Sea of Tranquility: A Space Mecha Quest

[X]The Central Systems Treaty Alliance Fleet
[X]Pirates

I can't believe Space Pirates is behind. How else are we supposed to have skulls and crossbones as our Pilot Emblem?!
For anybody except the pirates, you can have a skull and crossbones for yourself. The pirate is stuck sharing it with the rest of the unit and every other 2-bit raider gang out there.
 
[X]The Central Systems Treaty Alliance Fleet

A: Cutting edge tech is cool. B: Trying to be the good guy (or girl) keeping the rest of the hotheads from killing each other sounds like it'd be fun from the other side of the fourth wall. For the character, it probably'll lead to a lot of drinking and screaming into com units about how can we all just stop breaking things for five minutes!?
 
Vote closed
Scheduled vote count started by BOTcommander on Nov 29, 2023 at 3:23 PM, finished with 35 posts and 32 votes.
 
Interesting. I guess it is true that Pirates are just Mercs without work. Might be able to get some "extra pay" from time to time.
 
Character Creation Part 0.1
[x] Independent Mercenaries

Character Creation Part 0.1

The concept of the Mercenary is one as old as history itself, the word deeply ingrained with thousands of years of cultural significance. Since the dawn of war upon old Earth, since the first man had the means to pay a second to take the resources of a third, a cadre emerged, individuals adept in the art of warfare and driven solely by the allure of bloody stained wealth, indifferent to flags or nations. Entire empires blossomed in their wake, or crumbled when the coffers sustaining their legions of hired combatants ran dry. Attempts to eradicate them, whether through legal decrees or the sword, proved futile. The Mercenary, entwined with humanity as intimately as violence itself, endures, resilient in its ability to rebrand and reinvent, donning the guise of a "private security contractor," represented by charismatic figures adorned in sharp suits and radiant smiles instead of hardened warriors of a hundred battles bearing just as many scars.

As long as war persists, so too shall the Mercenary.

War is terrible. It tears apart nations, communities, families and people. It creates trauma on all sides, but much more importantly for our tale, it produces those touched by violence. Like all things, war passes, for a while at least. But war always leaves behind those touched by it. Like an infectious disease, it lingers, festering. While some may find the means to reintegrate into a semblance of normalcy, many remain haunted. Among them are those transformed into instruments of death, willingly or circumstantially, molded by propaganda, indoctrination, grueling training regimens, and the myriad tools devised by humankind to surmount the innate aversion to killing. Some become desensitized, capable of enduring the horrors.

A select few may even derive pleasure from it.

Human decision making is guided by economic necessity. If the incentive is great enough, outstripping the aversion, then those with the skills for it will return to war for their share of blood money, to make a living or more. And the incentives are great, the allure of fame and fortune, gold and riches hard to resist. The economic necessity of the endless power struggles of the civilized systems requires war, the military industrial complex eternally churning, feeding the need for arms and armor for the countless smaller conflicts all over civilized space. It is the mercenaries who feed the need for those with the skills to wield arms and armor. As a result many mercs stand as supreme warriors in their own right, having seen more battles and struggles than most standing militaries, experience accumulating. Some rise to become legends, their names whispered in mercenary circles as haunting tales for those who would seek to cross them. Butterfly and Crow are two of them, legendary mercenaries who once brought CSTAF task forces to their knees.

It is a trade of blood and gold, but also one of freedom, a safe haven for those seeking to escape their past. Few questions are asked in the rim regions, the central authority of the core systems far away.

Even in the modern day, 1500 years since mankind sought to escape the confines of the Sol System and spread to the stars, mercenaries following the sins of humanity. Operating alone, in small outfits or as part of large, corporate security providers, they follow the smell of blood and money wherever their services are needed. The epitome of the modern mercenary is the one piloting an aerospace mech, a deadly ace, a renegade black knight traversing the battlefield amidst valiant soldiers with causes undefined, perhaps a hero, perhaps a villain, but however the tides may turn.

Gold is their stipend, and death, their commerce.

But enough of that. You are a mercenary, aren't you? Then let us hear. What is your name? (MC character creation via planvote. You are a guy, because the MC in my other big quest is a woman and I need a change in my life. If you want to add additional information to each point, feel free to do so, BUT ASK, otherwise I'll put it all together into a neat backstory)

[]Write-in (Subject to QM veto)

I did not mean your legal name, idiot. I meant your mercenary name, your callsign, the one written on your license.

[]Write-in call sign (Subject to QM veto)

Where are you from, mercenary?

[]Old Earth
[]The Core Systems
[]The Rim Regions
[]Segara Tentrem, you are a local
[]Write-in (Ask QM for confirmation)

Why have you chosen this trade?

[]Money
[]Blood
[]Freedom
[]Fame

If you had to describe your character with a few words or less, what would it be? (When in doubt, just pick an archetype from the wingman list further down below)

[][Optional]Write-in (Ask QM for confirmation)

The Aerospace Mech stands as the ultimate weapon of war in the 1500s. Initially derived from terrestrial humanoid combat mechs, the invention of the thruster pack, a supplementary module slotted into a mechs spine with two powerful, freely pivotable fusion maneuver engines located at the height of the lower back, shortly after the great exodus allowed the multi-dozen ton war machines to take to the skies as easily and fast as fighter jets before them. While technological development may have plateaued since then, the concept of the aerospace mech has only been refined and evolved since its inception. Countless manufacturers have created their own distinct versions with their own strengths, weaknesses, and costs, ensuring a diverse and endless supply of tools of war.

Equally important is what lies at the heart, in the armored chest compartment of each Mech. The cockpit is a separate, heavily armored, high-tech piece of technology that is a command and control module, life support and escape pod in one. Expensive, high end inertial dampening fields ensure the pilots not be turned into liquid, human mush during high-G maneuvers, the price of which ensures the cockpit remains the limiting factor in fielding aerospace mechs. As such, recovering ejected cockpits before the enemy can remain paramount for any squadron.

From this cockpit, a pilot controls their mech. A combination of a simple neural interface and physical controls enable them to control the limbs of their humanoid war machine like it was an extension of their own after a lot of dedicated, intense training.

Originating from all parts of civilized space, mercenaries have no standard equipment, even if certain products remain favored by many. Some may be sponsored by military industrial giants, but most outfits sport a diverse range of mechs and weaponry, bought, looted or stolen in wars all over civilized space.

What mech do you have, mercenary?

[]AdaptaTech "Nomad":
The AdaptaTech "Nomad," a standard model at 12 meters in height and 65 tons, represents the pinnacle of adaptability in the mercenary world. With a highly customizable and adaptive kit, this mech is favored by mercs for its versatility on the battlefield. Boasting compatibility with numerous secondary suppliers for parts and add-ons, the Nomad allows pilots to tailor their loadouts to meet the specific demands of diverse missions, ensuring that adaptability becomes the key to success in every engagement.

[]Aerolead S-14 "Skyshredder":
The Aerolead S-14 "Skyshredder": is a venerable marvel of aerial superiority. Standing at 13 meters and weighing 75 tons, this mech embodies the iconic design which brought Aeroled to the forefront of CSTAFs procurement contract With variable-sweep auxiliary wings, advanced avionics, and twin high-powered thrusters, the Skyshredder dominates the skies, excelling in hit-and-run tactics and air-to-air combat. Its speed and agility make it a feared adversary, leaving enemies in awe of its unparalleled aerial prowess.

[]M-29B "Thunderclap"
The M-29B "Thunderclap" is a compact yet robust mech standing at 12 meters and weighing 70 tons. Specializing in swift strikes and close-quarters combat, the Thunderclap features sleek aerodynamics. Its quick response time and precise targeting systems make it a lethal opponent in dogfights, while its streamlined design ensures agility in both atmospheric and space engagements.

[]Aeurobus EF-2 "Tempest"
The Aeurobus Ef-2 "Tempest" is a versatile assault mech standing at 11 meters and weighing 75 tons. With a focus on multi-role capabilities, the Tempest is a slightly older, but relatively advanced design on a sleek frame for a price fitting into a mercenary budget. Whether engaging in air-to-ground strikes or engaging enemy mechs in dynamic battles, the Tempest's adaptability and proven technology make it a force to be reckoned with on any battlefield.

[]Write-in (Ask QM for confirmation)

Great, that is armor, but what about arms? Your mech has two hands and two shoulder slots, fill them. (Weapons that fit on hand slots are marked with H, shoulder ones with S)

[]36mm Electro-magnetically-assisted Autocannon Rifle (H, S)
The 36mm EMA Autocannon Rifle is a versatile and rapid-firing ballistic weapon, ideal for suppressing enemy targets with a hail of high-velocity projectiles. Known for its reliability and rate of fire, it excels in mid-range engagements, providing a balance between firepower and precision.

[]120mm EMA Smoothbore Cannon Rifle (H, S)
The 120mm EMA Smoothbore Cannon Rifle is a heavy-duty, long-range artillery piece, designed to deliver devastating blows to armored opponents. Its exceptional accuracy and penetrative power make it a formidable choice for engaging distant targets.

[]Short Ranged Missiles Pods (S)
Short Ranged Missiles Pods are a compact and agile weapon system, capable of unleashing a barrage of guided micromissiles upon nearby adversaries. Suited for close-quarters combat, these pods provide pilots with a quick and powerful response to threats within their immediate vicinity.

[]Long Range Missiles Pods (S)
Long Range Missiles Pods are an imposing weapon system designed for engaging enemies at extended distances. Equipped with advanced targeting systems, these pods launch precision-guided cruise missiles, allowing pilots to strike from afar with deadly accuracy.

[]Swords (H)
Swords, a timeless and elegant weapon choice, provide mechs with a melee option for up-close encounters. Whether wielded with finesse or brute strength, these blades can cleave through enemy armor, offering a lethal alternative when ammunition runs low.

[]Chainswords (H)
Chainswords merge the cutting power of traditional blades with the relentless force of rotating chains, making them ideal for close-quarter combat. This melee weapon can tear through enemy defenses with a combination of raw strength and serrated edges.

[]Pilebunker (H)
The Pilebunker is a hydraulic-powered, close-range weapon designed for breaching enemy armor. With a powerful thrust, it can puncture through thick plating, delivering devastating blows to vulnerable components. Ideal for mechs engaged in aggressive, point-blank confrontations.

[]Ballistic Shield (H)
The Ballistic Shield is an accessory large slab of durable composite armor, designed to absorb and deflect incoming projectiles. Offering protection against ballistic attacks, it provides mechs with a tactical advantage during firefights, allowing pilots to advance confidently while minimizing exposure to enemy fire.

[]Write-in (Ask QM for confirmation)

Planvoting for this one. Comments and feedback sustain my soul.
-Former Rich Kid
-Ex CSTAF Soldier
-Grizzled Veteran
-Estranged Ace Pilot
-Hotshoot Rookie
-Mysteroius Outlaw
-Lone Wolf Maverik
-Reformed Pirate
-Mystic Warrior
-Renegade Prince/Princess
-Displaced Colonist
 
Last edited:
[X] Plan: Earn your Wings
-[X] Gabriel
-[X] Fallen
-[X]Segara Tentrem, you are a local
-[X]Freedom
-[X]Aeurobus EF-2 "Tempest"
-[X]36mm Electro-magnetically-assisted Autocannon Rifle (H, S)
-[X]Short Ranged Missiles Pods (S)
-[X]Long Range Missiles Pods (S)
-[X]Swords (H)
It may seem like a odd combo, but it should do some good work, and allow options that are unseen.
 
Last edited:
[X] Plan Upon these wings
-[x] Alex Fletcher
-[X] Raven
-[X]The Rim Regions
-[X] Freedom
-[X]AdaptaTech "Nomad":
-[x]36mm Electro-magnetically-assisted Autocannon Rifle (H, S)
-[x]120mm EMA Smoothbore Cannon Rifle (H, S)
-[x]Short Ranged Missiles Pods (S)
-[x]Pilebunker (H)
 
[X] Plan: the old man
-[X] Viggo Brown
-[X] Old time
-[X]Old Earth
-[X]Freedom
-[X] An old grizzled veteran
-[X] Aeurobus EF-2 "Tempest"
-[X] 36mm Electro-magnetically-assisted Autocannon Rifle (H)
-[X] 120mm EMA Smoothbore Cannon Rifle (S)
-[X] Long Range Missiles Pods (S)
-[X] Pilebunker (H)
 
Back
Top