Post by Rabite on Apr 24, 2015 1:10:15 GMT -6
I got tired of waiting, so lets try something else.
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Basic Background:
A warship from UC 145 was warped back in time in the middle of what is later known in history as the One Year War/Zeon Independence War. You're a member of the crew, and it'll be up to you to influence the actions of the ship. Helping the EFF to obtain an early victory, work with the Zeons to crush the foolish moles on Earth, it's all up to you to use the little resources and knowledge you have on hand to reach the goals that you want. Of course, you'll have obstacles on your way, neither the Federation or Zeon would treat you as friendly as you would have hoped, and there is no guarantee that your lives would be spared after they have milked all the technology and information out of you. The others of the crew would not standby when you pursuit your goal, and you would need more than a bit of effort to convince others to accept your view... or perhaps you could do more than just talking...
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Basic Rules on Historic Changes:
All "important" characters to the UC timeline have a degree of protection, and minor changes will not cause an enough dent in time to change the general movements of history. But no one is invincible, and could eventually be killed or saved with enough efforts. Changes would be recorded, and affect the future directly, but events that'll happen in history will still do unless greatly altered.
For example, destroying the White Base when it is still in Side 7 will stall the White Base crew from fighting, but they will still eventually join EFF. EFF will still be able to produce MS, as their main research facility is at Jaburo. However as the White Base crew no longer have to travel on their own, Zeonic characters such as Garma and Ramba would not be killed, and could appear in the future.
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Selection of Units:
The starting members can vote between the few ship examples I post, and can choose up to 3 MS each. Any MS up to the Crossbone Era could be chosen, but they must follow the historic production limits, so one of a kind units such as Gundam types, can only be choose once and only by one player. You're allowed to chose a MA, but if you do you are only allowed to choose one unit, and keep in mind of the difficulty of resupplying such unit.
Ship designs will be posted soon, and will include an Assault Carrier, Light Cruiser, Heavy Cruiser, and Battleship. If you wish to post another ship design you're free to do so, the ship that we'll use will be voted on by all the players.
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Character Roles:
You're allowed to have up to 3 NPCs, and each of the members will have their own role. PCs are not invincible, and will die in the worse case, but have a degree of protection and can survive against attacks that would have otherwise killed most Gundam characters. When killed, you can take control over one of your NPCs, and spawn a new NPC in place of the controlled one.
Note that you are allowed to control a near unlimited number of nameless grunts, be they apart of the crew or any members of the current timeline. However you should keep in mind that it should not be unreasonable, so you're not allowed to suddenly spawn a grunt to take a shot for you, when you were sent on a personal mission on your own. Also pay mind that such nameless grunts, would likely function less well as named characters in their trained roles.
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Admin Rule:
As the starting of the RPG, I have the last say when problem arises, hopefully I won't need to use this power. Most of the problem will likely be solved among the players by votes and discussions, or even dice rolls.
-
Basic Background:
A warship from UC 145 was warped back in time in the middle of what is later known in history as the One Year War/Zeon Independence War. You're a member of the crew, and it'll be up to you to influence the actions of the ship. Helping the EFF to obtain an early victory, work with the Zeons to crush the foolish moles on Earth, it's all up to you to use the little resources and knowledge you have on hand to reach the goals that you want. Of course, you'll have obstacles on your way, neither the Federation or Zeon would treat you as friendly as you would have hoped, and there is no guarantee that your lives would be spared after they have milked all the technology and information out of you. The others of the crew would not standby when you pursuit your goal, and you would need more than a bit of effort to convince others to accept your view... or perhaps you could do more than just talking...
-
Basic Rules on Historic Changes:
All "important" characters to the UC timeline have a degree of protection, and minor changes will not cause an enough dent in time to change the general movements of history. But no one is invincible, and could eventually be killed or saved with enough efforts. Changes would be recorded, and affect the future directly, but events that'll happen in history will still do unless greatly altered.
For example, destroying the White Base when it is still in Side 7 will stall the White Base crew from fighting, but they will still eventually join EFF. EFF will still be able to produce MS, as their main research facility is at Jaburo. However as the White Base crew no longer have to travel on their own, Zeonic characters such as Garma and Ramba would not be killed, and could appear in the future.
-
Selection of Units:
The starting members can vote between the few ship examples I post, and can choose up to 3 MS each. Any MS up to the Crossbone Era could be chosen, but they must follow the historic production limits, so one of a kind units such as Gundam types, can only be choose once and only by one player. You're allowed to chose a MA, but if you do you are only allowed to choose one unit, and keep in mind of the difficulty of resupplying such unit.
Ship designs will be posted soon, and will include an Assault Carrier, Light Cruiser, Heavy Cruiser, and Battleship. If you wish to post another ship design you're free to do so, the ship that we'll use will be voted on by all the players.
-
Character Roles:
You're allowed to have up to 3 NPCs, and each of the members will have their own role. PCs are not invincible, and will die in the worse case, but have a degree of protection and can survive against attacks that would have otherwise killed most Gundam characters. When killed, you can take control over one of your NPCs, and spawn a new NPC in place of the controlled one.
Note that you are allowed to control a near unlimited number of nameless grunts, be they apart of the crew or any members of the current timeline. However you should keep in mind that it should not be unreasonable, so you're not allowed to suddenly spawn a grunt to take a shot for you, when you were sent on a personal mission on your own. Also pay mind that such nameless grunts, would likely function less well as named characters in their trained roles.
-
Admin Rule:
As the starting of the RPG, I have the last say when problem arises, hopefully I won't need to use this power. Most of the problem will likely be solved among the players by votes and discussions, or even dice rolls.