It's hard to get a good Mecha RP these days, so I'll give it a try.
Story:
The limits of our planet are no longer a restriction for human expansion. The rapid acceleration of technology over the years and the final end of fossil fuels has lead towards drastic improvement over Solar Energy acquisition. This lead to two, major discoveries - The Photon Engine, an infinite source of power for vehicles, allowing space travel to nearby planets, and the Warp Gate - A device allowing us to bend space in order to minimize distance between two points in the universe.
It is now the year 31XX. Humans live on every planet in the Solar System, our technology allowing us to survive in the most extreme environments ever. Unfathomable to the people of the past, we are now living across the Solar System, from Mercury to Neptune, with a small scientific base on Pluto, preparing to leave for the rest of the Universe.
However our expansion was not peaceful. Wars broke out, resulting in rapid development of weapon technology with specific purpose of space combat. Our most magnificent discovery, the Personal Humanoid Space Combat Unit (PHSCU) was the dream of all science-fiction lovers. The so called "Mecha" became the standard weapon of all armies. Yet, despite our differences, we finally came to trust each other as humans, and the Non-aggression Space Pact was formed, treating all humans on all planets at equal rights. We are now at peace, and together aiming towards the universe!
But who would've thought our Mechs would be used so soon again?...
Overview:
So, here we are, the Solar System is our setting. Each player is a soldier on the front line, piloting their own Mecha. You are all part of one squad, however you can be from different planets. Alright, here is the character sheet:
- Spoiler:
Name:
Age: (From 18~65)
Gender:
Appearance:
Planet:
Mecha Type:
Team Role:
Simple right? Well, let me explain the last 4 choices. Your PLANET decides 2 of your special powers + it tells what part of the universe you can "shape". As an example, if let's say... Player 1 chooses Mercury, he can state "Let's go to the secret mercenary hideout! I know where it is!" then that place EXISTS on Mercury. Because Player 1 has a character born on Mercury, he knows secret places, bigger cities, smaller cities and stuff like that.
Choose your planet wisely:
1) Mercury - Solar Flash (All enemies are blinded by light for several turns) Scorching Radiance (Strikes the enemy with the power of the Sun, damage and time of impact vary depending on your distance to a nearby sun)
2) Venus - Gravity Shower (Causes random outbursts of the nearby gravity field to cause varied effects) Carbonic Gravity Well (Sucks in all targets inside a powerful gravity well, additionally encasing them in carbon, damage and disable effects increase depending on amount of carbon nearby)
3) Earth - Bio-Magnetic Field (Causes all nearby allies to regenerate their mechs) Bio-Plasma Corrosion (Blasts the target with a corrosive plasma, devouring their armor. The longer the plasma remains on the target, the more armor it corrodes)
4) Mars - Rust Powder (Spreads cosmic powder on all enemies, making their armor rust and more fragile till repaired) Shredding Wind (Causes a powerful flow to burst through the battlefield. The more loose matter is flying in the vicinity, the more damage this deals.)
5) Jupiter - Violent Storm (Causes high turbulence on the battlefield for the rest of the battle) Moon Crusher (The enemy is pulled towards a nearby moon and crushed on it, if there are more moons nearby, the enemy is pulled again until he collides with everyone of them)
6) Saturn - Spacial Ring (Creates a ring around the target ally that absorbs every projectile for 3 turns. Afterwards it bursts, releasing the damage at nearby targets) Light Breaker (Only usable on Saturn, allows the user to move at impossible speed, colliding with anything will shatter the object into tiny pieces)
7) Uranus - Heat Drain (A chosen target has its temperature drained to absolute zero) Crystal Barrage (Showers the enemy with a barrage of ice, damage varies depending on the temperature of the vicinity)
8) Neptune - Time Freeze (All enemies are denied their next turn) Hydrogen Crush (Delivers damage to all enemies based on the amount of Hydrogen in the vicinity)
In order to use a Planet Power, you will need Special Points (SP). Whenever you do good in battle, you will receive such a point. Each power costs 1 point, however their effects are REALLY powerful, so remember to collect them for bigger battles. They can be tide breakers.
Mecha Type:
Types of mechs will determine the special powers you can use during combat. All mechs can use every weapon and device installed on them, however they have a limited number of "slots". For now, all Mechs have 2 slots. A Mech type will give you extra "abilities" without taking slots, so choose wisely. As you go through the RP, you will gain more slots and unlock better weapons and Mech Type abilities. Remember that once you choose a Mech type, you are stuck with it!
1) Reconnaissance - Specializes in mobility and stealth. Starts with "Speed lvl1" (A passive, You are faster than other units, and can outrun anyone without the Speed ability on your level)
2) Fighter - Specializes in close combat and armor. Starts with "Grapple lvl1" (A passive, You can grab and throw around targets without a Grapple ability on your level)
3) Sniper - Specializes in distance combat and detection. Starts with "Radar lvl1" (A passive, You can target units that are not in visible range)
4) Defender - Specializes in armor and protection. Starts with "Armor lvl1" (A passive, You can ignore lvl0 damage)
5) Support - Specializes in support and mobility. Starts with "Repair lvl1" (A passive, You can reactivate a system that was shut-down)
Remember that your Mecha Type will gain more such abilities during the course of the RP.
Team Role:
Your Team Role is also there to stay. Once you got it, no turning back. After each episode, you will gain a new ability for your role which you can use. No matter what Mech you are piloting (or even a ship), you can always use your Team role abilities. Choose wisely:
1) Initiator - Specializes in creating openings for your team. Starts with "Breakthrough" (A special ability, allows the user to damage one unit of a formation and ruin their setup)
2) DPS - Specializes in dealing huge, consistent damage. Starts with "Damage lvl1" (A passive, all attacks have enhanced damage)
3) Nuker - Specializes in dealing tremendous burst damage, but short-lived. Starts with "Charge lvl1" (A passive, During your first turn in combat, you can use an additional attack)
4) Tank - Specializes in absorbing large amounts of damage. Starts with "Block lvl1" (A special ability, If chosen so, cannot attack this turn but gains +1 to Armor lvl till your next turn)
5) Support - Specializes in amplifying team abilities. Starts with "Amplify lvl1" (A special ability, Your chosen ally will deal damage +1 lvl higher during his next attack)
And... that is it. Any questions? Suggestions? If you have a cool idea, let's add it here!