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File 126759822571.jpg - (35.38KB , 410x600 , EaglelandGearhead.jpg )
11855 No. 11855 ID: e31d52

The year 3000 saw a final end to war as we know it. The peace came with the agreement to proxy one-on-one battles to settle major disputes. The settlement was known as the Treaty of Gears, a revolutionary new idea put forth by think tanks of all nations after years and years of thought. The Treaty did many things, but most importantly, it also gave birth to Gearheads, large robotic soldiers. These were the 'soldiers' in the one-on-one proxy battles, controlled by young and skilled Cogs from cockpits located on the edge of the field, enclosed safely behind thick armor while cameras showed them the intense battle.

Armaments of all sorts were allowed, the Gearheads large enough to weild weaponry the size of small planes. A new league of entertainment was soon created, funded by the governments. The Gearhead International League of Battle, or GILB. GILB oversaw major battles, and helped to organize the battles that decided who would represent their contry on the 'battlefield'. The funding for GILB was from across the world, then distributed evenly among all the contries that had a stake. Funding for GILB also went into the production of more advanced facilities for the Gearheads and Cogs, like constructed arenas and special terrain events. Since the funding for GILB is distributed evenly, no one nation is less powerful than any of the others, and only the intellect of their Cogs seperates them from the rest of the world.

There are four major 'leagues'. Generally a League shows where someone is from in the world, and they are made of the four major powers in the world. It is possible for nations within a League to do battle and skirmish, but unlikely.


Eagle land: The continent of America. Mexico, South America, Canada, and the USA are included in this League.

Western A: Africa, European nations, and the area west of Iran are part of the Western A League.

Eastern A: China, Russia, Japan, and the nations of Iran and the area east of it.

Isle League: Everywhere else, literally. The last League to form.


However, just because the GILB exists, doesn't mean that tensions and power plays don't. Assassinations are frequently attempted on Cogs, and sabotage is common. Some would make an outcry over this, saying it violates the terms of the Treaty, but GILB's stance has been always that Cogs unable to defend themselves and check over their Gearhead consistantly are doomed to failure at any rate.

The strangest thing is that the assassinations and sabotage are never the fault of the nations that would benefit. They are seemingly as random and wild as the winds themselves, one day targeting one League, the next day targeting another. GILB remains nuetral in this, and states constantly that they know nothing of the attacks.

....and that's all I got so far.
Expand all images
>>
No. 11857 ID: e31d52

There'll be two circuits: Military, and Entertainment, and three levels of each. The fourth level of play is GILB play.

Rookie is always highly lethal, since you aren't running Gearheads but instead merely 30-footer Mobile Combat Units that look like something out of Mechwarrior but are far more humanoid. In rookie league, hi-performance engines are used to power MCUs, and arms are pretty standard if upsized. There's also more crazy design at this level, with a greater variation on how mechs operate.

As intermediate, we see a greater branching of the two, as Military gets more lethal and entertainment grows less so. At this point, mechs (Called Cores at this level) are powered by durable hydrogen-reaction cores, like very, very small suns. these engines are referred to as Icarus Engines, and can be very dangerous if breached.
Entertainment at this point moves into serious ranked tournament play, in arenas designed for the slightly larger fifty footers and their weaponry. Energy weaponry is seen at this level the most, as are advanced technologies. However, all entertainment-fitted models have ejection systems keyed off of damage levels to the Core.
In Military, the intermediate circuit moves onto small-scale conflicts and world police work issued by GILB to small companies intermediates are assigned to. This means that lethality is much, much higher... but it also means that advancement is much faster.

Professional sees the advent of 100-footer Gearheads, which are powered by very potent Icarus Engines. At this point, spectator seats are very far from the action, and for good reason. This is the most lethal of the divisions for both circuits, as the disruption of the Icarus Engine can result in a lot of damage and a swift death (Referred to as Mechadeath) from the various reactions to disrupting a sun.
Weaponry of all sorts is seen at the professional level, from energy weapons to melee weaponry, to missiles and the like.
Entertainment sees much more regimented play in large scale across the League the participant is in, with Coghood on the line. This is the final test of competency for any pilot, and the real proving grounds for Entertainment players.

Military circuit at this level enters into dueling, between two Gearheads, to resolve minor conflicts. Like the previous level, these assignments are given out to companies by GILB, to enforce the Treaty of Gears. Gearheads are also used at this level for high-danger assignments Cores cannot handle.

GILB matches to be detailed in next post.
>>
No. 11858 ID: e31d52
File 126760655145.png - (3.96KB , 640x480 , GILBlogo.png )
11858

GILB matches are held once a week per League, at the League Arena for the area. The process is simple enough, the two nations file thier sides and stakes, 'betting' on their representative to win the match.

GILB Gearheads do not have a cockpit, and instead have highly advanced sensors in its place. The information gleaned from such is relayed to the Cog, who sits in a highly armored 'brain case'. The objective is to either force the surrender of the opponent or destroy their Gearhead. The latter can cripple a nation for perhaps a month, but then again, matches cannot be made against such nations at any rate. However, the nation without a Gearhead is also kept from entering matches as well.

It's rarer for a Cog to die in service, unless thier Gearhead is destroyed especially close to the brain case, in which case they are warned to abort. Few Cogs are fast enough to make it, and some would rather see death than what their nation has in store.
>>
No. 11889 ID: e31d52
File 126765133256.png - (6.05KB , 640x480 , MCUUI.png )
11889

I'm planning to art at least some of this quest, focusing on battle. I'm currently drawing the template for the UI, a rough version seen here.
On the left is temperature. On top is the Armor Value, which numerates the amount of damage you have sustained. Once this hits 0, you are either ejected, shut down, or your brain case shuts down, depending on your circuit and level of play.
Top right is radar. You might not always have this, it is dependant on your mech. Below that is weapon display and ammunition. Some mechs have multiple armaments (such as shoulder mounted guns) that can be switched to. At the bottom is a compass for navigation, and in the center is lock on area and an example of what a locked foe would look like.
>>
No. 11890 ID: e31d52
File 126765229089.png - (3.07KB , 640x480 , modifacation.png )
11890

Mech design starts out very freeform, and moves into more regimented style as you climb the ladder in both circuits. At rookie, the whole of the mech is open to cusomization. Some barely look humanoid. From Intermediate on, the areas pictured in squares are the main areas od customization.
The head determines your sensory abilities. Almost all mechs at all levels place the majority of sensory equipment in the head, with cameras, radar, lock-on software, and the like. Damaging an opponent's head area is a great way to begin a fight at almost every level of play.

The shoulders and Held areas are where most armaments are placed, ranging from guns, to swords (which are somewhat inneffective most of the time) sheilds, and missles. Grappling hooks, Punch Mods, and the like are also placed here.
Arms are the secondary area for armaments. At all levels of play, there are weapon-arms, or guns that simply outright replace your arm. There's also hand versions of most of these, but they are usually less powerful.
The body, or core of the mech, determines many things, including most of the weight, how excess heat is vented, how large and comfortable the cockpit is, and whether its feasable to open it to see. Some cores open in the back, others in the front. This is also where Inside parts, such as radiators, software, and extensions are placed most of the time.
The legs can either be biped, quadruped, or 'Vehicle'. Each one offers benefits and disadvantages. Bipeds are the fastest of the three, excepting a few special quad and vehicle outfits. You can also modify the feet with various special outfits, such as large retractable wheels and the like.
>>
No. 12048 ID: e31d52
File 126786744710.png - (11.77KB , 640x480 , Splash2.png )
12048

>>
No. 12049 ID: 34470e
File 126786763589.png - (14.16KB , 727x574 , THAT4.png )
12049

Here you go. Or do you want it bigger?
>>
No. 12167 ID: e31d52

I thought, before we head into BATEL, it might be wise to post a statistical reference of Anthony's abilities.

It should be noted that ALL of these are based on the pilot. Mechs only boost skills and make perfomance available.

Shooting (Controlling recoil, aiming, sighting, and controlled fire): +3
Movement (Dodging, fast moving, leaping): +1
Systems (Activating Extensions, jury-rigging in the midst of battle): +0
Close Combat (punching, kicking, gaurding): +0

Traits:
Competent
(All actions that count as normal or routine can be performed without a roll.)

Relentless
(Multiple attacks do not receive a -2 penalty.)

Bash and Smash
(Melee combat benefits from lock on.)
>>
No. 12280 ID: e31d52

PROVEN part list:

ARMAMENTS:
Back-mounted missile launchers (hold 12, launch 4 with maxlock, mediocre damage)
Back-mounted heavy M. gun (two large machine guns. Heavy, rapid fire, hard to aim. expensive)
Anti-lockon gear (must be activated seperately. Cannot shoot other armaments while active.)
Anti Radar gear (see the lock on gear)
Extra Ammo containers (Shell, Missile, and Energy)
+ Heat-seeking missiles [hold 4, launch 2 with maxlock, light damage]
+ Heavy dumbfire rockets [Two rockets of large size, mounted on both shoulders. Heavy damage.)
+ Back-mounted large-bore rifle [Single shot, large calibur, self-reloads. very strong kick.]
+ Front-shoulder mounted anchor spikes [Small spikes that shoot out hooks half a second after impact, attatched to powerful cable and winch.
Comes in sets of two. Expensive.]
Rifle (three-shot magazine, single shot rate. Powerful, easy to aim. A common pick.)
Pistol (12-shot magazine, semi-auto. Not very powerful.)
Assault rifle (35-shot magazine, automatic fire. Equally powerful to the pistol, but pumps out rounds quickly.)
+Flamethrower [short-range, high-powered flame thrower. Can also launch the fuel without ignition.]
+Sheild [Large sheild that attatches to arm. Comes in Buckler, Along the Arm, and Tower varieties.]

COCKPITS:
Head (Harder to hit, heavier armored, but no ejection system available)
Chest (heaviest armor. No inherent sensors, must install in 'head'. ejects out back, opens frontal)
Crotch (Lightly armored, comes with good sensor pack. easiest to hit. Ejects and opens out front)
+ Sheilded Head [Harder to hit, armored to 3 wounds. Expensive.]
+ Sheilded Crotch [armored to 3 wounds. Stronger sensor pack. Expensive.]

ARMS:
Bruiser (Heavy arms capable of more torque and holding ability, heavy armor)
Sharpshooter (Precise arms made for long-range combat, light armor)
Median (Average in all respects)
+ Chain Arms [Can launch fist and part of arm, attached to body with strong winch and chain. hands control remotely.]
+ Magnet Arms [A lightly armored arm set with three magnets repulsing on each arm, outward. Expensive.]
M. Gun (Two high-cal machine guns, with extra ammo in shoulder area. No reload time. innacurate.)
Energy Blast (low-level energy cannon, attaches to front of core. prone to overheat and failure, but powerful enough to completley destroy some arms and legs.Expensive.)

CORE:
Heavy (Very thick armor. Can take Head and Crotch cockpits.)
Median (average armor, can take all cockpit styles)
Speedster (Light armor, can only take chest cockpit)


LEGS:
Thunderer (heavy armor legs. Slow. Reduces recoil on heavy arms and continuous fire. Comes in biped and quadruped style. Recoil reduction even better on quad.)
Digitigrade (low-medium armor. fast. No recoil reduction. Biped only.)
Median (Average speed and armor, comes in biped and quad.)
Hover (VERY Fast, but recoil increases. unstable and can overload. Expensive.)
Tread (Slow. Best recoil reduction on the market level.)
+ Anchoring [spikes set in feet of mech, allowing anchorage to dispel recoil and take greater aim.]


OPTIONAL (all these parts are expensive, but not required.)
Speed feet (adds a much higher rate of movement at the cost of stability. Cannot be equipped to parts that do not have feet.)
Punch Mod: Spikes (Adds spikes to the mech's palm. Upon contact, the spike shoots out on a rod, penetrating and impaling.)
Punch Mod: Piston (Like spikes, but with a heavy, flat surface)
+Punch Mod: CUSTOM: Magma Slam [Modifies the Spike Mod, allowing delivery of drill heads that carry thermite remote charges. Multiple heads may be used and detonated. Cost of drill heads is negligable. Requires Sheild]
Extra Lock on computer (Allows you to lock onto two targets, even on the same robot)
+Spear Chest [A chest mod that can be used to launch a Spike from the chest.]
+Redundant Sensors [installs a second set of sensors that can be used in case first set fail.]
+Handcam [A camera that attaches to the palm of the mech's hand. cannot be used with Punch Mods.]

+ GUN EXTENSIONS [two may be attached to a handheld weapon]
Scope [removes range penalties for every gun type]
Magazine extension [doubles mag size]
Silencer [removes much of the noise of your shots.]
Speed reloader [makes reloading a much faster action, three times a battle]
>>
No. 12671 ID: ab04d4

I have to say I'm rather confused and maybe even slightly disappointed. I don't know if this is what was intended, but I'm getting a vibe that Trip just kinda ran out of ideas and just went "ok lol whatever here have a delicious gynoid waifu plothook kthxbai". I mean is this even the same quest? If taken alone, the recent quest developments could be taken as a quest of its own. I dunno, I just kinda feel a sense of Author Deux Ex Machina WTF. So suddenly without any warning Ashley's a robot and shit.

That said, I approve of this new development- who doesn't want a thinly veiled Curly Brace waifu (who even used a curly brace fanart as her pic)? It's just that the presentation of this could have been better, maybe, with less of a shock effect and a few hints. I dunno, maybe I'm just slowpoke.png here.
>>
No. 12683 ID: 1ac39d

>>322471
wait, since she had curly brace for her portrait then what if trip had her be a robot girl the whole time? then it wouldn't have been a plot-twist, but stealth foreshadowing. very high class.
>>
No. 12696 ID: ab04d4

>>322483
Yes, I know that's certainily possible. However, the way he presented it didn't make it seem like he had planned it to me, even if he did. He might have or might not, that's not what I'm saying, but how he presented the whole new plot twist is my query.
>>
No. 12729 ID: 632862

Shot explained it in chat. He had several different plot twists prepared that would fit.

One was her being synthetic.
Another I won't even mention. Be glad it wasn't used.
>>
No. 13050 ID: e31d52

Shooting (Controlling recoil, aiming, sighting, and controlled fire): +6
Movement (Dodging, fast moving, leaping): +2
Systems (Activating Extensions, jury-rigging in the midst of battle): +1
Close Combat (punching, kicking, gaurding): +2

Traits:
Competent
(All actions that count as normal or routine can be performed without a roll.)

Relentless
(Multiple attacks do not receive a -2 penalty.)

Bash and Smash
(Melee combat benefits from lock on.)

Hearts on Fire
(+4 bonus for copilot. +2 bonus for communicator.)

Well-informed
(+1 bonus if you have Complete Dossier)
>>
No. 13051 ID: 1ac39d

>>322529
well let's see all i can think of is.
alien, clone, robot, cyborg, genetically engineered, witch, or a super-hero.
>>
No. 13064 ID: 6164e0

>>322851
You forgot 'secret sister you never knew about'....
>>
No. 13073 ID: 632862

I don't mean it was cliche. I mean it was unpleasant.
>>
No. 13086 ID: b69168

>>322873

You may as well tell us, since your vagaries are only going to make us more curious.
>>
No. 13087 ID: 632862

>>322886
Nope.
>>
No. 13092 ID: e31d52

>>322886
Fine, I will.
Rape victim. She killed her father in revenge with the 'accident', and would have confessed to Anthony about her deed in the basement, where it becomes clear what her father had been doing ever since her mother's death.

:V
>>
No. 13102 ID: b69168

>>322892

Oh, huh, that is bad. But not as bad as some of the other possibilities my mind was reaching for.
>>
No. 13744 ID: 701a19

Since Shot deleted it after realizing that people had come to a completely different consensus:
>>/questarch/161372
...

"As if I'd ever do that. It was a fun match, Anthony."
He pulls out a black orb with his one good arm, and, before I can stop him, slams it into my back.

#%#$%#@^$%$%$%$
%^$%^$#^$$^$%^%
#%$^%$#^%$^%$%$


"...it was a Double KO."
"Is he going to be alright?"
"There's some damages to his legs and his ribs but otherwise he's merely unconsious."
"And Alan?"
"... The blast launched him the rest of the way. The mech couldn't handle the stresses and exploded. We haven't found the body."

My everything hurts.
>>
No. 13759 ID: e4c1a9

>>323544
Mother effer (Alan that is).
>>
No. 13766 ID: 1ac39d

i bet 8-ball is an AI core. he only talks over the radio or through 'his mech'.
>>
No. 18801 ID: e31d52
File 127788705290.png - (53.87KB , 640x1000 , CharacterSheetGearheads.png )
18801

I accidentally made a roleplaying game. :V
>>
No. 18808 ID: 4a9385

>>328601
Awesome, animate it.
>>
No. 20466 ID: e31d52

>>328608
Wat
>>
No. 21298 ID: eededc

This dude obviously has reason to help us, and has some resources. I'm a bit leery about accepting his sponsorship though because he's admittedly in very bad position, and they could easily dangle his daughter over him to get him to shut up and leave us high and dry. What do you guys think?
>>
No. 21299 ID: d9dec9

kinda hard to leave us high and dry his offer is training, which you can't take back.
>>
No. 21302 ID: eededc

>>331099
Eh, true, but I'm thinking for later. Working to save our sister and such.
>>
No. 22370 ID: d3dfb8
File 12830210402.jpg - (324.25KB , 949x1000 , MORDRE CHARACTER SHEET.jpg )
22370

I'm sorry shot, it had to be done.
If you really want I could update it with the recent events in golemquest.
>>
No. 22403 ID: b76ee3

>>332170
:D
:)
:|

No way Burns could take this on.
>>
No. 22404 ID: d3dfb8

>>332203
Not yet, but sometime in the future. Maybe in the intermediate ranks, or if I update it, in the pro ranks.
>>
No. 23401 ID: e31d52

I'm probably going to drop this soon. I just don't have the feeling for it these days.

The complete and total lack of care helps, too, but hey, it's not your fault. Everyone was waiting for 'someone else' to do the tallying.
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