Keen

Lethal At Three-Thousand Paces
Bloody Reign of the Pirate Queen

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Ninety years ago Piazzi Station was the most ambitious project in human history, an unprecedented collaborative effort between a dozen space industrial companies and the Trans Celestial Coalition (TCC), Sol's most powerful political entity at the time. The station's purpose was twofold; Provide a comfortable, self sustaining habitat for up to 15,000 individuals, mostly temporary off-world workers, and serve a preprocessing depot for freighter drones bound for Earth and Mars. The project took only ten years to complete, built in LEO before being towed to it's final place in the asteroid belt where most off-world mines existed.

The decades took their toll, with advancements in space technology getting only faster Piazzi station was soon rendered obsolete and practically abandoned. Only a handful of permanent residents left were aboard in order to maintain the station just enough to that it may safely be towed back into LEO where it would be disassembled and its parts recycled for newer works. That was the plan at least, when the Colonial Rebellion took hold and rocked the system displaced workers and outer colonists fled to the station. Piazzi was stuffed to more than double it's original intended occupancy, 33,000 souls in total, and barely able to support them. At first order was maintained, but once people realized that neither the TCC nor the newly federated New League intended to relieve them chaos took hold and out of it rose a woman named Melissa Provan.

With a force of power armored thugs at her back and smuggled weaponry at her disposal Provan took the station by storm, violently putting down anyone who stood in her way. The chaos lasted only a month, but by the end only 25,000 remained with Provan at the top as self appointed 'Queen'. Piazzi became a haven for a new breed of criminal, space pirates.

Even now, nearly fifty years later Ol' Queen Mel still runs Piazzi, the passage of time doing nothing to soften her black heart. She holds the asteroid belt in a tyrannical grip, the TCC and New League only tolerating her existence as a buffer zone from one another. Hope still persists in the hearts of the oppressed populace; Recent offensives by the Freerunners, the latest insurgency group, have have won them control to the main docking bay. Now controlling access in and out of the station they sent out one message, 250,000,000 freecred to anyone who kills Queen Mel. They'll need an army, or a crack team of elite contractors to take her down.

Unfortunately, all they got was Easy Money. Consisting of only a single dropship, a handful of power armored contractors and a smattering of support crew to keep them all functioning they aren't exactly what the Freerunners were hoping for. What were they expecting for a quarter-billion freecred? Only the mad, stupid or grievously indebted would take on Queen Mel in her own station. The fine men and women of Easy Money just happen to have a healthy amount of all three.



Power Armor
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All of Easy Money's contractors are equipped with power armor that they supply themselves. As such, here's a 'quick' primer on available power armors so you can get busy making your own!

Variants:

There are seven variants of power armor within four distinct generations of development.

*Note that the attributes aren't set in stone, mercenaries are well known to tamper with and alter their armors to their liking. If you want to add or alter the attributes to armor to better suit your whims run it by me and I'll confirm whether it's reasonable or not.

**No, these are not supposed to be particularly balanced. These are here to help provide a framework and set a level of expectation for just what characters are capable of. Trying to 'cheese' the system will get you nowhere fast.


Gen.1, Industrial: Pressure resilient hardsuits originally designed to protect those working in mining facilities nestled within gas giants. While innately clumsy, suits like these offered incredible protection from the small-arms of the day and the tool-mounts were easily modified to accept weapons. Suits like these led the vanguard of the Colonial Rebellion and quickly caught the eye of militant organizations all over the system. Nowadays power armor of this generation is quite rare, notable specimens are displayed in museums and war memorials while others have either been left to rot in abandoned stations. Occasionally one will have been passed down through generations of mercenaries, having been repaired and modified so much in the past century as to be nearly unrecognizable.

- Defense: Good, effectively immune to small arms fire and offers good protection from high-power lasers and smaller cannons. The reliable nature of the design helps prevent component failure from damage sustained in combat.
- Mobility: Poor, clumsy and slow. Difficulty turning around in tight spaces.
- Manipulation: Poor, if arm is not taken up by weapon it will most likely have a crude hand or manipulator claw attached. These are capable of perform simple tasks such as picking up objects or opening doors, but not much else.
- Computing/Communication: Poor, limited to basic communication and encryption.
- Armament: Varies. At best can equip a primary weapon on each arm and possibly one on the shoulder. Secondaries are free game, some specimens of Gen.1 armor have been found to be mounted only with a dozen machine guns.

Gen.2, Militant: Mass produced combat variants of industrial hardsuits. With private contractors and militant organizations alike purchasing their industrial hardsuits sole to be modified for combat manufacturers quickly started to produce dedicated military variants. With in-built weapon systems and a communication/computing suite more aptly designed for the needs of soldiers these 'Militant' suits saw great success. Even now Gen.2's are the most common and popular variant of power armor in the system, their hardiness, reliability and wide availability of cheap replacement parts making them quite appealing.

- Defense: Good, same as the industrial variant.
- Mobility: Poor, same as the industrial variant.
- Manipulation: Poor, same as industrial variant.
- Computing/Communication: Fair, limited to basic communication and encryption, but can handles advanced recognition and targeting systems.
- Armament: At least two primary weapons, either mounted on arms or shoulders. Some variants have up to four primary mounts, but these often suffer from weight or overheating issues. Up to four secondary weapons are installed on the chest, head or 'wrists'.

Gen.3, Specialized: Original designs built from the ground-up for combat. With Gen.2 being a massive success companies found it economical to develop and and manufacture power armor from scratch, scrapping the baseline industrial framework. Three different standard models developed from this: Urban, Combat and Siege armors.
  • Urban armors are significantly smaller than their predecessors, slimmed down and shortened so to easily fit into average doorways and offer a significant increase in agility, some models even improving their pilot's natural abilities instead of hampering them. This smaller frame doesn't come without consequences though, Urban Armors do not offer as much raw protection as earlier designs and are incapable of mounting as many weapons. In fact, many Urban armors do not have any mounts and instead carry hand-held weapons as common infantry. Urban armors have seen widespread use and are only beaten in popularity by the ubiquitous Gen.2's.

    - Defense: Poor, protects well against small arms fire, but focused or extended attacks can compromise the armor. Little protection against heavier weapons.
    - Mobility: Good, effectively the same as wearing no armor at all.
    - Manipulation: Good, hands function as human hands and can perform all but the finest tasks.
    - Computing/Communication: Good, can install advanced encryption as well as signal trackers, advanced targeting systems and any hacking software.
    - Armament: Up to four secondary weapons mounted on shoulders, chest or wrists. Can wield a primary equivalent hand-held weapon.
  • Combat armors were designed as a more modern replacement for the 'outdated' Militant Gen.2. While featuring more advanced standard computing systems and overall more battle-friendly design Combat models lack the reliability and hardiness of their predecessors as well as a less economical price tag.

    - Defense: Good, effectively immune to small arms fire and offers good protection from high-power lasers and smaller cannons. Lacks the reliability of Gen.1 and 2's.
    - Mobility: Fair, not as good as an unarmored human, but certainly not clumsy.
    - Manipulation: Fair, assuming arms are not taken by weapons. Can effectively wield hand weapons and clumsily perform most tasks.
    - Computing/Communication: Good, can install advanced encryption as well as signal trackers, advanced targeting systems and any hacking software.
    - Armament: Up to two primary weapons mounted on either the shoulders or arms plus up to four secondary weapons. Can wield a primary equivalent hand-held weapon if hands are free.
  • Siege armors were designed with the intent to pack all the power of main battle tank into a roughly human sized form. Towering between 3 and 4 meters on average these monstrosities represent the pinnacle of raw power in a form that could still be reasonably called 'power armor'. They were not met with success, an ultimately niche role and an unfortunate price point leading to unsatisfactory sales with militaries and private individuals alike. Nowadays if a mercenary wants to get their hands on a suit of Siege armor they either have to make a special order with a manufacturer or find one used. Neither option comes cheap.

    - Defense: Excellent, nothing short of dedicated anti-armor weapons will have a noticeable effect.
    - Mobility: Awful, the armor's large size alone makes operating in tight spaces absolutely miserable and it takes time to accelerate to human running speed.
    - Manipulation: Poor, most armors don't even bother with hands, those that do are large, claw-like and clumsy.
    - Computing/Communication: Good, but the processing required to keep the large frame on its feet as well as effectively mange the power distribution and targeting is massive on their own. The remaining resources can only manage basic communications and encryption.
    - Armament: Special, unlike most other armors Siege suits can take multiple heavy weapons. In place of usual heavy weapons the armor can be equipped with siege weapons, massive guns that would usually be installed on a tank. Due to their large size options for weapon placement is less limited than other armors, but there is still limits on the amount of hard points. They may take one siege or two heavy weapons and up to four additional primary weapons.
Gen.4, Full Nerve Integration (FNI): The latest generation of power armors is not defined not just by their build, but by a new pilot interface known as Full Nerve Integration, or FNI. This system offers power armor pilots an unprecedented amount of control, allowing full sensory integration between pilot and suit. The technology is incompatible with all previous generations so whole new designs were drawn up, two notables coming out on top: Assassin and Oni armors.
  • Assassin armor is even lighter than Urban, little more than bodysuit of reinforced steel. The strength of this armor is not it's protection, but the abilities it grants the user. With the help of FNI, an advanced artificial muscle structure and a state-of-the-art sensory suite Assassin armor pilots are granted superhuman speed, strength and agility. They are often called 'ninjas' by people who think they're being witty. Like many of their Urban counterparts Assassin armors are limited to hand-held infantry equipment, some even carry hand-to-hand combat weapons in order to play up the 'ninja' aesthetic, though the effectiveness of such equipment is still under question. Unsurprisingly, Assassin armor is incredibly expensive and incredibly rare. Perhaps the rarest of any power armor in the system.

    - Defense: Awful, armor can stop a few shots from small arms, but quickly becomes compromised.
    - Mobility: Excellent, pilots are granted movement abilities far beyond the human limit and can even dodge slower moving projectiles such as dummy missiles.
    - Manipulation: Excellent, equivalent to or even surpassing normal human manual dexterity.
    - Computing/Communication: Good, can install advanced encryption as well as signal trackers, advanced targeting systems and any hacking software.
    - Armament: None built in, can equip a primary equivalent hand hand weapon. Can have one additional primary or two secondary equivalent hand weapons on hand to switch to.

  • Oni armors are multi-limbed monstrosities, comparable in firepower to Siege armors with a significant boost to overall usability. Exploiting FNI Oni pilots can control up to four additional limbs as if they were their own, allowing them to bring the immense firepower mounted upon them quickly and accurately. Manufacturers are hopeful these armors will prevail were the Siege failed, but an even less attractive price point and uncomfortable distrust in FNI technology have left potential customers sitting on their hands, waiting for someone else to make the 'big leap'.

    - Defense: Good, effectively immune to small arms fire and offers good protection from high-power lasers and smaller cannons. Lacks the reliability of Gen.1 and 2's.
    - Mobility: Poor, one of the larger armors to begin with and all the arms tend to get in the way in tight spaces.
    - Manipulation: Fair, though arms are almost always taken up by weapons.
    - Computing/Communication: Good, but similarly to it's siege cousin a significant amount of processing power is dedicated to balance, target acquisition and energy management. The remaining resources can only manage basic communications and encryption.
    - Armament: Always between four to six primary weapons mounted on the multiple arms. Like the siege it's possible for Oni armor to take up to two heavy weapons, though they must sacrifice two primary weapons per heavy weapon. Four secondary weapons may be installed in addition. Not that they're needed.

Ordnance:

What's the point of power armor if it's not bringing enough firepower to level a small town? Probably something productive, like firefighting or construction... Regardless, you're gonna want some mean hardware if you intend on taking on Queen Mel and living long enough afterwards to enjoy those freecreds.


Armaments

For our purposes weapons are split into four categories: Primary, Secondary, Heavy and siege.

Primary Weapons are main armament for most power armors. As a general rule they are powerful enough to threaten other power armors as well as lighter armored vehicles.

  • Autocannons in the 20mm to 30mm range.
  • Heavy machine guns or miniguns.
  • Heavy lasers.
  • Plasma guns or plasma throwers.
  • Missile/rocket launchers with a multitude of payload options.

Secondary weapons back up the main weapons. Generally they are powerful enough to threaten infantry and unarmored vehicles.

  • Light machine guns.
  • Shotguns.
  • Small lasers.
  • Flamethrowers
  • Mini-missiles or grenades. Payloads generally limited to fragmentation, concussion and incendiary.

Heavy weapons are special primary weapons. If a set of armor can accept at least two primary weapons it may give up all of them to equip a single heavy weapon. There are exceptions to this, see Armor Variants below. For the most part, heavy weapons are just oversized version of their primary counterparts.

  • Autocannons in the 40mm-60mm range.
  • Rapid fire autocannons in the 20mm-30mm range.
  • Laser cannons.
  • Heavy missile/rocket launchers or swarm missile launchers.

Siege weapons are a special option for Siege armors. These represent the largest armament that can be reasonably mounted on power armor, rivaling that of a main battle tank.

  • 100+mm cannons.
  • Gauss guns.
  • Just, bigger laser or plasma cannons.

Defensive Systems

Raw armor will only get you through so much, if you really want to survive you'll have to make use of defensive systems. The systems available are vast, so I'll provide just a few prominent examples.
  • Smoke screens. Obscure position and decrease the effectiveness of laser weapons.
  • Personal Shields. Old school shields either attached to the arm or held in hand offer extra protection.
  • Flash bangs. Blind and deafen those without protection, launched from tube or released directly from the armor.
  • Active defensive system. Small laser that identifies, tracks and destroys incoming rockets and missiles. Or it tries to at the very least.
  • Electric field. Charged electric field covering the surface of the armor, stunning people and frying delicate electronic systems that come in contact.
  • Invisibility field. Bends light around the user, rendering them virtually invisible to the naked eye. Most artificial sensory equipment is unaffected
  • Deployable cover. Usually a large pavise or some sort of inflatable wall that can be deployed to provide cover.

Support/Utility Systems

An extremely broad category of systems including everything that is neither a weapon or means of direct defense, the examples listed here are simply the tip of the iceberg in what's possible.
  • Hacking suite. A set of programs and a physical interface device that can be used to gain access to damn near everything that it can connect to.
  • Advanced sensor suite. Could include many things, such as infrared or heat vision, radar detectors, heart-beat sensors... ect.
  • Healing nanites injector. These tiny robots flood the bloodstream, patching up injuries sustained by the pilot. Not going to bring the pilot to full health by any means, but will keep them together long enough to receive proper healing attention.
  • Field repair suite. An inbuilt system for repairing other systems, be it power armor or otherwise. Does a fine enough job, but nowhere close to a proper stint in a shop.
  • Breach hammer. A powerful hydraulic hammer intended to smash through locked breach doors. Can be used as a weapon, but isn't very effective against anything not big and heavy.



Character Sheet

Pilot
Name:
Age:
(With advances in genetic and medical technologies it it possible for humans to live forever. That being said, the longest lived human being is 'only' 160 years old and most live to about 120.)
Gender:
Appearance:
(Written description, picture or both are fine.)

Biography: (A brief summary of the character's history and personality.)

Strengths: (Notable skills, abilities or other advantages the character may possess. No official limit, but keep it around five if at all possible.)
  • I'm a strength!
Equipment: (Gear carried into missions not related to the power armor, may be back-up weapons, tools... ect.)
  • I'm a piece of equipment!
Armor
Name:
Variant:
(Industrial, Militant, Urban, Combat, Siege, Assassin or Oni. See above for descriptions.)
Appearance: (Written description, picture or both are fine. I would appreciate if the dimensions [weight, height... ect] were mentioned.)

Armament: (Check your armor attributes for armament limits.)
  • I'm a weapon!
Defensive Systems: (No official limit, but don't go too crazy. You still have to be reasonable.)
  • I'm a defensive system!
Support/Utility Systems: (Same as above. No official limit, but don't go too crazy. You still have to be reasonable.)
  • I'm a support/utility system
Code:
[U][B][I]Pilot[/I][/B][/U]
[B]Name:
Age:[/B] (With advances in genetic and medical technologies it it possible for humans to live forever. That being said, the longest lived human being is 'only' 160 years old and most live to about 120.)
[B]Gender:
Appearance: [/B](Written description, picture or both are fine.)

[B]Biography:[/B] (A brief summary of the character's history and personality.)

[B]Strengths:[/B] (Notable skills, abilities or other advantages the character may possess. No official limit, but keep it around five if at all possible.)
[LIST]
[*][I]I'm a strength![/I]
[/LIST]
[B]Equipment: [/B](Gear carried into missions [I]not [/I]related to the power armor, may be back-up weapons, tools... ect.)
[LIST]
[*][I]I'm a piece of equipment![/I]
[/LIST]
[I][U][B]Armor[/B][/U][/I]
[B]Name:
Variant: [/B](Industrial, Militant, Urban, Combat, Siege, Assassin or Oni. See above for  descriptions.)
[B]Appearance: [/B](Written description, picture or both are fine. I would appreciate if the dimensions [weight, height... ect] were mentioned.)

[B]Armament: [/B](Check your armor attributes for armament limits.)
[LIST]
[*][I]I'm a weapon![/I]
[/LIST]
[B]Defensive Systems: [/B](No official limit, but don't go too crazy. You still have to be reasonable.)
[LIST]
[*][I]I'm a defensive system![/I][B][/B]
[/LIST]
[B]Support/Utility Systems: [/B](Same as above. No official limit, but don't go too crazy. You still have to be reasonable.)[B][/B]
[LIST]
[*][I]I'm a support/utility system[/I]
[/LIST]



Operators of Easy Money
*Accepted Characters

Thomas Anton and "Pain-In-The-Ass", played by @Axl

Mia "Hatter" Sakaguchi and IZZY, played by @Otomos the Crazy

Harper Gilliam and The Titan's Tower, played by @Kian

Ozzy Nobel and Charlize, played by @Potatocat
 
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Right, ditched the tabs, just one big beautiful post for you to 'enjoy'.
 
Pilot
Name: Thomas Anton
Age: 32
Gender: Male
Appearance: Thom is a six-foot-two-inches tall, muscularly built man with short, sandy blonde hair and bright, sky-blue eyes. With broad shoulders and a strong, square jaw, he is a picturesque South Westerner. He has a soft, deep baritone voice with a subtle yet quite noticeable southern drawl to his voice.

Biography: Formerly a simple junker, this member of Easy Money is a tried and true gearhead.
Approximately one decade ago, Thom worked with his father as an independent contractor to clear space debris from the space around the two important planets in order to prevent Kessler Syndrome from occurring around the upper atmospheres of Earth and Mars. The father/son pair would then repair or salvage said debris and turn it into a small profit, becoming "used junk salesmen" in the process. This business allowed the boy to learn the ins and outs of old, discarded suits, and is what ultimately sparked his passion for becoming a suit pilot.
In his many years of being a junker, he squirrelled away different parts, pieces, metals, and weapons in order to construct his own suit. He had failed many times in this time span, but the trial and error had taught him a lot about how to construct, deconstruct, and maintain suits.
Eventually, he would finally succeed in putting together a working suit, a Siege-class suit he dubbed "Pain-in-the-ass". At first, it was clumsy, unreliable, and broke down every so often, but evemtually, with enough retrofitting, tweaking, repairs, and some good old fashioned grit, Thom managed to complete the "Pain-in-the-Ass", creating the suit he uses today.
He joined Easy Money in order to earn money to get his father some more efficient equipment for his trade, and to naïvely make the 'verse a better place.

Strengths: (Notable skills, abilities or other advantages the character may possess. No official limit, but keep it around five if at all possible.)
  • Broken Arrow: Thom, through a lot of time spent going through trial and error, has gotten the hang of repairing just about anything mechanical. From electronics to hydraulics, nothing stays broken long with Thom around.
  • True Grit: A naturally curious spirit has led Thom to know the ins and outs of most weapons he gets a hold of. This leads him to be rather accurate with any weapon he's spent a sufficient enough time with.
  • A Fistful of Dollars: No stranger to a good brawl, Thom knows how to give as good as he gets, especially in fistfights. In another world, the young man might have been a great boxer.
  • Lone Star: Having to compensate fo the achingly slow speeds of a Siege-class suit, Thom has learned to fend for himself in the back line. High reaction speeds coupled with an improved situational awareness makes him an excellent solo fighter, though he still prefers to have someone watching his back.
  • The Magnificent Seven: Thom, due to his experience as a scrapper, is an expert at reverse-engineering, retrofitting, and incorporating foreign technology into his Suit. This has allowed him some wiggle room in what he was able to do with the otherwise strict Siege frame.
Equipment: (Gear carried into missions not related to the power armor, may be back-up weapons, tools... ect.)
  • Repair Kit
  • Plasma Torch
  • Smith and Wesson .45 Magnum
Armor
Name: "Pain-in-the-Ass"
Variant: Siege
Appearance:
Extremely bulky, even for a Siege suit, Pain-in-the-Ass has extra layers of armour which help to cover up the otherwise schizophrenic design, as well as improved hydraulics to deal with the added weight. Heavily customized to fit Thom's tastes, Pain-in-the-Ass stands at approximately 2.5 metres tall, and has a combined weight of at least two tonnes. It has a matte black paint job, with the right arm supporting the Annihilator Particle Beam Cannon. The left arm is much more bulky than it's counterpart, the limb containing a 4-digit manipulation claw built around a pilebunker, which has an attached twin plasma guns. The right shoulder holds a motorized swivel mount, upon which is the 30mm autocannon with coaxial 50. Cal HMG slaved to a dedicated firing computer. The legs end in digiterigrade feet that increases stability in the otherwise top-heavy suit.
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(Images borrowed without permission from Ianskie1 on Deviantart)

Armament: (Check your armor attributes for armament limits.)


    • Siege-Class: Annihilator Particle Beam Cannon
    • Primary: 30mm autocannon, 50. Cal HMG, Twin Plasma Guns
Defensive Systems: (No official limit, but don't go too crazy. You still have to be reasonable.)



    • NXRA - Non Explosive Reactive Armour
    • ECM System - Electronic Counter-Measures System
    • Field Repair Unit
Support/Utility Systems: (Same as above. No official limit, but don't go too crazy. You still have to be reasonable.)



    • Grappling Hook/Towing Winch
    • Zero-G thrusters
    • Maglock Boots
    • Advanced Targetting Computer
    • Independent Firing System
    • Pilebunker-style Breach Hammer
 
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So.. quick question about the Assasin Armor (or maybe just the armor in general) what size is it supposed to be? Is it supposed to be like a robot suit that a person can hop into, or actual armor that a person wears?
 
The armor is something that you wear. Size varies, the assassin is little more than a robot overskin, not much separating the pilot from the outside world. On the other side we have siege armors, which straddle the boundary between the contemporary idea of power armor and a small mech. Everything else runs between those two. I'll add height and weight to the armor attributes to prevent further confusion.
 
So.. quick question about the Assasin Armor (or maybe just the armor in general) what size is it supposed to be? Is it supposed to be like a robot suit that a person can hop into, or actual armor that a person wears?
tvtropes.org/pmwiki/pmwiki.php/Main/MiniMecha
tvtropes.org/pmwiki/pmwiki.php/Main/PoweredArmor
Important links for the semi- or uninitiated. Judging from descriptions, most if not all suits fall into the latter category, with the Siege and Oni types able to be argued for being in the former.
 
Just a quick check if @Kian and @Astaroth are still interested. Also those who showed interest on the bulletin board: @Terra @Persephone @Drakel, I know that this is a fundamentally different beast than what was advertised earlier, but I would like to know if you're still up for this.
 
Pilot
Name: Mia "Hatter" Sakaguchi
Age: 57
Gender: Female
Appearance: Looks younger than her age would imply due to augmentations and medications that she had bought in her younger years. She has several cybernetic body parts. One augmentation allows her to change the color of her hair, which she usually uses when she dons her Power Armor. She's a Tomboy, so she prefers to wear casual clothes, as opposed to anything that emphasizes a woman's features.

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Biography: Mia Sakaguchi was born into a wealthy family. Her parents were not founders, or key scientists, or even pioneers in Cybernetic Augmentation technology, but they were still experts and professionals. They taught their daughter everything they knew from the moment she hit the appropriate learning age, and she benefitted from it greatly. Though she became a genius through her parents rather than her own efforts, by the time she reached age 15, she gained a drive to make herself even better than her parents. Unfortunately, she'd decided that her parents shouldn't know about her plans. She snuck every now and then to her parent's workplace, and learned how hack the locks, computers, and general systems to use all for herself. For a while, she managed it all in secret, but then one night some wannabe terrorists followed her in. The following morning, after hiding until other workers arrived, they took them as hostages. The police managed to free some of them, but in their attempt they got into a firefight, and Mia was heavily injured in an explosion.

Her parents had used their connections in order to keep Mia alive, and she gained cybernetic augmentations as the result. Thinking that people would eventually find out that she was the one that accidentally let the terrorists in, Mia ran away. Obviously, this meant that she was not only unable to improve herself in her parents' fields, but that she was flat broke. She resorted to hacking into bank accounts in order to keep herself situated, but found that her kind of skills attracted all sorts of people, including enemies. She improved herself, but not in the way she wanted. Her augmentations became more advanced, she stole a generation 4 suit of power armor, and she learned how modify both it and other weapons. She learned how to kill, and she learned how to not care about the people she killed. Of course, all of this was unbelievably expensive, and she found herself not only broke, but with a lot of people looking to use her or kill her. She joined Easy Money in order to avoid that, and actually get paid.

If there's one thing she likes nowadays, it's a computer, but aside from that, she likes money. She wouldn't go so far as to betray the other members of Easy Money for it, but that's mainly because they're the only ones in the way of her enemies. She's a big fan of all sorts of animation, and loves to pirate movies and shows into her library. She used to hack into bank accounts, but since she joined Easy Money, she had to stop herself from doing most of her illegal activities. She gets along alright with the others, but when it comes to matters of technology, she will get mad or at least annoyed at anyone that smart mouths her about it.

Strengths:
  • Expert understanding and control over her Augmentations and Armor.
  • Great understanding in hacking.
  • Above average speed and agility, due to both armor and Augmentations.
Equipment:
  • Eye Augmentation - Tracker: Though requiring an initial visual with an individual, this augment allows Hatter to track up to 7 people within a certain range.
  • Eye Augmentation - Map: Though needing a map of an area in order to work properly, it allows Hatter to keep track of where she is in the area.
  • Arm Augmentation - Blade: Her cybernetic arms can shoot out and retract blades up to 20 inches long.
  • Leg Augmentation - Silence: Using tiny motors and shock-absorbing liquid polymer buffers in conjunction with her cybernetic legs, Hatter's movements become virtually inaudible.
  • Armor-Piercing 10mm pistol ammunition
Armor
Name: S2117-FF Generation 4 Custom Power Armor, Model: ASSASSIN (Codename: IZZY)
Variant: Assassin
Appearance:
FUSE_02_izzy.jpg

Armament: (Check your armor attributes for armament limits.)
  • Primary: A Longsword Whisperhead SERSR (Suppressed Extreme Range Sniper Rifle).
  • Secondary (1): A modified Zenith, 10mm semi-automatic compact pistol with a silencer attached.
  • Secondary (2): Concussion Grenades.
Defensive Systems:
  • Glass-Shield Cloaking System: When activated, it generates a tuned, fixed-focus electromagnetic field that temporarily adjusts the frequency of EM radiation around the user. The net effect is a 'cloak of invisibility' which appears near-perfect.
  • YAZMAT Defensive System: The structure within the armor is a phased composite; the base is a microfiber weave made from carbon nanotubes suspended in a dilatant (or shear-thickening) fluid. When kinetic energy from a physical blow or a weapon discharge strikes the plating, the fluid becomes rigid, deflecting the impact shock. Heat and electromagnetically-conductive elements in the armor matrix serve to dissipate damage from fire-related or energized trauma.
  • Aerodynamic Evasion System: When the armor is worn, the system modifies the pilot's movements to enhance their mobility, flexibility, and aerodynamic control.
Support/Utility Systems:
  • CMHD-2013 Hacking Device: A dedicated microcomputer module featuring a series of processors and databases, programmed with multiple code-breaking and counter-cryptography subroutines. When deployed, the hacking device provides immediate assistance in the attempt to bypass, shut down or otherwise override most computer systems within a short range of the user. The unit is capable of identifying and providing intrusion solutions for over fifteen million discrete software barriers.
  • ORACLE Visual-Enhancement System: Provides the armor's lenses with the ability to match visual silhouettes and body kinetics to micro-thermograph and t-wave lens modules, thus providing a limited degree of “X-ray vision” through walls and light cover within a limited range.
  • "Poltergeist" Synchronization: A system created by Hatter herself to better control her Power Armor. It synchronizes her cybernetic augmentations with her armor's systems in order to achieve a much better control over all systems and augmentations. Examples being better movement and aerodynamic control with the Evasion System, and the armor reacting with the arm augmentation in order to release the blade with no problems.
 
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Very cool idea but I don't typically like "mech" style roleplays, Potentially....
 
Pilot
Name: Harper Gilliam
Age: 39
Gender: Male
Appearance:
Harper is a 6' tall male with an average build. His onyx eyes always seem to be glazed over, distracted. His brown hair is tidy but unevenly cut and has a single lock of hair on the right side that is about 2 inches longer than the rest. Despite his build, he has undefined muscle underneath that rarely is shown when exerting himself.
Biography:
Harper's past was as a simple citizen with a manufacturing job. In an accident involving an investigation of his family, they were framed for illegal activities involving fake money and were jailed. While it was only a relatively short sentence due to the true culprit being found, his wife was killed in a poorly coordinated prison escape attempt by other inmates. She was caught in the crossfire. With little left aside from his home and select belongings, Harper sold everything, purchasing his power armor and enlisting in Easy Money. There was nothing left to lose, only everything to gain.
Strengths:
  • Close combat expert: Despite commonalities of ranged combat in Power Suits, Harper utilizes a shield as his primary defensive and offensive item, utilizing it in shield bashes as well as a strong barrier against ranged assaults.
  • Fervor: Harper is consumed when in battle and fights with ferocity, but sometimes cannot be held back once initiated.
  • Awareness: Harper has acute awareness of his surroundings and pays close attention to movements around him and responds accordingly, in a timely manner. Does not apply when he becomes too absorbed in battle.
Equipment: (Gear carried into missions not related to the power armor, may be back-up weapons, tools... ect.)
  • While Harper has never been out of the power armor in battle, he is known to carry an automatic handgun and a pump shotgun loaded with either explosive or AP slugs.
Combat Style:
Harper's combat style is based around the massive tower shield that is often used to slowly advance up to the enemy lines or a full charge into their lines to cause mayhem and destruction.
Armor
Name: The Titan's Tower
Variant: Combat
Appearance:
The Titan's Tower is a combat power armor suit that stands at 6.5 ft tall at 0.8 tonnes as a result of its armaments. The suit is more selectively armored than the default with heavy light gray plating on the shoulders, helm, and knees while the remainder, including the chest, have slightly less and lighter dark gray armor. The armor is entirely different shades of gray. The visor is a T shaped window similar to a one-way mirror.

Armament:
  • A heavy reinforced 7.2 ft Tower shield is held on the right arm which holds a breaching hammer behind it.
  • A 25mm Auto-cannon is handheld on the left arm loaded with light explosive rounds.
  • Twin pairs of shotguns and flamethrowers secondary weapons are mounted on the suit's shoulders
  • The left gauntlet has a missile launcher attached to the forearm as a primary weapon that is downsized with lighter explosives.
Defensive Systems:
  • Personal shield as a primary armament is utilized as the Tower shield
  • The Tower shield is usable as a deployable shield which extends out to be 14 ft tall and 15 ft wide but cannot be moved until it retracts.
  • An electric field is on the exterior of the Tower shield, which is often used for bashing.
Support/Utility Systems:
  • Breaching Hammer
  • Field Repair suite, primary focus on the shield
  • Advanced Sensor suite, specialized for spacial awareness in a short ranged-melee ranged areas.
Subject to change, potentially.
 
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Pilot
Name: M. Jackson (Puff Pimp Daddy, Lucky Jack) Rose
Age: 43(Appearing as 32)
Gender: Male
Appearance:
A rugged sloth of a blue and green eyed Caucasian man. Jackson stands about 6'7 and weights around 175lb. He tends to keep brown hair in dreads with metal silver, decorative rings. He does have some small scars but most aren't visible. He is a well toned build, mainly due to doing parkour as an past-time. His left arm is of the top of the line cybernetic tech, appearing in slick shining metals and all appearing highly decorative despite still being high functioning. His arm has 5 digits as finders and the middle and ring fingers both have gold and sapphire rings.

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Biography: In the past he was pretty much living as some poor loser. Living with his mother and constantly surviving off of his welfare income, buying food, utilities and the like while working some odd jobs around the area he lived in, in effort to get some extra money. Like every other dead beat, he wasted that extra money he earned from those odd jobs on the housing bills and more importantly some herb or drugs, along with the occasional lottery ticket. On one lazy day, while smoking a good blunt with friends, Jackson was wearing a common, cheap and even cracked pair of Virtual Display Glasses, watching the lottery, expecting to lose like normal until he heard the numbers. "4, 20, 32, 7, 317, 14 annnd... 117!". Those were exactly his numbers, in that very order and in that day his life changed, winning 30 mil, 15 of which he instantly used in the black market to create a custom Oni classed mech.

In that day Jackson's life changed and for the next 12 years he lived in luxury, having hired a financial adviser to make sure he stayed rich. For the next 10 years he replaced his 'bad arm' with a high tech cybernetic arm, got himself some very flashy things, played quite a lot with his mech, and took lots and lots of drugs. Eventually, paradise did finally end as he was slowly almost out of his money and as such, with his big new mech that he got accustomed to really well, he decided to join the company of Easy Money in effort to make more cash and pay off some bills and taxes that he missed for 10 years.


Strengths:
  • Lucky #7 ~ Luck seems to almost always be on his side since he won the lottery and when any number is visible that was on his lottery ticket (or looks like it, like 420 rather than 4, 20) is around, he's likely going to have a very magical time.
  • I got what you're looking for! ~ For some reason, when in times of desperate need Jack tends to somehow finds what is needed out of either coincidence. Though it might just be him forgetting he got it.
  • Hit this good shit! ~ Jack has all sorts of drugs and herbs at almost ALL times, often smoking them in great quantities. As such he's always overly relaxed and can even boost the party's moral greatly by having the shit they'd like.
  • Time to run! ~ When out of his mech he is skilled in running through obstacles with ease and can even run and jump through areas and in ways that most people can't as though it was natural.
  • Not dumb, just REALLY High. ~ An odd characteristic, Jackson is much more intelligent than he carries himself out to be. Enough to repair his own mech, use the guns it holds and look up anything that he doesn't already know that was saved in his VDG's archives.
Equipment:
  • 3 Gold and diamond plated 9mm pistols each with a word written on the handle in diamonds (Puff, Pimp, Daddy)
  • Frag and incinerary grenades
  • A Repair kit
  • Personal Magboots
  • bottles of Liquor of different types with mixers. (in Mech)
  • Cocaine (In Mech)
  • 'The Gasmask" (In Mech)
  • "A fancy glass vase' (In Mech)
  • Several lighters of various colors and designs.
  • Different types of smokeable 'herb' (in Mech)
  • The best shrooms ever. (In Mech)
  • Packets of cigs. (In Mech)
  • Newest and highest quality of VDGs with saved manuals, videos and more added onto it for his entertainment.
  • His Arm: This 6 digitted arm can split into 2 3 digited thinner arms. It's highly decorated and is silvery in appearance. It is also double jointed, allowing for movement that're unnatural for most other arms. To help things out, they come with an unconscious auto-aim system connected to a chip in his brain since he's too naturally incompetent to do such.
Armor
Name: Hotbox
Variant: Oni
Appearance: Hotbox is the newest creation of military tech that money can buy. Standing 12.5 feet tall and weighs over 2.5 tons. It is quite bulky in it's own right with quite a good sum of armor to protect the rider sitting inside. Jack customized his entire ride to fit his design perfectly, having it to where only he could properly drive it since only he has three arms. Inside is a seat with several controls for Jack, along with what appears to be a mini bar on the side with plenty of storage for almost any drug Jack may feel like taking. Of course his mech's interior was designed for luxury, but even so he did make sure he didn't come in armed. Having 4 arms which hold 2 Multi-Purpose plasma shooters and 2 50.Cal Heavy machine guns with incendiary bullets along with 4 more arms that carry a flame thrower, 2 grenade launchers, and an LMG. on the back is a large 'box' which moves down between the mech's legs, revealing a very large and long plasma cannon that when fully charged shoots out a large ball of pure plasma at whatever is in the way. Of course like everything else, Jack made sure his mech was highly decorated, but not enough to where being scratched would matter. On the back of the mech are two large thrusters, propelling the big bulky mech forward or allowing it to fly around in space, as does it have 2 maglock boots. The entire mech has a shiny silver and gold sheen with blue and green decals all around it with the bullet proof, thick glass having a dark red and blue darkener so the fire of the plasma or flamethrower won't hinder his visibility. The legs are digiterigrade, allowing more stability on the mech and if needed they can 'lock' or 'pin' the mech onto the ground to keep stability in combat.

Armament:
  • 1 Plasma Cannon (Heavy)
  • 2 Multipurpose Plasma Throwers, sprays out plasma like a flamethrower or adjusted by magnetic fields to shoot chargeable shots at a 250 meter distance. More it's charged though, the more powerful the impact and greater the distance. (Primary)
  • 2 50. Cal Heavy Machine Gun with Incendiary rounds. (Primary)
  • 2 Grenade launchers With Incendiary and frag grenades (Secondary)
  • 1 Flame thrower (Secondary)
  • 1 Light Machine Gun (Secondary)
Defensive Systems: (No official limit, but don't go too crazy. You still have to be reasonable.)
  • Smoke Screens and grenades, shoot out of large vents from the armor and the back to fire in front, covering the area in a thick smoke that definitely smells like the various drugs inside it.
  • Electric Field
  • Deployable Cover Projectile~ shot out of the grenaders, it creates a thick powerful, bullet and heat resistant foam that can be used as cover.
  • Auto-Darkening Visor: Allows protection from his own fire and plasma and thus allows him to see the area around through the intense light and head of his own weapons.
Support/Utility Systems: (Same as above. No official limit, but don't go too crazy. You still have to be reasonable.)
  • Advanced Sensor Suite: Primary function that allows him to see all targets through the Auto-Darkening Visor.
  • Healing Nanites Injector: Should anything get through and damage the pilot, these will help keep him alive long enough to patch things up.
  • Field Repair Suite: A Primary function as it allows the mech to repair it's own systems should they be damaged or even other mechs.
  • Magnetic Lock System: Keeps the Mech on the ground at all times
  • Twin Boosters: Allows for Zero-G travel or works as a good device for charging into the enemy at great speed.
  • Advanced Firing System: Allows the mech to auto-fire at all targeted opponents without the need for the pilot to aim the weapons too much. Still comes with Manual Firing if needed but overall it's just poking the screen and let the mech do it's work.
 
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Just a quick check if @Kian and @Astaroth are still interested. Also those who showed interest on the bulletin board: @Terra @Persephone @Drakel, I know that this is a fundamentally different beast than what was advertised earlier, but I would like to know if you're still up for this.

I am for sure! I started on a character sheet yesterday, still working out the kinks right now but it will be up soon! I actually am in love with this new idea, very exited to watch it all play out!
 
Oh yeah! A ton of the stuff in my CS is based on Deus Ex Human Revolution, if you haven't noticed. I have so much fun in that game.
 
@Kian, I'll PM you. There's a few issues.

@Drakel and @Terra, Good to here you guys are coming along! I look forward to see what you come up with.

@Otomos the Crazy, I picked up on it. Haven't played the game myself but I understand what it contains.
 
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