The end of the world happened quickly.
Desperate for resources, the world united under one goal. That goal was to conquer space. It took years, but we eventually found somewhere to expand to, a garden world much like our own. We sent as many people there as we could and named it New Terra. Soon we had a bustling planet, and we were expanding the Final Frontier as fast as we could. At the height of the Republic of Interstellar Colonies' power, there were dozens of worlds with large human populations. Then, in an instant, it was all gone. A shockwave resonated from the core of each planet in the galaxy. Wherever it touched, all life of sufficient intelligence was destroyed. The remnants of civilization were all that was left of us.
You heard the screams of the shockwave's approach. Then your surroundings dissolved away. You find yourself You find yourself in a circular courtyard, in front of a large ancient structure of unknown origin. The planet seems to be habitable, and is covered in wilderness. What will you do in this new world? Alright, so the idea here is to run a serious RP set in the post-apocalypse future, after the only evidence of the apocalypse is the ruined marks of civilization. You are pilots, and you accomplish objectives both on foot and using your mech. The framework is tailored to your choices of character, to allow for greater creative freedom, so comment if you'd like to make changes. Remember, this is serious roleplaying, so make sure you put some thought and story into your character. The best applications will be selected to take part in the game.
Roll 4d6 and take the three highest for your stats. Modifiers as per D&D rules.
For the mech stats, use +, -, and =, with a maximum modifier of 4.
Pilot
Name:
Gender:
Age:
Description: (How does your character look and act? 1-2 paragraphs suggested.)
Backstory: (What's your story? 2-3 paragraphs suggested.)
Level: 1
Stats: (What are your strengths and weaknesses?)
Strength- (How strong you are. Affects melee attacks, use of items with heavy weights, and carry capacity.)
Dexterity- (Your reactions and agility. Affects ranged attacks, avoiding attacks, melee attacks, and speed, as well as mech piloting.)
Constitution- (Your resistance to physical affects. Affects rolls to stay alive/conscious, ability to resist damage, poison resistance, and hit points.)
Perception- (Your sharpness of senses. Affects ranged attacks, sensing of hidden somethings or things that don't seem right, and social skills.)
Intelligence- (Your smartness. Affects skills, sensing of things, and any magic/psychic powers.)
Spirit- (Your will and determination, as well as connection with machines. Affects mechanical roles, rolls to resist mental affects and stay alive/conscious, and mech piloting.)
Charisma- (How well you can manipulate social interactions. Affects social skills and sensing of motives [Along with Perception].)
Skills: (Skill points are equal to 4 x [Intelligence Modifier + 1]. Multiply that by four at first level.)
Equipment: (Weapons, armor, cybernetics, mutations, etc. Put your gear here. You can take two major items by default.)
Abilities: (Any special powers you have.)
Advantages and Hindrances: (Your power balance must be equal, which means your advantages must have the same power level as your hindrances. This is where you customize your character.)
Mech
Description: (What is it? 2-3 paragraphs suggested.)
Weapons and Abilities: (Anything your mech has, from a missile launcher to a helicopter propeller to an onboard scanning software.)
I'm probably going to do some modifications to this tomorrow, but is anyone interested? Any suggestions?