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The only smart way to fight something like that is from the air, or with artillery. Distance is what it all comes down to.

 

Smart commander would hide his tanks and artillery among the buildings. Massive civil losses are likely yes, but I'd wager it'd be even worse if those things do what they set out to do.

 

Cities vanishing from the map in an atomic explosion worse. HYDRA is going to go to the top of every everyone's hit-list after this. The fact they have the resources to pull this off, and if these do the amount of damage I predicted....well.

 

Nations have been laid to waste for less.

Edited by Basilisk

I believe you find life such a problem because you think there are the good people and the bad people. You are wrong, of course. There are, always and only, the bad people, but some of them are on opposite sides.

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.....So, then, I can expect Eldritch Abominations from beneath the sea to rise from the depths of their sunken tombs and do battle with the Nazi Robots?

 

....

 

Pardon. Popcorn is needed.

Edited by Basilisk

I believe you find life such a problem because you think there are the good people and the bad people. You are wrong, of course. There are, always and only, the bad people, but some of them are on opposite sides.

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I'm fairly certain, at this point, every building in New York has some sort of bunker underneath it. At this point, they really have no excuse. :P

I believe you find life such a problem because you think there are the good people and the bad people. You are wrong, of course. There are, always and only, the bad people, but some of them are on opposite sides.

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It is something that the staff would have to discuss, but it's very, very doubtful that they would, for a wide variety of reasons both technical, legal, and pragmatic.

fK5oqYf.jpg

 

On this eve, the thirtieth anniversary of that first colony, many are left to wonder; is the world fast approaching a breaking point?

 

 

  Breaking Point: An OTC Mecha RPG

 

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Many SHIELD agents are busy at the moment. The only available ones I can think of that are active are Vivus and... I'm not sure who else. (James and Brando are flying to Puerto Rico, John, Persephone, and Mikhail are in Nebraska, Krystal and Sam are in a teleportation roller coaster, etc). Unless Natalie or Erin were to pop out of nowhere...

 

And we need a way to get to New York from Denver before giant rovbots wreck the place, so we need something that van get us there fast enough.

Edited by Man of Miracles
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Name: Katherine Barton

Codename: Former Designation: Delta Six, Currently: N/A

Age: 18

 

Gender: Female

 

Faction: Formerly: Enforcers, Currently: Neutral/Rogue/AWOL

 

Power(s): None

 

Appearance: Katherine resembles her father - who she never found out the identity of - in many ways, from his light skin to blonde hair, which falls to her shoulders, she is in many ways a spitting image of him. Her eyes, however, are much lighter, almost gray. She stands at 5'8'' and is relatively lean. Her casual wear generally consists of plain black jacket and jeans.

 

While traveling she has found it necessary to conceal her bow and quiver so she carriers what appears to be a tripod bag. To further the ruse she also carries a camera case which is actually a first aid kit.

 

Weapons: Her Father's Bow - A 5'6'' Double Recurve Bow made from Reinforced, Laminated Fiberglass. It is highly durable and designed for multi-purpose use.

 

A Collection of Trick Arrows: Having lost government support, Katherine lacks the ability to make many of the arrows she once possessed. Currently she lacks explosive, smoke bomb, bola, putty, acid and tear gas arrows. Her other trick arrows are in limited supply and Katherine takes the time to recover them after a fight.

 

She possess a concealed Glock Model 22 Gen4

 

Two Switchblades


Skills: Fighting from such a young age has left her in peak physical condition. She is an excellent shot with any weapon and a master at the bow. On top of that she is an excellent hand to hand combatant and quite adept at thinking on her feet. Due to the nature of her job she often takes on different personas and is quite adept at acting. She is also been trained to be fluent in a few different Languages: English, Spanish, Portuguese and Chinese.

 

Rather those were the abilities she had formerly acquired as a member of the enforcers, as of current she has a difficult time acting due to her withdrawn nature. While she is still an excellent combatant she prefers not to enter into any engagements, unless absolutely necessary or if needed to protect someone.


Personality: Katherine’s former psych evaluation listed her as emotionally cold and distant on the outside. However it was known that she was very much a straight arrow and took things in a no nonsense sort of manner, this, coupled with her strong sense of justice, was the reason she was granted control of Delta Squad.

 

However there was one piece of her psych evaluation which caused pauses among her superiors. First she had many repressed memories caused by the traumatic experiences in her past. Many of her superiors feared that she could succumb to further psychological damage if even slightly provoked.

 

They seem to have been correct. After the disbanding of the Delta Squad, Katherine has withdrawn even further into her shell. The only times she speaks are when involved in a scenario similar to a mission. Every other answer she may be required to give is comprised of a curt response. Yes and no seem to be her go to words.

 

She’s also been having bad dreams every night, waking up sweaty and with a racing heart. She feels strongly guilty for the disbanding of Delta Squad and has been having trouble remembering many of the battles she’d been in with them. At all times Katherine has felt on edge, provoked into a defensive stance at even the slightest things. She also seems very fearful of mutants, not wishing to enter contact with them except if she needs to subdue them.


Weakness: Besides possessing no powers, Katherine is a very emotionally damaged women. She has undergone many psychological scarring incidents from a very young age and is in many ways unable to properly function on her own in day to day society. The disbanding of the Enforcers has also robbed her of purpose.

 

Bio: Katherine lacks memories of where she was born and who her original family was. Instead her earliest memories stem from when she was found as a child, by a group of guerrillas fighting in South America. She was told that in her hands was a bow with a note attached to it, for Katherine Barton.

 

Having no place else to go, Katherine was taken in by these fighters and made to be a soldier herself. From as early as age 8 she fought for the guerrillas, assisting them in any way possible. Many of her actions with the guerrillas continue to haunt her to do this day. Personally Katherine hated doing many of the reprehensible acts but since they had saved her life she felt obligated to help them. In addition many of them were decent people and Katherine didn’t want to betray them.

 

Regardless of whatever decision she wanted to make, tragedy struck when a Mutant came and slaughtered her camp. When Katherine returned from being out at recon she found herself at a gruesome sight, all of the people she had known had been killed, their bodies littering the camp. This incident left her with a deep hatred of Mutants that used their powers to harm others.

 

It turned out the mutant responsible had been on the run from the Enforcers, so when they arrived on the scene, Katherine was quick to join. It wasn't long before she quickly rose through the ranks and became one of the most prominent members. Her rank also gave her access to a wide range of special Arrows that she used in her hunt to stop Mutant Kind. She functioned primarily as an infiltrator, assassin, and scout for the group.

 

Eventually Katherine was given field command of Delta Squad, a group of members Katherine formed strong ties with. With the other members of Delta Squad, Katherine led of a variety of ops many of which were used as testing grounds for the experimental tech Delta Squad possessed. However things started going very wrong when the group started suffering defeats in many of their later missions.

 

Things came to a head when the Enforcers were finally disbanded and with it Delta Squad. Most of the remaining members were put on standby as the United States Government worked on figuring out just what to do with them. Katherine felt that all of this was her fault and quickly began withdrawing into herself. Hence when Michael approached her with the proposition of busting out and disappearing, Katherine could merely nod her head and follow along.

 

Saying goodbye to her former life, Katherine has been traveling with Michael ever since, unsure of what her current purpose in life should be.

Edited by Commander Viral

ryuki-kr-miho.jpg

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Can I get a recap? Vince Jackson Jr. shall return, after a word from sponsors. :P

I occasionally return to BZP for a nostalgic trip back. Hit me up on discord if you need anything. 
 
BZPRPG Characters that I will possibly revive, Mons-Shajs-Tarotrix-Aryll Vudigg-Jorruk Yokin-Senavysh Angavur

 

 

 

 

 

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DARKEST DAYS


Name: Michael McKnight


Codename: N/A


Age: 19


Gender: Male


Faction: N/A


Power(s): None


Appearance: Of a similar appearance to his sibling, Michael possesses dark brown hair that hangs down to his shoulders, but unlike his sibling, his hair is straighter and more fluid. He is also four centimetres taller, standing at a height of a metre eighty-two. His blue eyes are less cloudy than his sibling's, having a sharper and more distinct quality to them. His outfit of choice varies from time to time, although usually it will feature his signature combat boots and dark brown trousers, as well as a ballistic vest when he feels the locale is too dangerous.


Weapons:

ENF-002A - A formerly magnificent weapon of war, the fifteen metre tall ENF-002 has become a lesser machine since the dissolution of Delta Squad and the Enforcers by the US government. With the loss of its head and main cameras, as well as its more advanced weaponry, the 002 has been forced to rely on a scavenged Sentinel head and its single combat knife. Lack of proper maintenance has also lead to much of its armour damage to be shoddily fixed by random metal plates. It also uses a spire as a secondary weapon, having ripped one off a tower. It also has a habit of glitching out from time to time.


When not in the mech, Michael wields a Heckler & Koch UMP45 and a combat knife.


Skills: Experienced at close combat and piloting.


Personality: Unlike his sibling, Michael is a pretty laid-back person, but suffers from the need to blow things up every once in a while. He makes a few jokes at times, and has a calm disposition to nearly everything. He enjoys socialising with people, a trait he shares with his sibling, and also possesses a strong sense of justice. He is also considered to be somewhat lazy due to his dislike of moving around too much, and because of his affinity for sleeping. However, he is a terrible role model, and harbours doubts about his competence in stabilising his hanger-on, Katherine.


Weakness: As a perfectly normal human, Michael has no powers, and his weapons can run out of ammunition or energy.


Biography: Michael had a pretty normal life, at least, for someone whose sibling was able to change gender at will. Of course, most normal people didn't beg their parents to go to military academy at the age of eleven, where he trained and quickly rose to the top of his class, taking an experimental pilot class as an elective. For awhile he was a part of the US Air Force, but he later joined the Enforcers after the Brotherhood of Mutants attacked a military base he was assigned to. It wasn't long before he was given a mech, because he was pretty much one of the few people who could pilot one.


Following the dissolution of the Enforcers, Michael decided to ditch the United States for greener pastures, taking Katherine along with him.

Edited by Totally Prodigious Artist
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Alright. I gotta ask. Even if we're ignoring the square/cube law and saying things like mecha and the Sleepers can walk around without sinking into the ground...it's mentioned these things are walking on city streets. Which have sewers, subways and alot of underground infastructure beneath them. I don't see some soil and pavement holding a giant war machine up all that well. Or at all really.

Edited by Basilisk

I believe you find life such a problem because you think there are the good people and the bad people. You are wrong, of course. There are, always and only, the bad people, but some of them are on opposite sides.

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Alright. I gotta ask. Even if we're ignoring the square/cube law and saying things like mecha and the Sleepers can walk around without sinking into the ground...it's mentioned these things are walking on city streets. Which have sewers, subways and alot of underground infastructure beneath them. I don't see some soil and pavement holding a giant war machine up all that well. Or at all really.

 

Well, they're probably made out of something very light to begin with. And the size of the mecha wasn't specified. If we're dealing with Knightmare Frames here (3-6 meters tall), then they should be able to cause minimal damage to the roads. But if we're dealing with a Gundam or an EVA, or a Mazinger... Not sure how that one will be handwaved.

 

Even bigger question: how are they even WALKING? Wouldn't it be much more practical to make either something in Rollerblades or something that stays in the air the whole time so you don't have to deal with balance?

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My opinion on "rule of cool" can be summed up thusly.

 

"Military traditionalists have repeatedly pointed out that the Assault Mechs are very poorly designed weapons - farcically bad, some have even said. They're extremely tall and are almost impossible to camouflage, making them easy targets. Their two-legged gait is more complicated, more expensive, more vulnerable and less efficient than are treaded wheels. And if one of the blasted things fall over, it can't get up again without the assistance of massive cranes or helicopters. Yank off the legs and mount the chassis on treads, the experts say, and you'll get a better weapon at lower cost."

 

 

Maybe Hydra's objective is to spread terror with the Sleepers, but even then, wouldn't it have been cheaper to just make a ton of bombs? Have teams throughout the city setting up them, no way anyone could catch them all. Cheaper certainly, with much the same effect. Without spending enough money to make Bill Gates faint.

I believe you find life such a problem because you think there are the good people and the bad people. You are wrong, of course. There are, always and only, the bad people, but some of them are on opposite sides.

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The problem with that, Basilisk, is that Hydra is somewhere between Stupid Evil and Chaotic Stupid. They're a fine blend of stupid enough to think this will work and crazy enough to think this will work.

We will remember - Skies may fade and stars may wane; we won't forget


And your light shines bright - yes so much brighter shine on


We will remember - Until the skies will fall we won't forget


We will remember


We all shall follow doom

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My opinion on "rule of cool" can be summed up thusly.

 

 

"Military traditionalists have repeatedly pointed out that the Assault Mechs are very poorly designed weapons - farcically bad, some have even said. They're extremely tall and are almost impossible to camouflage, making them easy targets. Their two-legged gait is more complicated, more expensive, more vulnerable and less efficient than are treaded wheels. And if one of the blasted things fall over, it can't get up again without the assistance of massive cranes or helicopters. Yank off the legs and mount the chassis on treads, the experts say, and you'll get a better weapon at lower cost."

 

Maybe Hydra's objective is to spread terror with the Sleepers, but even then, wouldn't it have been cheaper to just make a ton of bombs? Have teams throughout the city setting up them, no way anyone could catch them all. Cheaper certainly, with much the same effect. Without spending enough money to make Bill Gates faint.

Well, it has been mentioned in-game that the Red Skull has visited "that tropes wiki" on at least one occasion...just sayin'. :shrugs:

67tlbk.png

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Ah. That explains it then.

 

So basically, they're good at being flashy and such. But their chances of actually winning are about....zero?

 

I mean heck, if we're ignoring the Square/Cube law, they are heck of alot more practical giant things they could be building.

 

Practical being a relative term in this case.

Edited by Basilisk

I believe you find life such a problem because you think there are the good people and the bad people. You are wrong, of course. There are, always and only, the bad people, but some of them are on opposite sides.

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