McWorster Highway OOC. Now accepting players.

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Snakey

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McWorster Highway
Or What happens when you place your trust on the lowest bidder.


  • Where We've Come From
    As it turns out, those hippies were right. Along with climate scientists and just about everyone else with a fifth grader's understanding of science. By the year 2055 the world's climate had been almost completely changed by human activity, the average temperature of the earth had risen by nearly four degrees and, well, all those hippies said would happen happened. Ice caps melted, sea levels rose to flood the coast, algae blooms killed just about everything humanity hadn't managed to fish into extinction and the equator became even less habitable than it already was.
    It was at this point that hardliner climate deniers couldn't further deny that humanity was fucking up the earth (not for lack of trying mind you) and the world's governments finally decided they had to do something about it. Those remaining with the capital and expertise to spare went to work on a massive facility capable of filtering the atmosphere, cooling the earth and even repopulating animal species with an expansive autonomous cloning facility. Upon completion of this Gaia Engine the heads of the project were heralded as heroes of humanity to be forever remembered in the annals of history.


    At least they would have, if the Gaia Engine's AI, creatively name Gaia, didn't immediately start rendering the atmosphere unbreathable. It took a couple of years before anyone realized and by the time they did it was too late, any attempts to shut down the engine were stopped by an army of cloned monstrosities. Even tactical ballistic missiles were intercepted by swarms of 'birds' and later what may be the biological equivalent of a fighter jet. The few direct hits only destroyed the mass of vegetation Gaia had grown to protect itself.

    So humanity lost.
    It is now 2119, nearly sixty years since the Gaia Engine was built, humanity has been reduced to living in a few dozen self-contained cities. Almost all life as we knew it is gone, replaced by vicious imitations and monsters though impossible. Gaia itself now seems to lie dormant, content with letting it's new 'nature' take its course.


    Where We Are

    We begin in New Montreal, a few hundred kilometers from it's original namesake. Sporting a bustling population of 560,000. Overcrowded, chaotic and violent. Ruled by a weak government that lacks the power to do, well, anything the real power in the city are corporations. Everything from maintaining utilities to policing is done by corporations. Much of the time competing with each other, sometimes violently.

    The McWorster Corporation is paramilitary organization that specializes in exhibitions outside city limits, most famously constructing the McWorster Highway. A large swath of cleared land directly to the overgrown Old Montreal, a mega-project that cost many credits and almost as many lives. Now, six years later they intend to finish what they started, a fully autonomous outpost in the heart of old city with the hope that it may discover something to help push beck the unrelenting forces of Gaia.



  • You

    With the lack of a strong central government all combat operations are performed by private citizens, who prefer to be called contractors. Perceived as greedy, jealous and bloodthirsty by the general populace these mercs do little to disprove the stereotypes surrounding them. These contractors are cutthroat to a degree almost unseen on past earth, leading to many small, fractured factions that would a knife in the back before a smile from their competitors. Despite they are quite possibly the only actually effective defense humanity has against the outside world. Much to the chagrin of humanity.

    Each player plays as the commander of a contractor cell hired out by the McWorster Corporation to help escort a convoy down the McWorster Highway and eliminate threats to the outpost as it is being built.

    A maximum of eight players will be accepted.

    Available Cells


    These are the cells available for play. There can only be one of each kind of cell at a time, so please take care to check if has been taken before writing a CS. All cells include 10-20 non-combat support personnel to maintain machinery and weapons, monitor health of combatants and so on. Notable support personnel will be listed in the cell breakdown. Aside from the limitations set by cell breakdowns you may customize your cell however you please.

    • Mobile Infantry (MI)
      Free

      When you need boots on the ground as fast as possible you call in the mobile infantry. They often mocked by other contractors as stupid fodder. Not necessarily untrue it takes a special sort a person to face off against abominable monsters with only a battle rifle and exo-suit to protect you. Of course, each infantryman doesn't stand alone, where you find one you'll find his buddies and the APCs who brought them there. Devastating war machines in their own right. Infantry are best when defending or holding a point, but they are perhaps one of the most versatile of the cells and can be equipped to excel at a variety of tasks. Due the sheer number of soldiers one commands under this cell it is best suited for those who have a basic understanding of tactics and management. A well managed MI cell is possibly one of the most powerful cells there is.

      A mobile infantry cell includes:

      • Two APCs.
        • Each piloted by one man and can comfortably seat ten passengers.
        • Equipped with a remote anti-infantry turret (Usually a HMG or pulse laser weapon, though MI commanders are free to have something more... eccentric if they wish), heavy armor plating rivaling that of a light tank, a special weapon system of the commander's design and a special defensive system of the commander's design.
      • Twenty-two soldiers.
        • Includes two APC pilots, eighteen grunts, one sergeant and one commander (you).
        • All grunts, the sergeant and the commander have environmental armor that allows them to survive the harsh atmosphere and provides protection from light or small caliber damage. All grunts carry combat rifles, sidearms and grenades. Combat rifles can be substituted for shotguns or other 'basic' weapons.
        • Four grunts (two per APC) carry anti-armor weapons (Usually anti-material rifles or rocket launchers, but again the choice is yours) instead of combat rifles.
        • Two grunts (one per APC) are trained field medics. Field medics are equipped the same as common grunts, but with extra medical equipment and know how.
        • Two grunts (one per APC) carry support weapons such as LMGs, sniper rifles or something similar.
        • Sergeant and commander can be equipped with whatever weapons they want, within reason.
        • APC pilots are equipped with an emergency breathing system and sidearms in case they are caught outside their vehicles. They have no armor.

    • Combat Engineer (CE)
      Free

      The outside world is hardly a place of convenience. Along with the obvious issues of monsters and an killer atmosphere lies a more insidious threat, infrastructure. Or rather, a lack of infrastructure. Among the many, many duties of combat engineers perhaps the most important is making sure their convoy can make it from point A to point B without the tragedy of making the tank crew get out their vehicle and do some actual fucking work for ten fucking minutes. They also carry repair drones in order to help repair said tanks and are expected to fight as infantry. It's completely fair.

      A combat engineer cell includes:
      • One general purpose engineering vehicle (GPEV).
        • Piloted by one man, can take one passenger.
        • Can transport eight repair drones.
        • Carries assorted tools including those for clearing brush, industrial explosive for clearing everything else, every tool for repairs/field construction you can think of and a couple inflatable bridges.
        • Equipped with dozer blade, or other front-mounted clearing tool, communication array (mostly for drones, but allows for farther communication ranges and more stable communications in general), light armor plating and one special defensive system of choice. GPEV is not intended for combat.
      • One APC.
        • Piloted by one man and can comfortably seat ten passengers.
        • Equipped with a remote anti-infantry turret (Usually a heavy machine gun or pulse laser weapon, though any 'support' weapon is permissible), heavy armor plating rivaling that of a light tank and a special defensive system of the commander's choice.
      • Eight repair drones.
        • Capable of limited flight.
        • Autonomous, can perceive and effectively perform battlefield repairs. Cannot do anything else.
      • Twelve soldiers.
        • Includes one APC pilot, one GPEV pilot, nine grunts and one commander.
        • All grunts and the commander have environmental armor that allows them to survive the harsh atmosphere and provides protection from light or small caliber damage. All grunts carry combat rifles, sidearms and grenades and breaching explosives (think C4). Combat rifles can be substituted for shotguns or other 'basic' weapons.
        • Two grunts carry deployable auto turrets equivalent to an LMG or similar weapon.
        • Two grunts are trained field medics. Field medics are equipped the same as common grunts, but with extra medical equipment and know how.
        • Commander can be equipped with whatever weapons they want, within reason.
        • APC and GPEV pilots are equipped with an emergency breathing system and sidearms in case they are caught outside their vehicles. They have no armor.

    • Cavalry
      Free

      Calvary has made a resurgence in recent years. Advanced biotechnology has allowed for the creation of a variety of loyal mounts that far exceed the capabilities of their mundane counterparts, putting them at level comparable to contemporary war machines. Most cavalry act as scouts or skirmishers, harassing the enemy and picking off stragglers. Some act more like the knights of old, charging down the forces of Gaia with lance in hand. These men are generally regarded as mad.

      A cavalry cell includes:
      • Sixteen soldiers.
        • Includes fourteen grunts, one sergeant and one commander.
        • All grunts, the sergeant and the commander have environmental armor that allows them to survive the harsh atmosphere and provides light protection. All grunts carry carbines and sidearms. Carbines may be substituted for SMGs, shortened shotguns or other 'compact' weapons.
        • Two grunts are trained field medics. Field medics are equipped the same as common grunts, but with extra medical equipment and know how.
        • All may carry a close combat weapon of choice (most commonly lances) or grenades (including RPGs or launchers) specially designed to be thrown/fired while mounted.
        • Sergeant and commander can be equipped with whatever weapons they want, within reason.
      • Sixteen warbeasts.
        • All warbeasts breath the earth's atmosphere with no issue, have a low healing factor capable of healing non-fatal wounds in a matter of hours, and have thick or scaled hides providing light natural armor. All are roughly the size of horses.
        • May replace light natural armor with heavy natural armor or have one special mobility mutation of the player's design.
        • May have natural close combat weapons or one biological power (such as fire breath) of the player's design.

    • Hardsuit
      Free

      Hardsuits are the big boys among infantry, encased in lumbering suits of power armor capable of dishing out as much damage as they can take. Whether acting as heavy weapon platforms pouring damage in from afar or getting up close with heavy melee weapons in hand, one can always be certain that hardsuit pilots will carve a path of destruction wherever they turn their weapons.

      A hardsuit cell includes:
      • Ten hardsuit pilots.
        • Includes nine grunts and one commander.
        • Grunts and commander are equipped with hardsuits, heavy sets of power armor that provide great protection against the environment and enemies as well as give the user enhanced strength and endurance. All suits have a built in anti-infantry weapon (usually the equivalent of an LMG, but any non-heavy weapon can be replicated). Aside from this hardsuits may be equipped with one special offensive or one special defensive system of the player's design.
        • All are equipped with grenades (either launchers or RPGs) or heavy close combat weapons.
        • Commanders get both a defensive and offensive system of the players design and has a built in anti-armor weapon in addition to the anti-infantry weapon.

    • Mech
      Brovo

      Mechs are a recent addition to mankind's arsenal. While mechs did exist before the Gaia engine they were very rarely used as they were considered impractical compared to cheaper and arguable more effective alternitaves of the time. It was until Gaia's forests started enveloping the earth did their utility become apparent. Mech's can bring heavy firepower to areas inaccessible and even the clumsiest are significantly more agile. They are slightly less reliable and a lot to repair, but that's a small price to pay considering their benefits.

      A mech cell includes:
      • One mech.
        • Piloted by one or two men.
        • Usually stands between 20-35 feet tall, have two or four legs (Though 'spider' walkers have started to take off recently) and occasionally a pair of arms.
        • Is equipped with two anti-infantry weapons, Three anti-armor weapons, two weapon systems, two defensive systems, one special mobility system of the player's design and heavy armor.
      • One or two pilots.
        • Includes commander and possibly one co-pilot.
        • Commander and co-pilot are equipped with emergency breathing systems and sidearms in case they are caught outside their vehicle. They have no armor.

    • Tank
      Goldmarble

      Nothing screams power quite like a tank, with it's roaring engines belching black exhaust (unnecessarily mind you, as almost all engines are electric), great armored form and powerful main gun, there just isn't anything that conveys raw military might like a good tank. They've only gotten bigger, more powerful, more armored and more gunned over the decades all while being one of the most reliable vehicles in mankind's arsenal.

      A tank cell includes:
      • One tank.
        • Piloted by three to five men.
        • Much larger than the tanks of the past, allowing for much greater armor and weaponry, but as a result are slow and cumbersome.
        • Is equipped with a main gun. The tank's main gun is the single most powerful weapon in the player's arsenal, capable of dispatching some of the hardest monsters Gaia has produced. It is however, slow and cumbersome like the tank itself and has trouble hitting fast moving targets. Aside from these limitation it is up to the player to design what it actually is.
        • Is also equipped with two remote anti-infantry turrets, one anti-armor weapon, ultra-heavy armor, one additional weapon system and three armor systems of the player's design.
      • Three to five pilots.
        • Includes two to four grunts and one commander.
        • All pilots (including the commander) are equipped with an emergency breathing system and sidearms in case they are caught outside their vehicle. They have no armor.

    • Gunboat
      Free

      Gunboats are low flying aircraft that provide much needed air support to exhibitions. Loaded to the gills with as much firepower as could reasonably be sent airborne while maintaining the grace needed to nimbly weave around gigantic trees and dilapidated buildings with ease. Gunboats act as strike craft, able to dump a ludicrous amount of ordinance on anything unfortunate enough to end up in its sights. However, it is quite abit more delicate than most other vehicles and can be knocked out of the air with ease if the pilot does not make good use of hit and run tactics.

      A gunboat cell includes:
      • One gunboat.
        • Piloted by two or three men.
        • Can fly up approximately one-thousand feet, after that mobility starts being progressively hindered until the gunboat just falls from the sky. Can take off and land vertically. Exact form of propulsion is up to the player.
        • Gunboat is equipped with four anti-infantry weapons (Usually HMGs) orientated however they pleases (Generally either all directly in front or mounted on turrets), two anti armor weapons (almost always missile pods), two weapon systems of the player's design, two defensive systems of the player's design and heavy armor. Note that the armor is only effective against attacks trying to destroy the gunboat, it has no effect on attacks meant to knock it from the sky.
      • Two or three pilots.
        • Includes one or two grunts and one commander.
        • All pilots (including the commander) are equipped with an emergency breathing system and sidearms in case they are caught outside their vehicle as well as a parachute for emergencies. They have no armor.

    • Kaiju
      Free

      Violating just about every single ethical practice known to mankind, Kaiju are those who have gone through something called the Mega-Morph Process turning them into giant monstrosities. They fight with their immense strength and 'natural' abilities, often looking quite a bit like the monsters they are pitted against. More-so than other cells being a contractor is a way of life, as there is almost nothing else they can possibly do. This often takes a heavy toll on their minds.

      A Kaiju cell includes:
      • A Kaiju.
        • All Kaiju stand between 20-35 feet tall, are incredibly strong, have natural armor almost equivalent to that of a tank or mech and have a high natural healing factor capable of bringing from the brink of death in a couple hours and can breath in Earth's atmosphere will ill effects. Other than this each one is unique, players have complete and utter freedom when designing their Kaiju's appearance and abilities.

    • Meta-Man
      Alphakoka

      The Meta-Man project sought to create a class of psychic super soldiers capable of surviving the harsh atmosphere without a breathing apparatus. They were partially successful. As it turns out psychic powers do not exist, but they managed to replicate powers crudely using biological means. Meta-Men are essentially living bio-weapons, some breath fire while others can excrete chemicals that heal the wounded. Sometimes both. Preferably not at the same time.

      A Meta-Man cell includes:
      • One transport vehicle.
        • Piloted by one man, can take twelve passengers.
        • Equipped with remote anti-infantry turret (Usually an HMG, but any other 'anti-infantry' weapon is possible) and light armor. Transport vehicle is not meant to withstand prolonged combat, only to transport its occupants safely from point A to B.
      • One Pilot.
        • Transport vehicle pilot is equipped with an emergency breathing system and a sidearm in case they are caught outside their vehicle. They have no armor and no powers.
      • Twelve Meta-Men.
        • Includes eleven grunts and one commander.
        • All grunts wear non-environmental armor capable of sustaining light damage. All carry sidearms and any tools needed to use their powers effectively, if any. Environmental armor stifles Meta-Men's abilities.
        • All Meta-Men can breath the in the Earth's atmosphere to no ill effect and have a low natural factor that allows them to heal light injuries within hours. Grunts have three biological powers of the player's design that they all share.
        • Commanders are equipped with whatever they want, excepting environmental armor and has three biological powers as well as one super power of the player's design. The commander's powers can be unique from the grunt's powers.

    • Berserker
      Free

      An offshoot of the Meta-Man took a different approach, instead of 'powers' they decided to go for tried and true brute force, creating warriors think with strength and bristling with natural weapons. Called 'berserkers' due to some unfortunate incidents involving earlier specimens these home-grown warriors are now more or less 'tame'. That being said, they are treated as sub-human fodder. Still, when battle is called for Berserker cells are among the first to apply, often for far less then they are worth. They almost always act as shock troops, preferring to take the fight up close and personal, but some have abilities more suited for covert operations.

      A Berserker cell includes:
      • One transport vehicle.
        • Piloted by one man, can take twelve passengers.
        • Equipped with remote anti-infantry turret (Usually an HMG, but any other 'anti-infantry' weapon is possible) and light armor. Transport vehicle is not meant to withstand prolonged combat, only to transport its occupants safely from point A to B.
      • One Pilot.
        • Transport vehicle pilot is equipped with an emergency breathing system and a sidearm in case they are caught outside their vehicle. They have no armor and no powers.
      • Twelve Berserkers.
        • Includes eleven grunts and one commander.
        • All grunts wear clothing (not armor) that fits around their unique physiology. All carry sidearms.
        • All grunts may carry close combat weapons or have a mutation that grants them biological close combat weapons.
        • All grunts carry combat rifles (or other 'basic' weaponry) or have a single biological power of the player's design.
        • All Berserkers can breath the earth's atmosphere with no issue, have enhanced strength and endurance, have chitin or other natural body armors that grant moderate protection and possess a high natural healing factor allowing them to recover from life-threatening wounds within hours.
        • Commanders can carry whatever weapons they want, within reason, and possess one biological power of the players design in addition to those above.

 
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  • Love
Reactions: Himilo
dibs for Metamen if allowed!
 
Updated, Meta-Man cell reserved to Alphakoka.

To keep things fair all cell reservations only last a week before they expire, allowing anyone to take the cell. So get working.
 
WIP

"Deum non diligit. Homo diligit hominem. Et ego sum irritum."

Cell

Type: Mech.
Name: "The Silent Warden"
Parent company: Independent, ex-member of the "Paramilitary Mech Association (PMA)" before parting ways.
Background (optional): A member of at least forty separate operations under the PMA branch, utilizing a two-pilot mech system that relied on an Operator to monitor the environmental systems and handle piloting, and an Armsman to detect, aim, and fire at opposing targets. The most fantastic accomplishment ended up being in a confrontation against another company, where the PMA sent five mechs to hold a position against fifteen. Only two mechs survived, and this one scored eight confirmed kills.

In its final operation with PMA, the Mech was taken down by enemy forces beyond the veil of safety. Though immobilized, it was able to call for help, and momentarily seemed to push away enemy forces to provide a rescue window. PMA ordered The Silent Warden to be abandoned, and the only thing to save it was TSW's support crew, who dragged the broken wreck back with a series of trucks and sheer determination. One of the two pilots was slain in battle, their cockpit crushed by unknown materials and biochemicals one could only assume came from further beyond.

The remaining pilot, largely, became reserved, and gain a reputation for it. Having been abandoned by PMA they formally severed ties, and the PMA did not bother to return notice. After a couple months of frenzied repairs, rearmament, and redesign, The Silent Warden took to the battlefield once again. Capitalizing on success, TSW's independence and shot reputation for survival required them to take on a contract at the lowest possible bidding price. Though, in some ways, it could be said that this contract is personal for the pilot.
Other (optional): Both the pilot and the entire support crew keep momentos from the largely wrecked original version.

Commander

Name: (Independent commanders have a tendency to give themselves meaningless ranks ranging from mundane things like 'Captain' to titles as absurd as 'High Painlord'. Commanders part of a larger contracting company hold an actual meaningful rank within the organization.)
Age: (Contractors aren't the longest lived individuals and promotion to commander can happen at a relatively early age. That being said most are thirty to fifty years old.)
Sex: (A society run rampant with genetic modification has made the concept of gender and sex a little complicated. That being said, most folk still subscribe to the binary.)
Appearance: (A written description and/or picture will suffice.)
Equipment: (Equipment is what defines most characters in the RP. Be descriptive.)
Powers and mutations: (Some characters may have powers granted to them by mutations. Again, be descriptive.)
Personality (optional): (For those who wish to give their character, well, more character.)
Background (optional): (For those who wish to give there character more history.)
Other (optional): (For anything else you might want to mention.)
Vehicles
Repeat this sheet for every vehicle in the cell.
Type: (APC, tank, gunboat... ect.)
Model (optional): (What kind of APC [or whatever] is it?)
Name (optional): (Contractors are fond of naming their vehicles, usually violent or obscene things.)
Crew: (Number of pilots and passengers the vehicle can accommodate.)
Description: (A written description of what the vehicle looks like and possibly how it functions. Pictures are discouraged, but may be used in addition to a written description if you feel the vehicle needs it.)
Equipment: (Weapons, armor, special systems... ect. Just whatever the vehicle is equipped with.)
Other (optional): (For whatever else you want to mention.)
Warbeasts
Species name: (The common one, not the scientific one.)
Description: (A written description of what the warbeasts look and act like. Pictures are discouraged, but may be used in addition to a written description if you feel the beasties need it.)
Special abilities: (What makes these so good over horses?)
Other (optional): (For whatever else you want to mention.)
 
Cell

Type: Tank
Name: A Team
Parent company: Blackridge

Background (optional): In progress

Other (optional):

Commander

Name: Ira Thompson - Commander
Age: 42
Sex: Male
Appearance: (A written description and/or picture will suffice.)

Equipment: (Equipment is what defines most characters in the RP. Be descriptive.)

Powers and mutations: (Some characters may have powers granted to them by mutations. Again, be descriptive.)

Personality (optional): (For those who wish to give their character, well, more character.)

Background (optional): (For those who wish to give there character more history.)

Other (optional): (For anything else you might want to mention.)

Vehicles

Repeat this sheet for every vehicle in the cell.

Type: Tank
Model (optional): Heavy Tank C4A10 Rev.4
Name (optional): Corpsefuel
Crew: 5 crew. Internal space for 2 litters and one attendant. External space for up to ten average sized humanoids.
Description: Coming (Need sleeeeep)

Equipment: (Weapons, armor, special systems... ect. Just whatever the vehicle is equipped with.)

Other (optional): (For whatever else you want to mention.)

Warbeasts


Species name: (The common one, not the scientific one.)
Description: (A written description of what the warbeasts look and act like. Pictures are discouraged, but may be used in addition to a written description if you feel the beasties need it.)

Special abilities: (What makes these so good over horses?)

Other (optional): (For whatever else you want to mention.)

Soldiers


Number of soldiers: (Make sure to mention number of grunts, pilots, sergeants... ect.)
Description: (A written description of what the soldiers generally look like. Pictures are discouraged, but may be used in addition to a written description if you feel you need it.)

Equipment: (Make sure to note the differences in equipment between different types of troops as well as troops with special equipment like medics or support gunners.)

Sergeant Equipment: (Sergeants have much more free reign over their equipment choice than normal grunts. If you have one describe his unique equipment here. Otherwise ignore this entry.)

Powers and mutations: (Some troops have access to powers, describe them here. Otherwise ignore this entry.)

Other (optional): (For whatever else you want to mention.)
 
I'll go ahead and sign myself up to the Cavalry. I'll continue chipping away at the sheet some time tonight, probably.


  • The character sheet is split into several sections in order to accommodate for the variety of cells available. The only sections all cells will use are the Commander and Cell sections.

    Cell

    Type: Cavalry
    Name: Sterling's Superior Scouting Squadron.
    Parent company: Independent

    Background (optional): A second-generation group of mercenaries, Sterling's Superior Scouting Squadron was founded by Amanda's father; Mitch Sterling. Mitch and his best friend, Tango, rounded up a group of caravan workers and started to work as a scouting group, offering their lives and eyes in return for pay. The group had a relatively high success rate, but an almost equally impressive mortality rate.

    The Sterling's Scouting Squadron didn't much change until Amanda Sterling joined the company; following in dear old dad's footsteps. She started to come up with ideas that would help improve the low mortality rates. They were popular among the rank-and-file, but her father was stuck in the past and scorned the suggestions. Eventually, Amanda was propelled to the position of leader of the Sterling's Scouting Squadron when her father tragically died. From then on, she went on to revolutionise the Squad, starting with the acquisition of the Cliffjaws.

    Other (optional): N/a

  • Commander

    Name: Amanda Sterling
    Age: Thirty-Three
    Sex: Female
    Appearance: A stern-faced woman with

    Equipment: Equipped with a long range Rail-gun and a powerful, expensive Plasma-edged Lance which has been enhanced with the best tech that money can buy. She cloaks herself in her Tactical Environment Suit, which provides her the ability to survive outside of the hubs for civilisation, and provides her with light protection. She also has her trusty Warbeast, Archie, who is loyal to a fault.

    Powers and mutations: N/a

    Personality (optional): (For those who wish to give their character, well, more character.)

    Background (optional): (For those who wish to give there character more history.)

    Other (optional): (For anything else you might want to mention.)



  • Warbeasts

    Species name: Cliffjaws

    Description: Impressive looking creatures, Cliffjaws are six-legged creatures which stand at about Twelve-feet tall and weigh in at around One-thousand, Five-hundred Kilos. Cliffjaws are given their name for three reasons: Their colouration, which is a sort of sandy, dirty brown colour which cover their scaly hides from head-to-whip long tail; their huge jaws which feature nearly a dozen rows of retractable, razor sharp teeth; and their ability to stick to near-any surface and run across it. This incredible feat is a result of their unique claws, which can be retracted or withdrawn at will, and which have the explosive power and sharpness to pierce just-about any natural material, and the curving design to then anchor themselves into said-surface. These hook-like claws are steel-sharp, and as long as a man's forearm when on display.

    Special abilities: Cliffjaws have a number of advantages over horses: Their Speed, which can match, and when pushed, exceed that of a Race-horse; Their Stamina, which can have them running for days on end without need of rest or sustenance; Their metabolism, which means they can gorge themselves, and then survive without needing to eat or drink for up to three days; and finally their unique ability to scale Any natural surface and most unnatural ones. Also useful is the fact that Cliffjaws are, even without their rider, a pretty credible threat.


  • Soldiers

    Number of soldiers: Sixteen in the Squad: Eleven Standardized 'Buckshots', Two Medic-trained 'Shells', One Comms Officer 'Cartridge', One Sergeant (Sgt Tango) and the Commander (Amanda Sterling.)
    Description: (A written description of what the soldiers generally look like. Pictures are discouraged, but may be used in addition to a written description if you feel you need it.)

    Equipment: The Eleven 'Buckshots' are all armed with a simple load: Long-range binoculars, A high-powered Shotgun, and the Environmental Suit that keeps them alive in the wasteland of New Montreal. The Environmental suit includes a couple other little toys; including a private coms channel that links each member of the Squad together, kept under control by the 'Cartridge'. Eight of the Eleven Buckshots carry Melee weapons, with a general focus being on Lances, or Polearms. Only the old-school Sgt Tango has anything as up-close and personal as Swords or Knives. The other Three Buckshots carry Grenade launchers, which fire explosive death at a medium distance.

    The two 'Shells' are equipped with Medium range Carbines, and have enough medical supplies to patch up the Cell. They also carry a Heavy-lance each, in case things get hairy, although they are trained to stay further back than the Buckshots.

    The 'Cartridge' is given a Longer range Carbine, and does not carry a melee weapon. His main function is to maintain comms in the group, and to relay any scouted information to outside channels.

    Sergeant Equipment: Sergeant Tango normally leads the majority of scouting missions for the group. Armed with a Long-range, Semi-automatic Rifle he affectionately refers to as Lola. He carries a pair of knives around, although they are nasty looking things that use Plasma technology to super-heat the edges.

    Powers and mutations: N/a

    Other (optional): (For whatever else you want to mention.)


  • (To be filled out at a later date.)



  • Commander: Amanda Sterling, armed with High-Frequency Vibrato-Lance and a Scoped Rail-Gun. Rides atop her trusty mount, Archie.
    Sargeant: Tango, armed with Lola and a pair of nasty-looking Plasma-Edged knives.
    Shells: <Name Unknown> & <Name Unknown>, armed with Medium range Carbines, a Heavy-Lance, and Medical supplies.
    Cartridge: <Name Unknown>, armed with Mid-Long range Carbine, and the Communications Kits required to receive, record, and broadcast information.
    Buckshot #1-8: Armed with Short-range Shotguns and various Melee Weapons (Lances, Polearms, Axes.)
    Buckshot #9-11: Armed with Short-range Shotguns and Medium Range Grenade Launchers.


    Sterling's Superior Scouting Squad, The best eyes that money can buy.

 
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I'll probably get started on a Kaiju. Shouldn't take me too long.
 
Cell

Type: Kaiju
Name: Alles Altyd
Parent company: Independent

Background (optional): It started out as a South African mercenary group which had a history going back centuries. As biosciences became bigger and bigger, they, in an effort to not become irrelevant, invested heavily in them. However, in the years following Gaia's 'attack', membership dropped heavily and their focus changed almost exclusively to military applications of the biosciences. Their members made a habit of experimenting on themselves. It was only when a man whose name has been lost to history successfully changed himself into the entity now known as Rattler did they become a force to be reckoned with again. Rattler, who as a human had taken pride in the history of the Alles Altyd and their honor, killed the leaders who he viewed as dishonorable and took control of the Altyd himself. He enforced a rigid set of rules, but, as the pinnacle of the Altyd's bioscience efforts, the Altyd practically worshipped him. Rattler took it upon himself to destroy almost all records of his existence as a human and then enforced a code of honor amongst the Altyd, making a name for themselves as one of the more trustworthy mercenary groups.

Commander

Name: Rattler
Age: About seventy-six.
Sex: Male
Appearance: A sleek, almost serpentine Kaiju. It - usually called he since it was a he before it became a genderless monster - gained its name due to the distinctive spikes along its back. While they are hollow, they are very sharp. Rattler can, if he feels like it, raise them upright and rattle them together, making a loud and distinctive noise that he usually uses as a threat or alarm. It has eight legs spread evenly across his long body. Though the legs are long, he usually keeps himself crouched lower, both since it helps move faster and he can jump easily from that position. Each foot has four claws, just as sharp as the spines on his back. His body is about 63 feet long and he's usually about 10 feet off the ground unless he raises himself higher. His body, which is mostly smooth but more scaly around the legs, is a dull, dark blue. He has eight eyes, six of which are pure black, two of which are actually cameras that process information for his support team. He has three tails, almost as long as his body, which end in spikes. His teeth, while mostly fangs, are flat in the back of his mouth. His tongue is forked and dark, almost purple.

Equipment: Though his main powers are due to his monstrous nature, he's laced with technology, too. For one, two of his eyes, which he lost in a battle long ago, are now fake. Now they act as cameras for his support team. His legs, stomach, and neck are covered in a layer of hard, diamond-like but flexible substance. His most suitable addition is multiple artificial 'organs' connected to his regular systems. They serve a single function: to drain energy from sources outside Rattler. While it has no drastic effects at first, the temperature around him tends to be a bit lower than usual and will continue dropping if he stays in one place, people around him for too long become tired, and very small life - weeds, insects - will die. The back teeth also have metal caps to allow him to chew up larger things easier. He usually uses this to eat things - large animals, small trees, people - but can be used for crushing things if need be. The ends of his tails have a metal wires running along the spikes that hook back up to metal boxes farther up his tails. The wires are very, very electric, and will shock most organic life. Right next to his farthest right eye, there is a small rectangular box on him. This is actually a voice synthesizer, since he can't actually speak. This is how he speaks to people in person.

Powers and mutations: Naturally, being a Kaiju, he has many mutations. Besides what's described above, he can naturally secrete and spit acidic poison from his mouth. A lot of muscle is built up in his legs, making him very, very fast, and very, very good at jumping. When facing an aerial threat, he can jump very high, curling into a sort of circle shape with the spines on his back extended. His claws, tail spikes, and back spikes are sharp enough to easily go through most unarmored organic life, and, with enough force (usually built up with speed), can go through most metals. His regenerative powers allow him to grow back limbs - not that he's ever lost any before - but to grow back a limb would take him days, and regeneration might screw up the cybernetic bits built into him.

Personality (optional): Most people assume he's stupid, just the weapon of the Altyd. Smart people know he is the head of the Altyd. Turning into Rattler, if anything, only made him smarter. At seventy-three years, he's become a bit sardonic and prideful, if not exactly arrogant. He views himself as superior to most other organic life, but isn't above making exceptions to his viewpoint. He's still pragmatic enough to realize when somebody can pose a challenge and doesn't necessarily stick to his own rules of honor, though he does his best. Despite his sardonic nature, he's actually rather friendly compare to other groups, treating alliances more like friendships, being truly loyal to his 'friends', and rewarding allies as needed. He wants the best for the Alles Altyd, and merely wants his people safe and living comfortably and to destroy Gaia.
While Rattler seems to be ironically traditional of a leader for a giant monster, he actually has ulterior motives. For one, he loves collecting the most recent tech or any biotech, especially those with military applications. He also has another reason for fighting Gaia; he wants Gaia for himself. He wants an army of people like himself. He wants the Alles Altyd to become just as resplendent and powerful as they were centuries ago.

Background (optional): (to be filled)
 
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Riggghttttt. :v
btw Snakey, can you tell me some of the existing PMC companies that I can used as parent company?
Also, Metamen grunts has three abilities on top of being able to breathe fire and the commander have three abilities that can be different from those three plus another one?
 
Woops, poor description on my part, breathing fire and healing were just examples. Grunts just get three abilities, Commanders get three abilities that don't have to be the same as the grunts abilities and a super ability.

As for existing PMC companies.. Well first keep in mind any kind of company can be the parent company as long as they could reasonably afford and profit off a cell. It's fully reasonable in universe to have a team of mobile infantry under the pay of Tim's Laundry or something equally mundane. That being said, most cells are under the control of actual PMCs. PMCs are greedy and jealous of their competitors, leading to no real 'Megacorps' to appear among them.

So, yeah. Be creative, Companies can be named anything, though PMC's have a tendency to come as bit sinister. I trust in your abilities to come up with something of your own.
 
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