| Sophia Academy; A Slice of Life Training Anime RPG | |
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| Tweet Topic Started: Jan 13 2008, 10:56 PM (1,619 Views) | |
| Liger MKII | Jan 13 2008, 10:56 PM Post #1 |
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Not amused.
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Synopsis: 202X, nearly 20 years has passed since the "Aurora Incident", mankind's first widespread encounter with Aurora Energy, and Seven Years since the Southern Pacific War, the first time Aurora Energy--a stable yet immensely powerful interdimensional energy--was used in combat. In the interim period, despite mankind's brush with complete and utter annihilation in the Southern Pacific War, regional instability has been on the rise, and antagonistic and belligerent nations have been in search of means of tapping into the near infinite wealth of power given by Aurora Energy and those who can manipulate it. In response, the United Nations formed the organization Aeon at the beginning of the decade, whose mission is to ensure that Aurora Energy remains out of the hands of those who can abuse it and those rare few capable of contacting and using it. Luckily, this story isn't about any of that, it's far too dramatic and boring. Sophia Academy, an International Military School funded in part by the nations of China, Japan, Tappan, the United States, United Arab Emirates, and the European Union, is a large boarding school-style complex located in the Northern California. Children from around the world who meet the extremely high criteria to attend this school come to get not only education, but discipline, and a sense of pride an honor. However, behind the scenes, these extraordinarily gifted students are trained and taught in the true arts of war by the organization Aeon. For reasons not known to anyone beyond Aeon and their superiors, these students go through school unaware of how important their teaching really is, going about their lives as any normal teenager would... ...At a school where they teach you to become a perfect soldier. Genre and Concept: Sophia Academy is a Slice of Life story (emphasizing comedy) that takes place at the eponymous Military School. As with other series in the genre (Lucky Star, Azumanga Daioh, Cromartie High School) there is no final enemy, there's no final objective (aside from graduation), there's not even a hero's journey. It's an RP that can be played freestyle, with no real concerns of an overarching plot or nefarious subplots. Added into the mix are elements of shows like Gunbuster, Stellvia of the Universe, Naruto (before it became Uchiha Lulz), and Fullmetal Panic, a training academy story and sometimes a battle in a faraway land to break the monotony. Rules: 1. The unwritten rules of RPing apply of course. No God Modding, Fuck-wadding, Munchkining, etc, just don't be a colossal dick to other players and you'll be all right. 2. A player can have TWO main characters, not three, not four. Like with Machine Shrike Generations, Players will be allowed to start out with ONE character and ONE major NPC. Each of the two characters can have a corresponding NPC, this is strictly voluntary, if you don't want NPCs, you don't have to have 'em. Minor NPC characters are yours to control, so long as they remain NPCs, I can trust you to handle that much. 3. I can't stress enough that all subplots, character applications, and otherwise are subject to the approval of the GM. If there is something that you want or have an idea that could possibly improve the RP, please speak to me about it, and wait for my approval. 4. Down below in the sign up sheet there is a field for Spatial Awareness. If your character wishes to be able to interact with the above-mentioned Aurora, he/she must have an SA level of at least 7. To be able to see it, he/she must have one of 4. I'll get more in depth with that in a later posts. 5. ORIGINAL CHARACTERS ONLY! They can be rehashes, revamps, retools, or just out and out cut and pastes of previous original characters, but no already licensed characters that aren't yours. This is an original RP, not a fanfic of some sort. 6. As this is a High School RP, the youngest a student can be is 13-14 and the absolute oldest a student can be is 18-19, UNLESS special exceptions are made and given my permission--I don't want a hundred Chiyo Mihamas running around. Teacher characters are a different sort, but since we're going by real world standards I don't want any teachers to be unrealistically young *Points to Rule #1* This connects somewhat to the first rule. 7. All students will be allowed to choose one or two Major and Minor Courses that they specialize in or want to pursue the most. But each student character must have at least one. 8. As far as personal weapons are concerned. No weapons are allowed on school grounds unless otherwise permitted (firing range, "field trips", emergencies). Don't expect to be carrying your weapon of choice around with you everywhere you go. X. And yes, I did rip half of these off from MSG, which is in itself a rip from 3A. But if the system ain't broke don't fix it. (The Rule Sheet is not done yet...I think) Sign-up Sheet: Student [b ]Name:[/b] [b ]Age:[/b] [b ]Sex:[/b] [b ]Nationality:[/b] [b ]Physical Description:[/b] [b ]Brief History:[/b] [b ]Personality:[/b] [b ]Weapons/Skills/Abilities:[/b] [b ]Major/Minor:[/b] [b ]Spatial Awareness Level:[/b] Teacher [b ]Name:[/b] [b ]Age:[/b] [b ]Sex:[/b] [b ]Nationality:[/b] [b ]Physical Description:[/b] [b ]Brief History:[/b] [b ]Personality:[/b] [b ]Weapons/Skills/Abilities:[/b] [b ]Course:[/b] [b ]Spatial Awareness Level:[/b] |
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| Liger MKII | Jan 14 2008, 01:59 PM Post #2 |
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Not amused.
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Information: The School: Sophia Academy is a mandatory boarding school, thus all students are required to live on campus during the course of the School Year. As it is located in the United States, it also goes by the standard school year, September to June with Thanksgiving Holiday, Christmas Holiday, and Easter Holiday off as well as the Summer Break from the end of June to the beginning of September. While on their breaks, students are allowed to return home to their families but must return to school in time for classes. The School Day: Starts at 8:00 in the morning and ends at 8:00 in the evening, with two, one hour study breaks, one in the morning and one in the afternoon, and a one hour lunch break. Lights out (everyone in bed!) is at 11:15 PM, and morning reveille (everyone OUT of bed!) is at 5:45 AM. The Classroom: For Each Grade Level there are 7 classrooms. Each Classroom consists on average of 10-12 students, and two Teacher (the main teacher and his/her assistant). Classes each last One Hour or so (but for the sake of flow we can ignore the passage of time as we see fit). Classes: Since getting far too into things would make this RP dry and boring, classes will only be referenced when important to any particular moment in the RP, again ignoring the passage of time as we see fit. The three important classes are Real Robots, Super Robots, and Mecha Countermeasures. Teachers: Teachers are more than teachers at Sophia Academy, they are either experts in their field or possess a true knowledge of what they are teaching. Most will be veterans of previous conflicts (such as the Southern Pacific War), or have had years of experience. Sophia Academy teachers are competent, and all are free to practice their own unique methods of teaching...within the realm of reason. |
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| Liger MKII | Jan 14 2008, 04:13 PM Post #3 |
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Information Part Deux!: Aurora Energy: A bizarre, surprisingly stable, yet nearly infinite and inexhaustable energy source. Due to its nature and ability to contradict the known laws of physics, it referred to as an "Extra Dimensional" Energy. Seventeen years prior to the start of this story, the Aurora Incident occurred in which just under half the world's population (roughly the percentage with higher than normal Spatial Awareness) were able to see a single, globe encompassing shroud of Aurora Energy (named because of its perceived similarity to Aurora Borealis/Australis) that filled all skies for several days. It was after the phenomenon, that humanity's investigation into this phenomenon would yield shocking revelations... Spatial Awareness: The awareness of objects and their positions outside one's field of vision is called Spatial Awareness (i.e. being able to throw a basketball over your shoulder without looking and making the basket consistently would be considered a feat of spatial awareness). In the investigation following the Aurora Incident, scientists discovered that those with heightened levels of Spatial Awareness were able to perceive Aurora Energy. Moreover, those with even higher levels were able to contact Aurora Energy and manipulate it in limited fashion. Spatial Awareness Score: 1-2: Typical levels of Spatial Awareness in normal people 3-4: Above average levels of Spatial Awareness (able to throw a basketball over into a net over your shoulder) 5: Capable of seeing just seeing Aurora Energy, but not interacting with it. Notable dexterity is also present. 6-7: Able to fully seeing Aurora Energy and interacting it on basic levels (summoning ambient Aurora Energy to you during extreme duress or activating an Aurora System) but having no full control. Also able to control simple remote weapons (TOW Missiles, etc) with ease. 8-9: Increased interaction with ambient Aurora Energy possible, though still not fully controllable. Ability to use multiple complex remote weapons (Unmanned Combat Vehicles). 10: Complete mastery of ambient Aurora Energy, able to activate Aurora Engine and summon and control ambient Aurora Energy at will. 10<: (completely impossible by normal humans) Able to generate Aurora Energy without the assistance of an Aurora System or Engine, and bend it to their will. Children and young adults have a high natural level of Spatial Awareness, and although it degrades with age one can continue to train and raise themselves to higher levels of Awareness. Of course, there are exceptions. It should be noted, however, that a high level of Spatial Awareness does not mean a high level of power or skill when it comes to interacting with Aurora Energy. The Southern Pacific War: This was a war of many firsts: The first war where fully flight capable/transformable mecha were deployed by both sides of a conflict, the first deployment of flying aircraft carriers, the first major space battle, the first deployment of Ground Effect Flight capable mecha, and most importantly the first reported instance of Aurora Energy being used as a weapon in the conflict. Despite exacting a terrible toll (Millions in the East Indies killed by orbit-based bombardment from a Mass-Driver equipped space station hijacked by the main belligerent power in the conflict, Arnesia--although Arnesia itself fell victim to the assault), many lessons were learned about the nature of Aurora Energy and the organization Aeon was formed as a direct result of this and an unrelated incident in Japan that remains kept under the strictest secrecy. |
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XR
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Jan 14 2008, 04:55 PM Post #4 |
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King of Awesomeness
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Not meant to disturb anything, but something occured to me: one of my university candidates in Japan is called Sophia University XD |
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| Xion Asuka | Jan 14 2008, 04:57 PM Post #5 |
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"How many times is this now?"
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Ahahahaha. Eerie coincidence, perhaps? |
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| Liger MKII | Jan 14 2008, 07:22 PM Post #6 |
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Information Part Trois! Mechanics: As this is only 202X, most technology (save the giant robots) are mainstream Tanks and Airplanes. Since you can find these things on the internets, there's not much of a reason to do any real profiles on them. Because of Aeon's connections to the school as well as Tappan's Arms Industry, Sophia Academy has access to a shocking arsenal, although it's not all kept at the school itself...it's better that questions aren't asked. Powered Armor: The Standard Powered Armor Suit Increases the wearer's physical strength by 400 percent, and allows him/her to survive most small armor and melee confrontations with relative impunity. Because of the strength enhancements of the armor, Powered Armor suits are able to wield weapons and equipment unwieldy by a normal person. Applications of Powered Armor include Anti-Armor, Anti-Mecha, Special Operations, and Heavy Assault use. Ground Vehicles: M3A4 Bradley Mechanized Infantry Fighting Vehicle [MIFV] (See M2 Bradley) M1A4 Abrams Advanced Main Battle Tank [AMBT] (See M1 Abrams Tank) RG-33 Mine Resistant Ambush Protected [MRAP] Fighting vehicle (Replaces the Jeep and Humvee, See MRAP Vehicle) Various trucks and other unimportant vehicles Helicopters: AH-64D Long Bow Apache Block V HH-60 Blackhawk (and several variants) Kamov Ka-50 Black Shark MV-22B Osprey Mil Mi-40 Halo-E Heavy Mecha Transport/Special Operations Helicopter (see Mi-26) RAH-66D Comanche Fighter/Attack Aircraft: F-15E Strike Eagle Block 70 A-10C Thunderbolt II F/A-35C Lightning II Block 10 F-22C Raptor Block 50 F/A-18E/F/G Hornet/Growler Su-33 Flanker Su-37 Terminator B-1R Lancer Mecha Model number: CW.3G Code name: Combat Walker Mark III-G Unit type: Mass Production Combat Walker Manufacturer: Tappan Military Industrial Complex Operator: Tappan, United States, Japan, China, Israel, United Kingdom, Spain, Italy, South Africa, Morocco First deployment: 201X Accommodation: Pilot Only, in standard Cockpit in torso Dimensions: Overall Height: 12 Meters Weight: 8.2 tons Construction: Composite Alloys and Polymers Powerplant: BioDiesel Turbine Engine/Hydrogen Fuel Cell Hybrid, power rating unknown Propulsion: BioDiesel Jet Engine x 2, thrust rating unknown Performance: Top Running Speed: 55 miles per hour, Combat Endurance: 150+ Hours Equipment and design features: Sensors, maximum range 4,000 meters; IFF-Transponder; Smoke Dischargers; ECM Suite; Mission Specific Equipment Hardpoints, allowing different weapons and equipment depending on the mission Standard Combat Equipment: 30mm Assault Cannon, magazine-fed; 23mm Pistol, magazine-fed; Micromissiles x 40, mounted in launchers on waist and shoulder armor; Plasma Cutter; Combat Knife x 2, mounted on rear skirt armor Technical and Historical Notes In the late 1970s the island nation of Tappan, known for its extensive Military Industrial Complex and National Military Company (essentially a State-Run Mercenary organization), began work on an ambitious combat fighting vehicle, in response to the growing costs of buying and maintaining the increasingly expensive Main Battle Tanks and Infantry Fighting Vehicles supplied by the Soviet Union and China. Dubbed the Combat Walker Mark 0, it was little more than a walking gun that was actually inferior to most tanks and could be easily defeated by current Anti-Armor Countermeasures. The Mark 0 was considered a laughing stock, and Tappan was forced to return to the drawing board. Within a decade, the indignant Tappanese unveiled the Mark I Walker, nicknamed the Predator for its dinosaur-like appearance, it was a vast improvement over the original Mark 0 and in capable hands able to defeat modern armor in battle. With this success and foreign sales to China and the United States under their belt, Tappan moved on quickly to the Mark II, a more humanoid machine. Heavily armored and plodding, it earned the nickname Goliath (and any opponent that faced it David). The Mark II, however, was a powerful and capable machine and found its own niche in the field of battle in the Anti-Armor, Forward Assault, and Urban Combat roles--as well as Anti-Mech, as other nations began developing similar Walkers. By the year 200X, however, Tappan began working on a much smaller, lighter, and faster machines. Utilizing new construction techniques observed in the former Soviet Union and United states, Tappan managed to lower the size and weight of their next generation Walker from a hulking, 50 ton monster, to less than that of most 4th/5th Generation Fighter Jets. Dubbed the Combat Walker Mark III, it was unveiled in 201X during Tappan's Tricentennial Celebration, and soon after entered combat for the first time when neighboring Arnesia invaded and occupied the country. A small, lean machine with emphasis on agility and speed, the Mark III invoked the imaginations of Giant Robot fans who affectionately referred to the machines as "Gundams" or "Arm Slaves" or "Personal Troopers". True, with its humanoid proportions, including a face hidden behind a pilot's helmet-like mask, it truly was something out of a Saturday Morning Cartoon. However, the Mark III would quickly prove itself as a weapon of war, using its incredible performance to run rings around the traditional tanks and the earlier generation machines such as the Mark I Predator and Mark II Goliath. So successful was this, that following the Southern Pacific War, the Mark III was quickly exported to over half a dozen countries, and--unlike its predecessors--undergoes constant updating and improvements to its design. The current model, the Mark III-G, features Mission Specific Equipment, allowing it to be equipped for any mission, from combat to heavy assault, to even air and underwater combat. It is due to be supplanted and eventually replaced by the Mark V starting in 2030. Model number: AGT-05B Code name: Crusader-B Unit type: Heavy Assault/Long Range Support Combat Walker Manufacturer: Arnesia General Robotics, Tappan Military Industrial Complex Operator: New Arnesia, Tappan, United States, Norway, China [Crusader-B]; Caliphate of Islam, Venezuela, Iran, India [Base Crusader] First deployment: 201X Accommodation: Pilot Only, in standard Cockpit in torso Dimensions: Height: 19 meters Weight: 66 metric tons Construction: Titanium Alloy and Chobham Armor. Powerplant: Diesel Turbine Engine Propulsion: Ground Effect Hover-Jet Thrusters, Shoulder mounted "Turning Thrusters" Performance: Top Running Speed: 23.4 miles per hour; Top Hovering Speed: 155 miles per hour; Combat Endurance: 120 hours Equipment and design features: Sensors, Range 3,500 Meters; Optional Radar/Fire Control Suite for long range combat, increases Sensor Range to 14,000 meters; Climbing Irons, for maneuvering adverse terrain; Anchors x 2, for bracing against recoil of heavy weapons Fixed armaments: 30mm Cannon, mounted in right arm; Scream Shield, mounted on left arm Standard Combat Equipment: Piston Rifle, Anti-Tank/Mecha Melee weapon; 70mm Cannon, magazine Fed, 10 rounds per Magazine; 1/2 ton Battle Axe Long Range Combat/Heavy Assault Equipment: Backpack-Mounted 120mm Smoothbore Cannons x 2 (can be replaced with smaller 40mm Rotary Cannons); 88mm Sniper Rifle, magazine-fed, 7 rounds per Magazine; M2000 Directed Energy Weapon (US version only) Technical and Historical Notes Developed in secret at the start of the 21st Century by Arnesia the AGT-05, although technically a second Generation Walker (recognizable due to their large size and weight), was built as the first true third generation Combat Walker. Utilizing Ground Effect jets to give it unparalleled agility over any terrain (even water) and overcome its massive weight, the Crusader is more than capable of meeting the smaller Mark III Walkers in combat, and gained a notorious reputation amongst Tappanese pilots during the Southern Pacific War. Traditionally armed with a Semi-Automatic Rifle capable of taking out a Mark III in only two or three shots, and a "Piston Rifle" a pile-bunker weapon meant for piercing most tank and Mark II Walker armor, the favored weapon of Crusader's pilots was the machine's own brute strength, using its long, bulky limbs to smash or crush its enemies. Only the wide-spread equipping and training in the use of Plasma Cutter would give the Mark III any possible chance in melee with the Crusader. Another weapon, the Scream Shield, is a sound generator capable of emitting tightly packed sound waves, acting as a shield against projectile weapons--while unleashing a frightening wail that gives it its name. The combat abilities of the Crusader, equal to the Mark III and in some areas surpassing it, impressed the world so much that after the end of the Southern Pacific War captured examples were reverse engineered (with the blessings of the now Pro-West New Arnesia) and sold by Tappan to friendly nations as the Crusader-B, with upgraded and improved avionics and performance. The original Crusader, still a potent machine, remains in service undergoing its own updates in the nations that had purchased it while the old Arnesian regime was still in place, but these are considered inferior to the Crusader-B and Mark III-G Combat Walker. |
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| Liger MKII | Jan 23 2008, 09:41 PM Post #7 |
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Information Part Quatre! Greater Than 10: Greater Than 10, GT10s, or simply GTXs for short is the popular nickname for those with a Spatial Awareness capacity higher than ten. Discovered during the investigation into the Aurora Incident, it was learned (to the shock and amazement to those privy to this information) that well over 500,000 beings capable of manipulating, controlling, and generating Aurora Energy on their own have been living on Earth since the beginning of human history--moreover, that in the last fifty years their numbers have been gradually crawling upwards. GTXs are humanoid aliens, almost completely identical to humans save for particular physical traits--as they followed different evolutionary paths to arrive to the physical form best suited for interacting with Aurora Energy (i.e.: The human physiological form). More often than not, they exercise a natural control over their abilities and wield them out of sight of most humans if at all--demonstrating almost God-like restraint and responsibility with their destructive power that, in some cases, exceeds almost all known human reason. It is believed, that because of their likenesses and the growing number of examples capable of wielding Aurora Energy, that Humans are destined to evolve fully into GTXs themselves... The K'tashi: An ancient race (older than life as a whole on Earth), the K'tashi are a race of GTXs who evolved from Wolf-like animals on their homeworld K'tash. A proud, space-faring warrior race, they consider themselves the "Shepherds" of other Auroa Energy-contacting species, whom the revere and worship as Gods for their incredible power and age (some such races have been around since the beginning of the Universe), and guide races on the verge of becoming GTXs down the proper path to what they perceive as Godhood. Masters of intergalactic travel, their navy explores the vastness of the universe at speeds that bear no compliance to the known laws of physics (Earth for example, is well over 350 million Light Years from the K'Tashi, yet the journey using K'Tashi technology takes all of a week, with disregard to Relativity or Time Dilation). In recent years, the K'tashi have tracked numerous GTXs--an unusually high number--making their homes on Earth, before believed to lack native intelligent life of its own. When they sent an investigative team to the planet, the K'Tashi were utterly stunned to find not only native intelligent life, but a shockingly fast growing and developing (intelligently and technologically) race who were just beginning to show signs of Aurora Perception despite having fully evolved over the course of a mere 3 million years (it took the K'tashi nearly 200 Million Years to evolve from their primal forms to intelligent, humanoid life--and they were considered the fastest evolved). Making contact with Humanity shortly after the Aurora Incident, the K'Tashi leaders and the Leaders of Earth have since formed a secret alliance to better understand not only the mysteries of the Aurora (which even the K'Tashi have not figured despite their own age) but the rapid growth and evolution of humankind. This alliance, the KE Pact, also seeks to prepare and protect Earth not only from belligerent aliens (who by one means or another have lost the ability to perceive the Aurora) who would attack Earth for their abilities, but Humans themselves who seek to abuse the power of Aurora Energy or exploit those who wield it. Hence the joint Earth/K'Tashi Task Force, Aeon... |
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XR



11:39 AM Jul 11