Armored Core
(Rated PG-13 for violence, language, and implied sexual situations)

The year is 2099 and the world is a very different place. Grand superpowers control most of the world, with the rest ravaged by war, controlled by massive corporations, or barely holding on to independence. In the midst of the societal upheaval that resulted in this world; a new type of weapon was developed, one that would forever change the face of war.

This weapon was first developed in the year 2012. It was the Mobile Armored Core, an advanced humanoid weapons platform that turned a single soldier into an army. So began the new race, to see which nation could build the best and greatest Armored Cores and dominate the battlefield. Contracting this development to various weapons manufacturers and energy companies put several corporations in a uniquely powerful position; the money the world governments spent on weapons development made them exceedingly rich and gave them influence over the world's affairs as never before.

By 2020, the world was consumed by social and political upheaval. Four great superpowers emerged, controlling more than 50% of the world's surface. The remaining half of the world became divided by corporations and local tyrants, who fought and competed with each other and the superpowers for control of the various resources available. The unrest finally stabilized by 2090, and borders were firmly established.

This didn't stop the battles, however, and fighting still raged throughout the southern hemisphere. The corporations, eager to profit from the conflict, established operations in the various territories. They sold weapons and medical supplies to each and every side, profiting greatly from the bloodshed. The corporations competed even with one another by sponsoring the different warring factions. Back in their home countries, their ever-increasing power gave them more influence over world politics and policies than ever before. Together, they established the League (of Corporations) to serve as a meeting place and official political presence for their collective interests. But the League served another purpose.

After the ceasefire, the nations dismissed their ace Armored Core pilots (the Irregulars) as per the rules of the New Geneva Convention. The pilots, who had built themselves around their skills, had nowhere to go, and were otherwise swept back into society without notice. Taking advantage of the pilots' desires to matter, the League established an organization called Collared, a pilot management organization that served as a watering hole for mission agency brokers carrying out orders for corporations. The demand for pilots in the conflict regions quickly made Collared (and in turn the League) one of the most influential and wealthy forces on the planet, and the pilots themselves became absurdly wealthy as well (though most of their earnings went to the upkeep of their machines).

You are one of these pilots under the employ of Collared, taking missions at the behest of corporations, countries, or independent parties, sometimes working against your previous employers and then helping them the next day. For most pilots, it's all business; there's no hard feelings. Yesterday you were contacted by a Collared representative and assigned to a rarely-formed team of pilots to quell an uprising in Madagascar. True, it's unusual to contract more than two Irregulars for any given mission, but you've learned a disturbing new truth, there are more Irregulars than previously thought, enough to lead to full-scale global war. The status quo is about to change...


=====World Overview=====

    Spoiler:- Superpowers, Autonomous Zones, Volatile Zones:



    Spoiler:- Corporations:


=====Mobile Armored Cores=====

General Overview:
The Mobile Armored Cores (ACs/Mobile ACs) are the ultimate expression of individual military might, turning a single pilot into a force capable of eliminating hundreds of standard military units. There are several tiers of pilots: the standard pilots, the Normals, pilot generic ACs, ranging from two-legged "walker" platforms to humanoid combat models. They are powerful, to be sure, but completely outclassed by the blisteringly fast and supremely powerful machines of the next generation. The newer machines are much harder to pilot, requiring extreme reaction time and control; without which they are nearly impossible to pilot and are largely ineffective. ACs are powered by a newly-discovered type of material called Luminium. Inert Luminium is a superconductor and is built into the various parts of the AC's body, allowing for the range and power of the machine's movements. Luminium is processed into its active form at various processing plants and configured into power cells. Luminium reactor engines have almost no harmful byproducts and depleted Luminium power cells is easily and safely disposed of, making it one of the most valuable and sought-after resources in the world.

Allegorical Manipulation System:
To enable effective piloting, the Genesis corporation developed the Allegorical Manipulation System (AMS), linking the pilot's nervous system with the ACs electronics systems, allowing for direct 1:1 manipulation. High AMS compatibility is a rarity, leaving only a few handfuls of people with the ability to pilot the newer ACs. But these pilots are exponentially more powerful than their low AMS counterparts, able to overcome threats that would seem otherwise insurmountable. Pilots with lower than average AMS compatibility generally compensate by using heavier machine with higher ammunition count weaponry. Pilots with very low AMS compatibility cannot use the new generations of ACs, as the psychic stress caused by the AMS could make them go insane or even lead to total nervous system collapse. All humans, however, have some degree of AMS compatibility, and those with low compatibility can over time "learn" to use AMS. Pilots of the new generation machines are referred to as Irregulars.

Pilots and Operators:
The high combat speed and extreme skill required by pilots to effectively use their Armored Cores leaves little room for distractions. For this reason, most pilots work alongside an operator. Operators are support personnel who are "partners," so to speak, of those who pilot Armored Cores. While they do not control the AC itself, their jobs usually consist of remotely monitoring the unit's vital stats, updating the pilot of changes in combat (such as the arrival of reinforcements) or directing them towards designated targets; this allows the Armored Core pilot to focus their attention entirely on combat.

Equipment and Machine Overview:
The Armored Cores are divided into three weight categories: light, medium, and heavy. The lightest are the fastest and most agile, but also the most fragile. They specialize in lighter weaponry, but can equip heavier cannons and missiles at the cost of their speed and maneuverability (a dangerous trade-off). Heavy ACs have massive physical power and stopping capability with a much higher load capacity for weapons and ammunition, but are far slower. The legs types of an AC also determine its movement and combat type. There are three types of legs: biped, quadruped, and tank. Biped and quadruped legs come in the three weight categories, but biped legs are also divided by standard or reverse-joint structure. The reverse-joint structure has less load capacity, but is supremely suited for jumping and aerial combat. Quadruped legs are the opposite, geared solely for ground superiority and maneuverability. Tank "legs" are different, coming in two types, tread and hover. The tread tanks have the highest load capacity and can even store full-sized weapons in specialized compartments, but are slow and difficult to maneuver. The hover tanks have very low load capacity, but combine the ground and aerial maneuverability of the quadruped and reverse-joint leg types.

Weapons setup:
L/R Arms (hand-held/wrist-mounted)
L/R Back - mounted cannons
Shoulders-mounted - usually flares, decoy missiles, extra propulsion, extra missiles (auxiliary/supplementary weapons)
L/R Hangars (stored in leg-panels) - small backup weapons (ie. small pistols or laser blades)

Back-mounted weapons are best reserved for the things with higher recoil because you have more stability (and are usually referred to as "____ cannons" - laser cannons/grenade cannons/sniper cannons/gattling cannons/etc). That said, heavier ACs can certainly equip grenade launchers, gattling guns, and parts with higher recoil on either arm due to their greater weight-bearing capacity and sturdiness. The arm spots are best kept for weapons that require more dexterity and aiming in fast-paced combat (blades, machine guns, assault/rifles, etc).

Important Note: This time, weapons are interchangeable between Arm and Back, able to rotate and switch on a carousel sort of pivot (only if the pilot so desires). The tradeoff for this is that Back-mounted weapons are more stable, while Arm-mounted weapons are more mobile and faster to aim.

=====Signup Sheet=====
Name:
Call-Sign: (optional)
Gender:
Age:
Country of Birth:
Country of Residence:
Designation: (Pilot or Operator)
Description:
Personality:
History:
Other:

(For Pilots Only)
Armored Core Name:
Weight Designation:
Leg Type:
Combat Specialization: (Range/Close/Melee/Dominance/Bombardment/etc)
Weapon Layout:
Further Description:

NOTE: As we will have several instances to swap and exchange weaponry, you can list several configurations in the "Weapon Layout" section.
IMPORTANT

GM Note: This will be a very character-driven RPG. I plan on spending less time on the combat aspects of the story and more on the characters themselves: what drives them, who they are, where they come from, where they want to go, who they want to be. In this respect, parts of the RPG will stylistically be more akin to a work of fanfiction than a standard Roleplaying Game. I will be looking for very detailed, in-depth character signups. The best of the best, the most interesting, the most varied. I will be very picky and hold all the players (myself included) to high standards when it comes to character development and expression. If you don't think you can adhere to the same high level of characterization and storytelling, I must politely ask that you reconsider signing up for this RPG. Those that feel up to the challenge, however, are more than welcome to come along for what I hope will be a tremendous ride.