they want to spread and rediscover old knowledge and technologies and believe they can divine the future using an old computer they discovered. They cause problems when you are trying to dupe people or trying to keep how something works under wraps. Lachlan was a mechanic in the Hub. Worked on everything from appliances to cars and mechs. He regularly did business with the Nuts who traded old tech for repairs and regularly swapped trade secrets. Never understood why they couldn't repair their own stuff, but business is business, so no complaints. He put the tech to good use too, using the compatible parts in the creation of a custom mecha, and trading the incompatible for useful parts.

>Inventory [Decided by Fluff]:

+[Yok Leather Tunic]

+[Rusty Toolbox]

>Skills [Decided by Fluff]:

+[Experienced Engineer] +10 to Applicable Rolls

+[Smooth-Talker] +5 to applicable rolls

>Flaws [Decided by Fluff]:

-[The Nutcracker] You’re one of the few outsiders that The Holy Seers have ever entrusted with confidential information and, even more surprising, technology. What other people want to know, including most especially higher-ups within the Hub, is how you did it. Whatever anonymity you had in the barren desert that is now Australia is now gone, you will be recognized pretty much anywhere, and most likely will be attempted to be manipulated by others for their own benefit.

Mecha:

>Name: Wandjina

>Fluff: Created by Lachlan from old tech found in the wastes by the Nuts and other scavengers. Uses the highest grade and highest tech equipment that he could get his hands on. As a result the mech has a quadrupedal base and is actually quite light on weaponry. The crowning feature of the mecha is a Nanite Constructor Swarm module, which Lachlan will forever be grateful to the Nuts for trading to him.

>Heat Counter: [Chilly]

>Weapons [Decided by Fluff]:

+[Light Railgun (Right Shoulder) {Bullet Damage, 2d100 roll}]

+[Armor-Piercing Sniper Rifle (Not-Installed) {Bullet Damage, 1d500 roll} {Ignores Most Defenses} {CD: 2}]

>Upgrades [Decided by Fluff]:

+[Hydrofreeze™ Conditioning Unit {Not Installed} {Rusted} {CD: 3}] Cooling breezes whip their way throughout your mecha, lowering your heat gauge by one level.

+[Quadrupedal] Bonuses and Detriments vary based on environment.

+[Nanite Constructor Swarm Module {2 Turn Cooldown}] A gift from the The Nuts for your service to their cause, you haven’t seen any upgrade even come close to this level of technology. At the press of a button, nanobots swarm from inside the module and assume the role of whatever description of the button you pressed. You could probably upgrade its functionality, but the Nuts know more about that than you could ever learn yourself. Forms last until the cooldown period is over, and then must be reactivated. Discovered nanobot forms:

+[Close Combat Offensive]

+[Repair]

>Defects [Decided by Fluff]:

-[Hotzone] Every use of the Nanite Constructor Swarm Module (NCSM) raises your heat counter by one level. Due to being constructed by mostly old pre-war technology that doesn’t possess the cooling capabilities of more modern tech, Wandjina is also more susceptible to heat based attacks and high temperatures.

>Fighting Style: Balanced

1. Continue sniper instillation 1/2

2. begin installing the Hydrofreeze

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e22ee6 No.27910

Dice rollRolled 12, 47 = 59 (2d100)

>>27835

>Name: Jeanne d'Arc

>Faction: The Crusaders

>Fluff: Deep within the cathedrals of The Crusaders, a project was begun to bring some of the holiest warriors back to life, the culmination of that work, Jeanne D'arc is a genetic clone of the original Jeanne, raised and trained by The Crusaders since birth, she has been given the best equipment available in her quest to wipe out the heathens and heretics and bring the light of god to the dark places of this world. Despite her obvious training as a mech pilot her body has still been honed with the ability to effectively wield the sword she carries with her always, even in her cockpit

>Inventory [Decided by Fluff]:

+[Titanium Broadsword]

+[Nanotech Crusader Platemail {Upgradeable}]

>Skills [Decided by Fluff]:

+[Born Leader] +10 Bonus to applicable rolls

+[Adept Swordfighter] +5 Bonus to applicable rolls

+[I Am Not Afraid] Through possessing all the battlefield knowledge of the late Joan of Arc, you know that war is never easily won. You have been struck by the whip of defeat multiple times, and are all the more prepared for the battlefield having experienced it. Rolls of lower value will not impact you as severely.

>Flaws [Decided by Fluff]:

-[The Clone War Rages Inside] You were not the first attempt by the Crusaders to clone the late Joan of Arc, though you are the most successful. Other iterations of you have suffered painful deaths at the hands of crippling genetic disease, insanity, and, in one case, the swift strike of the Crusaders themselves, though you don’t know much about that last one. You have survived the longest of all the clones, but whether you will face complications in the future…only time will tell.

Mecha:

>Name: Raguel, who takes vengeance on the world of the luminaries

>Fluff: Raguel was a mech specifically designed and built to be piloted by Jeanne and as such requires her genetic code before it can be operated in any way. Designed to be a symbol as well as an effective machine of war it is covered in heraldry of The Crusaders and is easily visible, to counter the obvious target it is also equipped with boosters that allow it to essentially glide along the ground, over water, and even achieve a primitive form of flight, though it has more often been used to gain height enough that bringing it's sword down upon the enemies of God will be that much more devastating.

>Heat Counter: [Chilly]

>Weapons [Decided by Fluff]:

+[Raguel’s Might {Left Arm} {Slashing Damage, 2d250 roll}] (Close Combat Only)

+[Railgun (Right Arm) {Bullet Damage, 2d150 roll}]

>Upgrades [Decided by Fluff]:

+[Booster Boots {Cooldown: 3 Turns}] Nitrous powered boots with immense versatility, allowing for quick movement across any terrain, and the ability to activate +[Holy Meteor], a powerful move usable in close combat where Raguel soars into the air and comes crashing down upon its enemies with his sword. A risky move, an additional 1d100 roll will determine whether Raguel’s enemies take 2x as much damage or .5x.

+[Bipedal] Bonuses and Detriments vary based on environment.

>Defects [Decided by Fluff]:

-[Crusader AI] Due to being programed by the Crusaders signature and top-secret AI, it sometimes seems as though Raguel has a mind of its own. In certain situations, Raguel may ignore orders and operate upon the inclinations of its own programming. You surmise that this was probably a safety mechanism implemented in case you were to ever go rogue, or ignore the commands of the crusaders.

>Fighting Style:

+[Offense] +5 to combat rolls, -5 to defense/support rolls.

Skills:

>Endurance Upgrade 3/5

>Swordfighter Upgrade 3/5

>Piloting Upgrade 2/5

>Faith 1/3

1.2. Keep a careful eye out on the journey for anyone who may be attempting to harm the diplomats or may be heretics.

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