Yennie
I'm bored
So this may not make much sense as I'm just writing this as it comes to me but bear with me!
The Children of Eden
Year 2132, the Earth is thrown into chaos by the appearance of large monsters the size of buildings and worse
Intially with no response in place the world's greatest military forces banded together to take on these creatures
Some battles they won, many they lost - all with the terrible prices of millions of human lives
So the words leaders looked to science and cutting edge military technology for a new solution
Thus Project: EDEN was born
This project focused on creating fighting machines called mechs that could go toe to toe with the monsters
They were huge, expensive and more technologically advanced than anything else man had made before
Rounds of testing showed that they proved effective against the monsters and thus plans began to find suitable pilots
However a design flaw that no one expected occurred - the “machines” seemed to have compatibility issues with the chosen pilots/navigators
The mechs themselves seemed to be very particular about who could pilot them
There was a panicked movement to find compatible pilots/navigators from around the world when they made a startling and disturbing discovery
The mechs preferred pilots from the ages of 16-18
Children over highly trained and skilled adults
And so began the SEEDs of EDEN, a program that tested children for compatibility as early as the age of three
These children would then be whisked off to a training center where they would be rigorously trained to be either a navigator or pilot
Scientists found the the mechs operated best when there were two persons present inside
Only the most compatible children would be able to use the mech once they reached age 16 so while the competition is fierce, not everyone who makes it is necessarily the most elite
Our story would take place about 50 years later so we'd be playing the third generation of pilots/navigators
The process is much smoother now but not entirely ironed out all the kinks
Pilots & Navigators
Pilots are the brawn of the duo. They control the movement and melee combat aspects of the mechs. They can only see what is directly in front of them which helps them to focus on fighting the monster. Pilots are deeply in tune with their mechs and must have a great connection in order to.pilot them as the mechs are almost an extension of themselves.
Navigators are the brains of the duo. While they take a slightly more passive role they are absolutely vital to ensuring the safety of themselves, the pilots and the mechs. Navigators are supreme strategists and guide their pilots through the battlefield. They can see all the blindspots pilots cannot and provide field analysis and other important information. The navigators also control the mechs ranged weapons.
Not only must both have compatibility with the mechs but pilots and navigators must also form a strong mental bond with one another
A pilot and navigator that can communicate solely through telepathy are considered the ultimate partnership and nearly all children aspire to achieve this
Mech types
+ Impact: Using blunt force to fight the monsters, they would fare better against armored foes
- Heavy: Use of far heavier weaponry, they would generally be far bulkier in comparison. Often wielding something like a hammer, ball and chain
- Quick: Weaker blows, but at a much higher rate than its heavy variation. I guess think of it like boxing, where you would deliver smaller blows and wear them down
+Slash: Use of bladed weapons, much better against foes with exposed flesh
- Dismemberment: A slash version of the heavy variation: the use of sharp slices dismember and remove parts of the foe, whether it be limbs, tail, head
- Precision: A slash class with the intention of subduing the monster instead of outright slaughtering them, They wield much smaller blades in hopes of landing focused cuts at vital points (eg: connection point of tendons, vital organs between ribs, a blade to the temple)
+Tanks: Take hits, don't die. I honestly found little use for tanks as a class, since all mechs are limited to melee combat.
- Bruiser: Capable of taking plenty of hits, and dealing them right back. (Very similar to the Heavy Impact archetype, imo)
+Restraint: The use of chains, whips, nets, etc. to limit movement of the foe
+Energy: Use of other forms of offensive capabilities to deal damage, like the plasmacaster from Pacific Rim. (The ability to outwardly generate electricity could just be an inert trait of all mechs, instead of its own class)
To further customize mechs I'm thinking of a MOBA-like skill system where each mech has four unique abilities and a passive ability that fit with the mech theme and synergize well with each other
Annnnnnd that's all I have for now
This is super duper rough draft because I literally just wrote this from the top of my head
It's clearly heavily inspired by things like Pacific Rim and various mech animes
I'd be looking for a co-gm as well as people interested in helping develop the plot, world lore creating mech ideas etc.
Basically people that want to participate in the building up portion as much as the Roleplay portion
Ideally I'd like to have four mechs and 8 players with all of us pitching in to play NPCs such as the various adults working at Project:EDEN though if there enough interest I'd be happy to have people play those roles as their own characters
As for the tone of the roleplay overall it should be somewhat serious but with all the drama and fun that comes with emotional hormonal teenage characters
I'd also be looking for players that can post several times a week with at least a paragraph or two per post
Feel free to ask questions and post ideas!
The Children of Eden
Year 2132, the Earth is thrown into chaos by the appearance of large monsters the size of buildings and worse
Intially with no response in place the world's greatest military forces banded together to take on these creatures
Some battles they won, many they lost - all with the terrible prices of millions of human lives
So the words leaders looked to science and cutting edge military technology for a new solution
Thus Project: EDEN was born
This project focused on creating fighting machines called mechs that could go toe to toe with the monsters
They were huge, expensive and more technologically advanced than anything else man had made before
Rounds of testing showed that they proved effective against the monsters and thus plans began to find suitable pilots
However a design flaw that no one expected occurred - the “machines” seemed to have compatibility issues with the chosen pilots/navigators
The mechs themselves seemed to be very particular about who could pilot them
There was a panicked movement to find compatible pilots/navigators from around the world when they made a startling and disturbing discovery
The mechs preferred pilots from the ages of 16-18
Children over highly trained and skilled adults
And so began the SEEDs of EDEN, a program that tested children for compatibility as early as the age of three
These children would then be whisked off to a training center where they would be rigorously trained to be either a navigator or pilot
Scientists found the the mechs operated best when there were two persons present inside
Only the most compatible children would be able to use the mech once they reached age 16 so while the competition is fierce, not everyone who makes it is necessarily the most elite
Our story would take place about 50 years later so we'd be playing the third generation of pilots/navigators
The process is much smoother now but not entirely ironed out all the kinks
Pilots & Navigators
Pilots are the brawn of the duo. They control the movement and melee combat aspects of the mechs. They can only see what is directly in front of them which helps them to focus on fighting the monster. Pilots are deeply in tune with their mechs and must have a great connection in order to.pilot them as the mechs are almost an extension of themselves.
Navigators are the brains of the duo. While they take a slightly more passive role they are absolutely vital to ensuring the safety of themselves, the pilots and the mechs. Navigators are supreme strategists and guide their pilots through the battlefield. They can see all the blindspots pilots cannot and provide field analysis and other important information. The navigators also control the mechs ranged weapons.
Not only must both have compatibility with the mechs but pilots and navigators must also form a strong mental bond with one another
A pilot and navigator that can communicate solely through telepathy are considered the ultimate partnership and nearly all children aspire to achieve this
Mech types
+ Impact: Using blunt force to fight the monsters, they would fare better against armored foes
- Heavy: Use of far heavier weaponry, they would generally be far bulkier in comparison. Often wielding something like a hammer, ball and chain
- Quick: Weaker blows, but at a much higher rate than its heavy variation. I guess think of it like boxing, where you would deliver smaller blows and wear them down
+Slash: Use of bladed weapons, much better against foes with exposed flesh
- Dismemberment: A slash version of the heavy variation: the use of sharp slices dismember and remove parts of the foe, whether it be limbs, tail, head
- Precision: A slash class with the intention of subduing the monster instead of outright slaughtering them, They wield much smaller blades in hopes of landing focused cuts at vital points (eg: connection point of tendons, vital organs between ribs, a blade to the temple)
+Tanks: Take hits, don't die. I honestly found little use for tanks as a class, since all mechs are limited to melee combat.
- Bruiser: Capable of taking plenty of hits, and dealing them right back. (Very similar to the Heavy Impact archetype, imo)
+Restraint: The use of chains, whips, nets, etc. to limit movement of the foe
+Energy: Use of other forms of offensive capabilities to deal damage, like the plasmacaster from Pacific Rim. (The ability to outwardly generate electricity could just be an inert trait of all mechs, instead of its own class)
To further customize mechs I'm thinking of a MOBA-like skill system where each mech has four unique abilities and a passive ability that fit with the mech theme and synergize well with each other
Annnnnnd that's all I have for now
This is super duper rough draft because I literally just wrote this from the top of my head
It's clearly heavily inspired by things like Pacific Rim and various mech animes
I'd be looking for a co-gm as well as people interested in helping develop the plot, world lore creating mech ideas etc.
Basically people that want to participate in the building up portion as much as the Roleplay portion
Ideally I'd like to have four mechs and 8 players with all of us pitching in to play NPCs such as the various adults working at Project:EDEN though if there enough interest I'd be happy to have people play those roles as their own characters
As for the tone of the roleplay overall it should be somewhat serious but with all the drama and fun that comes with emotional hormonal teenage characters
I'd also be looking for players that can post several times a week with at least a paragraph or two per post
Feel free to ask questions and post ideas!
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