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Joa-Boo
Captain

PostPosted: Fri Jun 11, 2010 11:35 pm
((In response to complications in understanding and developing a mass-grand scale universal setting based role play, I have reduced to the basics and only listed details pertaining to the immediate knowledge needed to role play.))

Year 2257

The universe is a vast open system with unending possibilities. Mixed harshly with the imperialistic Companies, capitalism infects most of the known system. CEO’s now make the shots while normal folk like you and me shoot.


To make it in this world the first thing you have to have is your head screwed on right. Don’t ask too many questions and be smart about every choice made. The brighter they come, the longer they last, don’t be afraid to put that on your resume. If you think you have a chance just because you born with a good shot well don’t, most guns do that for you anyway. Listen up good grub because I don’t want to have to repeat myself, having to repeat myself means you just lost your life, or worse, your job. Anyone that’s gonna be someone knows someone. You gotta know how to play your cards to get what you want because otherwise your just going to get plaid. Here’s how it works:


You have your five levels of business

1. Contractors- they are the big dealers who put money in your pocket. Having a contractor means your going to survive at the least. These are very powerful people who can pretty much do anything they want.

2. Companies- the group you work for that gives people something to do. Without a company, there is no way in hell a contractor will give your even a penny. Run by CEOs, companies organize the party to make sure everything gets done.

3. Departments- what kind of job you doin, it all depends on the department your in. Departments all work in teams, doing different aspects of a job to get the whole thing done. Usually run by your supervisors and other levels of commandment.

4. Squads- your specific task specialized group of individuals who have a small mission that furthers the greater goal.

5. YOU- where ever you may fall among the other layers.
Why do we do it? Well for the money of course. If not money then for something else worth selling for money or valuable enough to raise the satisfaction in the pathetic life your about to live. Don’t worry though, we all take it on together.


Oh I forgot to mention the aliens. Oh well, it shouldn’t be too big of a deal, besides my time is up here. Crash course complete and like I said, no repeating. Just submit your application proceeding this video and you will be all set and making those paychecks. Good luck grub.  
PostPosted: Tue Aug 10, 2010 9:12 am
The known Galaxy
User Image

System names
Black: Gragun
Yellow: Narrith
Red: Homage
Dark Red: Tiltith
Blue: Vice
Light Blue: Brogath
Green: Capital  

Joa-Boo
Captain


Joa-Boo
Captain

PostPosted: Tue Aug 10, 2010 9:21 am
Who owns what so far:
User Image

Blue: Cordeck
Dark Red: Telthisian
Green: Human/ Humanoid  
PostPosted: Tue Aug 10, 2010 9:22 am
“Please refer to the fallowing for your application forms. Complete them promptly to be added to the system. Good luck”.
This message was brought to you buy Capital Energy
*Everywhere you need we are too* -jingle

Application
Race: ____________
(Please select from the list below)
Human, Humanoid, Cyborg, Telthisian, Cordeck
First Name:__________ Last Name:_______________ Middle Initial:___
Prime Social Number _________ (NNNNNNNNN)
System Location:_______________________________________________
Conscious Number: ______ (L/NNNN)
Work Experience:________________________________________________
______________________________________________________________
______________________________________________________________
Skills: _________________________________________________________
______________________________________________________________
Desired Job title: ______________________________________________  

Joa-Boo
Captain


Joa-Boo
Captain

PostPosted: Tue Aug 10, 2010 9:49 am
Capital Prime words

Conscious Communicator ((also refered to as con link))= the Conscious Communicator is a futuristic version of the cell phone. Each individual is given one at around age 12 when they are seen responsible enough to wield one. This device allows for instant access to certain available accessories when on the field and allows for clear communication between two or more individuals all tapped into a network. Each one has a Conscious number. It is read like (L/NNNN) ex. A1234

Conscious Homogenous System (CHS)= This is a inner body system that is completely customized for the wearer. The individual with a CHS knows how their body function are working, the status of their health, location (3 pin point number), weapons on them, the capabilities and resources of those weapons, and other statuses.

Network= Run by companies, a network is a communication line for all who are tapped into it. It allows for individuals to freely speak to their coworkers without having waste the brain power of channeling their Conscious Communicator. This also allows for the companies data base to download information that may be valuable in a situation, receive updates from contractors, and share Intel with each other.

Prime Social Number= the number every individual receives once born. This number is more of their identity then their own name.

Humanoid= Human like race with slight differences, can be any kind of mutant version of a human. This does not mean they have magical powers

Cyborg= Human with robotic features. Or is it a robot with Human like features.

Telthisian= Alien race of squid like beings that are very closely in tuned with nature. I will hopefully get a picture.

Cordeck= A brutally large Alien race that stands like humans but have six arms and armor like skin. Look like a blue Big Foot.

System Location= The target system of planets

((If I come across others I will add them))  
PostPosted: Tue Aug 10, 2010 9:51 am
Contractors

Capital Energy
Peoku
Union Stance
Pledge
Fructus
Tilt
((there will be others))
 

Joa-Boo
Captain


Joa-Boo
Captain

PostPosted: Tue Aug 10, 2010 9:52 am
Companies

Human Owned Companies

P&G
General Network
Mafia
Safe Works
Vilinsky Machina Corp.
Zed Inc.

Company name: United Arms
CEO: Grant Hominage
Race: Human
Departments: Assault, Demolitions, Space Navigation, Human Resources, Management, Intelligence, Medicine, Chemical
Size: L
Mission Statement: United Arms is looking to protect you and your investments. It is our job to make sure everything works in the exact way you want it to. We do your dirty work and we will do it well. Hope is in the Human way and peace begins with the United Arms.
Bio: Grant took advantage of the vastly growing known galaxy by providing a safety net and service for all other venders who had a steak in the future. His well trained and armed staff is looking to make the world a better place.
Symbol: Three bullets making a triangle
Location: Prime

((Many more))

Telthisian Owned Companies


Company name: Sinort
CEO: Tishlar Thlugs
Race:Telthisian
Departments: Assault, Space Navigation, Telth Resources, Management, Intelligence
Size: M
Mission Statement: Sinort is all about the behind the scenes action. They specialize in the inside effects that make things go down the way they do. With so much secrets going around someone has to keep them from spilling. Leave it up to Sinort to keep your confidential in confidence.
Bio: Sinort is not a family owned business. It is instead a collaboration of old under cover agents that worked for different companies in the intelligence departments. With so much information and background they really have the edge on keeping things hushed.
Symbol: X
Location: Narrith

Company name: Tithlitel
CEO: Soan Tithlitel
Race: Telthisian
Departments: Engineering, Assault, Demolitions, Space Navigation, Telth Resources, Management, Communication, Retail
Size: S L
Mission Statement: Tithlitel is an organization looking out for your well being. We want to know you’re safe. We want to put you in good hands. It is our duty to protect you and your interests across this galaxy and will do it professionally.
Bio: Til Tithlitel was always into traveling the galaxy. His dreams however where crushed at a younger age when he was told it was to dangerous. With young ambitions and wishful thinking, Til Tithlitel challenged that thnking with creating an escort company around the galaxy that would protect those that wanted or needed to travel. Now of days they provide security for many other operations.
Symbol: a shield with the symbol of the Telthisians on it
Location: Tiltith

Lethithrian

Company name: Thhi
CEO: Thigranders Thhi
Race: Telthisian
Departments: Engineering, Assault, Demolitions, Intelligence, Agriculture, Telth Resources, Management, Comunication, Retail
Size: L
Mission Statement: Thhi is here to support and serve the Telthisian Telths. Lowering the price and raising the quality to improve our constituent’s lives is what it’s all about. We bring you the most cost and energy efficient methods to completing any task that is well planned and thought through before ever initiated.
Bio: Started up in 2214. Til Thhi began his company as a small agricultural plant just outside of the main system. It grew out of control over the years until forming the massive multi trillion dollar operation it is now. Now Thhi monopolizes on a massive selection of organic weapons that combine the force of any modern day weapon with an eco friendly energy based beam.
Symbol: A tree with goggles and a smile.
Location: Tiltith


((Many more))

Cordeck Owned Companies

Mog Inc.
Tuktar
Kan
Shuanowa
((Many more))  
PostPosted: Wed Aug 11, 2010 2:35 pm
Application
Race: Telthisian
First Name: Tozzar Last Name: Tassadear Middle Initial:
Prime Social Number: 195200843
System Location: Tiltith
Conscious Number: K5639
Work Experience: Military College Graduate, ROTC 5 Years
Skills: Quick Thinker, Very Athletic, Moderate Computer Use
Desired Job title: Squad Leader  

Dugan195
Crew


Joa-Boo
Captain

PostPosted: Wed Aug 11, 2010 3:35 pm
Capital Prime: Department Run Down


Assault: The A. department’s soul concern is the safety of the company. They perform jobs such as escorts, attacking a target, recovering objects, maintaining a location. Anything that could potentially require physical contact with anyone who is not apart of the company somehow is involved with the assault department. Job titles are broken down like military rankings. Job is very risky but has a high level of job security because it will always be needed and pays very well in cash and benefits.

Demolitions: The D. department is involved with generating explosives, bullets, mechs, and other sorts of weaponry. They spend the most resources to make sure all other departments have what they need to continue on with their work. Most heavily contributes to the A. department and Int. department. All employees of this department are also charged with knowing how to operate all of the products of this department. Job titles are a combination of business based and school based. Job is risky but pays well.

Space Navigation: The SN. department is involved in all transportation that exceeds 200 miles. This includes anywhere from jet to space craft. SN is also in charge of mapping the galaxy and locating everything within the company. The Job title is based on military ranking. The job is not very risky but pays well.

Human/ Telth/ Cor Resources: The XR. department is in charge with internal affairs among departments and communication with other companies. They oversee that the proper paper work if being done, all rules are being followed, and that everyone is happy in their environment. Job title is school based. Not very risky at all but can be tedious and pays very well in benefits.

Intelligence: The Int. department is involved with acquiring information that may be vital to the company. Mostly all the work done is espionage but it could also be assassinations, hacking, infiltrating, and spying. Job title is military based and school based. Extremely risky but pays very well.

Medicine: The Med. department is involved in research, health, and augments for the company. They provide complete medical services for all employees within the company. Job title is based on schooling. Job is not that risky but is very demanding and pays very well.

Chemical: The Chem. department is involved in futuristic research in everything from better weapons to fuel, also involved in the creation of weapon augments that may make other departments more efficient. Job title is completely school based. Not very risky but is very demanding and pays very well.

Engineering: The Eng. department is involved in futuristic research on better and more efficient weapons, machines, mechs, ships, and other products. Eng. is also involved in customizing all other products made by the company. Job title is completely school based. Somewhat risky but pays very well.

Agricultural: The Arg. department is involved with farming natural based products such as food and minerals. They farm land under control of the company and mass produce items that are sold to other companies, sold to the public, or sold to Contractors as substitutes for money. Many bio products are also used to substitute other types of fuels that may be more expensive and polluting. Job title is based on years of experience and schooling. Not dangerous at all but is very time consuming and only pays as much work is put in.

Retail: The R. department is involved with all aspects of business in economics and marketing. They buy products, sell products, market to the public, deiced prices, and advertise. One of the most diversely described department because it handles so much. Job title is based on years of experience and schooling. Can be somewhat risky but pays well.

Management: Management is apart of every department and over looks every operation to make sure everything is going well. They speak directly with contractors to give us all a job. Job title is based on every aspect of the individual applying. Can be risky but pays the best because you are your own boss.  
PostPosted: Wed Aug 11, 2010 8:39 pm
Capital Prime: Weapon run down

Basic profile of weapon

Name: (name of gun)
Style: (type of gun)
Range: VS- 10 meters, S- 40m, M- 75m, L- 200m, VL- 600m, B- 1200m
Aim: (is the guns ability to shot where the gun points)
How lethal: W- 8+ hits to kill, BA- 6 hits to kill, A- 4 hits to kill, AA-2 hits to kill, B- 1 hit to kill
Modification capability: (how easy is the gun able to be altered for different affects)
Description: (how and what does it fire)

Name:
Style:
Range:
Aim:
How lethal:
Modification capability:
Description:
Price:

Name: Shotgun
Style: shotgun
Range: VS
Aim: pitiful
How lethal: B, more deadly the closer the target
Modification capability: low
Description: shoots a burst of fragmented lead bullets in one direction
Price: $12,000

Name: Homerunner
Style: shotgun
Range: VS
Aim: pitiful
How lethal: B, more deadly the closer the target
Modification capability: high
Description: shoots a burst of fragmented metal studs in a wide field of direction
Price: $14,000

Name: Harvester
Style: shotgun
Range: S
Aim: average
How lethal: B, more deadly the closer the target
Modification capability: high
Description: shoots a burst of fragmented oiled nuts in one direction
Price: $12,000

Name: Brute
Style: shotgun
Range: VS
Aim: pitiful
How lethal: B, can kill multiple targets in a line
Modification capability: high
Description: shoots a wave of percussion force in one direction
Price: $20,500

Name: Prime Eagle
Style: magnum
Range:S
Aim: above average
How lethal: B
Modification capability: high
Description: shoots a concentrated heavy bullet in one direction
Price: $5,000

Name: Sih
Style: magnum
Range: M
Aim: average
How lethal: B
Modification capability: low
Description: fires a concentrated oiled big nut in one direction
Price: $3,000

Name: Stoizerker
Style: magnum
Range: M
Aim: below average
How lethal: A
Modification capability: high
Description: fires a small sharp knife in one direction
Price: $4,500

Name: Markov
Style: pistol
Range: B
Aim: above average
How lethal: BA
Modification capability: every aspect
Description: fires a lead bullet in one direction
Price: $6,500

Name: Dirk
Style: pistol
Range: M
Aim: average
How lethal: A
Modification capability: average
Description: fires a lead bullet in one direction
Price: $4,000

Name: Tisheak
Style: pistol
Range: M
Aim: above average
How lethal: BA
Modification capability: low
Description: fires a oiled nut in one direction
Price: $7,000

Name: Bard
Style: pistol
Range: M
Aim: above average
How lethal: A
Modification capability: high
Description: fires condensed heated percussion force in one direction
Price: $8,500

Name: SMG
Style: sub-machinegun
Range: S
Aim: below average
How lethal: BA
Modification capability: every aspect
Description: rapidly sprays lead bullets
Price: $10,000

Name: Uzi
Style: sub-machinegun
Range: S
Aim: average
How lethal: BA
Modification capability: some
Description: rapidly sprays lead bullets
Price: $12,500

Name: Thaw
Style: sub-machinegun
Range: S
Aim: average
How lethal: A
Modification capability:
Description: rapidly fires a chemical heating plasma
Price: $14,000

Name: M16
Style: assault rifle
Range: L
Aim: above average
How lethal: AA
Modification capability: all aspects
Description: rapidly sprays lead bullets in one direction
Price: $20,000

Name: Mower23
Style: assault rifle
Range: L
Aim: below average
How lethal: B
Modification capability: low
Description: rapidly fires a metal stud in one direction
Price: $48,000

Name: Herald
Style: assault rifle
Range: L
Aim: above average
How lethal: A
Modification capability: high
Description: fires condensed heated percussion force at a rapid rate
Price: $30,500

Name: Scist
Style: assault rifle
Range: L
Aim: above average
How lethal: BA
Modification capability: high
Description: rapidly fires oiled nuts in one direction
Price: $36,000

Name: Reckon
Style: machine gun
Range: L
Aim: below average
How lethal: B
Modification capability: not much
Description: rapidly fire massive lead bullets in a round in one direction
Price: $76,000

Name: Jorge
Style: machine gun
Range: L
Aim: average
How lethal: B
Modification capability: none
Description: rapidly fires metal studs in a triangle in one direction
Price: $100,000

Name: Harbinger
Style: machine gun
Range: L
Aim: avergae
How lethal: B
Modification capability: none
Description: rapidly fires percussion force in a wide area in one direction
Price: $83,000

Name: Capital Power
Style: Gatling gun
Range: M
Aim: average
How lethal: B, blows through anything without heavy armor.
Modification capability: low
Description: a massive weapon that can be carried by a soldier but is mostly attached to a mech. Rapidly fires .80 caliber metal bullets.
Price: $400,000

Name: Static Tilt
Style: Gatling gun
Range: M
Aim: above average
How lethal: B, if weapon hits a target it has a chance to reflect and hit another target near by
Modification capability: high
Description: fires chemically reacting electrical shock like a beam of light. Mostly used on Mechs but can be carried by a soldier or multiple soldiers. Requires more then 2 appendages to fire.
Price: $245,500

Name: Omen
Style: Gatling gun
Range: S
Aim: above average
How lethal: B, any target hit is thrown backward.
Modification capability: none
Description: rapidly fires a highly condensed percussion force strong enough to break down buildings when charged. Mostly used on Mechs but can be carried by one Cor or multiple soldiers.
Price: $850,000

Name: Rumpke
Style: grenade launcher
Range: M
Aim: below average, lobs
How lethal: B, proximity damage
Modification capability: medium
Description: fires a string of grenades at high velocity. Can be charged to detonate on command. Can be equipped to mechs
Price: $90,000

Name: Tuan
Style: grenade launcher
Range: L
Aim: below average, lobs
How lethal: B, proximity damage
Modification capability: high
Description: fires a chemically reacting nut that explodes and releases a mixture of substance via explosion. Can be equipped to mechs
Price: $75,200

Name: Brigadier
Style: rocket launcher
Range: L
Aim: homing, below average without targeting
How lethal: B, proximity damage
Modification capability: low
Description: fires a rocket propelled explosive that detonates when near target. Can be equipped to mechs
Price: $90,000

Name: Johnson
Style: rocket launcher
Range: B
Aim: homing, horrible if not targeting
How lethal: B or the B, proximity damage
Modification capability: none
Description: Hyper based rocket propelled explosive that travels at the speed of sound. Can be equipped to mechs. Needs more then one soldier to use.
Price: $400,000

Name: Tishtomb
Style: rocket launcher
Range: L
Aim: below average
How lethal: A
Modification capability: high
Description: fires a chemically reacting beam that breaks apart into four moving bubble like explosives. Can be equipped to mechs.
Price: $645,200


Name: Dargasuv
Style: sniper
Range: B
Aim: perfect
How lethal: B
Modification capability: high
Description: fires a single lead bullet at extremely long distances
Price: $76,000

Name: Pulse rifle
Style: sniper
Range: B
Aim: superb
How lethal: AA
Modification capability: low
Description: fires a chemical reaction version of a thunderbolt over extremely long distances
Price: $60,000

Name: Screamer
Style: sniper
Range: B
Aim: superb
How lethal: B
Modification capability: none
Description: fires a dart through percussion force that detonates on target
Price: $120,000

Name: Torch
Style: Flame thrower
Range: S
Aim: average
How lethal: A
Modification capability: high
Description: uses a line of gas chemically reacting with another substance of some sort to create a wave of some element in one direction.
Price: $65,000

Name: Vox
Style: jammer
Range: M
Aim: targets anything within range
How lethal: none
Modification capability: high
Description: jams com and any other type of technology working communication
Price: $43,000

Name: Tag laser
Style: pin pointer
Range: VS
Aim: perfect
How lethal: none
Modification capability: low
Description: tags specific areas for any use varying from aerial attack to dropping supplies.
Price: $3,000  

Dugan195
Crew


Joa-Boo
Captain

PostPosted: Fri Aug 13, 2010 10:51 am
Capital Prime: Mechanical Body Suit run down

Mechs are split into three categories. There are light, medium, and heavy mechs:

Light mechs= fast moving mechs primarily get you form one place to the next while still providing the ability to fight.

Medium mechs= are comparable in both speed and killing ability but usually vary in capability that result in a wide variety of use.

Heavy mechs= slow moving mechs that primarily stay in one place and kill allot. They are the most destructive of all mech types.

Basic profile for mechs

Name: (name of mech)
Speed: (in kilometers per hour)
Mobility: (mechs ability to move in tight spaces)
Height: (in meters from floor to the top of the cockpit)
Appendages: (number of substituent on the mech)
Armor: (very weak – very strong)
Number of drivers: (# humans, #telth, #cor)
Description:
Price: $


Light Mechs

Name: Speeder
Speed: 600 km/h
Mobility: very agile
Height: 10m
Appendages: 2
Armor: W
Number of drivers: 1,1,0
Description: speeders are the most basic light mechs. They are small, very flexible, quick moving machines that have rocket on the back of the feet, torso, and arms as well as wheels on every part of the body so that it can run on any surface. It cannot carry large weapons but can carry melee weapons.
Price: $50,000

Name: Harley
Speed: 2,000 Km/h
Mobility: very agile
Height: 6 M
Appendages: 4
Armor: W
Number of drivers: 1,1,0
Description: A Harley is a very fast light mech that moves quicker in long stretches of road but not so much in smaller settings. It has two giant rockets on the shoulders that amount for most of weight and wheels on every part of the body. A Harley can carry heavy weapons but it will take all 4 appendages to do so. It can carry melee weapons.
Price: $90,000

Name: Ducati
Speed: 8,000 Km/h
Mobility: very agile
Height: 4 M
Appendages: 4
Armor: W
Number of drivers: 1,1,0
Description: A Ducati is the fastest of the light mechs. It has rockets and wheels on all parts of the body. A Ducati also has plane like wings that extend out of the shoulders that allow it to take flight like a jet. Flying is the only way it can hit top speed. It can hold heavy weapons but that will take all of its appendages. It can also carry melee weapons.
Price: $150,000

Name: Hornet
Speed: 400 Km/h
Mobility: very agile only in the air
Height: 4 M
Appendages 6
Armor: W
Number of drivers: 2,2,0
Description: The hornet is better off in the air. It has helicopter propellers along the back that lift it in the air and gives it hover capabilities that make it very agile in the air. It has two rockets and two wheels on the feet. It has hook like spears on the hands, wrists, and knee. This allows for it to climb or hang rather then just continuously hover nonstop.
Price: $64,500

Name: Yellow Jacket
Speed: 500 Km/h
Mobility: very agile only in the air
Height: 6 M
Appendages: 8
Armor: W
Number of drivers: 2,2,0
Description: The Yellow Jacket is just like the Hornet except for it has more arms.
Price: $100,000

Name: Avatar
Speed: 200 Km/h
Mobility: very agile
Height: 4 M
Appendages: 8
Armor: M
Number of drivers: 1,1,1
Description: An avatar mech was one of the first Telthisian created mechs. It was seen as an extension of the basic telth soldier but didn’t yet contain the capability to hold guns so it held a maximum of 8 melee weapons. The Avatar can excrete bio oil toxins that give it special effects to each weapon.
Price: $200,000

Name: Arbitor
Speed: 200 Km/h
Mobility: agile
Height: 10 M
Appendages: 6
Armor: M
Number of drivers: 2,2,2
Description: The Arbitor is a quick moving light mech that moves better in smaller areas. It has oil secreting capabilities and can hover using an organic energy jet pack. It can carry any type of weapon.
Price: $360,500

Name: Litch
Speed: 200 Km/h
Mobility: agile
Height: 12 M
Appendages: 4
Armor: M
Number of drivers: 1,1,1
Description: The litch is a very mobile all around mech that can do most things. It has jetpacks to fly and wheels on the feet. It has four limbs that can hold anything. The Litch can also secrete oils that cause the mech to turn invisible.
Price: $180,000


Medium Mechs

Name: Havoc
Speed: 150 Km/h
Mobility: somewhat agile
Height: 14 m
Appendages: 4
Armor: M
Number of drivers: 1 all
Description: A havoc is the most mass produced medium Mech and the most successful to sell. It packs a heavy punch with the wide variety of weapons that can be carried in all four hands. Mostly only two weapons are carried because they are heavier guns. A Havoc has two huge jetpacks on the back of the shoulders and wheels on the feet that can only be used in wide open areas.
Price: $80,000

Name: Teutonic
Speed: 100 Km/h
Mobility: somewhat agile
Height: 14 m
Appendages: 4
Armor: M
Number of drivers: 2 all
Description: The Teutonic mechs are stronger versions of the Havocs that move slower but can take more damage and have a second driver man a torrent built up on the shoulders. It has wheels on the bottom of both feet.
Price: $160,000

Name: Cavalry
Speed: 200 Km/h
Mobility: somewhat agile
Height: 16 m
Appendages: 6
Armor: M
Number of drivers: 2 all
Description: The Calvary mech is a strong medium mech that move on four legs that work like horse legs. One driver can work the bottom half where two appendages are connected while a second driver can operate the top half where another 4 are. Cavalry mechs can carry any weapon.
Price: $194,600

Name: Crater
Speed: 150 Km/h
Mobility: somewhat agile
Height: 16 M
Appendages: 3
Armor: H
Number of drivers: 4,2,1
Description: The creator mech is a stronger mech that moves well on the ground but cannot fly. It has a third appendage that always carries a sonic based barrier of heavy energy that creates a force field. This arm locks down, repelling most weapon types. The other two appendages can carry anything.
Price: $230,450

Name: Mustang
Speed: 250 Km/h
Mobility: agile
Height: 14 M
Appendages: 8
Armor: M
Number of drivers: 4,2,2
Description: The mustang model is a quick top speed mech with many wheels but is incapable of flying. It also has two ends which allows for multitasking as long as there are two drivers. Most of the time 4 of the legs are converted into feet that can either act as sprinting mechanisms or assist in burrowing the mech for a sneak attack.
Price: $260,000

Name: Valcon
Speed: 400 Km/h
Mobility: very agile
Height: 18 m
Appendages: 4
Armor: M
Number of drivers: 1,1,1
Description: The valcon mech is a medium flaying based mech. It has jet like wings and jet rockets on all parts of its body and the ability to transfigure its self into an aerial fighter ship.
Price: $235,000

Name: Zaught
Speed: 200 Km/h
Mobility: somewhat agile
Height: 20 M
Appendages: 8
Armor: M
Number of drivers: 2,2,1
Description: The zaught model is a telth transforming mech. It can change between a flying and a land form. The flying form converts 6 appendages into a spinning mechanism that allows for flight. Jet rockets that produce an oil based economically friendly lift fire from the sides to assist in movement. The land form converts 6 legs into claws that hook onto anything and can also saw through the ground to burrow. Another two appendages come together to make a tail end that can fire an oil based product with special affects.
Price: $370,000

Heavy Mechs

Name: Leviathan
Speed: 80Km/h
Mobility: not agile
Height: 45 M
Appendages: 8
Armor: H
Number of drivers: 8,4,2
Description: The Leviathan model is a massive mech. It has the ability to take on a flying form and a land form. There are many rocket based jetpacks all across its body that are available during air form, allowing for the mech to take flight and act as a space fighter ship. It looks like a huge ironclad in the sky. On land it can lock itself into place and be used as a fortress or move with tire treads all along four legs. It can equip any weapon and comes with multiple torrents that can either be auto fired or manned.
Price: $600,000

Name: Bertha
Speed: 100 Km/h
Mobility: not agile
Height: 25 M
Appendages: 6
Armor: VH
Number of drivers: 2,1,1
Description: Bertha is a mech that can break through anything. It uses itself as a weapon more than an actual gun. With it’s supper strong armor and huge cockpit, it has the capability to safely deploy many units into an area the Bertha can reach. It has tank treads in vehicle form but can turn into a standing mech from at the expense of the roomy caring capacity. It can equip any weapon.
Price: $326,000

Name: Ballista
Speed: 100 Km/h
Mobility: not agile
Height: 25 M
Appendages: 4
Armor: H
Number of drivers: 2,2,2
Description: the Ballista mech specializes in heavy weapons. It comes equipped with a set of rocket launchers and augments on any heavy guns that make them much more effective.
Price: $230,500

Name: Trebuchet
Speed: 150 Km/h
Mobility: agile
Height: 25 M
Appendages: 4
Armor: H
Number of drivers: 2,2,2
Description: the Trebuchet mech specializes in heavy weapons. It comes equipped with a set of rocket launchers and augments on any heavy guns that make them much more effective. It can also fly if necessary.
Price: $412,600

Name: Harvester
Speed: 200 Km/h
Mobility: agile
Height: 35 M
Appendages: 5
Armor: H
Number of drivers: 2,1,1
Description: The Harvester mech is a mostly standing mech that is designed to be very good at moving while still withstanding a ton of damage. It is very good with melee weapons and machineguns. It can equip all weapon types. Harvester also has a draining attachment to an extra appendage that looks like a scythe. This appendage can cut into other machines very easily and either stun or drain them by touch.
Price: $590,600

Name: Behemoth
Speed: 100 Km/h
Mobility: agile
Height: 35 M
Appendages: 6
Armor: H
Number of drivers: 2,1,1
Description: Behemoth mech takes the form of a dragon. It’s highly defensive armor is protected from all kinds of elements and every appendage has the ability to secrete oils that cause status aliments. This mech can fly or walk. It can also equip any weapon.
Price: $487,000

Name: Gama
Speed: 60 Km/h
Mobility: not agile
Height: 38 M
Appendages: 8
Armor: VH
Number of drivers: 8,4,4
Description: Gama is a Cor based mech that can walk, fly, and go underground. It has a constant jamming effect, produces huge force fields, and can disruptive oncoming fire. It also has a massive percussion beam on its back
Price: $1,000,000

((Let me know if you have any mechs you would like to propose. When you own a mech you can alter many aspects to them and name them what ever you want.))  
PostPosted: Sun Aug 15, 2010 10:59 pm
Capital Prime: Ammo and Oils


Ammo

Lead: cost per 100 bullets
Shotgun: $100
Magnum/pistol: $50
Sub-machinegun: $50
Rifle/ machinegun: $65
Sniper: $250

Metal: cost per 100 bullets
Shotgun: $500
Magnum/pistol: $200
Rifle/ machinegun: $325
Gatling gun: $1,500

Nuts: cost per 500 nuts
Shotgun: $80
Magnum/pistol: $100
Rifle/machinegun: $100

Heat Capsule: cost per 100 plasmas
Shotgun: $200
Magnum/pistol: $100
Sub-machinegun: $50
Rifle/machinegun: $80
Gatling gun: $1,000
Sniper: $500

Grenade: cost per 5 grenades
Frag: $100
Percussion: $500
Flash: $75
Static: $250
Molotov: $600
Nut: $100
Magnetic: $500
Frag +: $800

Rocket: cost per 10 rockets
Warheads: $500
Electric: $700
Fire: $700
Heat seeking: $1,000
Magnetic: $1,000
Percussion: $1,200
Warheads +: $3,000


Oils: cost per gallon of coating ((1 gallon covers 100 nuts or 10 uses on melee weapon))
Flammable: $25
Electrical charge: $25
Cold: $25
Rusting: $25
Shining: $25
Smoke: $25
Glue: $100
Silent: $100
Invisible: 100
Flash: $100
Poison: $100
Rubber: $250
Disease: $250
Ghost: $500
Explosive: $500  

Dugan195
Crew


Joa-Boo
Captain

PostPosted: Wed Aug 18, 2010 11:23 am
“Where you headed there Tilth,” Came an over compensated hark of a voice. It was deep and raspy, able to call out over the white noise in the background. The words where directed to you. Even though there were hundreds of other Telthisian, some how someone found the stupidity to bother you. Judging by his scrawny figure he was probably just a number cruncher that wanted to sell you something.

“You don’t look like you want to take the fairy. You look more like a tilth wrecking to do a bad thing. They will ask questions on the fairy. You will be under such a big microscope they will be able to diagnose your mother, especially if your going to the Capital System. I am a representative of Sinort, ever heard of us. We deal with *Complications in Confidents* -jingle. For just a little more of your money we will get you where your going with no questions asked and without any one knowing.” The beady bugger explained as if paid to say it all. A heavy troop of guard strolled by all blaring the Tithlitel mark on their helmets. They stood guard in front of a space craft, the same space craft you had a ticket for. “But then again, what do I know? I’m just a sales til.”

“Hey there he is!” One of the Tithlitel soldiers said as he pointed a tentacle in your direction. The others moved forward as another small group of 4 moved in from behind. “Sir is this til bothering you? One of the guards said waving his gun at the tilth next to you.

“We are right on schedule. Your ticket please and we will be on our way to the enemy system.” Another soldier piped up with a wave. They where beginning to get very pushy about you leaving.

“You can’t complete Sinort scum. Get out of here and get a real job.” One of the guards said after pushing the little Tilth down. They all laughed together and turned to move toward the ship.  
PostPosted: Wed Aug 18, 2010 1:27 pm
Tozzar looked down at the pushed man and offers a hand, "Don't mind them, bunch of scum not even worth a fight." Tozzar took out his ticket and walked over to the ticket booth and exchanged it back for his credits.

After doing so he returned to the man, "Reguardless of the questions you ask I don't care. I ain't up to anything wrong, I just don't feel like supporting a bunch of ruffians like these people."  

Dugan195
Crew


Joa-Boo
Captain

PostPosted: Wed Aug 18, 2010 6:59 pm
“Oh Siaeth, the boss is going to kill us.” One of the guards said loudly while they all watched together as their customer switched space ships from their company to the Sinort company.

“I meant no disgrace sir. I was just saying but never fear. Your reputation will not be hindered by taking your business with Sinort. It will be a tad bit more expensive then their ticket fees but we will transport you any where without any one knowing.” The grunt said getting back to his feet tentacles. He dusted himself off and then held out a razor professional ticket with the Sinort trademark stamped across the top. “$20.95” The Tilth said, “The back of the ticket has the hanger number and the code for the door to get in. Once you are there the rest will be taken care of. You get on that ship and the space navigators will take you where ever you need to go”  
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Dark Hand role playing

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