Mobile Suit Gundam Harpoon [Recruiting]

Sushi

#fuckcancer



MOBILE SUIT GUNDAM: HARPOON
ACT I

_____It was supposed to be a routine test mission, not a slaughter. The rendezvous was littered with the burnt-out hulks of Federation transports, surrounded by thousands of casings from Zeon weapons. Precious cargo meant for the test squadron had been stolen, and clear signs of Zeon mobile suits lead deep into enemy territory. These precious few prototypes were crucial in the development of the Federation's own mobile weapons.

_____Far from EFF lines, the pilots of the 7th Test Squadron couldn't expect assistance from headquarters. But keeping the prototype out of Zeon hands was reason enough.


Mobile Suit Gundam
Set late in the One Year War, this RP involves a group of elite test pilots tasked with recovering a stolen prototype, located deep within Zeon territory. This game will mostly be focused around small unit tactics and close combat in mobile suits, both "grunt suits" and advanced prototypes. There will be some limited customization and upgrade mechanics, although less so than prior iterations of this game.

Team Roster
1 Lieutenant or higher ranked officer with combat experience. (Team Leader)
1-2 Pilots with special operations / infiltration experience.
1-2 Pilots with long range gunnery or artillery experience.
2-3 Pilots with experience in mobile suit close combat.


_________[Action Economy]
____The system differs slightly in the Actions you are able to take in this game. Base Fate Core has 4 Actions (Attack, Defend, Create Advantage, Overcome.) In this game, there is no turn order. Every player can take a Movement, one Zone in most cases, + an Action. In addition to the basic four actions from Fate Core, we also have Teamwork, Discover, and Hold Action. We'll ignore Attack and Defend for this as they are self-explanatory action types.

_________[Create an Advantage]
____________The CA is a versatile way of changing the battlefield and assisting team members. Creating an Advantage essentially means changing the situation by altering, or creating a new Aspect. This can range from using suppressive fire to create an aspect like "Hail of Lead," to using pure brute force to create a "Smashed Wall (Entry Point)," or even mocking the enemies with a social skill in order to create an aspect like "Enraged (Enemy #1)." A decent roll will give you an Invocation, a single-use +2 that you can use to augment a relevant roll.

_________[Overcome]
____________An Overcome action includes things like a "Saving Throw" or "Challenge." Whenever a task has a difficulty set by the GM as opposed to opposition rolled by an enemy, it's called an Overcome. Besides typical actions like bypassing hazardous terrain or lying convincingly to an NPC, Overcomes can be used offensively to remove an Aspect created by an enemy CA.

_________[Discover]
____________When you would like to gain insight upon a situation but lack specific knowledge or direction take it in, the Discover is similar to an Overcome action. By rolling against difficulty, you may use your skills to discover relevant information or evidence in a scene. A Discovery is similar to a Create Advantage, although a CA gives invocations more easily.

_________[Hold Action]
____________You can elect to Hold an Action and wait for a specific opportunity to act. A common example would be finding an enemy concealed in hard cover, and holding an attack until they leave cover, similar to an "Overwatch" mechanic in certain games.

_________[Teamwork]
____________As long as you have a +1 in the same skill, you may help a teammate's roll by adding a fixed bonus as your action. Unlike a CA, Teamwork is a fixed bonus no matter what, and cannot "fail" in the conventional sense. This is a good way to make use of skills which may otherwise be too low to properly utilize on your own.

_________[Applications]
Unit Type: Please indicate your unit type preference in the character application. (A firm answer is preferable to general / no preference answer!)
Rank: Ensign or LTJG, unless you've been in the prior games.
Role: This isn't a formal role, just what you would like to do in the team. Whether that's leading, taking out enemy ships, doing repairs, and so forth.
Experience: Note prior experience here. This is mostly for flavor.
Equipment: Please add any MS/equipment requests to the bottom of the profile.
Aspects: Five (5) in total: High Concept & Trouble + 3 Aspect. Optional Phase Trio. Your high concept is a "Elevator Pitch" that sums up your character in a few words. Fate Points are used to Invoke Aspects.

Fate Points: 3
Refresh: 3. If you add additional Stunts, you remove Refresh.
Physical: Strength-Based
Morale: Will-Based
Consequences: 2-4-6. Leave Blank. Physique-Based

Stunts: 3 Custom Stunts.
Use the Stunt Generator.
Find ideas at the Evil Hat Productions Wiki.
Be mindful of The Horrors of Fate Stunts; TL;DR just ask.​

Skills: Great (+4 Modified)
Please be aware that in this Gundam RP, the Pilot skill is not a catch-all for combat and defending. Like a conventional Fate RP, you will use Agility to evade incoming attacks, Physique to overcome tests of strength, and so forth.​
Agility (Athletics)
Burglary
Contacts
Deceive
Engineering (Crafts)
Empathy
Fight
Investigate
Lore
Notice
Physique
Pilot (Drive)
Provoke
Rapport
Resources
Shoot
Targeting (Crafts)
Stealth
Will

Engineering: Replaces Craft. Used for repair, modification, and other engineering-related tasks.

Pilot: Navigating difficult terrain and tasks of technical flying. This is not generally used to defend against attacks.

Targeting: Detecting targets with sensors and making attacks from beyond normal range.

Physique & Will: Having points here increase your character's capacity for Stress. Strength is for Physical Stress, Endurance is for Morale Stress.

1-2 = 1 Extra Slot
3-4 = 2 Extra Slots
5 = 1 Extra Minor Consequence
_________[General Purpose Mobile Suit]
____________All-round balanced mobility, protection, and firepower. Lower maintenance compared to other types. "Space-Type" and "Ground-Type" Mobile Suits are two subcategories of this type.

Example: MS-06 Zaku II, RGM-79 "GM"

+ Highly Customizable
+ Easily Repaired

_________[Close Combat Mobile Suit]
____________Specialized for melee combat and surgical, high-speed attacks. Some Close Combat types are also designed with stealth in mind.

Example: MSM-04 Acguy, RX-78-2 "Gundam"

+ Close Range Bonuses

_________[Assault Mobile Suit]
____________Designed to break through anti-air defenses and attack enemy capital ships, these designs are heavily armored and tend to pack a significant number of missiles and other explosive weapons.

Example: MS-09B "Dom," RGM-79F "Land Combat GM"

+ Heavy Armor
+ Anti-Ship Weapons

_________[Support Mobile Suit]
____________Equipped with long range weaponry, sturdy armor, and an abundance of spare equipment, support designs can vary from long-range snipers to artillery platforms and electronic warfare designs.

Example: MS-06CK "Zaku Half Cannon," RX-77 "Guncannon," RX-79[G] "Gundam Ground Type"

+ Long Range Bonuses
+ Spare Equipment

_________[Reconnaissance Mobile Suit]
____________Specialized for stealth and long range target detection. Typically lightly armed and armored.

Example: MS-06E "Zaku Recon Type," RGM-79V "Night Seeker," RGM-79SC "GM Sniper Custom"

+ Stealth Bonuses
+ High Powered Sensors
Code:
[b]Name:[/b] Name Here
[b]Appearance:[/b] Description / Image
[center][img]optionalimageurlhere[/img][/center]

[b]Age:[/b] Age
[b]Rank:[/b] Naval Rank (Typically Ensign/ENS)
[b]Role:[/b] Role in the Team
[b]Birthplace:[/b] Place of Birth
[b]Experience:[/b] Prior Experience / Work
 
[b]Aspects:[/b]
(High Concept): The Character Concept
(Trouble): Trouble Aspect
Aspect 3
Aspect 4
Aspect 5 - How did you join the test team?
 
[b]Refresh:[/b] (3 by Default)
[b]Fate Points:[/b] (Same as Refresh)
[b]Physical:[/b] (Based on Physique)
[b]Morale:[/b] (Based on Will)
[b]Consequences:[/b] 
Leave Blank

[b]Personality & Bio:[/b] 
Background here.
 
[b]Skills:[/b] 
+4 Skill
+3 Skill Skill
+2 Skill Skill Skill
+1 Skill Skill Skill Skill
 
[b]Stunts:[/b] 
1 x Stunt
1 x Stunt
1 x Stunt

[quote][font=courier new]What experience or strength do you bring to the test team?[/font] 
[indent][size=3][b]A:[/b] X[/size][/indent]

[font=courier new]What is your main goal as part of the team?[/font] 
[indent][size=3][b]A:[/b] X[/size][/indent]

[font=courier new]What is your biggest weakness?[/font] 
[indent][size=3][b]A:[/b] X[/size][/indent]

[font=courier new]What Unit Type do you want?[/font] 
[indent][size=3][b]A:[/b] (Please give a definite answer.)[/size][/indent]

[font=courier new]Additional equipment requests:[/font] 
[indent][size=3][b]A:[/b] X[/size][/indent][/quote]

Make a dedicated post for your profile and don't spoiler / quote box it. Thank you.


The Writer's Block
Discord Server
 
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OOC: 7-STS Roster
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OOC: Combat Information Center
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In like Flint.

(Yes, that's a James Coburn reference, and yes, that tells you who's coming back.)
 
If there is still place for one, I'd like to be part of it.
 
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What kinds of changes would you be expecting if we're reworking previous characters?
OH... OK

*sends muses off to make a character or rework Remagen*
Skills and stunts changed a lot. Specifically piloting doesn't do everything now, skills need to be a bit more balanced overall.

If there is still place for one, I'd like to be part of it.
It's recruiting so feel free.
 
Skills and stunts changed a lot. Specifically piloting doesn't do everything now, skills need to be a bit more balanced overall.

Roger that. Are we essentially rebooting our characters from ground up or do returning characters retain the additional Stunt they gained between the first and second seasons? I get that the stunts will have to be reworked anyway, just asking about how many we get.
 
@tankdrop24 @Hoshino Yumemi @waito_x @Kensai @DB_Explorer @Noga123

I added a list of rough "roles" I'm looking for in the roster. Feel free to ask or suggest others.

@NephyrisX

On that topic, since I'm familiar with your character, I don't think there will be much "looting" or selling in the conventional sense of stealing and selling things illicitly, so I would modify your character skillset accordingly. This will be a bit more research oriented, so if you're using the same character you could spin them as someone who did logistics / sold and bought stuff and now uses those skills to obtain experimental equipment / steal Zeon stuff more efficiently.

Roger that. Are we essentially rebooting our characters from ground up or do returning characters retain the additional Stunt they gained between the first and second seasons? I get that the stunts will have to be reworked anyway, just asking about how many we get.
I'd say start with the normal number of stunts and I'll add some extra for people who were here before. Just want to put the power level back to normal and fine tune it as makes sense.
 

__[General Purpose Mobile Suit]
All-round balanced mobility, protection, and firepower. Lower maintenance compared to other types. "Space-Type" and "Ground-Type" Mobile Suits are two subcategories of this type.

+ Highly Customizable
+ Easily Repaired
[Model]: RRf-06 "Zanny"
[Type]: General Purpose
[Class]: Limited-Production Prototype
[Manufacture]: EFF


[Aspects]:
Field Expedient Mobile Suit
Fast and Lightly Armored
Zeonic Technology​

[Stats]:
+1 Close Combat [Fight]
+1 Thrusters [Pilot]
+1 Maintenance [Engineering]

[Equipment]:
2 x 60mm Vulcan
1 x TKj-03 Heat Knife
RRf-06
PROTOTYPE GENERAL-PURPOSE MOBILE SUIT

[Abilities] (Stunts):
Assault Tactics — You gain +1 Shoot when the enemy is at close range, up to 1 Zone away.

Fire in the Hole! — Grenade-type weapons can be thrown from up to 2 Zones away.

Disengage Limiters — By deactivating performance limiters, you may choose to take 1[x] Physical Stress and stack a Free Invocation upon the current action. Repeated use may cause a forced shutdown.

[Unit Description]:
RRf-06
_____The first Federation-produced mobile suit, the RRf-06 is a combination of technologies from the old MS-05 "Zaku" and the current-model MS-06 "Zaku II." New mobile-suit weapons and technologies are being tested in the RRf-06, which has been fielded in limited numbers on Earth.

UC 0079, July — Initial Rollout
Unit Status
[Unit Integrity] (Stress): 1[_] 2[_] 3[_]

[Damaged Modules] (Consequences):

[Equipment List]:
_____1 x ZMP-50D 120mm Machine Gun
_____4 x [120mm Magazine]

_____4 x Mk.77 HEDP Grenade [+2]
_____1 x RCX*S-Sh-WF/M-001B Shield

__[Assault Mobile Suit]
Designed to break through anti-air defenses and attack enemy capital ships, these designs are heavily armored and tend to pack a significant number of missiles and other explosive weapons.

+ Heavy Armor
+ Anti-Ship Weapons
[Model]: RRf-06[G] "Zanny" Ground Type
[Type]: Assault Mobile Suit
[Class]: Limited-Production Prototype
[Manufacture]: EFF


[Aspects]:
Up-Armored Mobile Suit
Reinforced Armor
Zeonic Technology​

[Stats]:
+1 Close Combat [Fight]
+1 Missile Guidance [Targeting]
+1 Reinforced Armor [Agility]

[Equipment]:
RRf-06
PROTOTYPE ASSAULT MOBILE SUIT

[Abilities] (Stunts):
Assault Tactics — You gain +1 Shoot when the enemy is at close range, up to 1 Zone away.

Wire-Guided Missiles — You can use the Targeting skill to engage a target beyond normal range with your rocket launcher, ignoring all armor and resistances upon a successful hit.

Disengage Limiters — By deactivating performance limiters, you may choose to take 1[x] Physical Stress and stack a Free Invocation upon the current action. Repeated use may cause a forced shutdown.

[Unit Description]:
RRf-06G
_____This standard RRf-06 has been upgraded to a "Ground Type" configuration, with additional armor plating in key areas, as well as heavy weapons designed to assault fortifications and heavily armored targets.

UC 0079, July — Initial Rollout
Unit Status
[Unit Integrity] (Stress): 1[_] 2[_] 3[_] 4[_]

[Damaged Modules] (Consequences):

[Equipment List]:
_____1 x Twin 120mm Machine Gun
_____[+2 Create Advantage*]
_____4 x [120mm Drum Magazine]

_____1 x H&L-SB21K/280mmmA-N Zaku Twin Bazooka [+1]
_________[Pierce Heavy Armor]
_____2 x [280mm Bazooka Rocket Pack]

_____2 x Mk.77 HEDP Grenade [+2]

__[Support Mobile Suit]
Equipped with long range weaponry, sturdy armor, and an abundance of spare equipment, support designs can vary from long-range snipers to artillery platforms and electronic warfare designs.

+ Long Range Bonuses
+ Spare Equipment
[Model]: RCX-76-03 "Guncannon"
[Type]: Mid Range Fire Support
[Class]: Limited Production
[Manufacture]: Anaheim Electronics


[Aspects]:
Walking Tank
Big and Slow (Trouble)
Heavily Armed​

[Stats]:
+1 Heavy Artillery [Shoot]
+1 Target Detection [Targeting]
+2 Heavy Armor [Agility]

[Equipment]:
2 x 60mm Vulcan
1 x 180mm Low-Recoil Cannon
_________[Pierce Heavy Armor]
RCX-76
PROTOTYPE FIRE-SUPPORT MOBILE SUIT

[Abilities] (Stunts):
Rocket-Assisted Ammunition — Your ranged weapons have longer range than usual. You can make attacks out to 3 Zones without penalty instead of the usual two.

Steel Rain — You can take an Action to saturate an entire Zone with missiles and shells, immediately suppressing any exposed targets within the area and preventing them from effectively firing back until the following turn.

Heavy Armor — Once per Scene, you can use your heavy armor to absorb an incoming attack, heavily reducing the damage taken.

[Unit Description]:
RCX-76
_____The RCX-76, or "Guncannon," is something between a conventional tank and a mobile suit. Heavily armed and armored, it is designed for medium to long range engagements. The modular weapon bays allow rapid change between long-range artillery, missile launchers, as well as anti-aircraft weapons. It has seen limited field trials.

UC 0078, September — Limited rate field trials.
UC 0079, June — Second production run.
UC 0079, July — Combat trials.
Unit Status
[Unit Integrity] (Stress): 1[_] 2[_] 3[_] 4[_]

[Damaged Modules] (Consequences):

[Equipment List]:
_____1 x 90mm Prototype MG
_____4 x [90mm Magazine]

_____1 x RCX*S-Sh-WF/M-001B Shield

__[Reconnaissance Mobile Suit]
Specialized for stealth and long range target detection. Typically lightly armed and armored.

+ Stealth Bonuses
+ High Powered Sensors
+ High Powered Sensors
[Model]: RCX-76-01A "Mobility Test Type"
[Type]: Reconnaissance Mobile Suit
[Class]: Limited Production
[Manufacture]: Anaheim Electronics


[Aspects]:
Mobility Test Vehicle
Long Range Sensors
High Speed​

[Stats]:
+1 Long [Shoot]
+2 High Power Sensors [Targeting]
+1 Radar Absorbent Coating [Stealth]

[Equipment]:
2 x 60mm Gattling Guns
RCX-76
PROTOTYPE RECONNAISSANCE MOBILE SUIT

[Abilities] (Stunts):
Rocket-Assisted Ammunition — Your ranged weapons have longer range than usual. You can make attacks out to 3 Zones without penalty instead of the usual two.

Steel Rain — You can take an Action to saturate an entire Zone with missiles and shells, immediately suppressing any exposed targets within the area and preventing them from effectively firing back until the following turn.

Heavy Armor — Once per Scene, you can use your heavy armor to absorb an incoming attack, heavily reducing the damage taken.

[Unit Description]:
RCX-76-01A
_____The RCX-76, or "Guncannon," is something between a conventional tank and a mobile suit. Heavily armed and armored, it is designed for medium to long range engagements. The modular weapon bays allow rapid change between long-range artillery, missile launchers, as well as anti-aircraft weapons. It has seen limited field trials.

UC 0078, September — Limited rate field trials.
UC 0079, June — Second production run.
UC 0079, July — Combat trials.
Unit Status
[Unit Integrity] (Stress): 1[_] 2[_] 3[_]

[Damaged Modules] (Consequences):

[Equipment List]:
_____1 x 90mm Prototype MG
_____4 x [90mm Magazine]

_____1 x 120mm YHI FB-X120C Low-Recoil Cannon
_________[Pierce Heavy Armor]
_____1 x [120mm Cannon Magazine]

_____1 x RCX*S-Sh-WF/M-001B Shield
Updated roster with some example MS profiles. Art's a placeholder on the Recon one.
 
Name: Achilleia Anemos
Appearance: Achilleia is a petite redheaded woman with a glare that could melt through Luna Titanium. She is constantly taut with barely suppressed tension, and rarely has time for more than a scowl and a barked order for her fellow pilots. Only with her maintenance crews will she crack a genuine smile.


Age: 27
Rank: LTJG
Role: XO/ Fire Support
Birthplace: Nicosia, Cyprus
Experience: Battle of Loum, continuous deployment with STS-7 since.

Aspects:
(High Concept): The Killer of Men
(Trouble): Doesn't play well with others
Closet Mystic
Speed is Life
There from the beginning

Refresh: 3
Fate Points: 3
Physical: [] [] []
Morale: [] [] []
Consequences:

Personality & Bio:

Achilleia is a snake eater and a half. She was career military even before the war, signing up with the Federation Forces in order to see new places and blow up interesting people. She anticipated the scale of Zeon atrocities from the get-go, and everything she sees in the war only confirms her conviction that this is an existential conflict. The only way that there will be a future for Earth is if one side or the other is ground into the dust - a dust composed of the bones of billions. She despises the Zeons because in her opinion they're sadists, and they kill not just because they have to but because they can. That's a kind of thinking that is as alien to her as compassion for her comrades is. She saves any notion of pity for the truly defenceless, a category in which few humans fit.

Achilleia is an excellent pilot and an even better shot in and out of the cockpit. She's an ambush predator at heart, vastly preferring to take out her foes without giving them any chance at all. However, she's also a canny energy fighter in the merge, preferring high-speed passes to slow turning fights, and leveraging her advantage in taking snap shots.

One of the top-scoring aces of Strike Fighter Squadron 3 at Loum, Achilleia's experiences only hardened her opinions about the need to utterly crush Zeon. They also made her unnervingly blasé about incoming fire. Her fighting style remains direct and vacuum-cold.


Skills:
+4 Shoot
+3 Targeting Pilot
+2 Agility Stealth Provoke
+1 Contacts Rapport Physique Will

Stunts:
Close Quarters Battle
- Achilleia is adept at using her guns even within arm's reach of the enemy. She can use Shoot instead of Fight to attack at melee range.
Bounce - Achilleia gains a +2 on Create Advantage rolls when using the Targeting skill.
In Your Six - Implacable and unshakeable, Achilleia gains a +2 on Pilot checks when pursuing another MS or ship.
Loum: Killing Blow — Your record of ships sunk is beaten by none. Once per scene, you may spend a Fate Point to target a ship, fortress, or other large target with a special attack. Your target cannot roll in opposition to this attack.

What experience or strength do you bring to the test team?
A: ...you're kidding, right? I've been part of STS-7 since Loum. If that's not good enough, screw you.

What is your main goal as part of the team?
A: Kill Zekes.

What is your biggest weakness?
A: Playing well with others.

What Unit Type do you want?
A: RCX-76-03 (SUPPORT)

Additional equipment requests:
A: If you've got an antiship rifle lying around somewhere, I'd be happy to take it off your hands.
 
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Name: Achilleia Anemos
Appearance: Achilleia is a petite redheaded woman with a glare that could melt through Luna Titanium. She is constantly taut with barely suppressed tension, and rarely has time for more than a scowl and a barked order for her fellow pilots. Only with her maintenance crews will she crack a genuine smile.

Hey, good seeing this profile again. Liked the attitude in the end of profile questionaire.

Stunts and skills look solid. I think "Role" and "Birthplace" are mixed up.

Physical and Morale stress should be three boxes each.

Targeting is mostly for long range work and missiles; and is more susceptible to jamming from Minovsky particles and the like, is that fine with you?
 
Hey, good seeing this profile again. Liked the attitude in the end of profile questionaire.

Stunts and skills look solid. I think "Role" and "Birthplace" are mixed up.

Physical and Morale stress should be three boxes each.

Targeting is mostly for long range work and missiles; and is more susceptible to jamming from Minovsky particles and the like, is that fine with you?

Thanks!

I've cleaned up the mistakes, added the stress tracks, and switched Shoot and Targeting.
 
Honestly, haven't joined a RP on here in awhile...Mostly because I get stuck in Waitlist hell but...Man I've never taken a part in a Gundam RP before. And...I almost got into a RP using the Fate system set in Gotham and the Batman mythos, but you know...Waitlist and then it died so I have no proper experience in terms of actual RP time. Still I'd love to at least try...

Looking over the available Mobile Suit types...Is it weird that I sorta feel sad that a Guntank type mobiles suit isn't available? Like, yeah the original Gundam was and is quite the nice design. Yet I always in a way loved the other two styles of Mobile Suit first shown in Operation V more for some reason. Like, the Guntank and Guncannon just felt good to me...So it's nice that a Guncannon style Mobile Suit is available.

Heh...Sorry for the little tangent...
 
Name: Yoshino Gian the 3rd​
Appearance:
Age: 19​
Rank: Ensign​
Role: Doing Repairs​
Birthplace: Unknown​
Experience: Gaining familiarity in Artillery. Some piloting and mechanic duties. Brief stint as a police detective.​
Aspects:
(High Concept): Affable Greenhorn​
(Trouble): Owes Large Debt to the Seven Stars​
Born a Spacer​
A Price on My Head​
Vienna Underground​
Refresh: 3​
Fate Points: 3​
Physical: [][]​
Morale: []​
Consequences:
Personality & Bio:
Yoshino, known by her Callsign "Henrietta", maintains that her induction into the corps was to follow a long, proud tradition of piloting in her family, most of which is true. Yet she usually omits the fact that she takes liberties with team resources and likes to lone wolf on most ops. She placed well behind the other candidates for the program on tests, perhaps intentionally. Perhaps because of a troubled past.​
Combat stats consist of whatever was learned in sims growing up. Much of that was on outdated hardware. But her head is in the right place, for Yoshino knows there is no going back. She was absent for much of the war, yet the recruitment station proved one day a surefire way to dodge the urban underground when it started to bare its fangs.​
Skills:
+4 Notice​
+3 Will, Deceive​
+2 Targeting, Stealth, Investigate​
+1 Lore, Shoot, Rapport, Fight​
Stunts:
Because of my deftness avoiding debtors' goons, I get a +2 in Stealth when an enemy is nearby.​
My handling of investigations result in a +2 in Rapport when trying to make someone fess up.​
I am equal parts strong willed and conniving, so a +1 to these skills when someone is defending with Empathy.​
What experience or strength do you bring to the test team?
A: A somewhat shady past with plenty of powerful connections. Good physique.
What is your main goal as part of the team?
A: That's easy: win.
What is your biggest weakness?
A: I seem to want to hack people's wearables.
What Unit Type do you want?
A: RCX-76-02 Guncannon
Additional equipment requests:
A: Low Recoil Cannon
 
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Honestly, haven't joined a RP on here in awhile...Mostly because I get stuck in Waitlist hell but...Man I've never taken a part in a Gundam RP before. And...I almost got into a RP using the Fate system set in Gotham and the Batman mythos, but you know...Waitlist and then it died so I have no proper experience in terms of actual RP time. Still I'd love to at least try...

Looking over the available Mobile Suit types...Is it weird that I sorta feel sad that a Guntank type mobiles suit isn't available? Like, yeah the original Gundam was and is quite the nice design. Yet I always in a way loved the other two styles of Mobile Suit first shown in Operation V more for some reason. Like, the Guntank and Guncannon just felt good to me...So it's nice that a Guncannon style Mobile Suit is available.

Heh...Sorry for the little tangent...
I think the main thing I like to emphasize to new people is communicating if you need to drop or IRL stuff happens. I'm not the best about consistency, but I think it helps when people communicate if they're unable to post or will need extra time doing stuff. I'd say if you're able to get a post or two out every day or two at peak posting rate, that would be best. If you're the type that doesn't check the forum for days or weeks at a time... could be problematic, has been a problem before.

Other than that, I think it's a pretty easy system to get into and understand. We're writing a collaborative story here with some dice rolling here and there.

If you're fine with that you should give it your best shot with an application and see how it goes.

I didn't really feel like doing vehicles which used multiple characters to pilot them. I'm not really a fan of the core-block Guntank at all in general (lol, what, a tank that can't rotate it's upper half more than a slight turn to each side?) Also, the first RP was in space, so there was limited application for it.
 
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