Post by Lancer232 on Jul 12, 2010 14:41:53 GMT -5
Alright guys, here's our first Non-Related RP, and I'm in a bit of a Mechwarrior craze and I have a good feeling Blaze might've saw this coming lol.
Ok, Mechwarrior is a game series situated in an area known as the Inner Sphere, a literal "sphere" with 5 Major factions known as the Capellan Confederation (or House Liao), the Lyran Alliance (or House Steiner), the Draconis Combine (or House Kurita), the Free Worlds League (or House Marik), and the Federated Commonwealth (or House Davion). Their are also 6 factions known as the Clans; the Clans are literally the best warriors known in the series. They are also like Samurai, they follow a VERY strict Code of Honor. There are two types of Clans, Crusaders and Wardens. The Crusaders are aggressive Clans that wish to push into the Inner Sphere to claim Terra (Earth) as their own to become the ilClan, or the Clan of Clans. Warden Clans wish to side with the Inner Sphere. The Clans were founded by Nicholas Kerensky.
The Clans that we'll be using in this RP are:
A brief description of the Clans:
Inner Sphere Units:
Lance: Consist of 4 Mechs, Light Lances consist of 3.
Company: 3 Lances and some ancillary units (scout, armor, artillery)
Battalion: 3 Companies
Regiment: 3 Battalions. Self-Sufficient.
The clans are born through what is known as Sibko, a genetic program that literally causes the Clanners to be born warriors known as Sibkin. Sibkin are born in groups of 20 and are raised to grow intimate bonds with one another. Once reaching around the age of 16, the Sibkin are trained in the ways they were bred for, such as Elemental, MechWarrior, and Pilot.
Clan Ranks:
Warrior
Squad Commander
Point Commander
Star Commander
Star Captain
Star Colonel
Galaxy Commander
saKhan
Khan
Clan Units:
Warrior:
N/A
Squad Commander:
Squad: 5 Solahma Troopers (Elderly warriors)
Point Commander:
Point: 1 Mech, 2 Aerospace Fighters, 5 Elementals, 5 Squads
Star Commander:
Star: 5 Mech Points (5 Mechs)
Nova: 1 Mech star, 1 Elemental Star (25 Elementals)
Star Captain:
Binary: 2 Stars and/or Novas (10 Points)
Trinary: 3 Stars and/or Novas (15 Points)
Super Nova: 2 Mech Stars and 2 Elemental Stars (50 Elementals)
Star Colonel:
Cluster: 4-5 Binaries, Trinaries, and/or Super Novas (40 to 75 Points)
Galaxy Commander:
Galaxy: 3-5 Clusters (120 to 375 Points)
Map of the Inner Sphere:
Clan Bloodnames (Surnames):
Clan Wolf:
General Bloodnames:
Fetladral
Kerensky
Conners
MechWarriors:
Carns
Radick
Sender
Vickers
Ward
Elementals:
Shaw
Sradac
Tutuola
Pilots:
Ch'in
Leroux
Mehta
Rhyde
Clan Jade Falcon:
General Bloodnames:
Chistu
Hazen
Malthus
MechWarriors:
Buhallin
Helmer
Pryde
Roshak
Elementals:
Icaza
Mattlov
Pilots:
Binetti
Thastus
Von Jankmon
Clan Smoke Jaguar:
Showers
Osis
Chrisholm
Furey
Kotare
Howell
Moon
Nevversen
Perez
Stiles
Wimmer
Wirth
Clan Ghost Bear:
General Bloodnames:
Gurdel
Snuka
MechWarriors:
Bekker
Hall
Jorgensson
Tseng
Elementals:
DelVillar
Kabrinski
Vong
Pilots:
Bourjon
Gilmour
Devon
Clan Nova Cat:
General Bloodnames:
Deleportas
Devalis
MechWarriors:
Drummond
Nostra
Lossey
Rosse
Elementals:
Lenardon
West
Winters
Pilots:
Bavros
Leroux
Clan Steel Viper
Ahmed
Andrews
Breen
Chapman
Cochraine
Grimani
Masters
Mercer
Moffat
Roland
Tamm
Zalman
Clan Trials:
Trial of Grievance: When disputes arise between individual warriors that neither they nor their immediate superiors can resolve, both warriors must petition to have their differences heard by the Clan Council (or the Grand Council if the opponents are Bloodnamed or hold important rank). Until the council rules, the disputants are bound by Clan law to avoid any unnecessary contact. This may be carried to the point of one transferring to another unit. If one takes aggressive action against the other before the council rules, or if he disagrees with the council's decision, he or she has committed a breach of Clan law punishable by expulsion into a lesser caste or out of Clan society entirely.
If the issue is not resolved by the council, the parties may then call for a Trial of Grievance. The rules governing the trial are many and strict. If the combatants are MechWarriors or fighter pilots of different weight-class vehicles, the council must make the contest more even. Often, a vehicle type that is mid-way in size is chosen, and the disputants have several weeks to become accustomed to their new vehicles. If the disputants are from different branches of the warrior caste, then some kind of a middle ground, such as fencing with Medusa whips, is chosen. If the combatants are completely different in physical form (such as an Elemental versus a Pilot) then they have to completely forget the Trial of Grievance.
The trial itself is judged by members of the council, who ensure that trial and combat etiquette is strictly heeded. A Circle of Equals is defined, anything from ten meters in diameter for a hand-to-hand trial to more than 100 kilometers wide for an air duel. No one but the combatants may enter the Circle of Equals unless invited, and leaving the Circle before the contest is ended is a shameful defeat. All trials are defined as to the death, but they usually end before either combatant is killed; the definition is supposed to dissuade Trials of Grievance being declared unnecessarily.
This system of decisions and regulations is designed to outlast the anger that sparked the trial, and that is usually the case. Some records indicate, however, that sometimes the anger between two warriors, or two sets of warriors, outlasts even the Trial of Grievance, degenerating into what we would call a feud. The most notorious and well-documented failure of the grievance trial system involved the Nicholas Pride sibko and the Blue Devil sibko of Clan Smoke Jaguar. The Blue Devil warriors maintained a grudge for several generations, based on an imagined slight during a Smoke Jaguar Council ceremony.
More commonly than a formal Trial of Grievance is the informal version. These usually involve single low-ranking warriors over issues that are not considered important. Immediately after the Batchall, the two engage in negotiations, which are themselves quick. The trial is immediately fought in an ad-hoc Circle of Equals simply drawn in the dirt. This informal procedure is illegal in Clan law but not enforced, since to force all disputes to be formally resolved would cause too much of an administrative burden.
Trial of Position:
Training Trials
A potential warrior's life in their sibko can be regarded as a series of Trials of Position.
The students demonstrate their current skills and those who aren’t at the level they should be at that time fail the trial. Failure at any of these trials causes the student to wash-out. They will leave their sibko and join another caste.
These trials are usually written exams during early childhood with possibly some practical demonstrations. Later in their development, the trials can be mock battles with sibkin, with instructors or mock battles between sibkos.
When somebody mentions a Trial of Position, they rarely mean this type since this is only applicable to schooling/training.
The Blooding
At the completion of military training, cadets must pass a final Trial of Position in order to enter the Warrior Caste called The Blooding. The trial involves a live-fire duel with warriors who will be the cadet’s peers if they defeat their opponent. This practice is done in the Inner Sphere but usually with simulated fire, although some severe factions of the Inner Sphere do this with live but powered-down weapons. The blooding is the only training battle that involves fully-powered weapons. The procedure varies from Clan to Clan; for example, Jade Falcon cadets must get past a training cadre of freeborn warriors in order to reach their 'Mechs, after which the trial continues more traditionally.
The use of live weapons for what is essentially an examination seems barbaric and wasteful of human life to those outside the Clans. An accident can easily cut short a promising career or life. It is one of the best examples of how little regard the Clans have for individual life in their quest for social supremacy. However the clansmen, who believe the cause is worth everything and the individual is worth nothing, see this as an issue of rationalising waste. This waste is justified since some cadets, though extremely brave throughout their upbringing, may shirk or not be able to think and react well under live-fire. The Clan idea is that it is better to discover this in an artificial battle rather than during a real battle where their comrades' lives may be in jeopardy.
Each trial involves two cadets and six opponents in the one circle of equals. For each cadet is a set of three opponents, each opponent fighting one at a time in sequence. Defeating an opponent earns an imaginary kill. While an opponent’s cadet is engaged they will stay neutral, fighting only when it is their turn. If a neutral opponent is hit, either directly or accidentally, then all opponents become active and the trial becomes a free-for-all and the assignment of opponents on cadets is waived. Hence the opponents can engage any cadet and a cadet can defeat any opponent for a kill and a cadet can even earn a kill by defeating the other cadet in a free-for-all. There are also some other infractions by the cadets that can cause a free-for-all. Since the last thing a cadet wants is a free-for-all, cadets will try to ensure nothing happens that causes one and hence the free-for-alls are rare.
If a cadet doesn’t score a kill they are assigned to another caste and cannot retry the trial. If they score a kill, they are assigned the lowest rank of their sub-caste and for every kill after that they are moved up one rank. The first of their opponents will be a warrior of the lowest rank and each opponent after that is one rank above the previous, meaning that each opponent is a peer of the rank they are trying to achieve. Each successive opponent is also harder since the cadet will retain the damage sustained from the previous opponent. In ‘Mech battles, the first has less tonnage, the second equal, the third more tonnage.
The maximum number of kills is four. Excepting a free-for-all, the only way to achieve this is to beat your three opponents and the other cadet surrenders one of their kills to you. This has only been achieved by Natasha Kerensky.
A warrior may be required to repeat this Trial later in their career if their continuing ability to perform is in question, as it was with Natasha Kerensky.
Promotion
Most promotions are assigned by a commander without a trial, but sometimes a Trial of Position is held to determine if a warrior is ready for a promotion to a higher rank.
A rarer case of this is that if a commander has endangered their unit unnecessarily through incompetence or otherwise that they are severely unfit for duty, a subordinate can challenge the commander to a Trial of Position. This is similar to a Trial of Grievance except the command of the unit is a prize of the trial. The trial needs some concrete evidence of great ineptitude before a subordinate can make the challenge and is otherwise frowned upon. If the commander wins, he/she is guilt free. If the subordinate wins, the subordinate gains the commander's rank and unit and the commander is investigated. This practice is rare though and only occurs in extreme circumstances.
Trial of Bloodright: Trials of Bloodright determines the assignment of Bloodnames. Being a descendant of a Bloodnamed warrior gives a warrior the right to participate in the trial to earn the Bloodname (and due to the Clan eugenics program, there are a lot of potential warriors for a particular Bloodname at any given time).
By Clan law, at any one time there are up to 25 active warriors with the same Bloodname (there can be less due to Reavings). When one dies, a Trial of Bloodright is held to determine who should replace the Bloodnamed warrior.
Trial of Possession: Trials of Possession are between Clans over particular assets. This trial allows Clans to perform raids on each other while minimizing the military assets wasted in raids and eliminating collateral damage and danger to non-combatants.
Trial of Refusal: The Clan Council makes many decisions and laws using an internal vote. After a vote, the council member can challenge the decision to a Trial of Refusal. A council member with a losing vote fights a member with a winning vote. The forces applied in the Trial depend on the importance of the decision.
Trial of Absorption: An interesting variation of the Trial of Refusal is the Absorption Right. The Grand Council can vote to allow one Clan to absorb another, but only by a unanimous vote (excepting the Clan being Absorbed). The council then determines which Clan will benefit from the Absorption. Naturally, the Clan to be Absorbed would demand a Trial of Refusal. The Clan chosen to absorb the weaker Clan may also be challenged by others in a Trial of Refusal even before battling the Clan to be Absorbed. The resulting trials can last for years. Clan Wolf won the right to Absorb Clan Widowmaker in 2834, for example, but had to defeat three other Clans for that right.
The Absorbing clan is usually much stronger in assets than it was before, but usually militarily much weaker due to the difficulty in subduing an entire clan, not to mention after winning several Trials of Refusal before that.
Trial of Annihilation: A Trial of Annihilation is the most extreme punishment the Clans can declare. It goes beyond the question of right and wrong. A Trial of Annihilation virtually guarantees that the warrior will die and that his genes will be eliminated from the Clans' gene pool. This trial can only be invoked by a unanimous vote of the appropriate council, and only for the most heinous crimes against Clan society.
Ok, Mechwarrior is a game series situated in an area known as the Inner Sphere, a literal "sphere" with 5 Major factions known as the Capellan Confederation (or House Liao), the Lyran Alliance (or House Steiner), the Draconis Combine (or House Kurita), the Free Worlds League (or House Marik), and the Federated Commonwealth (or House Davion). Their are also 6 factions known as the Clans; the Clans are literally the best warriors known in the series. They are also like Samurai, they follow a VERY strict Code of Honor. There are two types of Clans, Crusaders and Wardens. The Crusaders are aggressive Clans that wish to push into the Inner Sphere to claim Terra (Earth) as their own to become the ilClan, or the Clan of Clans. Warden Clans wish to side with the Inner Sphere. The Clans were founded by Nicholas Kerensky.
The Clans that we'll be using in this RP are:
A brief description of the Clans:
Inner Sphere Units:
Lance: Consist of 4 Mechs, Light Lances consist of 3.
Company: 3 Lances and some ancillary units (scout, armor, artillery)
Battalion: 3 Companies
Regiment: 3 Battalions. Self-Sufficient.
The clans are born through what is known as Sibko, a genetic program that literally causes the Clanners to be born warriors known as Sibkin. Sibkin are born in groups of 20 and are raised to grow intimate bonds with one another. Once reaching around the age of 16, the Sibkin are trained in the ways they were bred for, such as Elemental, MechWarrior, and Pilot.
Clan Ranks:
Warrior
Squad Commander
Point Commander
Star Commander
Star Captain
Star Colonel
Galaxy Commander
saKhan
Khan
Clan Units:
Warrior:
N/A
Squad Commander:
Squad: 5 Solahma Troopers (Elderly warriors)
Point Commander:
Point: 1 Mech, 2 Aerospace Fighters, 5 Elementals, 5 Squads
Star Commander:
Star: 5 Mech Points (5 Mechs)
Nova: 1 Mech star, 1 Elemental Star (25 Elementals)
Star Captain:
Binary: 2 Stars and/or Novas (10 Points)
Trinary: 3 Stars and/or Novas (15 Points)
Super Nova: 2 Mech Stars and 2 Elemental Stars (50 Elementals)
Star Colonel:
Cluster: 4-5 Binaries, Trinaries, and/or Super Novas (40 to 75 Points)
Galaxy Commander:
Galaxy: 3-5 Clusters (120 to 375 Points)
Map of the Inner Sphere:
Clan Bloodnames (Surnames):
Clan Wolf:
General Bloodnames:
Fetladral
Kerensky
Conners
MechWarriors:
Carns
Radick
Sender
Vickers
Ward
Elementals:
Shaw
Sradac
Tutuola
Pilots:
Ch'in
Leroux
Mehta
Rhyde
Clan Jade Falcon:
General Bloodnames:
Chistu
Hazen
Malthus
MechWarriors:
Buhallin
Helmer
Pryde
Roshak
Elementals:
Icaza
Mattlov
Pilots:
Binetti
Thastus
Von Jankmon
Clan Smoke Jaguar:
Showers
Osis
Chrisholm
Furey
Kotare
Howell
Moon
Nevversen
Perez
Stiles
Wimmer
Wirth
Clan Ghost Bear:
General Bloodnames:
Gurdel
Snuka
MechWarriors:
Bekker
Hall
Jorgensson
Tseng
Elementals:
DelVillar
Kabrinski
Vong
Pilots:
Bourjon
Gilmour
Devon
Clan Nova Cat:
General Bloodnames:
Deleportas
Devalis
MechWarriors:
Drummond
Nostra
Lossey
Rosse
Elementals:
Lenardon
West
Winters
Pilots:
Bavros
Leroux
Clan Steel Viper
Ahmed
Andrews
Breen
Chapman
Cochraine
Grimani
Masters
Mercer
Moffat
Roland
Tamm
Zalman
Clan Trials:
Trial of Grievance: When disputes arise between individual warriors that neither they nor their immediate superiors can resolve, both warriors must petition to have their differences heard by the Clan Council (or the Grand Council if the opponents are Bloodnamed or hold important rank). Until the council rules, the disputants are bound by Clan law to avoid any unnecessary contact. This may be carried to the point of one transferring to another unit. If one takes aggressive action against the other before the council rules, or if he disagrees with the council's decision, he or she has committed a breach of Clan law punishable by expulsion into a lesser caste or out of Clan society entirely.
If the issue is not resolved by the council, the parties may then call for a Trial of Grievance. The rules governing the trial are many and strict. If the combatants are MechWarriors or fighter pilots of different weight-class vehicles, the council must make the contest more even. Often, a vehicle type that is mid-way in size is chosen, and the disputants have several weeks to become accustomed to their new vehicles. If the disputants are from different branches of the warrior caste, then some kind of a middle ground, such as fencing with Medusa whips, is chosen. If the combatants are completely different in physical form (such as an Elemental versus a Pilot) then they have to completely forget the Trial of Grievance.
The trial itself is judged by members of the council, who ensure that trial and combat etiquette is strictly heeded. A Circle of Equals is defined, anything from ten meters in diameter for a hand-to-hand trial to more than 100 kilometers wide for an air duel. No one but the combatants may enter the Circle of Equals unless invited, and leaving the Circle before the contest is ended is a shameful defeat. All trials are defined as to the death, but they usually end before either combatant is killed; the definition is supposed to dissuade Trials of Grievance being declared unnecessarily.
This system of decisions and regulations is designed to outlast the anger that sparked the trial, and that is usually the case. Some records indicate, however, that sometimes the anger between two warriors, or two sets of warriors, outlasts even the Trial of Grievance, degenerating into what we would call a feud. The most notorious and well-documented failure of the grievance trial system involved the Nicholas Pride sibko and the Blue Devil sibko of Clan Smoke Jaguar. The Blue Devil warriors maintained a grudge for several generations, based on an imagined slight during a Smoke Jaguar Council ceremony.
More commonly than a formal Trial of Grievance is the informal version. These usually involve single low-ranking warriors over issues that are not considered important. Immediately after the Batchall, the two engage in negotiations, which are themselves quick. The trial is immediately fought in an ad-hoc Circle of Equals simply drawn in the dirt. This informal procedure is illegal in Clan law but not enforced, since to force all disputes to be formally resolved would cause too much of an administrative burden.
Trial of Position:
Training Trials
A potential warrior's life in their sibko can be regarded as a series of Trials of Position.
The students demonstrate their current skills and those who aren’t at the level they should be at that time fail the trial. Failure at any of these trials causes the student to wash-out. They will leave their sibko and join another caste.
These trials are usually written exams during early childhood with possibly some practical demonstrations. Later in their development, the trials can be mock battles with sibkin, with instructors or mock battles between sibkos.
When somebody mentions a Trial of Position, they rarely mean this type since this is only applicable to schooling/training.
The Blooding
At the completion of military training, cadets must pass a final Trial of Position in order to enter the Warrior Caste called The Blooding. The trial involves a live-fire duel with warriors who will be the cadet’s peers if they defeat their opponent. This practice is done in the Inner Sphere but usually with simulated fire, although some severe factions of the Inner Sphere do this with live but powered-down weapons. The blooding is the only training battle that involves fully-powered weapons. The procedure varies from Clan to Clan; for example, Jade Falcon cadets must get past a training cadre of freeborn warriors in order to reach their 'Mechs, after which the trial continues more traditionally.
The use of live weapons for what is essentially an examination seems barbaric and wasteful of human life to those outside the Clans. An accident can easily cut short a promising career or life. It is one of the best examples of how little regard the Clans have for individual life in their quest for social supremacy. However the clansmen, who believe the cause is worth everything and the individual is worth nothing, see this as an issue of rationalising waste. This waste is justified since some cadets, though extremely brave throughout their upbringing, may shirk or not be able to think and react well under live-fire. The Clan idea is that it is better to discover this in an artificial battle rather than during a real battle where their comrades' lives may be in jeopardy.
Each trial involves two cadets and six opponents in the one circle of equals. For each cadet is a set of three opponents, each opponent fighting one at a time in sequence. Defeating an opponent earns an imaginary kill. While an opponent’s cadet is engaged they will stay neutral, fighting only when it is their turn. If a neutral opponent is hit, either directly or accidentally, then all opponents become active and the trial becomes a free-for-all and the assignment of opponents on cadets is waived. Hence the opponents can engage any cadet and a cadet can defeat any opponent for a kill and a cadet can even earn a kill by defeating the other cadet in a free-for-all. There are also some other infractions by the cadets that can cause a free-for-all. Since the last thing a cadet wants is a free-for-all, cadets will try to ensure nothing happens that causes one and hence the free-for-alls are rare.
If a cadet doesn’t score a kill they are assigned to another caste and cannot retry the trial. If they score a kill, they are assigned the lowest rank of their sub-caste and for every kill after that they are moved up one rank. The first of their opponents will be a warrior of the lowest rank and each opponent after that is one rank above the previous, meaning that each opponent is a peer of the rank they are trying to achieve. Each successive opponent is also harder since the cadet will retain the damage sustained from the previous opponent. In ‘Mech battles, the first has less tonnage, the second equal, the third more tonnage.
The maximum number of kills is four. Excepting a free-for-all, the only way to achieve this is to beat your three opponents and the other cadet surrenders one of their kills to you. This has only been achieved by Natasha Kerensky.
A warrior may be required to repeat this Trial later in their career if their continuing ability to perform is in question, as it was with Natasha Kerensky.
Promotion
Most promotions are assigned by a commander without a trial, but sometimes a Trial of Position is held to determine if a warrior is ready for a promotion to a higher rank.
A rarer case of this is that if a commander has endangered their unit unnecessarily through incompetence or otherwise that they are severely unfit for duty, a subordinate can challenge the commander to a Trial of Position. This is similar to a Trial of Grievance except the command of the unit is a prize of the trial. The trial needs some concrete evidence of great ineptitude before a subordinate can make the challenge and is otherwise frowned upon. If the commander wins, he/she is guilt free. If the subordinate wins, the subordinate gains the commander's rank and unit and the commander is investigated. This practice is rare though and only occurs in extreme circumstances.
Trial of Bloodright: Trials of Bloodright determines the assignment of Bloodnames. Being a descendant of a Bloodnamed warrior gives a warrior the right to participate in the trial to earn the Bloodname (and due to the Clan eugenics program, there are a lot of potential warriors for a particular Bloodname at any given time).
By Clan law, at any one time there are up to 25 active warriors with the same Bloodname (there can be less due to Reavings). When one dies, a Trial of Bloodright is held to determine who should replace the Bloodnamed warrior.
Trial of Possession: Trials of Possession are between Clans over particular assets. This trial allows Clans to perform raids on each other while minimizing the military assets wasted in raids and eliminating collateral damage and danger to non-combatants.
Trial of Refusal: The Clan Council makes many decisions and laws using an internal vote. After a vote, the council member can challenge the decision to a Trial of Refusal. A council member with a losing vote fights a member with a winning vote. The forces applied in the Trial depend on the importance of the decision.
Trial of Absorption: An interesting variation of the Trial of Refusal is the Absorption Right. The Grand Council can vote to allow one Clan to absorb another, but only by a unanimous vote (excepting the Clan being Absorbed). The council then determines which Clan will benefit from the Absorption. Naturally, the Clan to be Absorbed would demand a Trial of Refusal. The Clan chosen to absorb the weaker Clan may also be challenged by others in a Trial of Refusal even before battling the Clan to be Absorbed. The resulting trials can last for years. Clan Wolf won the right to Absorb Clan Widowmaker in 2834, for example, but had to defeat three other Clans for that right.
The Absorbing clan is usually much stronger in assets than it was before, but usually militarily much weaker due to the difficulty in subduing an entire clan, not to mention after winning several Trials of Refusal before that.
Trial of Annihilation: A Trial of Annihilation is the most extreme punishment the Clans can declare. It goes beyond the question of right and wrong. A Trial of Annihilation virtually guarantees that the warrior will die and that his genes will be eliminated from the Clans' gene pool. This trial can only be invoked by a unanimous vote of the appropriate council, and only for the most heinous crimes against Clan society.