Post by Raven on Mar 9, 2009 9:00:00 GMT -5
A Gundam RPG, based in the time frame the original U.C.0079 series takes place in. You are a soldier on the side of the Principality of Zeon, fighting for freedom from the Earth Federation. You follow the exploits of Zeon's Desert Cobra team, participating in climatic Mech and Infantry battles using a variety of war machines called Mobile Suits in a slew of venues. From the ocean to deep space, their tour of duty takes them through both unique battles and iconic struggles from the Mobile Suit Gundam universe.
Depending on demand for this RPG, I'll accept either 5 or 8 players, most likely. Anything written in blue is a hyperlink. Background knowledge of the series (or at least something on the Universal Century timeline) is recommended but most definitely not required, since this is far more a tactical RPG above all else.
----------Joining the RPG----------
To join, fill out the below form for your Pilot:
-Name:
-Gender: (Male/Female)
-Age: (18-65)
-Point of Origin: (See Maps)
-Hand Dominance: (Left or Right Handed)
-Height:
-Weight:
-Appearance / Clothing:
-History / Background:
-Combat Style:
-Starting Mobile Suit:
-Arm Weapon: (Equips on either Right or Left Arm)
-Shield: (Equips on opposite of above. Equipping a shield is optional)
-Clamp Equips (if possible):
Simple? No? Let me give you an example to show you how simple it really is.
Example of the above would be:
-Name: Atrius Schliend
-Gender: Male
-Age: 22
-Point of Origin: Taklamakan Desert
-Hand Dominance: Right-Handed
-Height: 5'10"
-Weight: 145lbs
-Appearance / Clothing: He has darkened skin from a life in the desert, and straight, unruly hair grown out to the base of his neck. He's commonly seen wearing a thick, tan trench coat, a faded white shirt, and a pair of semi-torn up brown jeans.
-History / Background: He was a desert mercenary, living an almost tribal life after an ill-fated childhood. He rarely talks outside of battle, and never about his personal life, so little is known about him beyond what they forced him to put on the paperwork to join Zeon's soldier base. Why an earthling like him would even want to join the Principality of Zeon and side against his own kind, is unknown.
-Combat Style: A distance fighter, akin to a Sniper. Specializes in Speed and Long Range.
-Starting Mobile Suit: MS-06C Zaku II Early Production Type
-Arm Weapon: ZMP-47D/120 mm Machine Gun
-Shield: None.
-Left Hip Clamp: Heat Hawk Type 1
-Right Hip Clamp: Magazine for [ZMP-47D/120 mm Machine Gun]
-Back Hip Clamp: 280 mm Zaku Bazooka
How's that? Shouldn't be that hard to do now. Resources for finding a Mobile Suit and Weapons for it will be linked to further down.
----------Resources for Place of Origin and Mobile Suits----------
Space Colonies:
Side 1
Side 2
Side 3
Side 4
Side 5
Side 6
Side 7
--Texas Colony
--Green Noah 1
--Green Noah 2
World Map:
-Erm... it's Earth. Figure it out.
Your Place of Origin is extremely important to your beginning stats. It determines tons of factors about your character, such as starting abilities, -Type status, how NPCs (at times) will interact with your character, etc.
Also, a quick note about Mobile Suit selection. Selecting the highest quality Mobile Suit makes the game the easiest through the earlier sections. However, using a lower quality Mobile Suit will increase the Experience Point Multiplier you receive at the end of each battle, meaning your character will have developed more by the mid and end points of the game.
The Mobile Suit bestiary is located here, and the Mobile Suit Weapon bestiary is located here.
----------Combat and Pane Explanations----------
All combat will be explained in "panes", a sort of freeze frame or ongoing novelization of each turn as it happens. The description of each pane will be the full summary of all the actions taken on the previous pane, the reactions from the enemy, and a situation to work out of for the current pane. During each pane, a character is allowed a default of 5 Actions that he or she can perform (this number can be modified, but more on that when its relevant). Characters can also communicate via com-channels (these are not actions). An action is considered things such as:
1. Moving up to and attacking an enemy.
2. Moving and switching weapons.
3. Strafing and attacking an enemy.
4. Strafing and switching weapons.
5. Finding cover and secure position.
There are a plethora of other actions that can be performed (since the entire "action" idea is open ended), but this should give you an idea of how much you can do at once and have it be considered a single "action".
If your weapon runs out of ammo, you must spend an action to reload it. Not sure if this should be obvious, but it wasn't last time I made this RPG. So, now it's stated.
Also, after firing your weapon, next to the action you perform it in, you should note how much ammo is left in your weapon. This makes both our jobs and lives easier. For weapons such as Machine Guns that have variable fire rates, you should note how much ammo you shot, as well.
When moving in a Mobile Suit, you should remember that there is no distance cap per action. However, moving farther in a single action will delay how long it takes for your next action to trigger (as should be logical, since moving farther takes longer). You should also be sure to specify at points where the boosters are used to aide movement, and when you use one of your Suit's booster jumps to reach a higher-up area. This does sound a bit complicated, but again it will come easy in practice.
----------Terrain Explanations----------
There are several different base terrains that combat can take place in. While each map will have its own features and obstacles to overcome, all maps will follow one of the four following baselines:
Space Combat- This is a 360* battle, set in the void of space. Enemies can come at you from all sides, and you have to be aware in order to survive. This type of combat does not affect how your Mobile Suit operates aside from it not being on solid ground.
Lunar Combat- This is a ground-based battle with a twist. The low gravity forces you to fight as if on earth, and doubles the maximum high attainable by your Mobile Suit's boosting system. The ease of Mobile Suits to stay airborne in this terrain combined with the usually large amounts of outcroppings to hide behind will generally lead to a plethora of unique situations and strategical opportunities.
Surface Combat- Combat on Earth. T his is basic combat under the normal pull of the earth's gravity. This combat type has no negative affects on your Mobile Suit, aside from being weighed down by gravity. Air combat is possible in this terrain, but Mobile Suits not specifically designed for flight on Earth will fall back to the ground within a pane.
Undersea Combat- This is the hardest type of combat to be engaged in. Pilots that are not acclimated to this type of combat lose 10% of their stats when fighting in this condition. All non-amphibian MS lose 25% of their speed when fighting under this condition, and lose 2 HP every pane. Depending on the type of Mobile Suit being piloted, this type of battle will resemble either a Space battle or a Surface battle, creating interesting dynamics that leave Amphibious suits at a heavy advantage.
----------Range Explanations----------
There are several different combat ranges. These include Proximal, Short, Medium, Long, and Extreme. The effect these ranges have on combat depends on the terrain.
Proximal- A melee attack. This range is unaffected by terrain or environment.
Short- Close range, but not close enough for a Proximal weapon to cause damage. This range is unaffected by terrain or environment.
Medium- An average combat distance that most weapons function at. This is the same as long range when located in [Space] and [Lunar] environments, due to the lowered gravity.
Long- A far range that only certain weapons can function at. This is the same as medium range when located in [Space] and [Lunar] environments, due to the lowered gravity.
Extreme- A range for [Space] and [Lunar] battles only, that can only be attained by battleship cannons and beam rifles. These weapons can hit anything between Medium and Long range, and far beyond.
It will probably take a bit to get used to how far away an enemy can be before needing to use a weapon with a greater range, but it will become second nature within a battle or two. There's honestly no good way to explain this value other than to get experience with it.
----------Explanation for "In Defeat"----------
There are several things that can happen when your health is reduced to 0.
1. You die. Most obvious one. You may rejoin the RPG with a new character, but you must use a new character. This should be obvious, but needs to be stated just in case.
2. You eject. Whether this happens depends on the following factors:
A. What type of weapon destroyed your Mobile Suit
B. Power of the weapon that destroyed your Mobile Suit
C. How much health your Mobile Suit had left
D. Your pilot's Reflex Speed
Ejecting means that your character can no longer act during the current battle, but is not dead, and will return to the party either at the next re-supply base or the earliest possible moment where a new Mobile Suit can be obtained. You will not gain Exp from battles you had to sit out due to this, so don't get forced to eject often.
3. You are saved by an adjacent ally. This is rare but possible. It can only happen if, when your Mobile Suit's health reaches 0, there is an ally adjacent to you and that ally spends an action during their next turn to save you before moving away. The conditions placed on this are the same as if you had ejected.
----------Closing Sentiments----------
This should be all you guys need to join up. Your characters will have stats, level up, etc. just as they would in an RPG such as Fire Emblem, but those will be explained when I make the thread containing your characters' stats and information. Status effects also exist, but they will be explained as you come across them.
If you have questions, feel free to ask here.
Depending on demand for this RPG, I'll accept either 5 or 8 players, most likely. Anything written in blue is a hyperlink. Background knowledge of the series (or at least something on the Universal Century timeline) is recommended but most definitely not required, since this is far more a tactical RPG above all else.
----------Joining the RPG----------
To join, fill out the below form for your Pilot:
-Name:
-Gender: (Male/Female)
-Age: (18-65)
-Point of Origin: (See Maps)
-Hand Dominance: (Left or Right Handed)
-Height:
-Weight:
-Appearance / Clothing:
-History / Background:
-Combat Style:
-Starting Mobile Suit:
-Arm Weapon: (Equips on either Right or Left Arm)
-Shield: (Equips on opposite of above. Equipping a shield is optional)
-Clamp Equips (if possible):
Simple? No? Let me give you an example to show you how simple it really is.
Example of the above would be:
-Name: Atrius Schliend
-Gender: Male
-Age: 22
-Point of Origin: Taklamakan Desert
-Hand Dominance: Right-Handed
-Height: 5'10"
-Weight: 145lbs
-Appearance / Clothing: He has darkened skin from a life in the desert, and straight, unruly hair grown out to the base of his neck. He's commonly seen wearing a thick, tan trench coat, a faded white shirt, and a pair of semi-torn up brown jeans.
-History / Background: He was a desert mercenary, living an almost tribal life after an ill-fated childhood. He rarely talks outside of battle, and never about his personal life, so little is known about him beyond what they forced him to put on the paperwork to join Zeon's soldier base. Why an earthling like him would even want to join the Principality of Zeon and side against his own kind, is unknown.
-Combat Style: A distance fighter, akin to a Sniper. Specializes in Speed and Long Range.
-Starting Mobile Suit: MS-06C Zaku II Early Production Type
-Arm Weapon: ZMP-47D/120 mm Machine Gun
-Shield: None.
-Left Hip Clamp: Heat Hawk Type 1
-Right Hip Clamp: Magazine for [ZMP-47D/120 mm Machine Gun]
-Back Hip Clamp: 280 mm Zaku Bazooka
How's that? Shouldn't be that hard to do now. Resources for finding a Mobile Suit and Weapons for it will be linked to further down.
----------Resources for Place of Origin and Mobile Suits----------
Space Colonies:
Side 1
Side 2
Side 3
Side 4
Side 5
Side 6
Side 7
--Texas Colony
--Green Noah 1
--Green Noah 2
World Map:
-Erm... it's Earth. Figure it out.
Your Place of Origin is extremely important to your beginning stats. It determines tons of factors about your character, such as starting abilities, -Type status, how NPCs (at times) will interact with your character, etc.
Also, a quick note about Mobile Suit selection. Selecting the highest quality Mobile Suit makes the game the easiest through the earlier sections. However, using a lower quality Mobile Suit will increase the Experience Point Multiplier you receive at the end of each battle, meaning your character will have developed more by the mid and end points of the game.
The Mobile Suit bestiary is located here, and the Mobile Suit Weapon bestiary is located here.
----------Combat and Pane Explanations----------
All combat will be explained in "panes", a sort of freeze frame or ongoing novelization of each turn as it happens. The description of each pane will be the full summary of all the actions taken on the previous pane, the reactions from the enemy, and a situation to work out of for the current pane. During each pane, a character is allowed a default of 5 Actions that he or she can perform (this number can be modified, but more on that when its relevant). Characters can also communicate via com-channels (these are not actions). An action is considered things such as:
1. Moving up to and attacking an enemy.
2. Moving and switching weapons.
3. Strafing and attacking an enemy.
4. Strafing and switching weapons.
5. Finding cover and secure position.
There are a plethora of other actions that can be performed (since the entire "action" idea is open ended), but this should give you an idea of how much you can do at once and have it be considered a single "action".
If your weapon runs out of ammo, you must spend an action to reload it. Not sure if this should be obvious, but it wasn't last time I made this RPG. So, now it's stated.
Also, after firing your weapon, next to the action you perform it in, you should note how much ammo is left in your weapon. This makes both our jobs and lives easier. For weapons such as Machine Guns that have variable fire rates, you should note how much ammo you shot, as well.
When moving in a Mobile Suit, you should remember that there is no distance cap per action. However, moving farther in a single action will delay how long it takes for your next action to trigger (as should be logical, since moving farther takes longer). You should also be sure to specify at points where the boosters are used to aide movement, and when you use one of your Suit's booster jumps to reach a higher-up area. This does sound a bit complicated, but again it will come easy in practice.
----------Terrain Explanations----------
There are several different base terrains that combat can take place in. While each map will have its own features and obstacles to overcome, all maps will follow one of the four following baselines:
Space Combat- This is a 360* battle, set in the void of space. Enemies can come at you from all sides, and you have to be aware in order to survive. This type of combat does not affect how your Mobile Suit operates aside from it not being on solid ground.
Lunar Combat- This is a ground-based battle with a twist. The low gravity forces you to fight as if on earth, and doubles the maximum high attainable by your Mobile Suit's boosting system. The ease of Mobile Suits to stay airborne in this terrain combined with the usually large amounts of outcroppings to hide behind will generally lead to a plethora of unique situations and strategical opportunities.
Surface Combat- Combat on Earth. T his is basic combat under the normal pull of the earth's gravity. This combat type has no negative affects on your Mobile Suit, aside from being weighed down by gravity. Air combat is possible in this terrain, but Mobile Suits not specifically designed for flight on Earth will fall back to the ground within a pane.
Undersea Combat- This is the hardest type of combat to be engaged in. Pilots that are not acclimated to this type of combat lose 10% of their stats when fighting in this condition. All non-amphibian MS lose 25% of their speed when fighting under this condition, and lose 2 HP every pane. Depending on the type of Mobile Suit being piloted, this type of battle will resemble either a Space battle or a Surface battle, creating interesting dynamics that leave Amphibious suits at a heavy advantage.
----------Range Explanations----------
There are several different combat ranges. These include Proximal, Short, Medium, Long, and Extreme. The effect these ranges have on combat depends on the terrain.
Proximal- A melee attack. This range is unaffected by terrain or environment.
Short- Close range, but not close enough for a Proximal weapon to cause damage. This range is unaffected by terrain or environment.
Medium- An average combat distance that most weapons function at. This is the same as long range when located in [Space] and [Lunar] environments, due to the lowered gravity.
Long- A far range that only certain weapons can function at. This is the same as medium range when located in [Space] and [Lunar] environments, due to the lowered gravity.
Extreme- A range for [Space] and [Lunar] battles only, that can only be attained by battleship cannons and beam rifles. These weapons can hit anything between Medium and Long range, and far beyond.
It will probably take a bit to get used to how far away an enemy can be before needing to use a weapon with a greater range, but it will become second nature within a battle or two. There's honestly no good way to explain this value other than to get experience with it.
----------Explanation for "In Defeat"----------
There are several things that can happen when your health is reduced to 0.
1. You die. Most obvious one. You may rejoin the RPG with a new character, but you must use a new character. This should be obvious, but needs to be stated just in case.
2. You eject. Whether this happens depends on the following factors:
A. What type of weapon destroyed your Mobile Suit
B. Power of the weapon that destroyed your Mobile Suit
C. How much health your Mobile Suit had left
D. Your pilot's Reflex Speed
Ejecting means that your character can no longer act during the current battle, but is not dead, and will return to the party either at the next re-supply base or the earliest possible moment where a new Mobile Suit can be obtained. You will not gain Exp from battles you had to sit out due to this, so don't get forced to eject often.
3. You are saved by an adjacent ally. This is rare but possible. It can only happen if, when your Mobile Suit's health reaches 0, there is an ally adjacent to you and that ally spends an action during their next turn to save you before moving away. The conditions placed on this are the same as if you had ejected.
----------Closing Sentiments----------
This should be all you guys need to join up. Your characters will have stats, level up, etc. just as they would in an RPG such as Fire Emblem, but those will be explained when I make the thread containing your characters' stats and information. Status effects also exist, but they will be explained as you come across them.
If you have questions, feel free to ask here.