“This commission, drafted, authorized, and consigned by Deleon Alliance Alien Committee and member state legislative bodies, hereby grants Precision Martial Applications, LLC operating rights in the Stellar League Designated Unaffiliated System UaSy1023, hereto referred as the Havoughn System, and all stellar bodies within the gravity well of the Havoughn star, against all enemies currently at war with the Deleon Alliance, and under strategic command of the Deleon Alliance High Command.”
"Should be easy money... probably won't be." - Commander Mendez
Welcome to Mendez’s Marauders, a premier mercenary company that hires out to the highest bidder. Or at least that’s the selling point. The Marauders are small fish compared to some companies, but they’ve got that fighting spirit and teeth to match that allow them to punch above their weight class. Traveling across the cosmos in the ICV Starfield, they provide security and firepower to places most couldn’t be bothered to give a shit about- as long as they’ve got the credit to pay for it.
Currently they’re en route to the planet HS-RCB-2 (colloquially called Vokiod), a planet in the Havoughn system inhabited by a pre-stellar race of anthropoids known as the Vokoidian or Veekee. Hired by one of the planetary factions, they’ve been contracted to provide service as a defensive asset in an ongoing planet wide war. Armed with technology centuries ahead of the local populace, their mission should be an easy paycheck for the Marauders. Should be.
Mechs, Mercs, & Murderers: The Game
M³ is a play-by-post forum role play with tabletop lite rules added in to bring a layer of depth and assist in arbitrating the rp process.
Results will be determined by dice roll before a post and then described by the rp’er in post. The pre-post phase will be on the VTT lite website Owlbear Rodeo and will include a battle map with tokens to help players plan their posts.
Posts (or Actions & Maneuvers during In-Mission portions of the rp) are resolved by rolling a number of d6s against a Result Threshold (RT) determined by the Combat Ratings (CoRat) of enemy forces or the at hand situation. The number of dice rolled against any challenge is determined by your mechs stats, any assistance other players or NPCs render, and support assets as part of in-character missions.
Success, Partial Successes, & Failures - How successful an action is is determined by a Result Threshold set by the combat rating of the targeted enemy (listed in the RT table). There are three states an action can result in; success, partial success, or failure.
A success is a complete accomplishment of the player’s stated goals and described by the player how they see fit. A partial success results in the achievement of the player’s stated goals at a cost and described by the GM, or as a partial achievement and described by the players.
For example; a player may state their objective is to destroy an enemy mech by targeting it’s cockpit. On a partial success they may land the killing blow but because of their focus on aiming the shot the GM rules they failed to move in time and another enemy lands a hit on them. Alternatively they may choose to describe how their shot missed the cockpit, but instead hitting it’s arm and blowing it off in the process, potentially leading to a reduced Offensive CoRat.
On a failure the player’s stated goal is not achieved and often results in immediate retaliation by the targeted enemy or narrative complication. However they gain a “fail forward” die. This die can be added to any action or maneuver roll they wish, including the defensive roll against the counter-attack. Additionally you can always elect to fail a roll (you still gain a Fail Forward Die)
Actions, Maneuvers, & Damage Penalties
During your post you can take any number of actions divided by the number of Stat dice available to you. For example if you have 3 points in Offense, you can spend all three dice on one offensive action (such as taking on an enemy mech with your primary weapons) or split them up into smaller but easier to achieve actions (like destroying light armored fighting vehicles with secondary weapon systems).
Additionally some actions or maneuvers can be bolstered with Stat die from other stats. For example a Pilot Suite die can be added to any action or maneuver, as this can represent your character’s skill as a pilot and mastery over their mech. In other cases it is contextual, such as adding a mobility die to your defense roll because you’re dodging the attack or trying to sprint to cover. When you choose what dice to spend and what actions to take remember; Context Matters.
Offensive Actions - Anything your character does in order to incapacitate, destroy, or neutralize an enemy target, neutral structure, or even terrain feature. This roll is compared to the defense or mobility CoRat of the NPC enemy, whichever is highest.
Defensive Actions - Defensive actions include both passive and active attempts at avoiding, mitigating, or fully negating attacks and damage. They can also be both proactive or reactive, and can be used again outside of your post. Unlike other Stat Dice, on a failure you lose a dice until after the mission and your mech is repaired. If you lose all your Defense Die your mech is destroyed.
Maneuvers - Maneuvers are more than just moving your mech from point A to point B. They include actions such as navigating difficult or unstable terrain, concealing your mech behind terrain, attempting to avoid detection while flanking or losing a pursuer, or avoiding damage outright.
On open to slightly unstable terrain your mech doesn’t need to roll to move, and it can move a number of spaces equal to twice your mobility stat dice.
Pilot Suite - Your Pilot Suite represents the combined prowess of your character and the electronic tools available to them. Usually complimenting a different action, your Pilot Suite does have uses of its own. Attempting to detect enemies, get a read on and understand their capabilities, and assisting your allies targeting through transmitting telemetry are all things your Suite can do, among other things.
You can attempt to learn what a target’s CoRats are by scanning a spotted target. You learn what the target’s CoRats are equal to the total of your PS roll, starting with the highest and working to lowest. If two CoRats are tied then the GM determines which one you learn.
For example: You spend two PS dice and get a 8. The GM informs you that the target has a Offensive rating of 4 and a mobility of 3,
If your character must abandon their mech they will use a single PS Die to determine if they are safely rescued (success), must flee and be rescued later (partial success), or are captured (failure).
Assist - Along with the other actions, you can also assist your allies in battle. You can forgo rolling a dice during your post to give it to another player. This could be as simple as giving an Offense Die to someone as you provide suppressing fire or as complex as giving everyone a Pilot Suite die as you watch enemy movements and radio in positions.
Damage Penalties - When your mech fails a Defense roll you can forgo losing a Defense Die in place of losing an Offensive or Mobility stat dice. If you run out of Offense die you can no longer take offensive actions, even while being assisted by another player. Unlike Offense die, an ally can always assist with their mobility die, allowing you to limp along.
In Between Missions - In between missions the rp will progress like a normal play-by-post forum rp. If players wish to resolve character actions via dice rolls they can roll 2d6 against RT 2 or if the action is against another player character rolling contested result.
Combat Rating - Unless provided with intel before a mission, you will not know the CoRat of the enemy vehicles. Linked here is the table showing what results you need based on the enemy’s rating.
You serve as one of the mech pilots aboard the ICV Starfield. Either subcontracted out or recently hired on, you provide the power necessary for the Marauders to make a proper name for themselves.
M³ takes place in a galaxy filled with sprawling empires, powerful nations, and other menacing political entities; where war ravages countless worlds but built on the bones of the past is a hope for the future. This the Scatterverse.
You’re free to play any species from any world of your choosing. There are dozens of already established species, of which a few examples are listed in the Codex section, but you are free to come up with your own.
Your mech is yours; bought before joining the Marauders or through a lease-to-own plan from the Marauder’s themselves. It's yours to customize and outfit.
At the start of the rp your mech will be in line with others in terms of capabilities. Everyone starts with a point in the Offensive, Defensive, and Mobility stat. You have an additional two points to spend how you see fit.
There are no hard preset weapons or technologies connected to your stats. Instead your stats are a comparison between your mech and others, as well as the CoRat level they can reasonably succeed against.
For example, two mechs with only one point in Offense are the same in offensive capabilities, even though one might be armed with a chain-gun while the other uses multiple arm mounted machine-guns. Both are able to deal with light AFVs (CoRat 1), but both are incapable of taking on medium AFVs (CoRat 2) without either being skilled pilots or having assistance.
At the end of every mission players will receive an upgrade die. They can put this die into any stat of their choice, which represents either buying new equipment for their mechs or growing as a skilled pilot in the case of increasing their Pilot Suite score.
Designation: This is whatever you call your mech. It can be as simple as a model designation or as meaningful as an earned nickname. Physical Description: Describe any details of your mech that you couldn’t capture in the image reference for your mech, or if you have no image describe your mech. Capability Rating & Description: These are the game statistics for your mech. Assign your stats and then describe their capabilities.
• Pilot Suite: The PS stat represents the instruments available to your pilot and their skill level. • Offense: Offensive stat represents the combined offensive capabilities of your mech, such as weapon systems, slaved combat drones, or mounted offensive electronic warfare suites. • Defense: Defense represents the defensive capabilities of your mech. Partially a reflection of how much damage your mech can take; it is a combination of armor, total structural integrity, and active and passive defensive systems • Mobility: Mobility represents how fast your mech is or how easy it is for your mech to navigate terrain.
Physical Description Janya is on the smaller side and hardly what one would call "fighting fit", though she is agile and makes up for her lack of strength in cunning. Her bright red hair, which she usually keeps in a bun, also tends to stick out. She wears a pair of glasses, opting for the flexiblity of carrying augmentation displays in them versus having corrective procedures and cybernetic implants.
Personality:A perky individual, Janya always seems to look on the bright side of things and can't help but flash a bright beaming smile during conversations. She makes friends easily, even if initial impressions leave them with the opinion she can be annoying, and sticks by those she care about. Despite this outwardly cheerful disposition she does struggle with buried anxiety and nervousness, along with recent trauma she has been dealing with.
Bio: Janya Cutter is not a soldier. She's hardly a pilot either. If you ask her, she'll tell you she's an Auto-Drone Tech. Her service in the Consortium's post-war security forces was tending to and controlling autonomous drone fleets far away during policing actions against insurgent Federation hold outs. While this kept her away from the worst of the post-war action, it didn't shield completely. A surprise attack against the base she was stationed at saw several of her friends dead, and herself fleeing with the rest of the non-combat staff. Eventually she returned to service, but opted to join one of the sanctioned paramilitary groups employed by the Consortium- which is when she joined Mendez's Marauders. While no longer commanding the large drone fleets, she does oversee the Starfield's drone network as well as remotely control/pilot 3 light mechs.
Designation: "Huey" "Dewey" and "Louie" Physical Description: The LCM-44d is a small, unmanned support mech slaved to a central AI, which in turn is controlled by a human technicain. They work in "packs" of three to four in support of a larger mech or supporting an infantry force. They can individually be piloted by their technician directly, if need be. Capability Rating & Description:
• Pilot Suite:  - 44d's are equipped with high gain sensors and communication gear, aiding in supporting attached unit fire missions. • Offense:  - Armed with light fire support weapons, 44g's can take on infantry and lightly armored vehicles. • Defense:  - Defense capabilities are minimal due to their autonomous nature. They're armored against small arms and low energy kinetic drivers. • Mobility:  - Small and nimble with surprisingly strong manipulators, 44d's are excellent at maneuvering through rough terrain and can be shut down nearly completely to aid in concealing their position. They can keep up with most wheeled combat vehicles.
Physical Description: Vieteri are both smaller of frame and much slower to show age than humans, and mistaking Tonare for the child of some actual member of the mercenary team would be a fatally easy mistake for anyone to make who were not familiar with the species. At 28, she has actually completed her formal education, initial mandated military service and two tours before ever coming into mercenary work, despite looking by human standards as if she were only between fourteen and sixteen years of age. Though her seemingly vestigial wings sprouting from just above her waist are often easily concealed by clothing, those who are familiar with the Vieteri will recognize the telltale stone seemingly embedded in (but actually growing from) her forehead and her matching hair and eyes. Predominantly a tiger's eye's blend of smoldering browns, rusty reds and streaks of blonde accents, the tumultuous colors also hold watery blues, cloudy whites and deep blacks. The exact combination of patterns and colors in her pietersite color scheme are prone to illusory shifts across all three features, depending upon the light for the stone, the breeze for her hair and her mood for her eyes, lending her mien a stormy and chaotic aura.
For casual wear, Tonare prefers blouses, skirts and dresses predonimantly of green with black trim with black boots and stockings, and though many other alien species may comment on how this seems incredibly similar to her Vieteri dress uniform, consisting of a one-piece short dress adorned with military finery according to one's rank and accomplishments, black stockings and heeled ankle boots, but she maintains with insistence that these are completely different in fundamental ways and one would have to be devoid of all fashion sense not to recognize it. She is also fond of wearing a matching beret with the mercenary company's emblem pinned to it, as she believes it makes her look more mature and respectable. For space expeditions or active deployments on inhospitable planets, she wears a Vieteri environmental suit with the company emblems and her rank and nametag. These suits are physically flattering to the female body, forming to them for ease of movement, and the few non-Vieteri who have had the opportunity to try them praise their light weight, feeling like little more than light clothing in terms of weight and impediment. They are easily sealed against hostile environments with a gesture and provide protection against radiation, high atmospheric pressure, vacuums and so on with an internal air supply of twelve hours. They are poorly armored against attack for military EVA suits, however, as any defenses would be redundant once the Vieteri transforms. This makes these suits impractical for non-Vieteri military despite their other strengths, and their prohibitive costs prevent non-Vieteri civilians and corporations from investing in them.
When she transforms, her wings are visible like ephemeral stormclouds trailing behind her, and her clothing is replaced with dark emerald heels, a dark emerald thigh-length skirt trimmed in copper lace, a matching top with an angular midriff cut, a copper ribbon choker and dark emerald nail polish. The stone in her forehead now appears to be mounted on a copper circlet that wraps about her head. Her combat power is at its full strength when transformed, and she will always transform before activating her mobile weapon.
Personality: Tonare's impulsive and temperamental personality doesn't do much to convince those she meets that she's older than she looks, causing her race's tendency toward feelings of racial superiority to come across more like a child desperate to prove they're really an adult. She blasted the last person to call her a Tsundere in the bread basket (may have been a teammate if someone desires), mistakenly thinking this would discourage such things. She actually has a good heart to her when she isn't striving to overperform, a habit which seems deeply ingrained in her. In such times when her guard comes down, she worries about her company compatriots as if they were family, hypocritically scolding them when they get too reckless and fretting over them when they fall ill. Despite this sounding like typical deredere behavior and reinforcing the tropish accusation, this is quite normal for Vieteri, for whom the squad is the immediate family, the commanding officer the stern but wise mother, the higher-ranked and senior members big sisters to learn from, and the lower-ranked and junior members little sisters to care for. Since they lack a "family life" as most species understand it, with biological relatives raising them from infancy instead of society-wide education and training until they reach adulthood, a Vieteri must serve alongside and interact with other races for a good long time before they understand this perspective is unusual, and that other races don't see progressing through society and into adulthood as moving from one military-structured family group to the next. This may make Vieteri team members extremely tight, but it sends very mixed signals in interracial teams. Tonare's favorite hobby is exploring local fashions on new worlds, and will always seek to learn the how's and why's and integrate them into her own, at least for an outfit or two as an expression of her command of the style.
Bio: As unusual as it is for a Vieteri to ever leave their military squadrons and platoons, it would further surprise many to know that Tonare had served with one of the most prestigious platoons of special forces in the Vieteri military. In no small part because the normally boisterous girl very specifically avoids bringing it up or talking about it. She hadn't been in it long, only making the cut for her second tour and eager to learn from the best of the best. Before she could ever make a name for herself in their ranks, however, scandal rocked the platoon when upper command was caught selling deployment information, leading to a number of squads decimated before the leak was discovered. To the eyes of Vieteri culture, this wasn't just a treasonous high crime. This was the head of a family betraying those in their charge, akin to bundling child abuse, familial dishonor and filicide. As was tradition, the privilege of her execution was offered to each of those still alive under her command, including Tonare, right down to the lowest ranks of the platoon. As was tradition, each refused the privilege, instead turning their backs to her in wordless denial of her existence, eventually leaving the execution to an unrelated firing squad, and with no one in her platoon accepting her existence, her remains would be placed without ceremony in an unmarked grave.
Unfortunately, such a betrayal shakes all bonds, and the platoon didn't survive restructuring as all members drifted away. No matter where they landed, however, their platoon's legacy followed them. If that was their commander, how could a new team trust any of them? Or the opposite, and they were too coddling, rushing to try to make overly sure the inherited teammates were comfortable and were reminded aloud at every opportunity that the actions of their former commander wouldn't be held against them. This was especially egregious on the younger members who had little to no established reputation to fall back on. Tonare was far from the only one who finished that tour out and opted to take a private leave rather than sign for another one.
Tonare was always an overachiever, always pushing herself to be as great as possible, which was how she made it into special forces in the first place, which would have granted her access to elite training and active experience under seasoned aces. Instead she finds herself working with aliens in a mech squad. A very green mech pilot despite her other skills, her overzealous overperformance has only gotten worse with her being unable to rely on her commendations by being in a foreign paramilitary force, in a field she is inexperienced with, and trying to prove herself independently worthwhile even if none of her allies would have any idea of what had happened to her platoon.
Designation: HCW "Morning Star"
Physical Description: Harmonizing Crystalline Weapons are structures composed of crystals that assemble themselves according to the unique arcane signature of their user and are not mechanical constructs. This means that no matter what HCW Tonare uses, it will always be Morning Star. In its passive state, a HCW is a prismatic octahedron that fits in the palm of the hand when manifested. Upon activation, it synchronizes with the user's arcane signature and assumes a form on scale with a conventional mech that is conducive to channeling the user's powers. This is usually a humanoid form resembling a crystal colossus of a transformed Vieteri in the user's stone color. Morning Star is a swirling pietersite feminine colossus with energy wings spreading behind it. It is said that looking upon it is like looking at an alien world from orbit. There are no mechanical processes involved in the operation of a HCW and it cannot be repaired, maintained or disassembled by traditional engineering. If disabled, the user must return it to its passive state, and it will draw over time from the user's arcane energy to restore itself. Depending on severity, this usually takes about twelve hours short of total destruction of the unit. Piloting a HCW is intuitive, as it encompasses the user, relaying sensory information and the user's physical responses in real time.
Capability Rating & Description:
• Pilot Suite: 0 (Tonare may have soldiering under her belt, but is new to being a pilot.) • Offense: 2 (Morning Star amplifies and discharges its pilot's arcane energy, primarily through hand blasts.) • Defense: 1 (HCWs have a baseline durability somewhat inferior to comparable mechanical mobile weapons of steel and oil.) • Mobility: 2 (HCWs are extremely agile and are faster than comparable mechanical mobile weapons.)
Name + Callsign: Brooks “Crash” Marci Species: Augmented Human Physical Description: Crash is an Amazonian woman with flaming red hair and a wild expression in her eyes. She still wears the patches of her old service despite her dishonorable discharge, but her uniform is usually disheveled and only half on, the top half pulled down to show her black tank top and muscled arms bearing an assortment of military tattoos and one of a busty woman posing WW2 bomber style. When in combat on foot, she favors a large industrial sledge and a high-yield explosive launcher. It’s not just appearances, she IS stronger than reason indicates she should be, due to her pre-conception genetic augmentation, widely considered an illegal process that still happens in backwater dictatorships and pirate empires. Personality: Crash is hot-headed, aggressive and of explosive temperament. Despite this, she is extremely loyal to those she considers comrades, and in fact feels every emotion strongly. Not just fury, but joy, joviality … and even vengeance. She loves brawls, the more brutal the better, and suffers an addiction to stims. Bio: Crash is an ex-soldier with a … tumultuous service record ending in a dishonorable discharge. Feedback from her other members of her squad described her as volatile, but spirited and faithful. Her service was full of times she overdid it on missions, or broke formation to charge an entrenched defense, or unnecessarily escalated a mission. Nevertheless, she never failed such missions, either, overcoming any obstacle that arose before her with tenacity and gratuitous violence until her squad emerged victorious. A force the military wanted on their side instead of against them as a pirate or something, they overlooked most of her troubles with slap-on-the-wrist reprimands, aided by her commanding officer routinely pleading in her defense.
That was until the squad realized one of their younger members was being harassed and manipulated into certain favors by a high-ranking officer. None of the squad responded well, but when Crash beat him nearly to death and left his face a bloody pulp in the middle of headquarters, injuring three of the five M.P.s that came to pull her off of him, it was an act the military could not overlook, especially when the officer used his clout to retaliate. The squad’s commander used evidence of the officer’s conduct to get him to reduce things to a dishonorable discharge.
After leaving the military, Crash drifted a while, entering mecha tournaments, both above-board and underground, mostly just fuming and funding her stim addiction. Then she heard through an old contact that officer had displaced her old commander, still holding a grudge against the rest of the squad, and was now in charge of her team. What she heard of what he was doing with it didn’t sound good. She signed up with the first pirate band she could find that she could confirm would be targeted by a force that included her own squad. Records indicate a mech that bore a striking resemblance to the Wrecker engaged the squad in the initial landing sorties, but was quickly lost track of in the ensuing battlefield. The pirates were dismantled by the end of it all and their base destroyed, though no one knows who set the explosives that devastated the facility. The squad only suffered a single casualty, their commanding officer, whose mech was brutally ripped apart at the torso, the cockpit bashed into a bulkhead until it ruptured, and then the exposed pilot impacted with exceedingly violent blunt force, as if from a massive hydraulic fist.
Designation: Wrecker Physical Description: The Wrecker is a hulking, almost ape-like mobile suit, large in size and heavily armored, with one disproportionately massive arm accommodating a huge hydraulic piledriver. A modified IPS-N Zheng, it is huge even next to other mecha, built for grappling, pummeling and throwing around multi-ton hulks of steel like a metal gorilla that thinks it’s King Kong. It is an extremely brutal machine, but its lack of ranged weaponry and its below average computer systems make it suitable only for an equally imbalanced pilot. Capability Rating & Description:
• Pilot Suite: 0 – Crash isn’t a bad pilot, exactly, but her rash, impulsive nature means she rarely makes use of more than the basest, simplest tactical advantages, strategies or approaches. • Offense: 3 – The Wrecker is a beast, with only one job that it does devastatingly well: Hulk Smash. Unfortunately, it is such a dedicated design that it completely lacks ranged equipment. • Defense: 2 – A Zheng is a wall of angry steel straight off of the assembly line, but the Wrecker has been further fortified with bulkhead-level alloys. Its whole purpose in life is to charge through enemy fire to smash their lines to chunky salsa, and its pitted surface with chipped paint shows just how capable it is of doing exactly that. • Mobility: 1 – Though technically capable of a high linear speed, the Wrecker isn’t meant for agility, and its massive weight means even its powerful thrusters can only do so much. It’s a pain train, not a ballet dancer.
Name + Callsign:Leo Wu + Izanagi Species: Human Physical Description: A young man of Asian heritage, he possesses a lean athleticism to his frame, but his bright blue eyes often glow with arrogance and pride. There is something noble about his aura when he isn’t being boastful, but he’s just as often buried in a video game. The only person he seems to really enjoy spending time with is also the only person seemingly able to effectively reprimand him – his NHP (Non-Humanoid Person, AI, Artificial Intelligence, is considered racist in his culture), Ama (pronounced Aymay, and short for Amaterasu). Personality:Never hesitant to refer to himself as The King, Leo is confident in the extreme and extremely sure of himself. He firmly does not believe that there is anyone who can overcome him when he is inside a mech, virtual or otherwise. This is not without merit, however, and he has nearly inhuman reaction times high enough to imply minor genetic modification and a natural sense of battlefield awareness. Seemingly rash and hasty behaviors in battle quickly resolve into surprisingly strategic maneuvers that his mind conceived faster than he could be bothered to relay them to his allies, even if they are prone to being high-risk high-reward gambits. He possesses a ruthless combat style that implies he doesn’t quite perceive battles as any more real than the virtual games where he made his name.
Ama, on the other hand, is extremely strict with him, serving as a balance against his rash and reckless winner-take-all attitude. She firmly believes he has an excess of talent, and cares deeply about his well-being, but won’t hesitate to crank his ear when he gets a big head. Bio: Leo didn’t make his name in the military, but in esports. He was the top-ranked pilot in the hyperrealistic mechsims for three straight years. Once one becomes a crowned champion, however, the system begins using a different rating system for those elite players. Given that travel through space at faster than light speeds produces time dilation, it is entirely possible for a champion from a decade ago to only be a year older despite being unable to compete during that time, especially if they enter military or mercenary service as many of them do, since their skills directly translate to real-world piloting skill. This rating system involves the assignment of multiple crowns, and a whole star system’s worth of viewers will often tune in when a battle over them, called a Crown Match, is publicized, though challenges for one’s crowns needn’t be in any way public and even real-world matches between crowned elites are considered valid by the system. Leo currently possesses six crowns, three from his consecutive years as champion and three from crowned elites that challenged him since and lost.
When he was drafted upon reaching legal adulthood, he eschewed the sign-on bonus for a favor, that the military would make sure he got his partner he fought beside for all that time.
Designation: Izanagi (yes, same as Leo’s callsign) Physical Description: The Izanagi that Leo ruled the leaderboards for three years from was a finely tuned high performance, high agility machine exactly customized to his combat style. This one is just in the same color scheme with minor cosmetics in common with it. This doesn’t dissuade Leo in the slightest, however, and he proudly flies the white with golden trim that he made his own, even on a completely base entry level infantry mech. He compares it to starting a new game file. He claims that even this base model will fly like an ace mobile suit in his hands, and he looks forward to bringing it closer and closer to the “real” thing one mission at a time. Capability Rating & Description:
• Pilot Suite: 3 – Leo Wu is without a doubt an incredibly skilled pilot with few peers, and Ama is part of the systems when the mech is active. • Offense: 1 – The mech is equipped with a basic equivalent to Leo’s preferred loadout, sporting two charged blades, two plasma holdout pistols and a wrist-mounted shotgun, giving him strong CQC capabilities with some light medium-ranged coverage, but it’s a long cry from his blazing plasma sabers, explosive heat cannon and fuel rod cannon. • Defense: 1 – The mech only has its base armor, but this doesn’t worry Leo, as he’s always been one to avoid a hit rather than take it. • Mobility: 1 – The mech currently only sports the grunt-level thrusters, verniers and general system agility, far less than the supersonic movement Leo is accustomed to in his Izanagi. Special Ability: Redline Break Leo is able to push any mobile suit he pilots to its absolute limit, squeezing out every last bit of performance possible. Keeping the mech in this danger zone generates so much heat that the frame begins to glow from the heat, even with the vents opened and exposed to maximize cooling. Though the visual effect is impressive, these increase the vulnerability of the mech, both to attack and risking damage to the reactor and the mech, itself. Despite the extremely dangerous nature of this behavior, Leo is so fond of it that it has become his combat style, and he barely feels alive or challenged if he isn’t redlining the mech’s danger zone, listening to the discordant chime of the heat warning.
While redlining, Leo’s mech gains +1 to Offense and Mobility, but gains -1 to Defense (minimum 1) and suffers disadvantage on all Defense rolls. If Defense is already at 1, bonuses, such as from supplementing with Pilot Suite, must still overcome the -1 penalty. For example, two points would be required from Pilot Suite rather than 1 to raise a Defense bonus to 2 while redlining.
This is a Pilot ability and is not tied to any specific mech. Any mech being actively piloted by Leo gains this ability.
Name + Callsign: Mark Mathison + Colorado Species: Human Physical Description: Mathison has been a career man in the infantry since he got out of high school, and has the build to show for it. He’s old enough to look like he could be giving orders, but not so old that it would look like all he was good for, and has a prime of life level of fitness. As a career soldier, people are unlikely to ever see him out of uniform, and when he’s suited up, a bandana keeps hair out of his eyes, and he packs a sidearm, fragmentation grenades, a store of thermite for demo and breaching, and the only woman he’s ever married, his trusty infantry rifle equipped with a smart scope. Personality: Mathison is an eminent pragmatist, always thinking in terms of military tactics and objectives. Off duty, he values a good, strong drink and privacy in a crowd. On a mission, he is a persistent and untiring soldier that will keep pushing until the objective is accomplished and his people are safe or he’s dead. Bio: A soldier all his life, he got his callsign clear back in boot camp. He’s actually from an agrarian colony called New Texas, but his sergeant decided he didn’t look Texan at all, and took to calling him Colorado. It’s stuck to him like glue ever since. He’s a highly decorated career, but has steadfastly resisted any attempt to promote him off of the front line, and he refuses any command position that doesn’t allow him to fight alongside his men. His high performance sees him frequently sent as head of a squad or on his own to either protect a high value target or to eliminate one.
Designation: A Kind Word Physical Description: “You can get more with a kind word and a gun than you can with just a kind word.” - Al Capone
Colorado isn’t a man known for deep philosophical thought, but his mobile suit could be said to encompass his theories on diplomacy. Its massive black and red frame duplicates his arsenal, with the addition of a large shoulder-mounted cannon hardwired into the system. Capability Rating & Description:
• Pilot Suite: 0 – While a highly experienced soldier, Colorado is not an experienced mech pilot. • Offense: 2 – A Kind Word boasts a laser rifle, thermal grenades, smoke grenades, breaching mines, an array of situational specialized ammunition, and the large ZF4 SOLIDCORE impulse cannon. This last weapon is directly integrated into A Kind Word and cannot be removed or dropped. Its base power is no greater than its laser rifle, but it can build a charge by redirecting a portion of excess heat energy when the mech dumps heat. Each time this is done, the weapon effectively increases its power by its base strength. It can hold a charge up to four times its base strength (3 charges), at which point it devastates terrain and foe alike for hundreds of meters. When discharging the ZF4 SOLIDCORE, treat A Kind Word’s Offense score as one point higher per charge on the ZF4, but only for that attack with the ZF4. • Defense: 2 – A Kind Word is equipped with good quality general purpose armor, offering better defense over generic armor plating, but not so much that it is a tank. • Mobility: 1 – A Kind Word isn’t built for speed and favors slow, steady, tactical advancement as it moves from cover to cover rather than sudden blitzes.
Physical Description: Cole is a thin, lanky thing. He grew up in orbit of a gas giant, Threshold, in extreme low orbit, forcing his body's natural processes to work in tandem with drugs and therapy to keep him alive. The result is a small, almost feminine frame, standing a stout 5'7" and possessing incredible strength as well as speed by virtue of efficiently bundled muscle fibers. His skin is pale, his eyes blue, and his hair is dark brown, having faded from blonde.
His face is thin, and somewhere between androgynous and male, leading to confusion over his age and sex. Appearing to be between the ages of 18-20 if assumed to be female and the ages of 14-16 if viewed as male, he has been alive for 26 Earth years. He possesses no facial or body hair, unable to grow it anywhere except on top of his head as a result of the augmentation he underwent. He generally prefers to wear black, grey, or dark hues of cool colors, and there are few who have ever seen anything but his hands and face exposed. His wardrobe out of combat consists of oversized hoodies and long sleeved shirts, usually with jeans.
In combat, he's clad in an airtight suit optimized for stealth. It is olive green by default, but has color-shifting abilities in case his environment requires different camouflage. A kevlar-graphene weave covers the joints while graphene-and-titanium plates cover vital areas and the limbs. All this armor is barely a hindrance to Cole's natural speed. Over these plates, molle netting carries spare ammunition for his rifle and handgun, as well as demolition charges and other miscellaneous equipment. Just below the lower back and above the buttocks, Cole wears a Jump Kit, a piece of equipment that uses an array of electromagnets to propel Cole upward, forward, backward, and side to side, depending on how he angles himself. It also allows him to stick to walls and perform seemingly impossible manuevers. As well, he is equipped with a grappling hook system with the same graphene-kevlar weave as his armor used as the line. He can electrify the line at any time, essentially using it as a taser, but it can also be lethal. His helmet has multiple optics modes but in the event of a catastrophic failure, he can still see through his visor.
His visor can overlay things like the exact or predicted positions of hostile combatants and possible combatants through walls, provided the information is available, be it through direct video from the Dokkabei or hacked cameras. Lastly, the whole rig has the ability to bend light and heat around itself rendering it invisible to cameras and sensor packages, but still produces a slight "ripple" effect to the naked eye. This weakness is exacerbated if Cole attempts to move quickly while cloaked.
Personality: Cole has been described as "Unique", "Interesting", and "That's a dude?". He is notably quiet, but not at all reserved or resentful of people, be they alien or otherwise. He simply doesn't understand how to interact with others and has trouble engaging them. He doesn't approach others without a good reason, and can become burned out and uncomfortable if forced to interact with unfamiliar people for a long period of time. His treatments have not left him unable to feel emotion, however, far from it.
He feels intensely, usually admiration or attraction for other people, male, female, and in between. He does not feel empathy for his enemies, as he was indoctrinated into assuming a pragmatic, cold mindset the moment the gunfire starts. He has a dry, sarcastic, nihilist sense of humor, often joking to his teammates and enemies about what will happen when one of them is dead. Cole can work well in a team in a subservient position, and just as well alone. However, he intensely dislikes taking responsibility for others, being too compassionate a leader. Cole, for all his abnormalities, has the mind of a teenage boy.
He enjoys normal things, such as playing video games and watching films. He especially enjoys films because he's noticed that people can be in the same room, quietly coexisting while a film is playing without feeling the need to speak. He listens to music from Earth during the early 2000s, mostly punk rock. More recent, he enjoys "Flip" music, a descendant of centuries-old noise called "Metal."
Bio:Cole was raised to be a killer. He was built in a lab and gestated in a tube. He never had a father, or a mother. He was pumped full of drugs, and torture-tested for years. He was put through hell many times over and can now take just about anything with a straight face. Aside from the already-mentioned physical augmentation and mental indoctrination, Cole had a childhood. He and the other walking experiments on the station grew close and knew eachother as siblings. They were fed films each night to help model human interaction and to give the children miscellaneous knowledge which may be useful.
All of them shared an intense bond meant to be exploited for their field operations, causing them to work seamlessly in tandem. However, the night the project was due to be cancelled and the experiments were to be executed, Cole and one other, Cynthia, escaped on a shuttle after using a security drone to fight their way out, but quickly noticed there were failsafe explosives inside of them.
Cole had his removed first, but there was a tamper trigger. Cynthia's spinal column was severed by the small explosive, and she died on the spot as her brain could no longer command her heart to pump blood or her lungs to breathe. The last evidence of an experiment that never happened, Cole surrounds himself with people to make his inevitable disappearance as suspicious as can be. In this quest, he found himself among the Marauders, with a leased combat mech designed to work as well on its own as with a pilot. Cole is a moderately skilled pilot, showing promise, but not at all as skilled as his fellow pilots, leading him to simply allow his machine's AI to work with him and for him.
Physical Description:The Dokkabei stands 18 feet tall in its upright position, but can contort its limbs around it in order to take on any configuration necessary. It also possesses an internal AI that interprets and carries out its operator’s orders without said operator being required onboard. It possesses a WT120 “Orion” Railgun firing 120mm steel rounds weighing 20 kilograms accurate up to 750 meters. It is external, meaning the weapon can be swapped on the fly, stowed, and maintained like most handheld weapons.Designation: LR-SASP-992, “Dokkabei”
Capability Rating & Description:
• Pilot Suite:  Cole is an unskilled pilot and spends most of his time outside of the cockpit. However, he understands how his mech's systems can be used to aid him in combat and is very apt at command when his charges are completely expendable. As a result, his mech understands his commands and carries them out without question. He carries a Peacekeeper Arms Enforcer .300, an integrally suppressed carbine firing caseless subsonic ammunition, a Warden Tactical SASR 338 “Calypso”, an anti-materiel sniper rifle, and a Peacekeeper Arms Conciliator 9 SD, an integrally suppressed 9-millimeter handgun.
• Offense:  The Dokkabei possesses a WT120 “Orion” Railgun, capable of propelling a 20kg round at over 3000 feet per second, and accurate up to 500 meters.
• Defense:  The Dokkabei possesses little space for armor. It is not intended to take the brunt of a strike.
• Mobility:  The Dokkabei can climb, and has limited flight capability, but both of these functions are incredibly rudimentary compared to its weapons system.
Name + Callsign: Vis(Vee) Telum + Knife Species: Human Physical Description: Lithe but muscular woman with black hair and gold eyes. Roughly in her thirties
Personality: A typically frank sort, Vis rarely takes time to dance around subjects or battles, preferring to get right to the proverbial point. She's rarely shy and has little to no awareness of "personal space", possibly due to her long military career. They enjoy a good joke and have been noted to have a healthy sense of humor. one last thing to note, shes quick to anger and prone to... breaking faces. Bio: Vis's history appears to be largely redacted, so most of what we know is incomplete. She served in a colonial military out of Deneb ever since she was old enough to enlist and fought in the fedcon war as well as multiple small scale conflicts between the colonies and an unspecified alien empire. She has a list of accolades stretching nearly her entire career for excellence in battle. She was abruptly dishonorably discharged after a conflict on planet Devant. Its unclear as to the reasoning. Afterwards, she freelanced as a mercenary and, apparently, a graphic artist for a short time. She was in and out several of larger private cooperate armies, hiring on when she needed money and then quitting as soon as she saved enough to live. She says this was because dealing with the red tape and paperwork was "worse than any war." More recently, she's decided to work with a smaller, lesser known group. Some of us speculate she intends to stay on long term. For that though, we'll just have to wait and see.
• Pilot Suite: 2 - Vis and Bellua are long time friends of war, having killed a little bit of everyone together. • Offense: 1 - Bellua is equipped with a custom sword-like weapon that houses a special plasma cutter capable of carving through all but the toughest of alloys. Even if it looses power, the weapon itself is durable enough to be used to bludgeon enemies. It is also equipped with a standard impact rifle • Defense: 1 - Standard armor plating, durable, reliable, -Mostly- Fireproof. • Mobility: 1 - The monster is made faster with a combination of special servos and advanced jets located around its frame that allow for faster than average movement.