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Welcome to the world's (err, universe's?) first Exo-Knight academy! We've come a long way since the first Exo-Frames were developed in 2309, and they have now since been granted use to the public! MEKA is the first, and only school dedicated to training students to use these machines, and become Exo-Knights!
(below is a pamphlet new students receive on their way to the moon base)
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An Exo-Frame is, in simple terms, a giant machine with a pilot! Some Exo-Frames are used for construction, like the ones that made this school, while others are designed with combat, or space-travel in mind! Exo-Frames come in all sorts of shapes and sizes, and are very customize-able!
Pictured here is the basic JACK Frame:
- Exo-Knights are special Exo-Frame Pilots with licenses to use weapons-grade frames! Typically, Exo-Knights are hired into space core service, or work as security for space shipment companies. The rate of Exo-Knight jobs are expected to boom in the next twenty years, and MEKA is the first of many academies to train new students for the job!
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MEKA doesn't just accept any old aspiring Exo-Frame pilot, there are a couple ground rules to know before landing!
1. The most important rule! NEVER pilot your Exo Frame without Pre-authorization! It's dangerous! MEKA may provide students use of it's frames and docking ports, but we can't have students piloting their Frames willy-nilly without supervision... MEKA property could be damaged, or worse, students could get hurt! Always clear any Frame use with the dock supervisor!
2. Modifying MEKA provided frames is prohibited! Students are provided with dampened frames for a reason!
3. Never settle student disputes with REAL Exo-Frames! Duels are all well and good, but students should stick to using a simulation of their frame whenever a real frame isn't necessary. Using real frames for personal duels is life threatening, for both the participants, and our other students!
4. The items listed below are not allowed on school premises, and if in your possession, will be caught. The sophisticated school-wide security measures constantly check for such items.
Firearms, or melee weapons of any sort, or drugs, not limiting alcohol or tobacco to those of age. Smoking must be done in designated areas.
5. Entering areas not permitted by your ID bands is not allowed, and any student caught in a restricted area will be punished. Below is a list of areas and functions restricted from student access, according to license.
Basic ID: Operation of Frames, Use of simulation software, Purchase of Frame hardware and software, entry to modification bays, Frame transport system, battle grounds, maintenance areas, faculty offices, Knight Classes, Pilot classes, and Science wing.
Pilot ID: Operation of Frames, Purchase of Frame software, Frame transport system, battle grounds, maintenance areas, faculty offices, Knight Classes, and Science wing.
Knight ID: maintenance areas, faculty offices, and Science wing.
With those major rules out of the way, let's learn more about MEKA -
MEKA, founded in 2405, is a school dedicated to learning about Exo-Frame use. It is a terra dome on Earth's Moon, capable of housing 1,000,000 people indefinitely. It contains a small city and trading port, and the MEKA academy itself. On another base is the Exo-Frame docking center and testing grounds, suitable for live flight and practice. Those who already have a Knight-Class license can store custom frames there as well, as long as they are school-approved.
Pictured below is the main building:
----- OOC info -----
Rules:
1. No god-modding, player controlling, or affecting other players' characters in any way without their permission. That extends to NPCs in the rp, or, content within it. It may not be another player's character, but in the grand scheme of things, you'd be hurting the rp as a whole by doing such a thing. If you want to do something with NPCs or content in the rp, you should speak with me first.
2. Keep things civil in the OOC. This is a place for discussion of the rp, or chatting between players, personal disputes should be left to PMs.
3. Disagreements or strife between characters should be left to that. This is sort of an extension of 2, but player disagreements should not cause strife in the rp itself, or should not be the cause of players fighting.
4. Follow all forum rules, of course. Since this is a group rp in the un-starred section, sexual content is definitely not allowed, especially not between red and blue star players either. Keep it to hugs and kisses, folks.
So, with all that out of the way, here's some info. To maintain balance and promote players advancing in the system, All players are at first limited to using MEKA Frames. That is, School-Sanctioned frames with pre-set gear and stats. Once students have gained Knight-Class permits, I'll allow players to make their own frames to put up for my approval. Before you choose your frames for your characters, though, I'd like to make you aware of Specs, a small stat system I made to give the Frames some variation, and not bring everything down to agreement between players.
What is SPECS?
'sensors'
'power'
endurance
control
'speed'
Accuracy breakdown
Actions and Turns
What is Stagger/Stun?
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SPECS are your Exo Frame's basic stats. The other tabs break down each stat into it's own specific details. Keep in mind that MEKA sanctioned Frames can not have a higher SPECS total than 25 without modification. Students whose MEKA frames are caught with a higher SPECS total than 25 are immediately punished.
All Specs have a maximum level of 9. The lowest any stat can be is 1.
When rolling for a SPECS stat, you must roll a 10 sided die. The goal is to roll UNDER the number of your stat.
I.E. if you roll sensors, and your 'sensor' stat is 8, you must roll 8 or below for a successful roll.
- Sensors dictate your observation, or ability in general to sense things. Frames with low Sensor stat have trouble keeping high-speed objects and frames in view, and may not see frames with stealth capabilities. The sensor stat is what you would roll under when aiming a ranged weapon, or locking on. High sensor stats ensure better ranged accuracy, and high sensor frames typically have extra sensor-related abilities.
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Power is simple, it indicates the "power" of a frame's Melee weapons. Lower power frames don't do as much damage in melee combat, and could have trouble resisting heavy blows, or using melee weapons at all. You would roll for power when trying to initiate or resist stagger from melee or other attacks, and the number of your power is flat added to melee weapons damage.
Certain weapons require a specific power threshold to equip, but that only comes into play with custom frames. -
The durability of your armor, and your total health. Also affects how many units of weight you can carry. Low endurance frames should avoid taking hits whenever possible to ensure a better chance of survival. Endurance is never rolled for, and your health is your endurance x 10, weight is Endurance x 5
A Frame with 5 endurance would have 50 health, and 25 units of storage.
Going above your storage limit reduces speed by 1 point for every 5 units. - Control measures how well a frame can synch with it's pilot, and how well it can make small movements. Roll for control when aiming to hit melee attacks, or dodge them. Also rolled for to regain control if staggered or stunned.
- Speed is just that, speed. It controls burst movements. Rolled for to dodge ranged attacks, and it measures a frame's initiative. To add to that, frames with significantly higher speed (double the speed of the frame they are fighting) get 1 more action per turn.
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Completely new accuracy formula.
Frame 1 (attacking frame)
Roll 1 D10, add that to the accuracy stat: Sensors if ranged, Control if Melee.
You roll a 5. Your Sensors are 6, your total is 11.
Frame 2 (defending frame)
Roll 1 D10, add that to the dodging stat: Speed if Ranged, Control if Melee.
You roll a 6. Your speed is 4. Your total is 10.
Defending frame takes damage.
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A 'Turn' is comprised of 2 actions (3 if you have high enough speed)
An 'action' is something you would roll dice to achieve during your turn, or, something listed on your frame that says it consumes an action. I.E. An attack roll, or, 'charge' time for a weapon. -
Stagger/Stun is a state in which you lose control of your mech's functions until you make a sucessful 'control' roll. Stagger/Stun consumes actions you would make on your own turn, and prevents dodging, therefore it is very dangerous.
Stagger can be avoided with a successful 'power' roll.
Stun is automatic, and must be recovered from afterwards.
Now that SPECS has been explained, it's on to the character sheet, and MEKA list. Below is a sheet for making your character:
Name:
Age: (mind you, this school is like a college, so, at the very least all characters must be 18)
Appearance:
Bio:
Frame:
Skills: ( a special category, you can choose one from a list below )
SKILLS:
Martial training: +1 'Control' Specs, +2 power only when resisting stagger.
Firearms training: +1 'Sensor' Specs, can re-roll damage on ranged weapons 1 time (per turn)
Racer: +1 'Speed' Specs, always get first move. (unless facing another character with "racer")
Lifter: +1 'Endurance' Specs, +10 storage threshold
Slugger: + 1 'Power' Specs, +2 damage to melee attacks.
Mechanic: Able to "Modify" frames. Can trade points between PES, can't change any stat more than +2 or -2(due to tamper detection)
Hacker: Able to "Hack" frames. Can trade points between SC, and hack systems with their Frame's control stat. (ask me before trying)
Determination: Once per battle, can survive a finishing blow with 1 health.
Wealth: Purchased Items are discounted 50%
Below are the Frames you can choose from.
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The JACK frame is exactly as it's name would imply, a Jack-of-all-trades frame, excellent for beginners who aren't exactly sure what kind of frame they'd be best with, and are new to the world of Exo-Frames.
S: 5
P: 5
E: 5
C: 5
S: 5
Armaments:
Plasma Sword: Short ranged melee weapon balanced for close encounters. +4 damage.
Bubble Shield: A barrier with 10 health. Prevents direct melee combat when on, takes 100% of 1 melee hit, and absorbs 10 health of any shot. JACK cannot enter melee range when the bubble is on.
MEKA Carbine: Standard issue MEKA carbine, 3 round burst. 2 D6 +4
Grenade under-mount: 3 D6 damage on successful hit, defending frame rolls for stagger. (x2 grenades)
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Like the god of the same name, Mercury is all about speed. It strikes fast and hard. That said, to achieve such speed, some of it's weight has been cut down, it's armor is low-density to reduce drag.
S: 5
P: 5
E: 3
C: 5
S: 7
Armaments:
MAGNA-Boost: 3 times per battle, Magna-boost can be activated to add 'SPEED' Specs to Meka Saber Attacks.
MEKA Saber: A sword with good reach, and decent damage. +5 Damage
Dual SMGS: Dual pistols with automatic fire, low damage, but they can be used on different targets in the same action. 1 D6 +2 Per pistol, 2D6 +4 total.
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Named after the Norse sword that felled a dragon, this Frame is just as mighty, it's specialty being melee combat.
S: 1
P: 7
E: 6
C: 6
S: 5
Armaments:
Heat Dagger x2: A burning hot dagger with a long life. When stabbed into a frame, it ignites with a special effect, latching in, and sucking out the frame's energy to damage it. +3 damage per turn.
Dainsleif: GRAM's Signature weapon. +10 Damage, if it hits, defending frame rolls for stagger.
Dainsleif can be used to block shots, or other melee attacks, reducing damage by half, and negating melee damage upon a successful block.
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Named after the thrown lightning bolt of Indra, Vajra performs best at range, taking out foes quickly with it's lethal sniper rifle.
S: 8
P: 3
E: 3
C: 4
S: 7
Armaments:
Rail Cannon: Spits out a lightning-fast bolt of metal. Takes 1 action to charge, and 1 to shoot. 15 damage + 3D6. If it hits, opponent must roll for stagger.
During the charge turn, Vajra can select which option it wants to activate:
Magna-Shield: When the rail cannon is charged, you can charge magna-shield, which is activated for 1 incoming attack, halving damage before breaking.
Lock-On: When the rail cannon is charged, you can Lock-on, adding 4 points to accuracy for the next attack roll.
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This heavy frame is deserving of the title, a slow frame with high health that can deal heavy damage.
S: 5
P: 5
E: 8
C: 5
S: 2
Missile Pods: Sent out autonomously, these two pods pack 3 missiles that do 5 damage each. Both may act once each turn. Upon a Successful 'Sensor' roll, the missiles lock-on and cannot miss.
Gatling gun: Pelts hot lead at a high rate of fire, widely inaccurate. 1 action to get up to speed. 1D6 x 4
Defense mode: Titan can take up a defensive stance, reducing ranged damage by half, and negating all stagger, but cannot use missile pods, and must use an action to enter defense mode. Titan cannot dodge attacks when in Defense mode.
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A frame meant for stealth operations, it's equipped with a stealth field making it hard to detect from long ranges, or with weak sensors.
S: 8
P: 3
E: 4
C: 4
S: 6
Armaments:
Dampening Dagger: Enigma can throw Dampening Daggers, which, upon a successful hit, weaken any selected stat (except for endurance) by 1 point for 2 turns. Effects can stack with multiple daggers. ( x5 Daggers)
MEKA Rifle HP: A high-powered MEKA-sanctioned rifle. 2D6 +5
Stealth Module: takes 1 turn to charge, and activates for 2 turns, where all rolls for accuracy receive a -2 penalty.
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A strange frame, notable for it's wings. This tricky frame is good for pilots that want to show their skill.
S: 7
P: 3
E: 6
C: 6
S: 3
Armaments:
Wing unit: The wing unit has many functions detailed below.
- Overshield: When activated, the Wing unit wraps around WING, absorbing half damage taken into a pool.
- Damage pool: Every 5 damage is converted into a "stack" for use by the wing unit's other functions.
- BURST: All stacks are consumed at once, giving WING +1 'power' and 'speed' per stack.
- Charge: A selected number of stacks are charged into the Arm cannon, boosting damage output on the next shot.
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