25 years later, over 40% of mankind lives in space and almost every country on Earth has their own colonies in space.
However, on board the Alliance Academy station „Nova Calendus“, the fated clash of destiny rears its head.
Character Creation
Every character in the RP is given 14 Attribute Points to spend on their basic talents and abilites. These attributes will be what will determine all the more basic aspects of your character, such as their close combat ability and skill with mechanics. Every character has 5 main attributes that determine their capabilities when outside of their Rubicons. All these attributes are ranked progressively from E (extremely poor) to A (exceptional). All skills must have at least E rank (1 point) in them to show basic proficiency required of a military operative.
- Close Combat (CLS) – Close Combat is just as it sounds. It measures your characters ability to fight with both close combat weapons and unarmed. Characters with high CLS are experts at close combat martial arts, granting them both high damage in close combat and high agility to close in to their targets and avoid incoming damage. Higher ranks also increase close combat damage in Rubicons.
- Weaponry (WPN) – The ability to use military equipment. This includes both the ability to use a variety of weapons as well as general skill in shooting with infantry-grade weapons. Higher ranks allow the usage of specialst weaponry such as anti material rifles and rocket launchers, as well as granting knowlege on the use of explosives.
- Durability (DUR) – Knowledge in the usage of armors. DUR indicates the training the usage of a number of specialst body armors. Higher rank in the skill grants usage to equipment such as „Magnetic Gravitron Armor“ which makes the user almost impervious to small arms fire. Also grants access to mental implants to enhance combat capacity.
- Tactics (TAC) – Knowledge of battlefield tactics and strategy, as well as a general ability in commanding troops. An essential skill for squad leaders and higher ranking officers. Higher ranks in the skill will grant combat bonuses to subordinates under the characters command, as well as increase the battle efficiency of „Flagship“ for Captains.
- Mechanics (MEK) – Natural affinity and skill in the usage of mechanics and electronics. Higher ranks allow for the reconfiguration of Rubicon OS for maximum output, hacking of electronic devices, control of mechanized weaponry such as drones, as well as the ability to repair electronics and Rubicons (lowering downtime in the case of damage).
Each Character also gets access to 2 perks, which represent unique facets of his skillset and past. These can vary from spec ops training to possessing an unique piece of experimental equipment. It can be almost anything (as long as it makes sense with your character) and is reviewed and balanced by me. Here is an example of a random perk (from a different RP altogether, but it should be enough for you to understand what I mean).
Character Roles
Endless Rubicon has 12 PC spots. However, there are two distinct roles in the RP. Each side has 1 „Captain“ and 5 „Operatives“. Operatives are much as you imagine. The ace pilots and mechanic geniuses that so commonly pop up in these types of shows. Their main role is the combat and successful completion of their objectives.
„Captains“ however are the high ranking officers that actually in command of the Operatives and their respective motherships. Where as the Operatives are there to follow their orders, a Captain is there to give them. It is the Captain's role to generate a plan of action to fulfill the overall mission objectives. In essence I will tell the Captains their „missions“ and give an overview of the location. The Captains will then tell me how they will use their troops (both PC and NPC) and in what way.
In this way, the role of a Captain is not merely normal Roleplaying, but also a dash of combat tactics. To facilitate this, Captains have the operative authority over their subordinates, which means that they are free to create team leaders/teams according to their desires, as well as promote or demote anyone they see fit. In addition to this, Captains have full control over a battleship with formidable weapon systems, as well as numerous NPC resources. However, their actions will have consequences. Bad strategy (or conversely, brilliant strategy) will have consequences.
And ironically, it will most likely not be the Captain that bears the brunt of those wrong decisions...
But the Operatives.
Character Relationships
What would be a robot series without a convoluted and confusing maze of interpersonal relationships?
In this case, we will slightly deviate from the norm. To start off with, you will not make the relationships that exist between PC and NPC characters. I will. After approving the PC's I will make a chart of sorts that will outline the general relationships (say rival, etc) between characters and you will incorporate that into your background in a way that makes sense. This includes both in and cross faction relationships (should I decide upon them). However, I do encourage you to think up convoluted PC backstories and connect your backgrounds to other PCs.
In addition, I will hand out a couple of hidden roles/relationships to set up the tension. It is up to you, how you will incorporate to your character in a way that makes sense. Note that you are not forced to behave in any way according to these roles. You can subvert them and play around with them as you like. The details are up to you. But they are a part of your characters and I want to see them play a role in some way or another.
Robots and Spaceships
When it comes to Rubicons (the titular robots) and the spaceships, a few rules apply. Firstly, all robots have stats and capabilities seperate from their users. The users stats do apply as positives or negative modifiers, but by and large, the abilities of Rubicons are seperate from their wielders. Secondly, all Rubicons are designed by me.
Yes. This means that you don't have much say in what your robot does or looks like. After all, what would be the fun, if the hapless hero that stumbles into the robot for the first time, knew all the ins and outs of the system! There has to be a sense of mystery, you know. However, you do have the ability to choose the class of your Rubicon, which largely determines the category it falls into.
Close Combat – Close range type Rubicons that are usually meant to take the fight directly to the enemy. Can vary considerably stat wise, but are characterised by high amounts of close combat weapons and limited ranged fighting capability.
Long Range – The opposite of the close combat mechs, long range mechs are mainly meant for long range fire support and damage. Not neccessarily snipers, these mechs are exemplified by their high long range firepower.
Balanced – The type that excells in versatility. Not neccessarily the most powerful in a single field, the Balanced type mech can fight at most ranges at acceptable levels. This means that they typically excel in mid range combat, where they can put their versatility to use.
Heavy – Large and heavily armored, Heavy mechs are usually the first line of defense for their allies, as well as possessing extremely heavy weaponry, which is typically used against large scale targets such as battleships.
Special – A type that encompasses units that are hard to categorize. These are usually units that possess unique strengths and weaknesses, that do not fall under other types. Can include anything from Rubicons specialized for infiltration and confusion to Rubicons that focus on AI control and manipulation.
Each Rubicon and Flagship has the following stats.
- Close Combat (CLS) – For Rubicons, close combat means the level and amount of close to mid range weaponry on the Rubicon's themselves. This refers to both close range ranged weapons and melee weaponry. Higher ranks in this skill means that the robot in question has high damage capability in close combat and numerous weapons that grant it an advantage in this range. For flagships, CLS refers to the ability to fight of Rubicons (and other assailants) at close range, as well as close range defences such as particle flares.
- Ranged Combat (RNG) – Much the opposite of CLS, RNG is the indicator of the level of long range weaponry on the Rubicon. Higher ranks allow for the usage of much larger and destructive weaponry, often meant for destroying larger targets then mobile suits themselves, capable of wreaking destruction over the entire battlefield. For Flagships, RNG refers to the power of their main cannons and weaponry.
- Manuverability (MNV) – A stat that refers to the overall mobility and speed of the Rubicon or flagship in question. Indicates both its ability to dodge and overall top speed. A high rank in this skill allows for the dodging of attacks and the ability to quickly manuver the Rubicon to its optimal range.
- Energy (EN) – Energy refers to the amount of output produced by the Core Reactor of each Rubicon (and the overall energy production of flagships). Usage of ranged weaponry uses energy, as well as the normal operation of Rubicons (flagships consume energy only in battle and do not need EN for movement, just weaponry). All „Unique Abilities“ of Rubicons consume energy in addition to the normal usage of the Mobile Suit.
- Durability (DUR) – A stat representing both the overall shielding and hull durability of the Rubicon or Mothership in question. Higher ranks allow for the maintenance of combat capacity even when highly damaged, in addition to possessing an overall higher level of survivability.
In addition, all Flagships and Rubicons possess a „Unique Attribute“ and an „Unique Ability“. A unique attribute is a passive ability that enhances the Mobile suite in some way (it can be thought of as a Perk of sorts). For example, it could allows it to use specific equipment (say the ability to swap out equipment according to the situation) or allows it usage to advanced systems or functions (such as the ability to shield from incoming attacks). A „Unique Ability“ is a unique system set in every Rubicon, which allows them to use a battlefield changing ability. This can take many forms from say the Trans-Am system in Gundam 00 or the Harakiri Blade in Valvrave the Liberatror.
In regards to flagships, these battleships are designed by the Captains themselves (in regards to their stats, abilities and looks), with supervision from me, so that everything would stay nice and balanced (and thematically appropriate).
Notes
Thought I wouldn't go through with it, didn't you? Buuut no. I am anything if not silly and stupid so it is time to try (and probably fail again) GMing something again.
Okay, here is the deal. There will be PvP in this. A bunch of it and probably from the very start as well. People may lose and they may win and while death is not my aim here, it might be a possibility if you mess things up hard enough. So if you cannot handle PvP, then don’t join. Also, due to the nature of the sheets, different Rubicons play to different strengths. Friendly powerlevel banter is one thing, being randomly butthurt because you got outplayed is another. If you think you have a “weaker” sheet then the others, then play to your strengths and strategize, don’t come complaing to me.
If you have any questions about the setting/mechanics/factions/whatever, throw it in here and I will strive to answer your inquisitive questions. Character submission deadline is the 9th of March. Or earlier, should the stars align perfectly! Though I would not count on it. I will choose the sheets I will find to be most interesting, but I will try to pick up a couple of newcomers (if I can) so don't be frightened off by that. Oh, and if one of the captains ends up not being a Char/Rau expy, I will be sorely disappointed, my friends.-
Also, I will say this. Keep an open mind, I will make this utter nonsense… in more ways then one.
Slots
Fodder Applicant List
Dranes - Trilateral Alliance - Balanced
Zagrin - EAU - Special
Sei - EAU - Heavy
Morm - Trilateral Alliance - Close Range
Katie - EAU - Close Range
ILurkNoMoar - EAU - Balanced
Snax - EAU - Long Range
RacingeR - EAU - Captain
Neko - Trilateral Alliance - Captain
Soldat der Trauer - Trilateral Alliance - Captain
Arch-Magos Winter - EAU - Long Range
Hero - Trilateral Alliance - Special/Balanced
Mereo - Trilateral Alliance - Heavy
Kurogane- Trilateral Alliance - Long Range/Special
Virtue - Trilateral Alliance - Balanced
Leo - Trilateral Alliance - Long Range