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Table Of Contents

Post 1
Table Of Contents
Status
Alignment/Type
Story thus far
Aim [IC/OOC]
Previous winning Poll Answers

Post 2
Mansion [complete with pictures]

Post 3
Defences
Defence Levels

Post 4
Rules
How to join
Members
Banned list

Post 5
Armoury

Post 6
Currently Supplying... (what we have to offer in terms of illegal goods [Still to be started])
Garage



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Status: Open to attack
Alignment: Not-quite-good
Type of thread: Crime syndicate
Notes: TGM is a roleplay involving heavy use of both 'magical' abilities, and extremely futuristic technologies (this is due to my own character, whose entire background is steeped in an advanced race from another reality). If you do not feel comfortable around either of those, I strongly advise against becoming involved, especially if you wish to attack. I will not mess around, I will use the technology to the fullest of it's capabilities.


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


The story thus far...

There existed a time in which Gaia was a simple place, filled with simple, honest people. A man by the name of bloodshot187 started a small-time mafia known as The Gaia Mafia, one of Gaia's original mafia. Bloodshot187 though, had to pass on the mantle of leadership for his Family and that was when the one known as Oxy stepped in.
Under Oxy, The Gaia Mafia went through good times, and bad times. Members came and went, and friendships were forged in bonds of loyal understanding. There came a time then, when The Gaia Mafia waned from the public spotlight, became a reclusive hint of it's former self, and rarely ventured from the confines of it's mansion. Well, all five of them or so. They had a knack for being destroyed.

Now TGM exists as a quiet and skulking band of misfits, quietly plotting to go bust some heads, but never quite getting around to it. More recently, Oxy in all his wisdom has decided that dealing in illegal and stolen goods is a fantastic way to make money. As such, TGM now deals in stolen electricals, stolen and "cut 'n shut" cars, some firearms, and even drugs.
But because Oxy has some morals, he only provides drugs to those who can prove it will not kill them.



The Aim of The Gaia Mafia
[Or "What the hell do we do?]


TGM serves as little more than a refuge for various people. The lavish mansion is a small one, but a comfortable one. The activities of TGM range from spars to extremely twisted acts that shall remain unmentioned here. There are little kiddies reading.

TGM will, every now and then, venture out of their cosy little world and commit crimes, but mostly they cannot be bothered and would rather stay at home and just do stuff.

Out of character, TGM is a thread in which people can roleplay their characters fairly freely. There is very little hassle from others, a sense of community and fun spiritedness, and above all, members of TGM can get away with just about anything under God's green warm sun.



Previous winning Poll Answers

Poll question: When attempting to cross a busy road, always remember to...
Poll ended: 21 July 2006 12:25pm GMT
Poll answer: Panic and wet yourself
The Mansion


[ This is a rough idea of the look of the front of the mansion. It is not supposed to be perfect, so bleh on you. ]


Upon exiting Barton and driving along for around two miles, you will find a large area of many mansions. Some are used, some are not. All are heavily guarded, often by the same defence means. There is only one distinguishing feature of the TGM mansion. A sign stating that is "Kindersley Computer Systems Inc."
Two gates, seperated by a low wall 20 yards/60 feet long and around two feet high, remain closed, only opening for members. (This wall increases to around seven feet in height halfway along the sides of the mansion, and all across the rear)

The drive is around 50 yards long, the two road sections forming a semi-circle right outside the main building. A small by-section of road leads to the garage, the entrace to which is attached to the side of the mansion.

Entering the mansion, the entrance hall is a relatively enclosed area. Soft classical music can usually be heard playing here.
To the left, a small room, under and behind the stairs. This is Administration. Administration deals with the accounts, and any schemes TGM may have.

One thing you will soon learn. This mansion is lavishly decorated all throughout with oil paintings, low lighting, deep velvet carpets, oak panelling, and even the occasional statue.

Directly behind the left door, is the Noticeboard. Here are to be posted all important notices, either from the Don, Donnita or members.

Back downstairs the door to the Common Room is ahead of the front doors, to the right. Walking in here, you see a large room, furnished with five[5] burgundy sofas, cream wallpaper, with flower patterns. The CR contains a 24" wide-screen TV. Hooked up to this, is a combined DVD+VCR player. Also in the CR, in an alcove in the far wall, is a stereo system. Four speakers are hooked up to this, one in each corner of the room, and in the alcove the stereo is in, a 750W Sub-Woofer [bass-speaker]. A series of windows are on the wall parralel to the door. Again, the Common Room contains several expensive oil paintings, and luxurious velvet carpeting.
Walking through the CR, a gap in the wall leads into the next room, the dining area. A large table dominates the room, surrounded by 20 chairs. A window is on the wall parallel to the entry wall. The dining room is decorated with large oak panelling, more oil paintings, and low lighting.
The kitchen adjoins the dining room, and is to the left as you walk in, and on the extreme right side of the building. Food is replenished through a teleporter system in the fridge believed to be subscribed to some service that Kindersley Computers first joined. Either way, the fridge is always stocked with vegetables, beef and pork, eggs, milk, and other assorted items.

Across from the Common Room, is the doorway to the Games Room. The games room contains a large billiards table, which is in the centre of the room, but towards the back. Against one wall, is the Library[a big bookshelf]. This contains most well known novels; William Shakespeare's plays, Jane Austen's novels, Plato's works on Philosophy, Harper Lee's "To Kill A Mockingbird", and many others. Also in the Games Room, is a darts board, opposite the library, several video-game consoles in the corner opposite the door, and a Poker table in the centre of the room, opposite the door.
The Games Room also contains the doors to the rear lawns, in the mansion's rear wall.

Leaving the Games Room, to the left is the Coat Room. Unlike the one in the last mansion, this is entirely normal. Walking between the coat room and common room, a small passageway leads to a plain wooden door. This leads to the basement, in which are the power and shield generators, and fusebox. The laundry machines are also kept here.
A further "ID required" door leads to the more secret sections of TGM. These sections extend outwards from the mansion underground for quite some distance, almost up to the end of the lawns. The ceiling/ground here is lined with lead, and titanium.

TGM Classified Sections
Training Room: A large space [20 feet cubed], used for training against automated turrets, firing blank rounds. They are simple 15mm guns, with an almost unlimited supply of ammunition, each gun contains it's own miniaturefactory unit, embedded deeps behind the walls of the room. Spars also take place here.

Infirmary: The infirmary is a relatively small space, with just twelve beds, six lining either wall to the sides of the door. Various cabinets contain a multitude of medicinal items. Hospital treatment is often not needed.

Bomb Shelter: Reinforced mutlialloy walls, floor and ceiling make this room extremely tough. A self-contianed generator can provide almost unlimited power, lasting well into the thousands [of years]. An advanced air filter purifys air from outside, to such an extent that those inside may become slightly nauseous until they become used to it. About any explosion capable will barely effect this room.

Armoury: The armoury contains the TGM weaponry, and is accessible only to the Don, Consigliere, or Jeri. See below for more information.

Safe: A small room that holds the TGM keepsakes, trophies, money, and weapon ammo. This is accessible only to the Don, Consigliere, or Jeri.


The stairs lead to the upper floors, obviously. Upstairs are member rooms. Member rooms are furnished with a TV, VCR/DVD player, double bed, chiller cabinet, and en suite bathroom.
Also on the first floor, is the general bathroom.
On the second floor is a small flight of stairs leading to the attic.


Attic
The attic spans the length of the mansion, and is taken by Oxy. In it, is contained a simple double bed, his computer workstation[four monitors, two keyboards and four seperate towers contributing to one large machine].
His computer is tied to his wrist-comp, and the mansion's defence grid. It is protected by a hybrid program of several antivirus software, and an antivirus design of Oxy's own invention.
To te far end of the attic is a chair that was left behind by the previous owner. Oxy now comes to see it as his 'throne'.


The grounds of the mansion estate span a total of 3 acres, including the mansion, front, rear and side lawns.
The front lawns are mostly consumed by the driveway, which as mentioned, is a semi-circle. The grass in the centre of this contains a fairly large ornamental fountain depicting two cherubs facing each other, firing streams of water from the tips of the strung arrows in their bows.

From the point of view of standing facing the mansion from the gates, to the left is the garage entrance, with plain grassy lawns stretching to the side and round the back of it. To the right, set towards the back of the mansion is the shooting range. It is a crude affair with five tatty and clearly oft-used humanoid carboard vutout targets.

The rear of the lawns are by the far the biggest stretch of land on the etsate, reaching backwards away from the mansion for about 150 feet. Directly outside the rear of the mansion is a patio area, with barbecue, picnic table, and a few all-weather chairs.
As one travels further from the mansion, the open lawns begin to become spotted with well-tended flowerbeds (a spell placed by the previous owners ensures this), and a few trees extrude lazily from the ground. As one travels further back, the flowerbeds disappear, to be replaced by more dense foliage such as loose bushes, ferns and tall grass. Trees increase in number also.



Sentience?
The mansion, at times, seems to be self-aware. This may be a by-product of Tika's powers, but is only apparent when other powerful beings are present.
The mansion has been known to resize at least one room at will, and so it may be able to alter it's internal structure at will.
The Defences


Ignore these defences, and you will be ignored too.
There are no defences outside of the perimeter walls of the mansion.

- A forcefield protects the whole mansion in times of attack. A strong enough blast can overload the buffers enough to shut it down for 12 minutes.
- Anti-teleportation/phasing runes are inscribed within the mortar of the walls, cancelling portal links, and neutralising the effects of phasing.
- As soon as anyone reaches the perimeter wall by air, their powers of flight will be nullified. Wings will allow you through, but only if they are part of your original DNA structure. If you morph them, they will be rendered useless.
- Morphing is cancelled also. Anyone sneaking onto the grounds will simply be morphed back.
- Everything in the mansion is anti-hack. Any attempt to hack either magically or technologically will just be neutralised. This is because people repeatedly assumed that a mafia disguised as a computer company would have vulnerable computers. USE YOUR BRAINS.


Nanobot Defence Grid
[This idea originates heavily from Michael Chricton's fantastic novel 'Prey'. I also gleaned ideas from Richard Morgan's 'Broken Angels', and combined them with that of Chricton's.]

Originating from Tika's ship's onboard manufactories, TGM's nanobot swarm is essentially the ultimate in defences.
A cloud of nanomachines around two metres in diameter can form almost any shape as large as is desired. This is relative to swarm density. eg; A small sphere will be more dense. A larger sphere will be hollow.
The swarms cannot be shot down, projectiles of any sort are simply avoided by loosening the bonding at a local area.

The swarm is able to see in a wide range of spectra, most commonly visible, infra-red or ultra-violet. The swarm can get through any space, even glass. Nothing is out of bounds to them, except diamondoid coating.
Piezo wafers generate current by capturing and converting photons. The swarm is basically solar-powered. Each microbot can store 6 hours of charge.
The swarms are for all intents and purposes, living beings. They have memory, and learn from experience. They adapt to situations by overcoming them, the inherent PREDPREY programming enables this.
Swarms respond to RF signals, which are automated and always signalling. These will usually disable the reproductive behaviour [mentioned blow].

Swarms can even reproduce. The bacteria Theta-d 5972 is present. This is a modified strain of E. Coli bacterium. It will consume anything and multiply as normal. This produces new bacterium which self-combine with assembler molecules, to become assemblers by default. Once assemblers are created more microagents can be produced.

Swarms are highly resistant to all forms of damage, as they can break apart at a molecular level. Each attack will also be responded to differently as swarms perform a "memory dump". They delete all knowledge pertaining to a certain battle, while retaining the most basic data they have stored from adapting to simple situations eg; "Thou shalt not float into a solid brick wall.". In that scenario, while they would not float into a brick wall a second time, they will, for example, go in a different direction.


Entry to the mansion
- Anyone wishing to gain entry to the mansion, should wait patiently at the gate, and ring the buzzer.
Members: Y'all have only have to approach the gates. The transponder chip in your ID will register with the computer system, and the gates will open.


Defence Levels

Defence Levels are listed by codename. The Don, Donnita and Consigliere have these comitted to memory.
Tika can manually type these in at his computer station, or via his wrist-comp. Alternatively, the three that know them can simply speak the codewords out loud near either the turrets, or inside the mansion close to anything "mafioso" -anything that isn't a standard feature in the house-


Normal[not an issued command]: All defences are passive.
- Forcefield is off.
- Nanocolony will roll around passively monitoring the area
- Runes and Glyphs are active by default

Aurora Flux:
- Forcefield powers up to 25%
- Nanocolony will cease movement and actively monitor the area
- Runes and Glyphs are active by default

Neutron Star:
- Forcefield is powered to 50%
- Nanocolony will assume one of several defencive formations
- Runes and Glyphs are active by default

Razor's Edge:
- Forcefield powers to 100%. Members advised to proceed to bunker
- Nanocolony will assume one of several offencive formations
- Runes and Glyphs are active by default
exclaim Rules exclaim

- This is my thread, and as such I am the ruling equation. You obey me.

- No godmoding. Need I say more? For information on how to avoid doing this, please refer to AMP.

- Regardless of the above rule, in this thread my word is law. If you believe your character's technology/powers are superior, and I believe my character's are, I will simply equalise them both. This is my thread, there is as little bias as possible, where possible.

- Anyone posting in this thread will obey the defences. You will not just "walk in", you will wait at the gates and/or door as you would any place.

- That said, if your character is not present in the roleplay, use an OOC indication. This could be parenthesis of either curved or square brackets, simply putting "OOC:", or any other clear indication you are used to.

- "Love thy neighbour".... Please do not viciously attack users OOC. If you have a grudge, please fight them through RP. Insulting others will not be tolerated here.

- On that theme, do not post in this thread if all you want do is criticise us.

- If a user has not roleplayed their character within 48 hours, anyone they were roleplaying with/to can nix their character's existence from the thread entirely. Even if you didn't know you were going to be away for over 48 hours, tough ******** s**t.
If you, in the real world, have to be away for over 48 hours, let us know; post it in the thread.

- If you want to make a joke post, please state so in OOC. People get easily confused.

- Please keep quoting to a minimum. Just use the last thing that those you are quoting said.

- Attackers can use damn near anything they like. This will be subject to veto after your first post, however. Post what you're using in your first post, and I will say if it's OTT (over the top) or not. Considering we have a fully armed interdimensional spaceship at our hands, though, I'll probably be lenient.

- You spam/annoying post once, you are insta-banned (unless a member). You spam/annoying post twice, you are reported. You spam/annoying post thrice, you are added to my ignorelist, and thus cannot even post in the thread. This rule is subject to adjustment, adaptation, and bending whenever I see fit.

- This is not a realistic mafia. Gaia is not a realistic place in any way shape or form. As such, I do not expect anyone 'normal' attackers to expect to win. I do not enforce magic, but I do encourage and expect it, otherwise you just won't last long.

- In keeping with the above rule, TGM is heavily focused around extremely advanced technology (spaceships, dimensional travel, highly powerful beam weapons, nearly invincible shields etc). As stated in the first post, if you don't feel comfortable posting in the presence of, or against advanced technology, I do advise against posting at all. Attacks will be met with the fullest force possible, and accusations of godmoding will be ignored. This is your warning.



To Join


You MUST have been a member of Gaia for more than two months.
Send me a PM and tell me, quoting this exact code (so I get the nice pretty titles bolded)

[code:1]Name: Character name
Age: Character age
Weapon(s): Character's weapons (also include items of importance if any)
Powers/Abilities:
Car: (For the garage information)
A brief background: Your character's very briefly summarised history. I do not care what they did on November 29th 1975.
Small RP sample:[/code:1]

Members


Positions will be given as I see fits your character logically, if you are not happy with your position, please tell me. As well as your mafia position, you will be given a personal status dependent upon your RP style, and what you most commonly do.

I have decided to eliminate mafia-esque rank names, as they mostly look gay. Yeah that's right; homosexually biased.

Leader: The one in charge of the Mafia. They give orders, mafioso follow those orders.
- Oxy [oxymoron_02]

Co-Leader: The second-in-command. They are the most trusted person to the Don. They are sought for help with crucial matters, and will take charge should anything happen to the Don.
- Crimson Enigma [Crimson Enigma]

Advisor: Advisor to the leader and co-leader. A wise being that will always think things through situations logically.
- Ocarina [oxymoron_02]

Elite: One who has proved their worthiness before. They will have experience and be a trusted higher member. Alternatively, either myself/my character/(s) will be friends with a user/character, and thus be biased.
- Mark/Marcus [Rain Maxwell]

Fiddlers: These guys will often be in the front line during attacks. It could be good or bad; depends if they like firing off hailstorms of weapons' fire or not, I suppose.
-

Other: Those either whom are new to TGM, or simply have one speciality, and thus cannot be given a 'rank' of their own.
- Jess [Jessica_Martin]
- Dark [Dark_Silver]

Residents: Non-member characters who are merely staying in the mansion, for whatever reason.
- Ki'Rasa [oxymoron_02]
- Sohcahtoa [Crimson Enigma]
- Loka [oxymoron_02]
- Sarah [oxymoron_02]
- Jeri [oxymoron_02]


Banned List

Michael Noire - Tried to tell me there wasomething wrong with the nanotechnology from an advanced and fictional race. Moron.
Armoury


"Fiddler's happy place isn't in heaven."

Is plastered on the welcome mat as one enters the Armory. But its not quite simple as that. First you must get in. The door is located in the underground level, and is keycoded, ID sensitive, and just generally really hard to get into unless you are Don, Jeri, or Consigliere.

As the door opens you first notice a large counter at the other end of the room. A large panel of bullet and energy resistant glass seperates you from the other side. No doors appear to lead behind it. Looking through the glass you notice a large vault door. There is no dial, looking to your left you quickly notice a large bulletin board, on it the word "Request" is printed out in big bold letters. There is a small coffee table and several stacks of forms. Apparently you need to register for your weapons. Nearby is a pen holder with two pens.


~~~~~~~


Beneath the counter is three monitors, which cycle through different areas on the mansion grounds. Beside them is a single USAS-12 with a 20 round drum inserted. Three more drums lie beside it on the counter. Each drum is loaded with bearshot. This is for when an invader gets beyond the large steel drop wall that seperates them from whoever is behind the counter.

~~~~~~~~~~~~~


Quote:
Weapons


PPC
Name: Plasma Particle Cannon
Basic Design: The silvery-grey body is roughly boxy, with the barrel a thinner box projecting from one end. The whole thing stood on end is roughly four feet long. What looks to be inch thick view ports of an unknown compound show vaguely glowing green matter inside, apparently plasma. A large brown leather strap allows the weapon to be carried over someone's shoulder or back.
Ammo: Inexhaustible Plasma Cell
Basic Operation: Inside the reaction chamber of the weapon, a form of vacuum channel is vaporised through either water or hydrogen gas by a laser beam in the green range of the spectrum. This causes a small amount of hydrogen to heat tremendously until each hydrogen nucleus is stripped of its electrons (the hydrogen is ionised). The hydrogen in this high-energy state is then bundled together into a 'bolt' by magnetic induction technology and released from the reaction chamber as a blast of plasma. The plasma (heated to several million Kelvin) leaves the weapon's muzzle with a speed of about 10 million kilometres per hour to reach its target.
Damage: On impact, the kinetic energy of the plasma bolt is disrupted into a massive explosion, covering several meters. The extremely high temperature of the plasma bolt means that it can pass through thick armour, and is also capable of super-heating the fluids of a living body to such temperature as to cause the skin and flesh to be ripped apart in the resulting steam explosion. On reaching their target, plasma bolts can explode into fireballs dealing damage to everyone within the blast radius.
Reload Rate: Due to overheating troubles, the weapon can only be fired every five minutes, and will vent large amounts of steam in that time.


Solenoid
Name: Solenoid Quench Gun
Basic Design: A rather large Pistol
Ammo: 7 Shots .22 caliber ammunition
Basic Operation: By clicking several Safeties off the gun heats to life. Squezzing the loading lever inserts a shot into the chamber. Using Electromagnetic Rails to guide the the bullet down and out through the barrel of magnetic coils. This allows for supersonic speeds as well as greater penetration and range.
Damage: Known as the Pocket Rifle, the bullet is capable of ripping a humanoid apart. Partly because of the bullet passing through the individual, but also partly because of vacuum created by the passage of a supersonic item pushing through both air and body tissue.
Reload Rate: Take apart the gun completly and you will find a little area for the rounds. However this process should not be done in the field as it may be the cause for the loss of parts.


MOPA
Name: MOPA (Massive Ordnance Plasma Accelerator)
Basic Design: YayImage
Ammo: Infinite fuel cell converts trace elements present in atmosphere
Basic Operation: Slot your right arm into the appropriate 'saddle' and grip the handle on top of the gun in your left. The trigger system is a handle-lever that one grips, and tugs lightly to fire, inside the saddle. Kickback is immense, so precaution must be taken when firing this weapon.
Damage: Designed solely as a breaching weapon, the MOPA is able to punch through at least six feet of reinforced concrete. Damage to solid armouring is comparable, if not increased.
Reload Rate: Due to the weapon's process of siphoning trace elements from the surrounding air to fuel it's plasma creation routine, the reload rate depends on where the user is. Outside is preferable, though the weapon will recharge in about twenty seconds in a closed building.


Dete
Name: Dete 2k4 Raildriver
Basic Design: Image
Ammo: .50 depleted uranium rounds
Basic Operation: Operated the same way as a regular sniper rifle. A single round at a time is coaxed into phenomenal speeds (up to half a mile per second) by intense magnetic fields.
Damage: Against armoured vehicles or doors, this weapon can do sizable damage, though not enough for a quick penetration (the proximity needed for instant penetration would be suicidal). This weapon comes into it's own when used against lightly armoured vehicles, or armoured people, capable of punching through around a foot of titanium at 100 feet.
Reload Rate: Five-round magazine in seven seconds.


XMw-42
Name: XMw-42 Squad Support Weapon. (SSW)
Basic Design: Clicky
Ammo: 150 rounds in a circular drum.
Basic Operation: The rounds are pulled into the chamber along a belt, which exits out the opposite side of the gun in a re-usable piece. Electro-Magnetic coils in the barrel propel the .68 caliber slugs at a respectable Mach 4.7.
Damage: The round is easily capible of puching through a truck, and out the other side, but agaisnt APCs and Tanks mutiple rounds are needed. Un-armoured personnel would be cut down easily, as would most light armoured suits.
Reload Rate: The drum must be removed, and the belt inside the new one put into the mechanisim. It takes about 30 seconds if the operating team has a resonable amount of practice.


XiG 429b
Name: X-ray Interdiction Gun
Basic Design: This is a very chunky rifle, with a wide muzzle and varied dials and switches on it, aswell as a power readout
Ammo: X-ray generator coils.
Basic Operation: The cell slots into the side of the main body of the weapon, and is then pressed via a magnetic ram into a secured position. Electromagnetic shielding provides adequate protection for the user (it is still recommended users wear suitable protective wear also), while a single press of the trigger unleashes an invisible beam of lethal radiation at a target. The weapon's power settings can be adjusted via the switches and dials on the side.
Damage: Biological entities will be most terminally affected by this weapon, unless suitably protected. Electrical systems will be corrupted unless suitably protected.
Reload Rate: The weapon came with a single x-ray generator coil, though Tika thinks it shouldn't be too hard to make new ones. Coils are estimated to be good for around ten minute's firing.
The Garage


The garage walls and ceiling are made of duracrete, with a core of titanium/kevlar. The garage itself is underground, and has ample room for twenty regular sized vehicles. Set off to one side is a small locked room that contains the various equipment and tools needed to maintain the cars. This consists of both regular and advanced equipment.
- Mitsubishi L200 '03 {Oxy}
-
- Ford Escort Mk3 {Crimson Enigma}
- Rolls Royce Phantom '04 {TGM}
- Ford Bronco {TGM}
- Ford Bronco {TGM}
- Ford Bronco {TGM}
- Ford F-150 {TGM}
- Ford F-150 {TGM}


Mitsubishi L200

Performance
Top Speed: Untested
Turning Circle: Untested
Fuel Efficiency: Not Applicable
Fuel Type: Not Applicable
Gearbox: Not Applicable
0-60: Untested

The first major difference in Tika's L200 is that the internal combustion engine has been entirely removed. In it's place sits an Aastaian Multi-Role Adaptive Engine (see journal for full details) that requires only minimal physical couplings to the truck's chassis, and also has two thin and elongated cylindrical ion thrust modules attached either side, facing down. The engine links to all of the car's systems via both tow beam (or 'tractor') technology, and a mixture of infra-red and static electricity to power the car's electrical systems. Because the engine has no actual moving parts, it has virtually no limits as to the performance it can crank out, since it directly influences the wheel speed via rotating tractor beams. Other parts that the engine has no need for (and thus do not exist in the truck any longer) are the gearbox/clutch assembly, the brakes, and the rack-and-pinion steering system.
The engine also projects a shield around the truck that conforms perfectly to the vehicle's shape, and can safely weather out a several gigaton atomic blast.
The truck has a coating of Nanotechnological Armour Defence System (NADS. See journal for full details). This Aastaian nanotechnology armouring encases a vehicle completely, lending further physical shielding against attacks. The weight is negligible, and it does not affect engine performance.

The L200 contains a modest stereo system, but the player itself has been replaced by a more futuristic device allowing the reception of almost any channel in the world, and advanced decryption algorithms sort out the mess caused by multiple channels coming through on the same frequency. The device also functions as a navigation tool, a RADAR system with a range of around ninety metres, as well as being a fully functional computer with on-board basic artificial intelligence. The device can also project most desired information (and not just information related to the truck) onto the windscreen.

In the pickup section of the truck sit two large squat ion thrust modules. At the press of a button, or a vocal command, the thrust modules in the engine with fire for less than half a second, propelling the nose of the truck upwards. When an angle of forty-five degrees is reached, the larger thrust modules at the rear fire, launching the truck into the air on a parabolic trajectory. The truck cannot fly.


Rolls Royce Phantom

Performance
Top Speed: 263 mph
Turning Circle: 7 metres
Fuel Efficiency: 340m/gallon
Fuel Type: Diesel
Gearbox: Manual/Automatic, 6 speed
0-60: 3.2 seconds

The Phantom has been fitted with run flat tyres (RFT), and had its engine tweaked to double it's performance. At the flick of a switch, the car can become completely sealed off from the outside world atmospherically.
The Phantom uses bullet-resistant glass and reinforced composite armour panels capable of withstanding anything up to 7.62 armour-piercing rounds and 30-0.6 M2 AP rounds. [If you know what this means, you know more than me. I do, however, know that 7.62 is around standard machine gun ammo size.]
The Phantom has now been further enhanced by NADS.

Gadget-wise, the Phantom is fully packed. An automatic, driver operated locking system can secure the car against outside interference, an explosion-proof fuel tank rides happily underneath, adjustable ride height allows for the car to be raised or lowered for different terrain, an electrochromatic window tinting system allows windows to be made opaque or translucent at a whim (an actual feature on the real life Phantom), and a nice loud alarm is fitted too.
The Rolls Royce symbol riding atop the bonnet/hood can retract into the body (Yep, that's a real feature of the new Phantom too).


Ford F150

Performance
Top Speed: 166 mph
Turning Circle: 8 metres
Fuel Efficiency: 200m/gallon
Fuel Type: Diesel
Gearbox: Manual/Automatic, 6 speed
0-60: 5.4 seconds

Both Ford F-150s are fitted with RFTs and barricade removal blades. They use Aastaian ANADS for further protection against the harsh forces they are subjected to.
RFT
Run-flat tires are constructed using alternating layers of heat-resistant cord and rubber and usually crescent-shaped wedges of weight-supporting material, strengthening the sidewalls to prevent them from folding over when there is no air pressure.
They use a strong sidewall material that supports the car even if there is no air in one or more of the tires.

Barricade Removal Blades
Image still in the works
These sturdy stainless steel blades are custom built for busting open unreinforced walls or tearing apart unarmoured cars. Cored with tungsten, they are extremely durable -and very heavy- and serve well on the brutish F-150s.


Maelthra Fire
Mael's modified Ford Bronco

[Character no longer present]

Engine: 429ci "Dove-C"
-6/71 "Whipple" Supercharger. (Under hood)
-Keith Black 10:1 compresson Pistons
-Twin 850 cfm Holly Demon Carbs on custom intake manifold.
-K&N Racing filter.
-Forged Crank.
-Racing Camshaft.
-Hedman 4-into-1 headers
-Air compresor


Drivetrain:
-C-6 transmission with Shift kit and 2500rpm stall converter.
-4.56 gears in Differentials, with ARB Air lockers.
-Rancho 1" leveling kit.
-Baer 11" disk Brakes.
-Currie 9" Prerunner rear axle.
-Trussed Dana 44 front axle with 35 spline Axleshafts.


Interior/exterior:
-Rollcage welded into the interior of truck.
-Lower Exterior is powdercoated for extra durability.


TGM Ford Bronco

Performance
Top Speed: 187 mph
Turning Circle: 10.3 metres
Fuel Efficiency: 13 miles/gallon (average)
Fuel Type: Diesel
Gearbox: Manual/Automatic, 6 speed
0-60: 4.1s

The two remaining Broncos are TGM's, and are fitted with RFTs. The insides are almost completely torn out save for the driver and passenger seats, and all the necessary driving type things.
Thanks to this interior makeover, the insides are now very generous in terms of cargo space.
The Broncos have been very slightly tuned, and are superior to others of their type, but not excessively so (nor are they anywhere near the specifications of the late Mael's Bronco).

Coatings of NADS protect the Broncos.
oxymoron02
Ace Rimmer
(( Right thread!))

(( Still waiting to be let in stare ))

(( a) I was about to send you 1k for posting in the right thread except

b) you used a stare face. I already said you're in but if you've sent a character app to me it was to the wrong account, and if you applied to the GGN, I can no longer get on that to accept apps.

Well, not on an account I can be bothered to log in as. ))


(( DAMN! 1k down the drain for my quest crying

No, I thought you said I had to be let in, and then you said...I think we had a miscommunication Oxy. Which seems to happen a lot between you and me.))
((If he applies to the GGN I can let him in... I am still a moderator there. Unless you made a new one Wes... stare Also Sending in my Rev Sin stuff as well.))
(( Waste 20k on a new GGN? I think not.

Khan, I just realised you meant your character is waiting to be let in ~.~ Please don't refer to yourself as your character. ))

The nanocolony, happy and whatnot as it was, floated over to the gates to see who was there. It was a nice sunny day and they were playing MP3 files to themselves smile

"Greetings!" They said in an over-the-top American phone voice. "Welcome to the Kindersley Computers Mansion! How may we be of assistance?!"
(( sweatdrop My bad Oxy, gotten too used to Seafoam.))

Khan was taken aback, as the quality of reception was much better than the gate at Libero. Quickly, he regained his composer and spoke up.

"Um...I'm here to see the don, or whoever is in charge of recruiting, I was wondering if there might be a need for a new gunrunner."
((Good boy Oxy, will send app laters todays. I have things to do at the moment.))
"The CEO is out at the moment, but please allow us to escort you to the next best person to talk to!"
The nanocolony flagged the word 'don' and issued a small alert on the newcomer. If he knew about the mafia he may well pose a problem. Meanwhile, it broadcasted inside the mansion.


"Could Crimson Enigma please make herself available for a meeting with a visitor. Proceed to the common room as soon as possible."
And the truck stopped, only for a moment of course, but the jolt had wakened the sleeping occupant, who had been having the strangest dreams of his whole life. The old man shifted the truck into the correct gear and continued on, oblivious to the young mans situation.
The truck got a flat sad

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