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Mitama
Feb 28, 2011

https://www.youtube.com/watch?v=OucwvFkEgNU




In a distant star system split apart into feudal fiefdoms and planet-states, war has begun.



After a long campaign of unification, a young queen crowned herself Empress of the new Halidom of Thalassa. Her gods mandated the conquest of the entire system, and thus fleet after fleet set forth to subjugate the Core Realms. These Realms, the richest and most powerful inner worlds in the system, thought themselves powerful enough to oppose the Thalassans. They expected zealots and rabble, starships, tanks, and knights wearing the electric Power Suits common to feudal warfare.

They did not expect towering giants that drew magic from the leylines of the cosmos themselves.




These Armours, as they were soon called, far outstripped the smaller Suits. They shrugged off a thousand bullets and responded with vicious missile fire. Their blades cut through starships in half. They channeled the very elements into their weapons. It only took a year for the Halidom to pick off the arrogant lords one by one and assert control of the entire region. As these occupied worlds transformed into factories for more Armours, Suits, and other machines of war, the Empress turned her gaze to the Outer Realms...



The Outer Realms exist in a perpetual state of conflict. Ever since the fall of the Void Empire aeons ago factions and realms have vied for control. With the threat of the Halidom looming over them, the fractured realms ponder their choices. Some send envoys to the Thalassans, others choose to flee their homes in terror, but most stand to the last rather than let a new tyrant become sovereign over their lands.

Only a united effort can stop the destruction of all they know and care for. But who will lead the charge?




A knight with a noble lineage that spans generations, her newly-crafted Armour costing her domain an entire fortune. She looks to herself as the last defender of her bloodline, and she may well be right.

A wandering soldier, a survivor of the Core Realms invasion. Without a cause to fight for, he serves lord after lord, seeking meaning only in battle.

A scholar and a magician of the leylines, chasing the vision of an enemy far more powerful than the Empress right beyond the reaches of the star system.

A peasant girl who watches a cadre of Thalassan knights torch her village and, without any other choice, dons an fallen knight's Armour. She rides it like the most natural thing in the world.

Whoever you are, you all come together in defense of the Outer Realms. Wield your blade and magic of the cosmos, don your Armour, unite the Realms against the Halidom.




Destiny brings you here. Now seize it with a metal fist.

__________




Hello, let's play a Fate Core game about giant stompy magical robots and the people who pilot them. This takes after the really awesome Camelot Trigger setting from Fate Worlds Vol 2 (which I recommend having in order to play), though we're gearing it more towards Mecha Suikoden/Fire Emblem rather than Mecha Arthur. Think honorable warriors and scheming nobles, think magic and fantastic creatures, then mix in space travel, advanced technology, and giant walking machines of war. If you're familiar with Five Star Stories or Escaflowne (sorta), that's a good start.

Appropriately, expect a mix of heroic fantasy and space opera. You'll explore worlds, fight against foes great and small, unite armies, and engage in diplomacy to save your realms. Action will lean close to the epic scale; you pilot a huge, stompy robot. You're going to break things.

Game Issues

Two Issues exist at the start of this game:

Remnants of the Void Empire (Current): This represents two things: 1) the fractured politics of the star system, still recovering from the tyranny of an long-toppled Empire, as well as 2) rumors of another threat from the far corners of space, a horde of dark creatures that the Void Empire used to enforce their rule. They should have been destroyed long ago, what happened?

The War Against Thalassa (Impending): The Empress of Thalassa wants nothing more than to take both the Core and the Outer Realms of the system under her absolute dominion. She claims a holy mission from the gods of the setting, but as always, there's something else going on here. This also represents the side-effects of war, such as bandits taking advantage of the chaos and a lot of suffering overall.

Concept

The initial setting takes place in the Crucible, the space station capital orbiting the planetary Kingdom of Kyrenia in the Outer Realms. Part habitat and part stronghold, it is now overcrowded with soldiers, refugees, and aristocrats from a number of Core and Outer Realms planets. The Thalassans have already conquered a few worlds in the Outer Realms, and every day their fleets advance closer and closer into Kyrenian space. A small coalition of Outer Realm powers have gathered whatever forces they have left to protect the Crucible, not only to help evacuate the refugees, but to recover a set of prototype Armours that could very well change the tide of the war.

We're not staying here for long obviously, but it should a good place for the PCs to get together, even if only by FATE. It should also allow for a good number of character ideas, whether you're a noble politication or a solider or a bard pop star who wants to encourage the displaced masses. Keep in mind that your concepts will inform what exists in the setting. Are there other alien/fae/beastmen species living among the humans? What god/s does the Empress worship? Is there that one planet with the super Spartan/Bushido-like warrior culture? Have fun with this.

All characters are expected to have an Armour, whether you inherited it, built it, literally fell into the cockpit of one, etc. These Armours are very powerful, very expensive, and rare in the field, but can also only be piloted by a select few with magical ability (that's you, whether you're aware of it or not). Both of these combined makes your character fairly significant, so try to reference your Armour through one of your aspects. Don't worry if your character's skills don't support fighting; with how mecha work in Camelot Trigger you can easily build internal systems to make up for any shortcomings.

Character Creation

Follow Fate Core's character creation with these house rules.

Five Aspects: Concept, Trouble, Belief, and two free aspects. The Belief aspect needs to answer the following question: What am I willing to die for?

Skills: 25 skill points in a column, skill cap is Great (+4). Use the Camelot Trigger skill list (p218, Fate Worlds Vol 2) with some minor changes:
• Armour
• Blast (Shoot)
• Chivalry (Empathy): Works as Empathy, but also includes inspiring troops in the field.
• Cunning (Deceive)
• Daunt (Provoke)
• Devotion (Will): As Will, but also provides defense against Mystic attacks.
• Household (Resources)
• Intrigue (Rapport)
• Larceny (Burglary)
• Lineage (Contacts)
• Mark (Investigate and Notice combined): Covers both investigative skills and general awareness.
• Melee (Fight)
• Mystic (Lore): As Lore, but also covers knowledge of magic. Can be used by wizard types to make mental attacks in the same zone.
• Pilot
• Skulking (Stealth)
• Smithy (Craft): Also used to repair Armour.
• Vigor (Physique): Can be used to defend against Blast attacks with some justification (ie, with a huge shield or a force field).
• Zeal (Athletics)

Refresh/Stunts: 4 Refresh, 4 free stunts.

Stress Boxes/Consequences: Take six stress boxes and divide all of them between your physical and mental stress tracks. You can add a maximum of four boxes for either track. A high Zeal/Devotion no longer gives an extra consequence, nor extra stress boxes.

Mecha: Like I said, you have a giant robot. Use the mecha rules (p 227, Fate Worlds Vol 2) to build your Armour, keeping in mind that you can replace the sci-fi trappings with more fantasy/magitech ones if you please. The sample mecha throughout the Camelot Trigger setting also make for good references to steal or take inspiration from.

Faces/Places: Aside from all that stuff above, I'd like the chance to get everyone's input and flesh out the setting a bit. Along with your application, please come up with an organization or location of importance in the star system, and a face for it. For the Faction/Place, just give one aspect: an Issue that they currently face in the middle of this conflict. As for the Face, just one or two aspects describing them will do.

Additional Rules

I won't cover them right now, but more features will come into the game as we go along. PCs will create their own Faction with their own agendas (that's up to you as a group), which comes with its own stats and collateral consequences. I might also use the mass combat minigame rules from the Fate Toolkit for the Suikoden vibe, we'll see.

__________

If there are any questions just bug me on synIRC, I hang out in #persona as well as my own #clashoftitans. I'll leave recruitment on for a week, might extend or shorten that depending on the turnout.

Mitama fucked around with this message at 14:53 on Aug 1, 2014

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OmegaGoo
Nov 25, 2011

Mediocrity: the standard of survival!
Malakai the White



----------

In the Beginning, there was Nothing. The Goddess of Life, Light, and All that is Beautiful looked upon the Emptiness with a longing Look, for She was Alone. In Her Loneliness, She cried Four Tears. The First flooded the Emptiness, and the Sky was born. The Second turned to Crystal and shattered. The Third mixed with the Crystals, becoming the Soul. The Fourth carried the remnants of Her Grief, and She was Cleansed.

The Goddess opened Her Eyes and saw the Magnificence spread before Her, and She was Pleased. The Goddess clustered the Crystals in Her infinite Wisdom, and from the Soul She brought forth Life. She made Creatures of many different Kinds and found All to be Beautiful.

Even so, Her Grief floated in the Sky. As She completed her Art She called Life, Her Grief also gave Birth to many Things. While She created Humans, Animals, and Angels, Her Grief brought forth Spirits, Monsters, and Demons. Heedless of this, the Goddess continued Her Work.

Too Soon, the foul Beasts of Grief brought a most ugly Thing to the Goddess's Works: War. Life was Destroyed, Light was Extinguished, and Beauty was Marred. Once more, the Goddess wept; These Tears became Fire, Steel, and other Tools of Destruction. Her Art used These to drive back the Beasts of Grief and Their Darkness.

The Goddess was Relieved that the Darkness had been beaten back and that Her Grief was not able to overcome Her again. However, She saw that Her Art had been Tainted by War. Saddened by this Damage, the Goddess turned away from Her Art...

----------

Feidlimid is the Goddess of Life, Light, and All that is Beautiful. It is the primary religion among the civilized parts of the Outer Realms, as its teachings and major tenants are universal: Fill your Life with the Light of Beauty.

This religion, however, is not as united as one would think. Over the millennia, people's definition of the "Light of Beauty" has been warped and twisted. It is rare to find two different sects that follow Feidlimid that agree on what it is. Some believe it is physical beauty; others believe it is the condition of being human. It has even been said that only money is Beautiful. This schism in her followers is an ugly thing, but Feidlimid no longer has the strength to correct her art.

However, with the impending war with the Halidom of Thalassa, Feidlimid has appointed a prophet to speak for her...


---------


Malakai has no recollection of where he came from. The day he awoke in the monastery, he was told that he had been recovered from the cockpit of a strange mech that had fallen like a meteor from the sky. Although he had been unconscious, there had not been a scratch on him. A few nearby engineers had taken a look at the mech, as well, but none of them could get it working.

The strangest thing, though, is that although Malakai could not remember anything about his past, he knew the scriptures and teachings of Feidlimid better than even the most learned scholars at the monastery. He spent a week with them, teaching and discussing Her works with the monks. At the end of that week, though, he said he had to move on.

"I am very grateful for your hospitality," he had said, "But I feel that now is the time for me to leave. I hope to see you again. May the blessings of the Light be upon you."

Without hesitation, he located and entered the strange mech he had arrived in. A few seconds later, the device whirred to life and took off into the atmosphere, leaving stunned onlookers in its wake.

"Who was that man?" they wondered.

"Is he human? Is he… more than human?" they had whispered amongst themselves.



Aspects
High Concept: Right Hand of Feidlimid

Malakai is an Angel of Feidlimid. However, unlike all of Feidlimid's other creations, he was only created recently. As such, he had so much more of the Goddess's heart poured into him than the others. He was created to be her voice to the divided people.

Unfortunately, the trip from the realm of Feidlimid to the Outer Realms was harsh on the newly minted Angel. He has lost all conscious memory of his mission and of his origin; he only gets vague, subconscious calls from his purpose.

Thankfully, even without his memory, Malakai is a force to be reckoned with. He is a true embodiment of the Light of Beauty, after all.

Invoke to: Use the power of Light! Or Beauty. Or Soul?
Compel to: Preach, teach, speech.

Trouble: Equal and Opposite

Just as before, when the Goddess created her Art, the Darkness has once again brought its own power to bear. Sending Malakai to the Mortal Realm allowed the Darkness to send something as well. By creating an imbalance in the universe, Feidlimid has invited her enemy to make its own move.

It's a simple cosmic law: for every action, there is an equal and opposite reaction. Since Feidlimid created a being of pure Light, the Darkness can send something equally powerful. Or perhaps it sent many things. Only the Darkness knows for sure.


Invoke to: Equal the opposition thrown against us (provided the opposition is allied with Darkness)
Compel to: Summon the Darkness. Who put that there?

Belief: The Art of Creation

Malakai is the epitome of a follower of the Goddess of Beauty. More than anything else, he values the Art of Her Creation and seeks to make the realms safe for it once again. War, Death, Hatred, and other Ugly Things are his greatest enemies; he must protect the Beauty of Life and the Soul with all of his power.

Invoke to: Create a solution. Not an idea.. maybe a bridge. Or a puppy.
Compel to: No destruction. All the mercy.

Free: The Night is Darkest Just Before Dawn

Malakai's purpose tends to drag him into the most unwelcoming locales. Sure, it's always to people who truly need what he can offer them, but by the time he's done in the Mortal Realm, he'll have been to every wretched hive of scum and villainy the universe has to offer.

Invoke to: Bring the light!
Compel to: The place we arrived to, while normally a pretty nice place to stop and refuel, is currently having a civil war, because well poo poo.

Wild: A Man Who Is "Friend"

Malakai is your friend. Favors, explanations, a shoulder to lean on, you name it, and he'll probably give it to you. It wouldn't take much to convince him to give you the clothes he's wearing.

Invoke to: Give someone the shirt off your back and help him like you.
Compel to: Give someone the shirt off your back.

pre:
Skills 
4: Devotion
3: Chivalry  Mystic     Mark
2: Daunt     Household  Smithy   Vigor
1: Armor     Blast      Melee    Zeal
Stress
Physical: OOO
Mental: OOO
Refresh: 4

Stunts

The Will of Feidlimid: Since Malakai and the Stoic Seraph are created from the same Soul, Malakai always knows where the Seraph is and can call upon it when necessary.
Malakai may spend a FP to summon the Seraph to his location, no matter how improbable. Additionally, anyone other than Malakai attempting to sabotage or pilot the Seraph must make an opposed Devotion roll against Malakai's Devotion. This does not apply to attack rolls made against the Seraph while Malakai is piloting it.

The Naked Truth: Malakai is the embodiment of the Light of Beauty. Lies are a hideous blemish upon Feidlimid's creation.
Once per session, when Malakai is being opposed by a Cunning roll, he may declare that he succeeds with two shifts without rolling. However, Malakai himself cannot lie, not even via omission. All questions posed to him are answered truthfully and fully.

The Ugly Truth: Malakai is in tune with Art of Creation, and thus knows many secrets that call out from the depths of the universe's Soul.
The first time each scene a character fails a Cunning roll while observed by Malakai, Malakai automatically learns that character's High Concept and an additional Aspect related to the lie. This stunt applies to each character separately.

Child of Feidlimid: Malakai is the chosen prophet of Feidlimid, even if he doesn't truly remember it.
Malakai can use Devotion instead of Lineage whenever the Church of Feidlimid is involved.

Mech: Stoic Seraph


While creating Malakai, Feidlimid created a tool of War using the same Soul She used to craft her servant. If Malakai is Her Right Hand, then the Stoic Seraph is Her Left Hand.

Head: Majesty of Feidlimid [External: +2 to Chivalry when inspiring.]
Front: Grand Angel Plate [Internal: Great (+4) Vigor]
Back: Seraph Wings [Internal: Great (+4) Zeal]
Arms: Gentle Blade [External: +2 to Melee if your target has no consequences.]
Legs: Glory of Feidlimid [External: The pilot of The Left Hand of Feidlimid must use Devotion instead of Armor when Defending.]

Faces and Places

Faction: Church of Feidlimid
Aspect: My Splinter is Better than Your Splinter



The Church of Feidlimid is the leading religion among the Outer Realms. However, it's been splintered into many different sects. Basically, each civilization has evolved its own variant on the original. Of course, every one of them insists that theirs is the true way.

They may have gone to war a few times with each other.

Face: The Holy Rajavum, Aaron Eun
Aspects: Opulence is Beauty, Preachy Prick



The most powerful fragment of the Church of Feidlimid is led by the The Holy Rajavum. This fragment has used its rather significant (compared to its neighbors, at least) military might to prove that it is, in fact, the "true" religion. Dissenters (read: "heretics") have been known to be tried and executed while their possessions are absorbed into the church's coffers.



"Donations" are encouraged.


Location: Mayuri, the Mirror of Water
Aspect: Paradise Begins Here



Mayuri is a planet of lush forests, plentiful water, and the only clean coin this side of the Outer Realms. Of course, it's only clean because it's been run through the numerous water and amusement parks dotting the world.

Mayuri is a tourist destination. Whether you are looking for intellectual pursuits, or something of a more carnal nature, Mayuri has what you're looking for.


Face: Ada Numan
Aspects: I've Sold Rusty Nails, Public Propaganda Politician



Mayuri's most successful feature, however, are its advertisements. While it is true that the planet has all sorts of unique, interesting, and valuable features, all of the literature out there would have you believe it has all that and the kitchen sink. And possibly even a bag of chips.

Ada Numan is in charge of Mayuri's propaganda campaign; both for inviting new business, and controlling what's on the planet. No one has confirmed that these efforts are covering anything up. Either Mayuri is exactly what it appears to be, or Ada's cronies are extremely good at their jobs.

OmegaGoo fucked around with this message at 16:58 on Aug 11, 2014

Destrado
Feb 9, 2001

I thought, What a nice little city, it suits me fine. It suited me fine so I started to change it.
(Edit: Mostly there. Stats and invoke/compels to get finalised a bit, any changes made from here were merely elaborate lies all along)

How do you not know the words to “Eristala’s Fallen Flowers”? Battle of Pillars Pass?‘Their armor shining like the dawn…’ blah blah ‘stood up to the Halidom’s rapacious reach’ blah blah ‘fell like the fair queen's tears’, etcetera etcetera. Look, here’s what you do: Go to any bar in the Core Worlds with a high enough ratio of veterans, buy a couple of rounds, and wait. When the tuneless warbling starts, take notes if you have to. Try to mumble along if you’re allergic to having a stool broken over you.

So anyway, Eristala was like a dozen other tissue-soaking stories that came out after the Halidom was forged. A border world with a long proud tradition of aristocracy and general snootiness that didn’t exactly make for peaceful and level-headed negotiations, a series of diplomatic escalations, a refusal to back down, and a heroic last stand that ended in the established way that heroic last stands do. They weren’t the first, nor the last such tale to come out of the war. But that song, though. It became a rallying cry for those who were still a little sore over the whole ‘violent unification of the Core Worlds’ thing. There’s barely any recorded trace of the old Eristalan nobility, let alone their culture, art, or chief exports – just the usual cowed remnants living under Thalassan thumbs. But still that song’s kind of catchy, at least after half a skinful. All those noble Knights, slaughtered to a man. This man, in fact:



But this rear end in a top hat, though. Shows up after the smoke clears claiming to be the last scion of Eristalan nobility. The last one not under planet-wide house arrest, anyway. Pops up at public demonstrations or media events or basically anywhere there's someone walking around with cocktails on a tray, stomps around in his old junker of a mech on some ceremonial parade, tells some solemn stories about the war, then claims an appearance fee and buggers off again. Maybe singing the song if he's sauced enough.

Sure, maybe he's a bit of a fop. And sure, maybe sometimes his war stories don't quite line up with each other. It was a troubled time. Guy was in the war, are you gonna argue with the last survivor of the Battle of Pillars Pass? It's worth it to keep the dream alive, know what I'm saying? Don't look a gift Hero in the mouth.

Solan Epimethia

Concept: Last Flower of Eristala

As the last (alleged) Knight of Eristala (allegedly), it is up to Solan to keep the flame of the dream of the wish of the...whatever that was Eristala alive. It is a duty he takes seriously and solemnly, so long as he can spend a large amount of time snooting about and scoring free food while doing it.

Invoke: To live on fame and fable, to sing of noble deeds he totally didn't just make up
Compel: To encounter actual Eristalans, "One of the last few hundred flowers of Eristala" not nearly as catchy.

Trouble: Will Never Live Like Common People

Will never do what common people do. Solan is used to a life of nobility, wealth, and instant recognition, which doesn't always jive with his current habits of living on borrowed favours and shared beds.

Belief: The Past Is Mutable

Somewhere in that mess of half-truths and outright fabrications lies a deep shame about how the past unfolded. Maybe Solan isn't a temporarily disadvantaged noble of an arguably fictional monarchy. Maybe he wasn't at Pillars Pass. Maybe Pillars Pass never happened. But if he keeps the web of lies strung just right, maybe it won't matter. When Solan dies, so too does the last man able to prove Solan wrong.

Free: You Weren’t There, Man

Invoke: You weren't there man, you don't know what it was like.
Compel: And neither was he.

Free: <declared in-game>

+4 Cunning,
+3 Melee, Armor, Zeal,
+2 Larceny, Chivalry, Intrigue, Skulk
+1 Daunt, Vigor, Lineage, Devotion

Chivalry Is Dead: +3 to Cunning when invoking boosts or aspects created with Chivalry.
But Not Forgotten: +3 to Chivalry when invoking boosts or aspects created with Cunning.
Mythomania: When succeeding with style with Cunning advantages relates to Solan's past, Solan creates a situation aspect instead of a boost.
Wages of Fame: May use Cunning in place of Household, so long as no actual money needs to change hands or any physical evidence of Solan's great wealth is required.


Geddon-II


The actual Armour that Solan actually rode into battle at the actual Battle of Pillars Pass. Maybe.
Like Solan, it's the last of its kind, and in about as good shape. (Part names temporary)

Head: A Noble's Readiness: (Internal) +4 Mark
Torso: A Noble's Reproach:
Back: A Noble's Raiment:
Arms: A Noble's Riposte: (External) +2 to Melee when defending against Melee attacks.
Legs: A Noble's Retreat: (External) +2 to Zeal when creating an advantageous position (like, say, back at base camp)


Macchus Transportation
Whatever You Need, Just After You Need It; Astronomical Arbitrage

Issue: Plan Obsolescence




The stars are wide and wealthy, but it's all for nothing if you can't move that wealth where you need it. Sure, anyone can load up a freighter full of whatever frozen space cabbage you happen to produce and send it blasting off to the nearest interstellar market, but by the time it gets there at sublight speeds the place is probably lousy with space cabbage already, the entire space cabbage market has probably crashed.

What you need is a little foresight. Someone who can see two moves ahead and get your goods on their way before you need it, so that the next time there's a planetwide food shortage suddenly there's a Macchus transport full of delicious space cabbage, sent on its way six months ago just so it could be here when you needed it most.

Well, maybe a week later. Just so you're really going to pay top dollar for the cargo.

With engine tech getting faster and FTL travel being less of a pipedream every passing cycle, there's less and less profit to be made in planned procrastination. Sometime soon planetary governors are going to be able to order off-world supplies as they need them and have them arrive before the end of their elected term. Perhaps Macchus will have to move into more traditional shipping and receiving scams.



Laertes Macchus
Small Favours Add Up; Affliction Prediction; Do it? I did it 15 parsecs ago

It takes a long view and a lot of money to get things where they're needed, before they're needed. Laertes spends a large portion of his company's time and resources tracking international exchanges, commissioning the surveys, and collecting the data that allows him to predict where you commodities need to be at any one time. If that means selling you your own space cabbage a year after you shipped it, so be it. If that means bioengineering a planetwide food shortage, so be it. Action trumps reaction, after all.

Destrado fucked around with this message at 23:45 on Aug 8, 2014

Kai Tave
Jul 2, 2012
Fallen Rib
Well if Destrado is apping and TurninTrix is running I guess I've got no choice but to apply my own self.

I'll get a proper post up later when it isn't one in the morning.

Gamerofthegame
Oct 28, 2010

Could at least flip one or two, maybe.
You know what stops a evil empire? An evil empire. A slight WIP.


Name: Katherine Monroe
Refresh: 4
Physical Stress: ☐☐
Mental Stress: ☐☐☐☐
Esperon Stress: ☐☐☐

There will always be "evil," in some form or fashion. The scheming vizier, overbearing tyrant or your grandmother. Even in the last death throes of the universe where there is a sole two people left, one of them will be a dick. So honestly, it's pretty paltry to see someone such as Lady Monroe in the crisis, not that she'd openly admit to any of those implications. A Blackguard, hellbent on her own entitled betterment and desire to rule her own empire, like some uppity rival to the now empress? Nonsense.

Probably.

Lady Monroe seized her power through a horde of yelping nobles, clawing out from the ashes of the core like many others. Unlike the "lesser riffraff", she succeeded; the woman used her mustered contacts, natural guile and imposing military might to garner a surprising amount of sway over the cavernous world of Talon V - enough sway and backing that the lazy, empire-appeasing independent duke is rather nervous. With the whispers of desire to join in the fight against the empire as opposed to bowing down to it he may have every right to be, though how much a insular, self-reliant gutterworld would do against a mighty empire is another thing.

As both a fleeing, lesser noble and a sorceress, it's little surprise that she brought a entourage with her from the code. What is a surprise, however, is what she managed to obtain in her flight from the empire; one of their mighty armors. Blackened and humanoid in shape, the Warlock - as well as the support frigate Esperon and her other vassals - is half the reason she rose to prominence in a sea of desperate nobles. A squeak of a flotilla, a armor and a powerful sorceress had few rivals in the shattered outer wastes.

Some people spit at her name, sneer how the amibitious woman took their land and power out from under them. The Lady doesn't care - she relishes it; some self-centered, smug delight at hearing the wails of the losing side. But one can't claw out a empire underneath another. Her eyes turn to that of the one that took her former, meager fief away from the Monroe name. She saw opportunity... and revenge.

High Concept:Ambitious Blackguard
      Trouble: Creature of pride
        Belief: Born to rule
                 Diplomatic grace
                 Evil schemes
Skills
(+4) Cunning, Lore/Mystic
(+3) Household, Daunt
(+2) Devotion, Lineage, Armor
(+1) Chivalry, Pilot, Melee, Zeal

Stunts
Dark Magic: Stress damage caused by using magic with a physical, skin-to-skin touch restores Katherine's physical stress by one.
Honor guard: Begins armor battles with a Vassals rating equal to Household level. (+3, Esperon)
Imposing: Use Daunt instead of Intrigue on first meeting someone to create an advantage based on your reputation.
Clever Guile: May use Cunning to command the troops, often using trickery and deceit.

Giant Robot

(Head) Communications Suite: +2 to actions for coordinating and commanding allies, +2 Mark with allies present.
(Front) Blackened armor: +2 skulking, +2 to daunt checks to intimidate
(Back) Holographic projectors: +2 to armor to remove Target Lock
(Arms) Amplifiers: May make magic attacks a zone away
(Legs) Suspiciously humanoid design: +3 zeal, +1 vigor

Gamerofthegame fucked around with this message at 23:07 on Aug 1, 2014

JohnOfOrdo3
Nov 7, 2011

My other car is an asteroid
:black101:
Looks like this thread needs some alchemical robot pugilist action.

Dr. Zebadia Phosphours


"From the desk of Dr. Zebadia Phosphorus, Arch-Alchemist.

The trials of Non corporis, sed animae (formula #17/b) has finally reached a breakthrough. test subjects have been observed successfully interacting with integration matrix at a higher level than was first observed in Report 5 - "initial testing of baseline". After administering test subject #90 (Earth standard Rabbit, Oryctolagus Cuniculus) with formula #17/b the subject was observed to causing the ring finger of test arm #3 to open and close for a period of 11 minutes and 53 seconds. Movement was smooth but incidents of movement were irregular. Test subject also suffered full body paralysis during the length of the testing. My personal hypothesis is the formula has stilled the body that the mind might focus purely on the machine. Requesting permission to continue trials with view of progressing onto human trials within the month."



He might be one of innumerable builders, maintainers and researchers all working on improving Armour. But Zebadia has always managed to stand out from the crowd for his willingness to get his hands dirty and his questionable ability to follow orders. Although he was originally working on a formula to allow those lacking the gift to use Armour. He soon became obsessed with the idea of deepening the connection between suit and user. After some years, he finally felt he had made a breakthrough. But, once his employers had denied his request for human trials, a desperate Zebadia threw caution to the wind and administered himself with his own formula. Luckily for the headstrong alchemist, the trial was a success. His integration with his own Armour was better than it had ever been. It moved like a prizefighter, even able to perform limited acrobatics without the aid of boosters, his reaction speed improved, as did the Armours dexterity. Seeing his success, his employers decided to overlook his hubris and increase funding. Little did they know though that Zebadia had already charted them up as a obstacle. Within the year he had already moved on from them to their competition. An unpopular move, but he cared little, because he had a problem. Zebadia's wonder formula might enhance a pilots ability to control his Armour. But it is highly addictive and also slowly but surely destroying his nerve connections. His hands have already begun to notably shake when he is not concentrating on them, and in his weaker moments he had begun to moves as if he were suffering from severe arthritis. A problem when careful attention must be paid to correct amounts of ingredients and legible notes, and yet he cannot help himself. Scheduling trial after trial to "perfect" the formula. Regardless of how he is out of the cockpit, when in his Armour, none can deny the skill with which he moves it.



ASPECTS.
Concept - Armour Research Alchemist
Trouble - Crippling Addiction
Belief - "Nothing will stand in the way of MY progress", he has a dream. Where a man might move a machine with the same grace and subtlety that he moves his own body. He needs that dream to become a reality, before his testing leaves him a cripple, trapped in his own body. If he can't reach that lofty goal, well he might as well die.
free aspect -
free aspect -

pre:
Skills
4: Smithy	
3: Mystic(Lore)  Devotion    Cunning
2: Armour        Chivalry    Skulking    Mark
1: Melee         Larceny     Vigour      Pilot
Stress
Physical: [][]
Mental:[][][][]

Stuns
Alchemy is in my blood: +2 to Mystic(Lore) in matters related to Alchemy
Formula #17/b: Spend a Fate point and gain the aspect Paralysed to mentally control/interact with any mystic technology
A beautiful piece of craftsmanship: Use Smithy rather than Intrigue when talking to a knight about their armour
Improvised Field Repair: Spend a fate point and give your armour a good whack. Bring a damaged system back online for the remainder of the scene, after which it shuts down and must be repaired normally. It cannot be shut down again to absorb additional stress.

ARMOUR
A2DAM



The personal Armour used by Zebadia in his clinical trials. Zebadia has since been customising it to better assist him when self administering his drug during combat trials. A tight, coffin like cradle holds his limp body in place to prevent whiplash. Whilst various plugs and sockets allow for instillation of measuring equipment. The Armour itself is best described as a thug of a machine. Powerful arms and legs designed with the intention of literally beating down an opponent's armour till it ceases functioning. Taking advantage of other pilots often inability to deal with being tossed around like a ragdoll. Zebadia insists his Armour's name stands for "Aqua-Assisted-Dexterous-Armour-Mount" although those lab assistance who had the unfortunate position of piloting the test dummies prefer to describe it as "All-About-Damage-And-Maiming".

Head 360 degree sight array (+2 to Mark when surrounded)
Front The Coffin Cradle (When invoking Formula #17/b gain +2 armour for the rest of the scene)
Back Custom Angelis Booster (Great(+4) Zeal)
Arms Steel Oni Class Combat Arms (Great(+4) Melee)
Legs System Reroute Module (Once per conflict, spend a fate point to bring a system back online)


Place: "The Planetary Scar", Formerly Wrendrake, Planetary capital city of Bellicent, fourth of the Inner Realm



During the Empresses conquest of the Inner Realm, much is made of the epic struggles against the systems lords. The last stand of Cothrin Pendragon against the 2nd Griffin infantry's superior numbers, the clashes of the Jade fleet above the city spires of Torafen, or perhaps the personal duel between the Empress' champion and King Uther, to name a few. But, there are many other battles which were ignored, forgotten, or even suppressed. One such battle, was the siege of Wrendrake. Once a proud and beautiful city, it was the envy of the Inner Realm, or so they say. When the conquering fleet approached, the Drakelord of Wrendrake pulled his forces back inside the city, preferring to hide behind their advanced shielding technology then face the enemy on the open plain of battle. The siege is believed to have lasted for a period of 7 months, forcing the Empress to continue her campaign onwards or else lose momentum.

In her place, she left a general, Commander of the 9th fleet, Baronet Ragnell. A devil of a woman who is rightly feared for her unchivalric battlefield tactics. She began surprisingly, by negotiating with the besieged city. Offering food and water to the starving inhabitants, medical aid, transport to safe areas outside the war zones for civilians. Beseeching the city through audio systems positioned outside the shields. Every hour the weary civilians were bombarded with messages of peace. And so desperate were they for the long siege to be over, they began to grumble to one another about why the Drakelord would continue to refuse these offerings and force them to live in misery for another day.

Soon these grumbles gained volume, and foolishly, the army tried to suppress it. All this did was make them shout louder, and before long riots and protests began to split the once united citizenship, those for taking the proposed peace and those against it. Before the Drakelord's eyes, a miniature civil war bloomed within the apparent safety of Wrendrake forcing his army to act as peacekeepers. With their numbers drawn away from the guarding the barriers, the Drakelord's army failed to detect the small incursion of Baronet Ragnell's troops using arcane spells and technology to redirect a section of shielding. These insurgents began a terror campaign, destroying key landmarks and civilian population centres. Whipping the now terrified people into a frenzy and forcing more forces away from the barrier in the search for the culprits. Allowing more and more insurgents to break though and make for the main shielding power plants.

The final day of the siege was announced by a series of high yield explosives ripping to pieces the last shred of defence the city had. With the fall of the power plants the shield evaporated, allowing the 9th fleet to advanced almost unopposed. By this point, the city was a shadow of its former self, the infighting and terrorist attacks having taken their toll. Those who had wished for surrender welcomed the Thalassan army as liberators. The Thalassan responded by unleashing their seven months of frustration upon the population in an orgy of destruction. Killing the inhabitants to the last man, woman and child. Regardless of allegiance.

The city now stands ruined, a graveyard which still burns even to this day. Though its existence has been struck off of every Halidom map and record. The memory that remains in the population of the planet still exists. The shattered remains are now slowly being picked clean by salvagers and smugglers. Work crews search street by street for the bodies of the dead, that they might have a proper burial. Even to this very day, the work continues.


Face: Melehan, The Bonelord



Heading the recovery effort is Melehan Wrenfeather, 13th cousin to the then Drakelord. A formerly minor noble, who stepped forward to take control of the remains of their defeated army and turn them to a new purpose, rebuilding. He directs operations to recover the corpses of Wrendrake, earning him his title of The Bonelord. Those that know him describe him as an inspiration. Not content to lead from the back, he is always lending his aid on the front lines, whether that be digging through rubble or laying to rest those fortunate enough to be found. But those that work for him, the men and women of the former army of Bellicent, know him a little better. Cold hearted and driven to bitter madness beyond compare. They say he seeks every opportunity to extract revenge upon those that had harmed his world so. His cape of office is whispered to be stained red with the blood of members of the 9th fleet he has tracked and personally slain in secret. Whether that is true or not, it is certainly true that he is funding resistant movements, housing them in "cleared" areas of the scar and moving weapons and provisions to them in shipments meant to aid the reconstruction efforts. He waits for the chance to strike at his true enemy, Baronet Ragnell. He might be a valuable ally, or he might just use those that aid him to further his own personal revenge. Who can say? Only time will tell.

---

Think I'll save those free aspects for if I'm picked. Other than that, app done. :dance:

JohnOfOrdo3 fucked around with this message at 23:20 on Aug 6, 2014

Roland Jones
Aug 18, 2011

by Nyc_Tattoo
Interest post, deciding on a concept at the moment.

Getsuya
Oct 2, 2013
Edit: Actually I think I`m just going to watch this time.

Getsuya fucked around with this message at 01:57 on Aug 2, 2014

Mitama
Feb 28, 2011

If it helps at all, Fate Core is a free download and you can bug me in IRC if you need help in building robots.

Kerzoro
Jun 26, 2010

Posting interest!

LifeGetsWorser
Oct 23, 2010

Me "IRL" :smug:
Fun Shoe

quote:

Inmate P-3R51, "Persi"

High Concept: Escaped Test Subject
Trouble: Unstable Genetics
Belief: Bloody Revenge!
Aspect: The Ghost of Acheron
Aspect: Mysterious Past

Skills:
4: Armour
3: Larceny, Daunt, Mark
2: Melee, Skulking, Vigor, Zeal
1: Cunning, Devotion, Intrigue, Mystic

Refresh: 4

Stress
Physical: [][][]
Mental: [][][]

Stunts:
RAAAARGH!: In any round in which Persi has taken Stress, she can use Daunt to make physical attacks.
I Know His Every Circuit and Scar: Persi can use Armour instead of Smithy to repair Charon
Mutative Skin: Persi may spend a Fate Point to restore 1 Physical Stress, then shift all remaining Physical Stress to the Mental Stress track.
Untapped Potential: When a Consequence is first applied to Persi in a Scene, she gains a free Invoke of the Unstable Genetics Aspect.


Hades-Enforcer Model Series 46.2 Mark 3, "Charon"


Head: Enforcer Autonomic Intelligence [Internal: Fair (+2) Chivalry and Cunning]
Front: Ionnic Scanner [External: +2 to Mark to dispel Stealth Fields]
Back: Reactive Boosters [External: Use Armour instead of Zeal in a Contest involving speed]
Arms: Enforcer Pulse Cannon [Internal: Great (+4) Blast]
Legs: Reactive Sensors [External: +2 Zeal vs. Explosives]

Above the hellish volcano-world of Hades orbits the prison satellites of Styx (minor crimes), Acheron (felonies), Lethe (criminally insane), Phlegethon (death row), and Cocytus (civil disobedience), each a grim reminder of the price of divergent behavior in the Tartarus system, a world firmly under Thalassan control. With the exception of Cocytus, there is only one term - life imprisonment, each offender remanded to the custody of wardens of the satellite that best fits their temperament. Each offender's memories of their lives before being remanded into the Hades system's custody is removed, placed in drives to be stored in Tartarus central. Communication with the worlds outside of the satellites is strictly forbidden.
Inmate P-3R51 awoke one day upon the Satellite Acheron. Of course, she could not recall her crime, nor her life before arrival, and for a long while, she had nothing besides whatever the wardens ordered of her and the other inmates. Eventually, though, Persi was brought to the attention of a group of Tartaran scientists, the Rhadamanthus group, headed by a Doctor known as Tantalus - seeking to use the Hades prison population to create a group of slave-soldiers to defend the Tartaran system from threats both internal and external. Paired to groups of of Mecha known as Enforcers, which were created with a redundant AI designed to take over in case the pilot became incapacitated or reluctant to continue, the slave-pilots of the Enforcers could look forward to nothing, beyond their life terms being a bit shorter than expected, that is.
Inmate P-3R51, however, ended up being a bit different. The second in the 46 series of Enforcer pilots, who were experimented upon to find a way to prolong the lives of the inmates. The first test subject died horribly in testing, unrecognizable as anything remotely human. Inmate P-3R51 accepted the treatment more gracefully, though it left her unstable and a frequent victim of strange, blue-black scarring. Tantalus is a Pitiless and Coldly Logical scientist, but he could not foresee what would happen when Inmate P-3R51 was first connected to her Enforcer - they both rebelled. Shattering the superstructure of the lab framework, the Inmate and her mech compromised the life support of the entire section, and Tantalus barely escaped with his life along with a few other members of the Rhadamanthus group. They fled, with Inmate P-3R51's memory drive in tow. The Inmate could do little besides flee the system in her mech.
For want of anyone else to talk to, the prisoner has given herself and her mech names - Perci, for herself, and Charon for her mech; her boatman, who rowed her out of hell. She's found that her genetic structure is continuing to mutate, and Charon warns her that she likely does not have a very long time to live, as the procedure to regenerate her wounds was incomplete and threatens to compromise her entire genetic structure, beginning with her neural synapses. She only has two goals remaining in the galaxy at present, to track down the remaining members of the Rhadamanthus Group and make them suffer, Tantalus above all - and recover her memories. Blending in with refugees fleeing the Thalassans, she has come to the Crucible in search of a lead - but maybe something else will find her first.

quote:

Place:Hades Prison Satellite Network



Orbiting the first planet of the occupied Tartarus system, the five prison satellites of Hades are the only hospitable places near the volcano world from which they borrow the inspiration for their names. Each satellite is Autonomous, and while certain facets of technology (such as the Hades-Enforcer model autonomic Mecha) pass from satellite to satellite, to the inmates each is a world unto itself, Isolated in orbit with no real transport out. The guards, what few there are, rotate on yearly shifts, though mostly the prison runs itself.

In light of Persi's harrowing escape, the Network is currently undergoing a Prisoner Revolt that the Thalassan masters of the system have yet not seen fit to quell. More than Persi may have succeeded in commandeering Tartaran equipment and escaping - whether in search of their lost memories or to raise more havoc is yet to be seen.

Face:Doctor Tantalus



As discussed above, Tantalus is a Pitiless and Coldly Logical scientist, the head of the surviving members of the Rhadamanthus group, a corporation of scientists under Thalassan control, engaged in bizarre experiments regarding the nature of mankind's relationship with magic and darker, nameless things. While Persi was only aware of their operations in the Tartarus system (and really only the satellite Acheron, at that), it is doubtless that Tantalus and his fellow scientists have holdings elsewhere, where they might continue their grim research.

LifeGetsWorser fucked around with this message at 22:48 on Aug 4, 2014

Arashiofordo3
Nov 5, 2010

Warning, Internet
may prove lethal.
Interest post!

Indigo Cephalopods
Oct 26, 2012

Justice Rains From Above
also postin interest!

Spincut
Jan 14, 2008

Oh! OSHA gonna make you serve time!
'Cause you an occupational hazard tonight.
Yeah, same here, once I read through Camelot Trigger.

Lord Koth
Jan 8, 2012

Well I keep intending on trying the FATE system, so this is as good a chance as any, given the concept covers topics I rather enjoy.

grassy gnoll
Aug 27, 2006

The pawsting business is tough work.
FIRE EMBLEM YOU SAY
pre:
Caxton [4/4]
Concept: Dark Mage in Spaaaaaace
Trouble: Living in Mortal Fear
Belief:  Secrets Are For the Taking
Parasite Armour
[wildcard aspect for later use]

+4	Mystic
+3	Devotion, Cunning
+2	Vigor, Larceny, Mark, Smithy, Chivalry
+1	Household, Blast, Daunt, Skulking, Armour, Melee

Phys: OO
Ment: OOOO

Stunts

Parasite Drone: You can act in a different zone, but all consequences suffered by
your familiar are applied to you.
Nosferatu: Spend a Fate Point when using Mystic to attack. If you deal 
damage, regain an amount of stress equal to the difference in rolls. This attack 
doesn't heal damage to enemies if it is blocked. No take-backs if it doesn't work.
Arcane Technology: Use Mystic in situations where you interface with electronics.
Curse: Spend a Fate Point when using Mystic to Create an Advantage.
If the roll succeeds, you can place a negative aspect on a target in the scene.



Armour - Lethe

Head		Pilot Implant System (+4 Armour)
Front legs	Void Crystal Claws (+2 to attack with Mystic in the same zone)
Torso		Overdrive (Take one point of stress to activate a free boost in combat)
Rear legs	Constant Predator Drive (+2 Skulking/Zeal)
Tail		Eldritch Driver (+2 to attack with Mystic at ranges greater than 1 zone)



There are people in the universe who love death, who covet it, who delight in it. Caxton fears it. He seeks to control the forces of life and death in an attempt to master it, and maybe save himself.

He may or may not be right - practically-speaking, time will eventually tell.

Caxton is a devotee of the Fell, a collection of the darker gods. They're not necessarily evil - you can lie to save a person, and you can steal to feed a family, as all of them will inevitably mention - but they're not of the best reputation. They're underhanded, unsavory entities, and their follows are usually no different. Caxton himself taps into the non-baryonic underbelly of the universe, which is not a thing upstanding individuals do.

Lethe might be a personality construct inhabiting an Armour Caxton found in the course of his research into ways to cheat death. It might also be what's left of its former pilot. The answers she gives aren't clear, and she's usually more interested in harassing Caxton than being helpful. Her remote drone most often accompanies the dark mage, whether he wants it or not.

Caxton and Lethe share a special bond, whatever they may be. Lethe-the-armour interfaces with its pilots by vigorously bonding with them, most obviously in the form of an interface rig implanted along the back of the head and spine. As Lethe never tires of reminding him, while Caxton may be literally inside her head when he pilots, she's just as deep in his.

For a guy steeped in malevolent energies, Caxton himself isn't terrible to be around. He's polite and personable, if a little distracted all the time. He doesn't like to advertise the purpose of his research, nor the details of his relationship with Lethe.

Trivia: Caxton has a pleasant, surprisingly deep voice. Lethe sounds like a cat that can talk. Their collective favorite food is chocolate ice cream, although it's not entirely clear why or how the Lethe remote eats.

-

The Fell

The Fell's followers are careful to distinguish their gods from the old tales about the monsters of the dead Void Empire. Sometimes it seems reasonable.

Their followers, who are careful never to identify themselves with a collective noun, devote themselves individually to a particular patron entity. Like the objects of their worship, they've realized over the years that banding at least loosely together increases their chances of survival whenever the establishment decides to bring the hammer down on them from time to time.

The followers are staying low in this conflict. They have no particular love for the Thalassans, but they can't be seen to back the losing side in this war.

None of which means they're above opportunistic actions at the behest of the Fell or their own hierarchies.

Fell Aspect: Watching from the Shadows



Miri Tapia is the public face for the followers of the Fell. The only public face.

Tapia has placed herself out in the open, advocating for the legal protection for herself and her co-religionists. It's probably a lost cause, since the followers aren't exactly unified.

Miri has been in and out of jail, bouncing around the news circuit and generally acting as a counter-culture figure. Teenagers put pictures of her up on their walls to irritate their parents.

Charges against her have racked up over the years, some shockingly severe, but they've never stuck beyond a score of civil disobedience arrests. So far.

Aspects: Checkered Past; Face of the Fell
--

As always with my FATE characters, scrutinizing those stunts is probably a good idea. I'm never sure how to make interesting stunts that are properly power-calibrated.

grassy gnoll fucked around with this message at 03:24 on Aug 6, 2014

Gamerofthegame
Oct 28, 2010

Could at least flip one or two, maybe.
Why hello there dark mage buddy.

Velyoukai
Mar 4, 2011


I hate Suits. All of them.
WIP
Yo yo yo! Fire Emblem / Suikoden / childhood is just begging for something fun.

Salem Amandarien: AKA Ether Jockey Salamander

Concept: Motivational Ether Jockey for the Resistance!
Despite being the recognized pilot of Valkyrie Siren, Salem is less of a fighter and more of a speech-maker. He's got a few lessons of self-defense and piloting that managed to stick in his head, but the bulk of Salem's proficiency lies in the oral arts. He's a singer, a speaker and a styler of sonic streams, and that's how he and the Valkyrie Siren extend their helping hands to the Outer Realms' resistance against the Halidom he used to call home.
Invoke: Being able to negotiate or engage in diplomacy, come to an ally's aid with inspirational back-up, lend a hand to somebody doing the heavy lifting themselves
Compel: An aversion to direct combat, being a bit of a coward in battle, being annoyed by conflicts he can't talk through

Trouble: Runaway from the Halidom
As son of Baroness Teodora, Salem Amandarien was raised to accept responsibility for and plan for the safety of his people. He actively protested against the treatment of the Halidom's enemies during wartime, claiming that 'brutal and unjust treatment of non-combatants will only lead to such a treatment being turned on us.' Even after fleeing his home and stealing his mother's precious Armor project to join the Outer Realms' resistance, Salem can't just ignore or forget that his home and family are just the very people he will be pit against.
Invoke: Dodge questions about his past, be in the know about tactics and past issues with the Halidom, have a knowledge of the upper class
Compel: Have his family pursuers catching up to him, getting outed for being from the Halidom, massive guilt trips about fighting his own people

Belief: Victory Without Soul is Pyrrhic.
Salem abandoned his home and title in order to retain his honor amidst a war of merciless conquering and pillaging. Determined to prove himself and show that one does not need to cast aside their morals and principles in order to win this war, Salem speaks of honor and rightness through speeches and rallies for the resistance. For Salem, were the resistance against the Halidom win through unjust and indefensible means, it would render the sacrifices made meaningless.
Invoke: Speak up for the weak and the downtrodden, claim responsibility for those who are oppressed, win over those who would act foolishly in expedience rather than with honor
Compel: Speak out against dishonorable tactics and plans, denounce people who act without honor, act for those who appear oppressed without thinking

Voice of Victory!:
Forget the Past!:

Skills
+4 - {Chivalry, Devotion} 8 points
+3 - {Daunt, Cunning} 6 points
+2 - {Lineage, Pilot, Intrigue} 6 points
+1 - {Mystic, Household, Zeal, Armor, Blast} 5 points

Refresh - 4
Stunts:
1: +2 to Will when overcoming or defending against attempts to make you act directly against the principles of your faith
2:
3:
4:

Physical Stress - [ ] [ ]
Mental Stress - [ ] [ ] [ ] [ ]


Valkyrie Siren
Head: Omniscient Diadem of Thalassa {Internal}{+2 to making Mystic attacks using the Omnipotent Corona on targets not in the same zone}
Torso: Aura of Emperors {External}{Create an Aspect with 2 free invocations when succeed with style on a Mystic Defend}
Halo: Omnipotent Corona of Thalassa {Internal}{Great (+4) Mystic}
Back: Wings of Aethir {External}{+2 to create advantage or overcome actions with Mystic used to move multiple zones}
Pilot Chamber: Voice of Sirens {Internal}{Substitute Intrigue for Chivalry for attempts to sway enemy forces to join your side.}


Amandarien Clan - Those Who Stand Above Excellence - Non-Violent Civil Divide, Filled With Excellence
Unlike the majority of the Clans in the Halidom, the Amandarien Clan is only five generations old and lacks much of the time-esteemed traditions and honors associated with most Clans. Rather, Salem's great-great-grandmother was granted the Right of Status by the then-Emperor for the creation of a cleaner-burning, massively-efficient fuel. From that point on, the Amandarien Clan lived according only to Great-Great-Grandmother Ailiah's one rule: "Become excellent in one thing." Normally relatively united despite the personality quirks of each member, the Amandarien Clan is currently non-violently divided in opinion between the view of Salem's demand for proper respect and regard for the enemies of the Halidom and Clan Head Teodora's disregard for the conquered entirely in favor of progress.


Baroness Teodora del Aruun a Amandarien - Whim-bound Whammy, Mother to All, I -Made- Your Armor!
Leader of the Amandarien Clan and eccentric former-bounty hunter-turned inventor for the Empress of Thalassa, Baroness Teodora, or "Tessi," as friends and fellow inebriates go with, is a terrifying and depressing woman. Years of serving as personal witnesses and faux alibis have inured most of the close Amadarien Clan members to the simple rule of being ruled by Teodora—"Grit your teeth and smile." If given the chance, Teodora will always opt to skip out on official matters to resume working on new weapons and armor for the Empress' Armors, or, her personal favorite, kicking back with a knockout drink and making new ships.

Velyoukai fucked around with this message at 01:30 on Aug 9, 2014

Kai Tave
Jul 2, 2012
Fallen Rib

grassy gnoll posted:

As always with my FATE characters, scrutinizing those stunts is probably a good idea. I'm never sure how to make interesting stunts that are properly power-calibrated.

Unsolicited feedback gooooo

In no particular order:

Curse: seems kind of like you're paying a fate point in order to do what "create an advantage" already does. I mean, broadly speaking Mystic seems like exactly the sort of skill you'd use to hex someone. If you want an extra whammy maybe something like "1/combat when you make a mental attack against someone using Mystic if it succeeds you can pay a fate point to apply a 'Cursed' aspect to them." Also consider this stunt from Atomic Robo slightly reworked: "When you invoke one of a target's aspects as part of creating an advantage with Mystic, spend a fate point to also deal them mental stress equal to the number of shifts you obtain on the roll."

Parasite Drone: seems fine, "you can be in two places at once" may or may not be useful depending on how involved zone combat gets, but narratively it's a good excuse for having a drone buddy and that's not nothing.

Arcane Technology: also seems fine. There doesn't really seem to be a "tech" skill in Camelot Trigger by default, but this way you're covered.

Nosferatu: this one's a little trickier since it's always kinda hard for me to judge what a good level is for stunts whose purpose is regeneration/recovery mid-combat because FATE characters are already pretty tough. I might go with something like "when you attack with Mystic and succeed with style, you can forgo a boost in order to clear your lowest stress box" maybe. Or you could even do something like "1/combat when you attack with Mystic and succeed with style, you may pay a fate point to lower the severity of a consequence by one (moderate to minor, minor to nothing, etc)."

In general it's okay for stunts that key off of successfully doing something to not require you to pay a fate point up-front, you can save the "spend a fate point" part for after the roll's gone through.

devilmaydry
Sep 3, 2012

I only take special jobs, if you know what I mean.
“Count” Mordrick, the Black Knight



quote:

So we head to the battlefield, the forefront of malice and misery in this galaxy. If you wish me to die by overeating, it is a valiant effort, young count!

I wish to stop the flood of violence from trampling any more people. They’re more important than simply keeping you or I alive. Whatever benefit it may offer you, you demonic parasite, is simply coincidental.

Of course, young count. It is all merely to benefit your wishes and desires.

All of it


...

Mordrick, to most who see him off the relentless battlefield, is a kind young man who, no matter their social standing, is mannerly and helpful. However, he quickly sets off once again on some unknown goal. They have to wonder, though, why he never takes off his long dark cloak in the presence of others, or why he never tarries in one place for too long.

In the truth, this young man carries within him a gift, a curse, and his only true companion, whether he likes it or not, combined into one.

Once, he was the heir to the County of Trevna, a small but happy part of an otherwise chaotic realm. Trevna had been guarded for generations by the Armour-using Mordrick royal line that calls the relatively small country its home. What was strange, though, was that the Mordricks never expanded outwards to claim new territory, even though their bloodline grew stronger with each new heir.

Until the LAST heir to the bloodline.

Senel Mordrick, son of Redoran Mordrick, could not pilot any of the armors stocked within the Mordrick household, nor could he pilot an other Armour shown to him. The rest of the family took this as an omen, and tried to ignore him. Although nothing was asked of the young heir, he still trained as hard as he could in the arts of combat, decorum, and acumen. Until the Thalassan’s struck.

The heir’s inability to pilot Armour meant he was useless in a fight against the Thalassan. Instead, he tried to evacuate the citizens. After the citizens had been safely taken out of town, his family fell in battle. He rushed to the barracks and tried to rescue them before they were killed, but the Thalassan's decided to destroy Mordrick castle after their victory. The falling debris and explosions crushed most of Selen's body, and the collapsing floor sent him tumbling down into the deepest and darkest recesses of Mordrick castle.

And there he found something besides death, or something found him, and brought him back from the precipice of obliteration. He had found a demonic entity that devours malice, and with it came an Armour of unknown creation and untapped power. Now he and the demon are bonded together, demonic blood pumps through his veins, empowering him, corrupting him, and keeping him alive.

After escaping Trevna in the Progenitor, Mordrick slowly made his way to where the primary forces were being rallied against the Thalassans. It was there that, maybe, his powers could be of use and he could find something to do with himself...


Concept: Wandering Knight and Demon
With the destruction of Trevna and my entire family along with my... new condition, I have nowhere to call my home. The only thing I can do is wander, finding places and people in need where negative emotions run high and feeding off of it like some disgusting parasite. I return the favor by helping what my unwanted companion passively feeds on, but my intentions are still ultimately corrupted by this need to feed on malice and negativity to survive.

My demonic "companion" is the only constant in this life of wandering. Saccharine and Antagonistic in equal measure, he thinks me a fool for wishing ot help others like I do while also dangling supposed "truths" right in front of my face. I'll not fall for it, though. Demons are subtle and deceptive creatures... The only enjoyment I can muster out of our discussions is trading barbs with it.

Trouble: The Burden of Demons
The Demon and I are bound together in an inseparable union, his blood keeps me alive and so I must feed him. However, there is more to it than that. This parasitic union causes the left side of my torso and my left arm, which had been irreparably crushed in the taking of Trevna, to take on a highly demonic shape that can only be hidden by the large cloak a wear wherever I go. Not only that, but the demon slowly corrupts and takes hold of anything around it, so I cannot tarry too long in one place lest it take on characteristics unbecoming of such places. Even my cloak has been taken into by the influence of the demon, and sprouts eyes when the demon's appetite and powers are fully aroused.


Belief: The Protection of the People Trumps All
Ever since I was young, I cared for the citizenry much more than anyone of royal blood. Perhaps due to my... exclusion from most of the Mordrick familiy traditions, I compensated by seeking approval by the townsfolk more than anything. Because of this, I always felt that the governed are more important than the governing, and they should be protected due to their inability to compete with the riches offered to those of high blood.


The Remnants of Royalty

I am the last known member of the Mordrick bloodline, and so inherited the title "Count". I am a count in name only, however. My corrupted form and lack of land or subjects means he can only leverage his position so much. However, the way in which I gained the title serves as motivation. Thallesson forces granted me this title through their eradication of my family and my home, so I shall eradicate any Thallesson enemies I come across in return. The pride of a noble, even a malformed and dis-empowered one, should not be underestimated.

Connected by Blood and Darkness
The Armour that I became aware of once my corruption had completed is something old and dark. I can feel it anytime I sense my connection to it, and yet... there is a familiarity there, as though I am closer to it than any other thing I've ever known. Perhaps all pilots have felt this way about their Armours and I never noticed because of my inability to pilot.

This Progenitor's capabilities and mine are intimately connected. The hardier and stronger I am, the more energy I can draw from it. With that energy I can destroy enemies and power a dark aura that aids in negating attacks. In truth, my lack of skill in piloting hardly matters. For my suit forms around me when summoned, and becomes an extension of my body until I send it back into the dark void it usually inhabits.


Skills:

+4: Zeal, Vigor
+3: Melee, Blast
+2: Mark, Chivalry, Devotion
+1: Lineage, Intrigue, Mystic, Daunt, Cunning

Stress Tracks and Consequences:

Mental: [ ][ ][ ] 2/4/6

Physical: [ ][ ][ ] 2/4/6

Stunts:

Refresh: 3

I am not One Handed: Senel Mordrick strives to keep his demonic nature hidden, so when fighting enemies he avoids using his demonic powers until the need to shows itself. When Senel reveals his demonic arm and uses its power, it becomes a Blast weapon he can use and his Blast rolls are increased by 2, but at a cost.

Demon Sense: Senel gains a +2 to Chivalry rolls when identifying malice or negative emotions, and he can point out people by the different kinds of emotions and malice they give off.

Malice Engine: Senel Mordrick can invoke any aspects having to do with negative emotions or malice for any check that has to do with physical prowess.

Umbral Link: Senel Mordrick's Armour is a strange thing that exists between dimensions until it is used. Because of this, it can be called on to help, albeit sparingly. Once per scene, Mordrick can spend a Fate Point to use his Armour's systems for an action.

Give in to the Dark: Senel inflict a mental consequence on himself to gain a +2 to a roll.

Armour: The Progenitor


quote:

An ancient relic discovered long ago by some desperate nobles. It's dark energies were siphoned in order to strengthen their blood so they could protect their own meager territory. As their magical potential increased with each new heir, they passed the eldritch rituals down, until their last heir.

HIS blood was too potent, too DEMONIC in nature to use Armour crafted by humans. However, this particular Armour was crafted by... older hands.


Head: Desperation Overdrive: Senel can upgrade a Consequence 1 step to give himself a +3 to a roll. If the consequence upgraded is Severe in nature, it stays in the severe slot and Senel is Taken Out after completing the action.

Front-Torso: The Darkness Protects Its Own: +2 to defending against energy attacks with their dark aura

Back-Torso: Radiant Wings: The Progenitor can invoke aspects related to it flying quickly at +3 instead of +2

Arms: The Darkest of Magics: +2 to Creating Advantages with an explosive amount of firepower.

Legs: Unnatural Movement: Due to the ability of levitation as well as other strange movement abilities, The Progenitor is difficult to hit with attascks that take time to go from one point to another. Senel gains a +2 to defending against physical attacks.

Faction: The Rogue Fleet

Aspect: The Building Horde

The rogue fleet is an assembled group of ships populated by war refugees and cast-off soldiers from conquered planets. None of them are skilled enough on their own to take on the Thallassans. They have a new direction now, however. Inspired by a new mysterious leader known only as The Count, they have been trying to gather whatever supplies or talent they can for an unknown reason. They've even tried to find Armours to steal, although none of them can use them.

The Rogue Fleet's new, more aggressive approach to gathering power has disturbed people in the Outer Realms. However, the Thallassan's are a much bigger threat so the Rogue Fleet has been ignored for now.

Face: Redoran Mordrick

Aspects: My Humanity for More Power, Corrupted by Defeat

Redoran Mordrick survived the attack that decimated Trevna, and many refugees flock to him as a guiding military figure. The destruction of Trevna and Mordrick Castle, however, meant that the Progenitor Armor his clan depended on to instill magic into their bloodline is lost. Should he find another Progenitor Armor, however, he could use it to create an unstoppable standing army and form a new power base.

Redoran had made a decision at the defeat he suffered at Trevna, being satisfied with what small amount of territory and powered he needed to survive is not enough. As they became complacent, their bloodline became cursed, as was seen with his, assumed to be dead, son. Not only that, but their meager territory couldn't withstand the Thallassan assault. Destiny, it seems, is against the Mordrick family. However, with the proper moves taken and with the right amount of manpower, perhaps he can defy the tyrannous stars.

For right now, he stays in the shadows. This way, he keeps the rest of the galaxy guessing as to what the mysterious Count might want. Should they find out the face behind it all is simply a noble, they would jump to the normal conclusions of seeking land or overthrowing others.

devilmaydry fucked around with this message at 01:41 on Aug 7, 2014

Siivola
Dec 23, 2012

Yeah, sure, maybe I'll make a noble knight or something.

AlanWhats
Mar 3, 2013

A smartly dressed scientist robot: high five bro.
Yeah you better believe I am gonna be making something for this sweet-rear end game.

Watch this space. Watch it hard.

So Icey Seifuku
Dec 26, 2007

I'll sit this one out on second thought.

So Icey Seifuku fucked around with this message at 10:34 on Aug 5, 2014

Mitama
Feb 28, 2011

Gamerofthegame posted:

Name: Katherine Monroe
Refresh: 4
Physical Stress: ☐☐
Mental Stress: ☐☐☐☐☐
Esperon Stress: ☐☐☐

Oh man, I forgot to mention that High Devotion/Vigor doesn't add extra stress boxes either, since I'm using my own house rule. I'll edit that in my OP.

Anyway, I'm seeing some good ideas building up. Look at all that interest. :o

Gazetteer
Nov 22, 2011

"You're talking to cats."
"And you eat ghosts, so shut the fuck up."
The Imperial Order of Lunar Knights is an ancient fighting force whose occasionally sordid history stretches back to the days of the Void Empire. At one point it is said to have commanded vast armies and many holdings throughout the system. By Elise's time, it was still formidable, but not a particular threat to its neighbours, with its direct influence mostly limited to the Order's home base on the First Moon of Kel. Elise was given to the order at a young age, and never knew her family, as was expected of young initiates. She grew up enduring the harsh training and limited liberties it took to become a full Knight of the Lunar Order, but she emerged as a master sword fighter who could lead soldiers in battle from the front lines.

It seemed an exceptionally short time, however, before the life and position she'd fought so long to secure came crashing down around here. Kel was among the first planet systems that Thalassa attempted to annex -- the Order threw everything it had into the defence of their moon, and was utterly crushed. Refusing to surrender, they staged a hopeless last stand at their ancestral fortress, and not a single knight came away alive. However, not all of them stayed entirely dead. Her suit blown to pieces, injured seemingly beyond recovery, Elise was recovered by a surprisingly altruistic crew of battlefield scavengers. They patched her up to the best of their abilities, substituting parts of her ravaged body with cybernetic replacements. Against all probability, her body didn't reject the augmentations or replacements. Eventually, she woke up and recovered.

Piloting a stolen Thalassan prototype Armour, Elise is now a lone knight out for vengeance in any way she can get it. Her experiences have left her jaded and cold, very capable in battle but significantly less so when dealing with others outside of it. It is becoming increasingly clear that if she has any hope of making a significant difference, Elise is going to need to join forces with others, or be destined to fail as her Order did before her.

Elise



High Aspect: Last Sword of the Lunar Order
Trouble: Body of Metal and Wires
Belief: Victory at All Costs
Aspect: Intimidating Countenance
Aspect: When All You Have is a Sword…

Stress:

Physical: [ ] [ ] [ ] [ ]
Mental: [ ] [ ]

Skills:

+4: Melee, Vigor
+3: Armour,Zeal
+2: Mark, Chivalry, Devotion
+1: Pilot, Smithy, Household, Lineage, Daunt

Refresh: 4

Stunts

1. … Everything Starts to Look Like a Neck: Elise may use Melee instead of Daunt to inflict mental stress when posturing or threatening someone with a sword.
2. Subdermal Plating: Elise suffers no physical stress from sources like ordinary small arms or light blades. She is vulnerable to most forms of sorcery, and anything forceful or sharp enough to penetrate her armour.
3. Redundant Systems: Once per scene, Elise may spend one of her FATE points to reduce one of her consequences by one degree (severe to major, major to mild, mild to nothing)
4. ???

Black Errant:



(Head) Advanced Combat Sensors: Internal, Mark (Great +4)
(Front) Anti-Beam Coating: External, +2 to Vigor rolls to resist beam weaponry
(Back) Stealth Coils: Internal, Skulk (Great +4)
(Arms) Anti-Armour Blade Oscillators: External, +2 to Melee rolls to deal stress to enemy spaceships or other heavily armoured targets.
(Legs) Stability Thrusters: Internal, Zeal (Great +4)

Note: I was a little hesitant to use this particular stunt at first; Subdermal Plating was basically cribbed from a stunt in Atomic Robo at the suggestion of the GM -- it seems pretty powerful but should be completely useless while piloting Armour, and since her being a cyborg is also her trouble, hopefully it can be countered by compels.

Faces/Places:

The Star Vultures are the largest non-pirate salvage guild in the system -- they scour known shipping lanes and battlefields for derelict ships to strip for parts and cargo. Despite their occupations rather ghoulish reputation, the Star Vultures adhere to a strict code of conduct. This code guarantees safe passage for any surviving personnel free of charge, and requires that whenever possible recovered cargo and intact ships be offered at a reduced rate to their original owners. This has allowed them official status to operate in a number of realms that would otherwise frown on self admitted scavengers. Their iconic yellow and black retrofitted cargo ships can be seen in various places throughout settled space.

Faction aspect: Uncertain Direction
Traditionally, the Vultures have kept themselves carefully neutral in the various petty conflicts that arise constantly among the various powers. They don't take sides or play favourites -- it would be very bad for business if someone were to start blowing up their ships on suspicion of supporting their enemies. However, a growing number of voices within the guild are speaking in favour of taking action to directly support threatened realms against the Halidom with their considerable materials and technical expertise -- these guild members have family, friends and customers in realms and settlements that are under threat. Guild leadership is currently divided.

Guildmaster Kia

Aspect: Newly Elected Leader of the Vultures
Aspect: In Over Her Head

Gazetteer fucked around with this message at 21:31 on Aug 11, 2014

Kai Tave
Jul 2, 2012
Fallen Rib
Legends have it that once long, long ago the peoples known variously throughout the galaxy as "beastmen," "ogres," or (marginally more politely) "demi-humans" not only populated the core worlds in great numbers but controlled a planet-spanning empire. What the legends also say is that the Oni, as they know themselves, were eventually forced from the core worlds and cast into the outer rim.

Some claim that the Oni forced the humans' hands, that their Emperor sought to subjugate the other worlds of the core as the Halidom seeks to do even now. Others say that the Oni were the victims, betrayed and attacked by jealous humans who resented their prosperity. The historical records from that period are ancient and fragmentary at best. What is known is that these days the Oni are mostly a scattered people, with small settlements and communities found throughout most inhabited worlds but with no worlds to call their own, save one.

The planet Lianyu lies within the Outer Realms, the only planet that the Oni claim as their own. The diverse terrain and biosphere is rugged and dangerous, but the Oni are a hardy people and are well-suited to the challenges of life there. Oni are stereotyped throughout the galaxy as ill-tempered thugs, deceitful criminals, mercenaries for hire and even the agents of fell powers, but the Oni are a people like any other...they use technology, practice magic, and ply the stars when it suits them. Most of the other Outer Realm worlds give Lianyu a wide berth, the prospect of attempting to conquor a planet full of Oni more hazardous than most warlords care to consider, though many Oni find gainful employment off-world as bodyguards and mercenaries in the endless skirmishes and conflicts to be found throughout the rim.

The second largest concentration of Oni can be found on the Eternal Caravels, a fleet of Oni-crewed starships that charts a perpetual lazy circuit around the galaxy, taking on and disgorging passengers whenever they briefly pause at stardocks and ports to lay in supplies and trade. The Oni aboard these ships are born, raised, and grow old only ever knowing the warmth of a sun or the scent of the breeze during those brief moments when they make port. The approach of the Caravels is alternately a sign for celebration or one of forboding depending on the world in question.

Despite being a single people, the Oni are a biologically diverse race. Skin tone ranges from deep grey to vivid reds and blues. Horns are also common but beyond that physiological differences run the gamut from tails to animalistic features to unusual skin markings reminiscent of tattoos, eyes and hair of unusual color, and occasionally even more exotic features such as wings or multiple arms.

Zel Korda, Champion of Lianyu


The Oni known as Zel Korda is an examplar of his people. The Oni have a great respect for physical strength, resilience, and force of will, and Zel embodies those concepts. Standing over seven feet tall and weighing over 500 pounds, with the broad horned skull common to many Oni, Zel is exactly what most humans think of when they envision an Oni...a rugged, imposing, fearless warrior strong enough to face down a power-suited knight barehanded and win.

Zel is no mere thuggish brute, though. His speech and manner may be blunt compared to the courtiers of the inner worlds but he possesses a keen intellect and a magnetic personality that have helped him in his goal of uniting the fractuous clan-states of Lianyu into a single, unified body. His ultimate goal is the greater recognition of the Oni in the galactic community as a proud people worthy of respect.

The Halidom is a threat he hadn't accounted for in these plans, however. Lianyu sent a single envoy to Thalassa, firmly but respectfully requesting that the Empress recognize Lianyu's soveignty. The Thalassans sent the envoy's horns back to Lianyu in reply. Since then the tenuous alliance he worked so hard to forge has begun to strain at the seams...some clan-leaders believe that they should focus on the defense of their own world and leave the rest of the galaxy to its own devices, others demand swift and immediate retribution, while others yet consider joining the Eternal Caravels with their cousins amongst the star lanes.

But Zel is committed to the well-being of his people no matter the cost. It took much of Lianyu's resources to begin their own Armour construction program and progress is slow-going, but their mightiest creation so far is now Zel's personal Armour, and already the ferocious Jade Demon has clashed with Halidom forces and emerged victorious. If securing the future of his people means ending the Empress' tyranny then he's prepared to fight a path straight to the Core Realms and face her himself.

Concept: Champion of Lianyu
Trouble: Old Prejudices Run Deep
Belief: My People Stand Strong
Free: Unyielding Warrior
Free: Touched By the Spirits

Stress:

Physical: [][][][]
Mental: [][]

Skills:

+4: Melee, Vigor
+3: Daunt, Mark
+2: Armour, Devotion, Zeal
+1: Chivalry, Intrigue, Lineage, Mystic, Household

Refresh: 4

Stunts:

Horned Champion: +2 to Chivalry when dealing with other Oni.
Unbreakable: Once per scene when you take a physical hit you can check two physical stress boxes and absorb shifts of harm equal to their total.
Inhuman Strength: Absolutely stronger than a normal human (Vigor) but at a cost.
Mystical Tattoos: +1 to Devotion to defend against hostile magic, +1 to Mystic to create advantages by summoning or communing with spirits.

Jade Demon


The current pinnacle of Oni Armour engineering and magic, the Jade Demon is more than just a weapon, it's a symbol of Oni unity and pride. Armed with a devastating motorized tetsubo and clad in thick armor, the greatest Oni shamans have also infused the Armour with a number of gifts, including a fearsome bonded spirit inhabiting its systems and the powerful (if somewhat unpredictable) elemental vortex engine, a molten heart of raw elemental magic that seethes with barely contained power poured straight into the Armour's offensive systems, including an integrated maelstrom cannon.

Head: Fearsome Visage: External, +2 to Daunt to intimidate others.
Front: Spirit of the Machine: Internal, Great (+4) Armour
Back: Elemental Vortex Engine: External, On a Blast attack that succeeds with style instead of a boost you may place an aspect on the target with a free invoke. This aspect must be elemental in nature, such as "Frozen Stiff," "Thunderstruck," "On Fire!," etc.
Arms: Maelstrom Cannon: Internal, Great (+4) Blast
Legs: Siegebreaker Drivetrain: External, When you deal a physical consequence to a target larger than your Armour (such as Siege Armour, capital starships, or physical fortifications) using Melee you may pay a fate point to place an aspect on the target with a free invoke related to brute force or destruction such as "Hull Breach," "Shattered Armor," "Gap In the Line," etc.

Places/Faces:

The Barque of Tian

One of the oldest and largest vessels of the Eternal Caravels, of a design and technology dating back to before the Oni were forced to the Outer Realms, and certainly one of the most famous (or infamous) ships among that fleet, the Barque of Tian is more like a mobile trading hub than a starship. Miles in length, the Barque of Tian is large enough to house a sizable resident population while still having space for tens of thousands of passengers, merchants, traders, entertainers, mercenaries, criminals, and wanderers. The massive promenade is a riot of color and sound, music from a dozen worlds competing with merchants loudly hawking their wares while performers dazzle onlookers (and distract them from having their pockets picked).

The Barque has long had a reputation for being a freewheeling melting pot of Oni and humans, criminals and honest traders alike. The crew are swift to clamp down on the worst excesses and those who threaten the ship or its residents are met with extreme force, but brawling and petty theivery are practically an everyday occurrence and of course the ship has a thriving black market where one can obtain nearly anything they desire if the price is right.

Faction Aspect: Mounting Pressure

War isn't always good for business...it largely depends on which side you're on. The Eternal Caravels generally keep to themselves, staying out of galactic politics in favor of their own independant lifestyle, but as the Halidom continues its campaign more and more worlds fall under its control, and the Caravels are finding more and more ports closed to them. The ships of the fleet are beginning to crowd with refugees seeking escape or asylum, and the Empress' forces have attempted to sieze or destroy several vessels under suspicion of piracy or "collusion" or other such pretexts. Thus far the Caravels have avoided becoming entrenched in the ongoing conflict, being more concerned with their own well-being, but with trade being stifled and the Empress' grip across the Outer Realms tightening by the day it's only a matter of time before the Caravels are drawn into the war whether they want it or not.


Face: "Admiral" Kol Garrak
Aspects: Roguish Charm, Hidden Depths
The current Captain of the Barque of Tian and self-styled "Admiral" of the Eternal Caravels (a position many other Captains in the fleet hotly contest), Kol Garrak appears every inch the swaggering pirate king from his manner of dress to his flamboyant fighting style (aided by Oni strength).

The truth of the matter is that Kol possesses a sharp mind and keen intellect and puts on a good show of being exactly what others expect him to be so that they continue to underestimate him. Time and again his shrewd negotiations, tactical insight, and cunning gambits have helped the Eternal Caravels turn crisis into opportunity, but the Halidom's crusade is a threat he knows he can't continue to dance his way out of forever. Kol is fiercely committed to the protection of his people and the ships of the fleet, but cares little about Lianyu and its affairs, prefering independence among the stars.

Kai Tave fucked around with this message at 09:33 on Aug 6, 2014

Comrade Gorbash
Jul 12, 2011

My paper soldiers form a wall, five paces thick and twice as tall.
Making a pop-star from a neutral kingdom who volunteered for a Lafayette Escadrille/Flying Tigers type group, and is a hotblooded inspirational fighter.

Meinberg
Oct 9, 2011

inspired by but legally distinct from CATS (2019)
Jack Goldeyes

"Trade rules the worlds, whether the nobility like to admit it or not. The massive fleets, the wars of conquest and succession, even Armour exist for the sake of facilitating and controlling trade, and the immense wealth that comes with it. Without this income, all of humanity would descend into irreparable chaos."

Jack Goldeyes- Junior Partner of the Outer Realm's Merchant Alliance

Jack was born to a small, and poor, noble family on an isolated moon. His family's station afforded him tutors from an early age, and he quickly showed a shrewd and critical mind, as well as a precocious talent for mathematics. By the time he was ten, he was managing the household's finances and leading caravans between his family's holding and the major spaceport on the moon. When he turned sixteen, though, he ran away from home, finding the pastoral lifestyle of his home to be unrelentingly dull.

With the funds he had saved up over the previous six years, Jack funded a successful trade endeavor, doubling his starting cash in a single deal. He continued to ply the spaceways, expanding his funds and eventually purchasing a small freighter for his own use. Soon, his success was noted by the Outer Realm's Merchant Alliance, a consortium of guildsmen and traders whose hidden hand controlled most of the economy of the Outer Realms. Jack passed a number of tests, both practical and theoretical, under the eyes of a Senior Partner, and eventually was awarded the title of Junior Partner, giving him access to greater resources and allies.

Still, he stifles at his position, his youth holding him back from further power within the Merchant Alliance. He sees the coming war as an opportunity to prove himself, and to secure even more power. He has no love for the Thalassa, and as the pilot of the experimental Armour Hekatonkheires, he has been placed in the vital position of the Merchant Alliance's representative on Crucible.

Aspects
Concept: Merchant Prince
Not only is Jack highly prominent in economic world, his noble upbringing still influences him to this day, infusing him with a sense of chivalry and noblesse oblige.
Potential Compels: Money Matters, Administrative Duties, Navigating the Court
Potential Invokes:[ Family in trouble, Duty Above Self, Doesn't Talk About His Origins


Trouble: Eyes Above His Station
For all that he has, Jack wants more. While he won't go so far as to deny those who believes have earned their position, he's quick to judge others as unworthy and pursue his own advancement. Some of the Senior Partners have noticed and are uneasy about his ambitions.
Potential Compels: Showing Off, Seizing Opportunities, Won't Let Old Men Get in His Way
Potential Invokes: Meddling Superiors, Dangerous Overconfidence, Can't Settle For Less


Belief: All Men are Entitled to the Sweat of Their Brow
All should receive their due for their labor, based on the quantity and quality of that labor. Do-nothing-nobles plotting in their private chambers and leeching off the wealth of the common men are abominations. Let those who have been given more do more in return.
Potential Compels: Rallying Workers, Won't Surrender His Ideals, Friend to the People
Potential Invokes: Can't Keep His Mouth Shut, Noble Misapprehension, Won't Take More than His Share


Claim to Fame: Jack the Titan Slayer
Jack's final test to become a Junior Partner was escorting a trade flotilla through repeatedly raided space. The raiders were led by the Armour known only as Titan, and Jack led the mercenaries defending the flotilla, beating back the raiders, and trapping Titan in the gravity well of a moon, where the fleet unloaded all of their weaponry upon the Armour.
Potential Compels: Nothing Is Too Big, Renowned in Song, This Guy Might Have Potential
Potential Invokes: Revenge of the Titans, He Can Handle This Situation, Has a Reputation to Maintain


Armour: Prototype Spirit-Assisted Mecha
The Hekatonkheires is the first of a new line of Armour. It relies on bound spirits to operate most of its systems, with the human pilot not controlling through motor feedback, but more as a battlefield commander, organizing the spirits and sending to commands with frightening effectiveness. Still, it is not without its bugs, as all prototypes are.
Potential Compels: Reacts on Its Own, Internal Conference Call, Shaper of the Battlefield
Potential Invokes: Spirit Rebellion, Needs Maintenance, The Next Generation


Skills
+4 Intrigue
+3 Cunning, Household, Lineage
+2 Chivalry, Devotion, Mark, Mystic
+1 Daunt, Pilot, Smithy, Zeal

Refresh: 4

Physical Stress [] []
Mental Stress [] [] [] []

Stunts
Wheeler and Dealer: +2 to Intrigue when making financial deals
Trader on Many Worlds: +2 to Mystic for knowledge relating to planetary industry
I Can Probably Figure Out the Controls: Can spend a fate to gain +2 to Pilot on unknown vehicles
I Have People Who Do that For Me: Can use Household instead of Smithy to repair Armour

Mecha- The Hekatonkheires
The Hekatonkheires was developed by the Merchant Alliance as an attempt to create a new line of Armour, one which could be piloted by any individual, regardless of magical talent. Much of the heavy lifting is done by autonomous spirits, who theoretically should be able to manage the magical requirements on their own. So far, though, the prototype has required an individual with the inherent talent, but that doesn't stop further experimentation.

The Hekatonkheires has been designed primarily to play a support role in combat. While the graviton net projector can be altered to fire mini-singularities, its primary function is to generate fields of gravitational disruption to slow down enemy ships or Armour and break up enemy formations. This is further enhanced by the infinite calculation generator, where quantum spirits communicate across an infinite number of parallel realities to determine the most likely outcome of a given course of action, giving the pilot unprecedented predictive feedback.

The design is as broad as it is tall, almost spherical in shape, with long arms and an inset head, allowing for rapid communication between all components.

Head: Targeting Sensors (Internal)- Blast +4
Torso: Spirit Array (Internal)- Armor +4
Right Arm: Graviton Net Projector (External)- Can use of Blast to create Gravity related situation aspects
Left Arm: Infinite Calculation Generator (External)- Can use Mystic to create prediction based aspects
Legs: Traversal Engine (Internal)- Zeal +3/Vigor+1

Face: Admiral Vashti
When the Void Empire collapsed, a single fleet maintained its duties. In the darkness beyond the Realms, a dread force waits, and the Expeditionary Fleet is the first line of defense against its resurgence. Admiral Vashti leads the remnants of the fleet, though its combat effectiveness has slowly dwindled over the years, as its needs have instead begun to focus on self preservation, especially as resources grow more and more scarce.

She is methodical leader, Forced into Desperation by the dangers now beginning to emerge from the dark. She will do whatever it takes to support her people, and to continue to fulfill the duty that they had accepted so long ago. But with the odds so stacked against her, and her fleet, she may be forced to become more ruthless than she ever expected. Only her confidence and unwavering zeal will allow her to succeed.

Faction: The Reformed Church of Unification
The Founding Faiths are as diverse and disparate as the peoples of the system, but in the distant past, an unnamed prophet received the Revelation of Unification. He saw that all faiths held but once piece of the one truth, and spread his vision as he wandered the planets. After his death, the teachings found fertile soil in the burgeoning Thalassan Empire, who used the tenets of the faith as a tool to aid in their conquest and expansion, forcing subjugating people to convert from their faiths to Unification.

However, many priests and religious rebelled against this use of their faith as a political tool, and found allies in followers of the faith in the Outer Realms. Together, they have formed a splinter church, one Devoted to Peace and Acceptance. The church lacks a formal hierarchy, or a direct political agenda, but their priests can be found on every world of the Outer Realms, and their followers are the fastest growing denomination, as the splintered remnants of the Void Empire find the message reassuring, especially in these dark times.

Meinberg fucked around with this message at 00:07 on Aug 5, 2014

DeTosh
Jan 14, 2010
Slippery Tilde
Oh, man this sounds cool. I'll see if I can put together an app. I do have a couple of concepts in mind. An idealistic lord who betrayed the Empire out of principle. Or a member of a resistance group who pilots an armor equipped with what is functionally an AI, but actually the spirit of one of the last remaining dragons.

DeTosh fucked around with this message at 11:06 on Aug 2, 2014

Sathzur
Nov 19, 2009

Name: Domhan Sciath
Refresh: 4
Physical Stress: ☐ ☐ ☐ ☐
Mental Stress: ☐ ☐

Domhan's people have passed down a legend of an ancient time when their world Kritha was threatened by a great and evil power that they still fear to name lest it return to enact its revenge upon them. Village after village fell to the enemy's army until only ten were left protected by a mountain range with only a narrow pass linking them to the rest of the world. Fearing the total extinction of their people the wisest people from each village came together to find a way to prevent their extinction. Five days and nights passed without an idea and the enemy inexorably getting closer, finally on the sixth day the youngest spoke up saying, "Why do we not build an army of giant armors each the equal of a hundred warriors?" After much back and forth with some arguing for and others against the Grand Council as would become known as returned to their villages to set before their villages' best weapon- and armorsmiths the grand task of creating the great armors they had envisioned in their meeting. When three months had passed the Great Enemy's soldiers had finally appeared on the horizon expecting little resistance from what they thought would be a disorganised rabble, what they found instead were what appeared to be colossal statues resembling the planet's natives standing guard outside the pass each armed with a different weapon. When they approached within two miles of them the statue came to life their weapons arcing down upon the army leaving naught but piles of bodies behind finally the battle ended with only the titans and a small remnant of the invaders left the titan's leader pointed his spear at them and in a booming voice said, "Leave this world and never return or you and your descendants shall face a fate far worse than that which you suffered today." Fearing for their lives and of their descendants the invading army fled the planet never to return again.

Centuries passed peacefully with nary a whisper of the ancient threat that had once threatened the world and one by one the titans fell into disrepair until only one of them was left in any kind of a repairable condition. This era of peace came to an abrupt end when the news of the Thelassan Halidom's arrival in the Outer Realms reached the capital city of Untharr's palace King Naomh Mura sent out a proclamation to reactivate the titans to defend their planet once more. One by one word came back that nine of the titans were no longer in any condition to protect their world and that only one of them still worked adequately, hearing the news the king sent word that the last titan would be repaired with the parts of the rest and that a tournament would be held in a month to decide who would become the one to be the honored user. On the day of the tournament sixty-four entrants entered the Untharr Colosseum to compete for the honor of being chosen to defend their planet and people, the king stepped forward and announced that the tournament would be single-elimination and the winner would be decided by a fight between the remaining four contestants. As the day went on the contestant's group shrunk until only four were left: Domhan, his rival Scead, and two others who seemed to have a similar relationship as Domhan and Scead. When they reached the center of the arena the gong was rung and the group immediately set upon each other and rather quickly one of the strangers was felled by Domhan and Scead who had agreed to work together until they were the only ones left. As soon as his head hit the ground the two turned to the remaining enemy and with synchronised kicks began knocking him back towards the wall bruising him severely and as his back touched the wall Domhan launched a powerful uppercut to his chin knocking him senseless. Scead seeing that their common foe was now dealt with turned upon Domhan hoping to win the fight, but Domhan saw him coming and with a spin hit Scead in the chest first with his tail then his right fist badly winding him. Seeing Scead was barely standing after the punishing attack he went in and delivered a hard left to his temple sending him into oblivion.

High Concept: Legendary Hero's Descendant
Trouble: Anger Management
Belief: The lives of my people
Free Aspect 1: Ancient Armor
Free Aspect 2:

Skills
(+4) Blast (Shoot), Melee (Fight)
(+3) Vigor (Physique), Armor
(+2) Lineage (Contacts), Daunt (Provoke), Zeal (Athletics)
(+1) Smithy (Craft), Mystic (Lore), Mark (Notice), Devotion (Will), Chivalry (Empathy)

Stunts
Bombardment: Gain a +2 to creating advantages involving suppression fire.
Lunge: Use Melee against targets one zone away.
Spirit Breaker: When inflicting physical stress, spend a fate point to inflict it
instead in the corresponding box on their mental stress track.
Toughened System: +2 to resist stress from hostile environments

Armor
Fairtheora

Original Form

Repaired Form

(Head) Pyrophase Cannon (External: +2 to Blast to create aspects)
(Torso) Streamlined Armor (External: Use Armour instead of Zeal when attempting to overcome a zone obstacle)
(Arms) Morphic Lithosite Claws (External: +2 to Melee against armour with at least one shut-down System.)
(Tail) Kinetic Absorption System (Internal: Fair Vigor/Fair Zeal)
(Legs) Evasion Boosters (External: +2 to Armour to defend vs. Blast attacks)

K Prime
Nov 4, 2009

Araine "The Smiling Knight"
Combat Mix


"Gentle soldiers. I love war. I love the battles and the bloodshed. I love the feeling of risking everything I am and will be at the tip of a blade. I love the feedback when my Savassarkı carves the life from my foes.

As long as it is for the right reasons, why should I not? Many claim that there is nothing beautiful in war. They are wrong. When you fight for the right reasons, why quail? Let the love flow through you. Love battle, and you will never fear again!"


Much has been said about the Smiling Knight, traitor to Thalassa, the Pale Rider, she who Betrayed at Atimados. When asked about her deeds, Araine just demurs. "I only did what was Right."

Araine was born to the battlefield. The daughter of Guidan Kakugane the Pure, one of Thalassa's elite Armor pilots, she grew up knowing that one day, she would inherit his armor and ride against the enemies of Thalassa. Trained in combat from 5, in nobility from 7, and in fear never, she quickly took up her role as his squire, fighting alongside the machine that would one day be hers.

Guidan fell gloriously against the Forma, and Araine publicly mourned for a month, as is customary. In truth, she did not mourn him at all at the time; he had died in righteous battle against a powerful foe. What was there to mourn? He had taught her that. And so Araine ascended the steps to the Aegis of Thalassa, the core unit of the dauntless Savassarkı, and took her father's place. The enemies of Thalassa trembled in fear, for it felt as if all the effort it had taken to slay the Pure had been wasted. If anything, there was a certain terrible joy to the Savassarkı now that only made it worse. Guidan had seen battle as his purpose. Araine saw it as her purpose and her pleasure.

And so things went for a while. The Smiling Knight of Thalassa carved her path through the Empress' foes, and all fell back before her. But part of Araine began to wonder if she was doing the right thing, as each battle became more and more of a joke. What had started as life-or-death struggle against valiant but wrong foes was turning into a slaughter. While part of her slavered at the prospect of more bloodshed, the rest of her quailed from the ease of it. Her father had been the Pure for his honor and refusal to harm those who could not fight back. Was she tarnishing his name?

When Thalassa attacked the fractured Commonwealth of Atimados in 2814 TL, (3045 VD, 1123 AT) Araine was appalled. Atimados was so busy fighting itself that it would collapse on its own before much longer. It had nothing of particular value. If the Empress had asked for its surrender, she would have had it. But the orders were to annihilate its already-rebelling army, subjugate its people, and put any who resisted to the sword. The Empress declined to explain why.

The day before battle was joined, Araine disappeared.

On the day of battle, the Thalassans and Atimados alike were shocked to see her standing with the last loyalist Royal Atimados forces. Araine had made a surmise: The Empress wanted something specific from Atimados, something they would fight and die to keep. So she had surrendered her service to King Wencas IV, and advised him to load everything he could think of to fit that description aboard the fastest ship he could fit it on. She would make sure it escaped, or die trying.

And so Araine stood at Atimados alone for 3 glorious hours. She slew Eran the Grey, and destroyed the ancient armor Devasastri. She cut the last breath from the Fist of Thalassa. She cut through their levies like a reaper through wheat. And then, at the last, when Savassarkı barely could hold the sword Joyeuse and the Cull floated shattered at her side, she grappled onto the escaping Hope of Atimados and was gone, with all the other treasures of Atimados. The medics that prised her from the Aegis found her barely conscious, but locked in an expression of terrible, unholy joy.

The Empress' rage knew no bounds. 3 things had escaped her: whatever she sought on Atimados, Araine, and the Savassarkı. All three would be brought back, one way or another. Araine welcomes her to try. Savassarkı stands ready, and with the people of the Outer Realms. Araine loves nothing more than a just war, and one is coming for her.


High Concept: Knight In Bloody Armor
To her allies, a kind and noble soul who would do anything for a good cause. To her foes, a terrifying death machine that enjoys this way too much.

Trouble: Steering The Monster
Part of her wants to just start killing everything that can put up a good fight, for the sake of the challenge. It comes out in battle, and sometimes, it wins.

Belief: Right and Might Make Happiness
If you are righteous and weak, she will make you strong. If you are mighty and wrong, she will make you right. Even if that means leaving you a corpse.

Free: Do Not Pursue
Many have heard of the Smiling Knight. Some of those people still have all their bits. Most of that category doesn't ever want to hear about her again.

Free: Traitor to Thalassa
Both she and her armor are technically stolen from Thalassa. They want both back, badly.

Skills
(+4) Melee, Chivalry
(+3) Armor, Daunt
(+2) Zeal, Devotion, Mark
(+1) Vigor, Lineage, Cunning, Intrigue

Stunts
There Will Be Bloodshed: Araine gains Weapon:1 for each two physical stress boxes filled between her and her target.
I Feel ALIVE!: 1/scene Araine can tag one of her own physical consequences.
Let's Dance! Araine gets a +2 bonus to Daunt when calling out the strongest opponent in the scene.
I Empower the Weak: When Araine places an aspect on an ally using Chivalry, that ally may use one of Araine's skills for as long as that aspect is present.

Savassarkı

The Scythe Does Not Distinguish Between the Tall and Short
Thalassa's Reaper. Designed to take the fight to the foe and destroy them, whether vassal or lord, Armor or suit. No guns, no lasers, no missiles. Its wielder must be both skilled and nearly mad, for there is no other option for it but to charge.

(Head) Predictive Heuristic Scanner: 1/scene reveals an aspect about an opponent (external)
(Sword) Joyeuse: Araine cannot take mental stress from Daunt. (external)
(Back) The Aegis of Thalassa (Internal Great Vigor)
(Arms) The Cull: Destroys up to 2 additional Vassals on a hit (external)
(Legs) Hussar Spurs: Savassarkı can move 2 zones and attack (external)

The Atimados Remnant
A Treasure Without Price


The Atimados remnant still wanders the Outer Realms aboard the Hope of Atimados. On board are all the treasures of Atimados, which are thankfully mostly worthless to foreigners. Except for one. Which one, not even King Wencas is sure. But one is something that the Empress will kill to have. So the Hope never stays in one place for long, staying one jump ahead of mercenaries, marauders, and the Empress.

King Wencas IV
Still But a Boy, Jaded Before His Time

K Prime fucked around with this message at 02:43 on Aug 5, 2014

Comrade Gorbash
Jul 12, 2011

My paper soldiers form a wall, five paces thick and twice as tall.
Severine Ece Orthrom


Basileia was once a beacon of art and culture, a shining gem of the Core worlds. It was also among the first to fall before the Halidom.

When the conquerors came, Severine Ece Orthrom, scion of a noble house and famed singer, was on a Grand Tour through the system. Initially conceived as a simple artistic endeavor, as the war turned against Basileia it transformed as a call to arms and a petition for aid. Severine, guided by her advisors and managers, took part in the propaganda. When Basileia itself fell, she provided a focal point for efforts to recruit the scattered refugees from it and other conquered worlds.

At first Severine was merely a figurehead, a puppet for the leaders of the coalition of Core worlds opposing the Halidom. But over time she became aware of how those leaders were cynically using the soldiers she recruited as cannon fodder, and their relationship with her as a way to enrich themselves. Infuriated by their corruption and incompetence, Severine also realized she was dependent on their good will.

So she decided to change that. To the amusement of her handlers, she insisted on taking part in the fighting. Their acquiescence was based on the assumption that it would be a sham - another PR stunt that would aid recruitment. The officers in the Interplanetary Brigades that had answered her call to arms felt the same, and clearly disapproved. Severine surprised them by insisting on learning, really learning, how to fight. Over time she won them over with her dedication and willingness to learn, convincing them of her sincerity. To everyone's surprise, Severine proved to have a talent for war. She had always been inspirational, a charismatic force, but now she added martial prowess and a newfound confidence in herself.

Operating her red Suit, Severine lead the Brigades in the long retreat as the Core Worlds fell. No longer answering to her one time masters, she refused to surrender, though defeat seemed inescapable. The Brigades grew in diversity as more diehards answered her charge to keep up the fight after their homes gave up. But in spite of their dedication to the cause, the Brigades were treated as refugees, as a burden by each new power they allied with in the face of the Thalassan threat. Severine's personal fame and noble birth, and her willingness to use her connections and endure the gossip about the brigades as her personal folly and vanity project, kept them together.

When Kyrenia announced the gathering of its coalition at the Crucible, it was obvious where the next stop on the Brigades long journey would be. But this time, Severine intended not to be pushed to the fringes.

Not every Basileian had continued the fight against the Halidom. Many had joined the Thalassans, the most feared of these made up the Alabaster Order of Carolus Heraclius. Among them is Severine's own brother, Rene Alexios, is an officer in their ranks. She used this connection to arrange an ambush on Wikunan. There, the Brigades managed, at great cost, to capture the Armour Kataphraktos. Severine herself was nearly killed holding off Rene, her Suit wrecked. But she survived and escaped once more.

Now, the famed singer and resistance fighter arrives in possession of a mighty engine of war. Now, she will be listened to, and not just because of the beauty of her voice. Now, she can take a step towards her homeworld and its restoration instead of away from it.

Concept: Inspirational Leader of the Exiled
Severine is the de-facto commander of the Interplanetary Brigades, by dint of personal charisma and perseverance.

Trouble: Beholden Onto the Charity of Others
With her homeworld conquered, Severine's resources and livelihood is always dependent on the good will of her allies.

Belief: Liberation!
The Halidom will be defeated and it's conquered worlds liberated, no matter how long it takes, no matter the cost.

Free: The Chanteuse
Severine was a famous singer, basically a pop idol. She still does concerts, but now they're to improve moral or secure support for her forces.

Free: Paid For In Blood
Severine has earned her reputation as a warrior and her Armour the hard way.

Stress:
Physical OOO
Mental OOO

Skills:
+4: Chivalry, Intrigue
+3: Melee, Lineage
+2: Armour, Daunt, Devotion
+1: Blast, Mark, Mystic, Vigor, Zeal

Refresh: OOOO

Stunts:
An Idea With a Sword: Allies may invoke aspects you create for +3 when they are making Melee attacks.
Do You Hear the People Sing?: Once per scene, give all allies who can hear Severine one free invoke on their Belief. You can spend a Fate point to give allies with consequences received this scene an additional invoke of their Belief.
Friends in High Places: Use Lineage instead of Household when you can openly call upon your friends among the rich and powerful on allied worlds.
Interplanetary Brigade: Start each armour battle with Vassals equal to Lineage level (+3), or your Lineage level +2 but at a cost.

Kataphraktos Galant

The Herald of Bold Chevaliers

Formerly an Armour of the Alabaster Order, the Interplanetary Brigades captured it at Wikunan. Repaired and painted in the traditional burgundy colors of Basileia, Severine hopes it will give them the tool to secure a proper place in the councils of the coalition and to defeat the Halidom.

Armour:
Head: Oculi of Jehanne External: +2 to Armour to defend vs. Blast attacks.
Front: Sunheart Crystal Turbine Internal: Great Zeal.
Back: Helicon Thrusters External: When you move at least 1 zone and make an attack or make an attack on a target that just moved into your zone on their last action, add 2 shifts to any stress you deal with this attack.
Arms: Gauss Lance External: Use Melee instead of Blast vs. targets one zone away.
Legs: Vegliantin Greaves External: When you succeed with style on a Melee defense, you may move 1 zone in addition to gaining a boost.

------------------

Alabaster Order of Carolus Heraclius
Fanatics Are Hard to Aim

Named for a shared hero of Thalassa and Basileia who defied the Void Empire, the Order is made up of volunteers who fight alongside the Empress' legions. Their loyalty to the Halidom is absolute. Many of them are younger siblings who were given the titles stripped from elders who refused to bend knee to the Empress. However, many are also fanatical converts to her religion. They possess a handful of mighty armors designed to commemorate heroes and myths of Basileia, each painted pure white

Rene Alexios Orthrom

Willing Collaborator, Nemesis

Severine's younger brother, Rene Alexios was given the title after the puppet rulers of Basileia declared Severine a war criminal and traitor. He is also a convert to the Halidom's religion, a fanatic who believes in her cause body and soul. Rene is just as charismatic as his sister, and a skilled Armour pilot himself. He dons the Armour Akolouthos Imposant in battle. Rene entertained notions that he could convince Severine to return home, to convert, to see the truths he had uncovered. After Wikunan, he has come to the conclusion that she must be stopped at any cost.

Comrade Gorbash fucked around with this message at 02:58 on Aug 12, 2014

Kerzoro
Jun 26, 2010

Esmeralda



Oh sure! The system may shine with the tales of knights and magic, empires and fancy nobles fighting over whatever, but you know who usually ends up in the pits? People like me, that's who! People that may just wanna leave in peace and stuff, you know what I'm sayin'?

... Yeah, OK, maybe not -me- in particular... yes, yes, all the knives are necessary. OK, no, stop derailing me. What I mean is, have some sympathy man! There are people starving out there while you try to fund that war effort... or SAY you are trying to fund that war effort.

I can say that because I read your ledgers. Aren't you a naughty boy? I'm pretty sure that Extyrian wine is pretty expensive to import and not at all necessary for a war effort!

... OK, no, you -don't- get to get all indignant on me. That should be MY job! ... come on, what are you calling the guards for? we were just having a pleasant conversation here. Yeah, you know what? Stay here for a moment.

YES, the knives are necessary so that you don't run away! Now you get it!

Oh! Hey fellas. Nice swords.

Have you met my tall and handsome friend yet?

quote:


Concept: Rogue With Heart of Gold
Esmeralda loves life and believes it is an adventure, but for all her posturing she absolutely cannot stand to see people in despair and will help however she can.

Trouble: Curiosity Killed The Cat
Esmeralda is too nosy for her own good. While it has gotten her good things and interesting times, it also tends to net her into a load of trouble.

Belief: Family Above All
Esmeralda has a twin sister, Jade, as well as around a dozen adoptive sisters all over the place. She is the second oldest (Jade beats her for a few minutes) and as such tends to feel responsible for them. They all seem to share the penchant of getting in trouble.

Aspect: A Million Goddamn Knives
Esmeralda always carries two bowie knives with her wherever she goes-- she calls them Slash and Slice-- but she also has many throwing knives concealed all over the place. Judging by the last time somebody asked her to disarm entirely, she might be carrying enough knives to double her body-weight… and as it turned out, she still managed to sneak in a few.

Aspect: Grand Larceny
Esmeralda would be terribly insulted if you called her a thief! Sure, sometimes she ends up with things that don't BELONG to her... such as the time where, as she was fleeing a particularly hairy bit of trouble, she "borrowed" her current Armour to get away.
She's not in any real hurry to give it back, but some people are still looking.

Skills:
+4 Melee, Blast
+3 Armour, Zeal
+2 Skulking, Daunt, Mark
+1 Vigor, Cunning, Larceny, Intrigue, Devotion

Stunts

Bulls-eye!: +2 to Blast to attack using thrown weapons when an enemy is suffering from a consequence.

Snappy one-liners!: On a successful use of Daunt to create an Advantage, Esmeralda can taunt and enrage an enemy into attacking her as opposed to whatever target they were otherwise attacking.

Mean like a Rattlesnake: When Esmeralda takes a consequence, she gets a +1 to Melee and Blast against whomever caused it.

Kleptomaniac Reflex: When Esmeralda defends from a Melee attack and succeeds with style, she can take something from the enemy, creating an Aspect.


Armour: Shade Panther



A tall, humanoid robot, mostly black in color. Shade Panther is a prototype, a stealth Armour created for special missions. It never got to see even its first, as Esmeralda chose to hide in the cockpit as she was escaping from some very irate guards, and somehow activated the thing, making away with it like a thief in the night. A clumsy thief in the night, maybe, but she got away nonetheless. she has grown pretty attached to it! ... her. Esmeralda insists Shade Panther is a her.

Head: Hunter's Mark (+2 to Mark to create an advantage like Target Lock)
Front Torso: Midnight Armor (Great (+4) Skulking)
Back Torso: Eclipse Mode (Once per scene, spent a fate point to vanish from sight entirely, gaining an Aspect)
Arms: Twin-Blades - Giant Killers (+2 to Melee against enemies caught unaware.)
Legs: Omega Turbines (Great (+4) Zeal)


Organization: The Jewelry Box
A fairly recent organization (in that it only has existed for a decade or so), the Jewelry Box was formed by a scion of a disgraced noble family, who decided to use what remained her fortune to raise orphans left behind from the tragedy that caused her family to fall in the first place. All of the orphans were girls. The children were raised well and trained in various skills, and after their patron died they continues to carry on in her name. The Jewels scattered across the system, and new orphaned girls are brought in from time to time, and the family continues to grow.
Aspect: Share Your Fortune
The girls from the Box cannot be said to be upstanding members of the community, and in fact have a roguish streak, but every single one of them was taught to help those in need... often at the expense of those that are not in need.

Face: Jade
Jade is the oldest of the Jewels, the defacto leader of the group, and thankfully much more level headed than her twin sister.
Aspect: Plans Never Survive First Contact
Jade is clever and patient, and likes to have a well-made plan at hand... but the rest of her sisters (and especially her twin) tend to try her patience, so she has learned to adapt.
Aspect: Nerves Of Steel
Jade is almost unnaturally level-headed. It is very hard to get her to display an emotion she does not want to display. She explains that if she wasn't, she would have probably strangled several of her sisters already. Nobody knows if she's joking or not.

Mitama
Feb 28, 2011

Okay, new submissions will not be accepted at August 9. I don't trust we share timezones at all, so let's say around 60 hours from now.

Fyi, I don't need all your aspects/stunts/mecha systems filled out, but I do need to see your faction/face in your application. Even just the aspects will do if you're in a hurry, but that's a requirement. Thanks.

I should probably make the spreadsheet in a bit.

ProfessorCirno
Feb 17, 2011

The strongest! The smartest!
The rightest!
Nehu Afrezia
[timg][/timg]

Nehu comes from a strange kingdom of near-human, Armour-clad, semi-nomadic warriors, from the Zeria system/planet. For them, Armour piloting is a way of life; children are given lessons in fighting once they begin to hit puberty. While some, including the royal family, stayed in the cities, most everyone else journeyed across the land. Thanks to the powerful power the royal family held over machinery, most rote functions or manual labor was done through robotic aid, allowing the civilization to flourish as eternal travelers. Their planet, the only one in it's system,

Nehu himself was the son of their queen, a powerful woman named Rishu. The civilization's strict matriarchal tradition meant his younger sister, Rimu, was chosen to be the next chieftan - a fact that Nehu had no problems with. His family had been chosen to lead for their strange powers over machinery and AI, powers that had manifested especially strong in his sister just as it had in his mother. This allowed Nehu to focus on the art of combat and Armour piloting in his role as bodyguard and servant.

When Thalassa came, it came in peace. Zeria had not warred in a long time, but it kept it's army in prime form and took pride in their past conquests. Thalassa approached as traders and diplomats, hiding the knife behind them. By the time Queen Rishu realized what they had planned, it was too late; their assassins struck, slaying her, taking the now Queen Rimu hostage, and declaring the system annexed. Before the castle could truly fall, Rishu's favored AI had one last message: to ask Nehu to flee, so that he may not only live, but also to gather arms and return to free their system. Nehu took his armor - along with a secret.

Unknown to most, Nehu doesn't just work alongside his AI; they have bonded in a way that few can match. To some degree, connecting with the AI as strongly as he did would have been considered near blasphemy given he was the lesser son, and was kept secret from the general populace; in this time of war, it is openly proclaimed, and has come to be received as a blessing that the gods truly are on his side. Thalassa rules Zeria with Rimu as a puppet queen, but the planet continues to aid the rebellion as much as it can.

Concept: Prince in Exile
Trouble: A Man's Pride is Unquenchable!
Belief: Better To Die Standing
Free: Blood is Thicker then Water
Free: My Troublesome Robutt Friend

Stress:

Physical:
Mental:

Skills:

+4: Melee, Armour
+3: Zeal, Vigor
+2: Mark, Devotion, Chivalry
+1:

Refresh: 4

Stunts:

Warrior-Prince's Conduct: Can use Chivalry instead of Intrigue to Overcome Obstacles when acting as either prince or knight
Arezian Bond: Gains +2 to Chivalry when dealing with non-organic life
Gotta Go Fast: Can use Armour instead of Pilot when gunning it as hard as he can
:

Uym

[timg][/timg]

Uym is Nehu's "pet" AI that's grown into a full companion. While it's common for the royal family to have dedicated AI serving them, traditionally, only the Queen (and next in line) have AIs that grow into full cognizance. Nehu's gift for growing his own was seen as an unwanted accident - that's turned into divine favor. Uym for her own part is entirely loyal to her "young master," and despite her fearsome outwards appearance, loves poetry, music, and philosophy, and has even started to become slightly spiritual. Uym refusing to attack humans or near-humans on their own (while having no problems tearing through their Armour). For his part, Nehu has no idea what he's doing to increase Uym's capacity for self-learning.

Head: AI Core (Internal) Uym can act even without Nehu being present, but all consequences are shared.
Front:
Back:
Arms: +2
Legs:

~*~

Location: Zeria
Issue: AI for Anyone!

Zeria was once home of the Afrezia Royal Family - and Afrezia Computing, the greatest AI programmers in the Core Worlds. With every employee being a lesser cousin or niece to the royal family, Afrezia Computing manufactured fast learning and versatile AI, designed for everything from simple farming to more complex and difficult tasks such as caring for children. Since the war, Zeria is now under control of Thalassa but morally aligned with the rebellion, leading to both sides exploiting Zeria's famed AI work against each other.

Face: Rimu Afrezia
[timg][/timg]
Aspects: The Youngest Queen of Zeria, Witch of Metalworks

Rimu Afrezia, still barely a teen, has been made queen of Zeria after the assassination tragic, unavoidable, accidental death of her mother, Queen Rishu, and her brother's running away to join the rebellion equally tragic death corroborated by many. While her powers over machinery and AI have been slow to coax out in servitude of Thalassa, she remains their loyal figurehead, who absolutely does not in any way endorse or assist the planet-side resistance as it aids the rebellion as best as it can.

~*~

Faction: The Coglings

Issue: One Man's Trash

As battles rage across the system, two things are rapidly being discarded: damaged Armour, and orphaned children. The Coglings are a loose network of the later who find the former and fix them up to live in. Trusting neither the rebels or Thalassa, the Coglings have begun working together to find and help other abandoned children to create their own new homes, free of war and soldiers. How long this can last is anyone's guess.

ProfessorCirno fucked around with this message at 03:43 on Aug 8, 2014

GodFish
Oct 10, 2012

We're your first, last, and only line of defense. We live in secret. We exist in shadow.

And we dress in black.
Going to try and squeeze out an app before the deadline if I can.

GodFish
Oct 10, 2012

We're your first, last, and only line of defense. We live in secret. We exist in shadow.

And we dress in black.
Jesse of the Scrapyard


Jesse was born, or at least, found as a child on the planet known as The Scrapyard (Offical Designation, CMLN-3: Lyonesse Refuse Colony), in the Camlann Planetary System near the edge of the Core Realms. Once a sparkling example of civilization and technology, Lyonesse (CMLN-2, the second planet in the system) took to dumping its waste on the nearby, uninhabited planet, CMLN-3. After the fall of the Void Empire, the other planets in the system slowly depleted their natural resources, and were abandoned one by one until only the Lyonesse Refuse Colony received any traffic, now as the dumping ground for waste from planets in other star systems. Eventually it became known as merely The Scrapyard, a place to leave anything unwanted, from old technology to children, corpses to radioactive materials to the homeless.

The Scrapyard: as it was while Jesse was there


The hub of life in The Scrapyard was simply known as The Spaceport, where ships landed to perform black market trades, or to leave behind living cargo if they felt charitable enough to not launch them from space. No one ever seemed to want anything that was on the planet, besides the inhabitants, who lived off of the refuse of other civilizations, so when news of Halidom's crusade reached them, no one paid it much heed. All it meant was that the official cargo ships would have a different symbol branded on the side.

No one wanted anything from The Scrapyard, until Halidom that is. Seeing the planet for what it was, a vast ball of mineral wealth, the army didn't even bother with Armours, instead beginning a process of glassing the planet from orbit. The first the inhabitants new of it was when the scrap metal that nearly everything was made out of there, began to glow red, then started to melt. With only rare outcroppings of rock showing above the detritus of centuries, there was hardly a safe place to stand on the planet, and those 'lucky' enough to find one got to witness their friends, or more likely enemies, and neighbors die in a sea of liquid metal. Some people closest to the Spaceport managed to get on board the few freighter ships that were docked there, and took to the skies.

Jesse wasn't so lucky. When the glassing had started, he had been out scavenging around the "Thorn Tree", a place where several massive blades rose out of the scrap, that no one had ever been able to find the source of. Just another odd art piece from some distant planet. The air around him, and the metal he was standing on began to heat up, glowing cherry red, and he scrambled to find somewhere to safe to stand, the only thing that wasn't glowing hot in sight was the Thorn Tree. Desperate, he climbed up onto it, cutting his body countless times, but finding the blades surprisingly cool, even as the metal around him slowly turned flow.

As the giant mounds of scrap covering the planet melted, they lost integrity, sending cascades of semi-molten scrap tumbling down valleys. The avalanche around the Thorn Tree was no different, revealing a giant suit of Armour made of twisted blades, a remnant of the Void Empire, lost long ago in the piles of scrap. To Jesse's shock, the crisscrossing metal blades on the chest separated, creating an opening into some form of cockpit. He hurried in, and it slammed shut behind him, the machine coming to life at his touch, seemingly capable of moving itself to his thoughts.

At that point, his only thought was escape, and when the sensors picked up one of the fleeing freighters, he latched onto it, riding it out of the system. The Halidom ships turning the planet into a ball of molten soup didn't give the fleeing ships more than a glance, though one of the gunners took a few potshots, destroying two of the freighters, sending them tumbling back into the sea of metal.

Though no one ever cared enough to do an official count of The Scrapyard's population, estimates say that over a million people died in the seas of liquid metal.

The Scrapyard: As last seen by Jesse, hanging onto the freighter.




Concept: Survivor of the Scrapyard
Having lived on the Scrapyard, Jesse is a hardened survivor, and can probably manage to get by in most harsh environments, and is an expert mechanic and craftsman, those being the two most important skills in the Scrapyard, right above fighting.

Trouble: Junkyard Dog
Having grown up in a planet wide junkyard, Jesse tends to be unkempt in appearance, and generically rude in bearing, along with a general lack of social skills needed for politer society. Though he certainly tries to be respectful, he frequently misses something important when speaking to someone of importance. He also lacks any concept for fair play or honorable tactics when it comes to combat.

Belief: The Only Good Thalassan is a Dead Thalassan
Though still trying to make a life for himself among the stars, Jesse's prime motivation is revenge on an empire that would burn over a million people alive just to get at the resources of their world a few days sooner than if they had allowed an evacuation. For those crimes, he hopes to see every last Thalassan dead.

Aspect: Natural Pilot of the Twisted Blades
Though his Armour has worked nearly perfectly for him since the moment he entered it, Jesse has had very little luck in working the few other Armour's he has gotten a chance to try and steer, and likewise, no other pilot has been able to get quite as good results out of the Blades as he does, others often locking themselves up on overlapping metal.

Aspect: Relic of the Past, Belongs in a Museum
Most things that made it to The Scrapyard were broken in someway, and so either had to be repaired or salvaged for something else, however a few things made it through intact. One of them, was an ancient weapon from the old days, though tarnished, the 'blast cannon' works as good as new, and once he polished it up, it could have been made yesterday. Though no one has any of the 'shells' used to operate it anymore, Jesse has taken to making his own. Absolutely a collectors item, the shotgun is one of Jesse's few treasures from back home.


Stress
Physical [][][]
Mental [][][]

Skills
+4 Smithy (Craft), Melee (Fight)
+3 Mark, Blast (Shoot)
+2 Devotion (Will), Cunning (Deceive), Zeal (Athletics)
+1 Larceny (Burglary), Vigor (Physique), Daunt (Provoke), Skulking (Stealth), Armour


Stunts
Stunt: One man's trash... (Use Smithy instead of Household when searching for items in a junkyard or similar area)

Stunt: Blood Lust (After rolling against an opponent in another zone, move one zone towards them)

Stunt: Scrap Mechanic (+2 to Smithy rolls for construction or repairs when a source of scrap is available)

Stunt: Know Where to Put Your Hands (+2 to Zeal (Athletics) rolls involving parkour-like movements over dangerous/unstable terrain)


Armour: Blades of Lyonesse


A relic of the long dead Void Empire, this Armour was named the Blades of Lyonesse by Jesse as a memorial for his forever lost home. Though it has capabilities at range, the design is clearly focused on close combat, all the blades making it something like fighting a pincushion made of swords. Only a brave or foolish pilot would engage it head on.

Head: External Long Range Void-tech Cannon (+2 Blast on targets 2 zones away)
Torso: Internal Computer Assisted Neuro-Cockpit (+4 Armour)
Exoskeleton: External Body of Twisted Blades - When you succeed with style on a Melee Defense, instead of gaining a boost, you deal that many shifts of physical or mental damage (opponent chooses which type)
Arms: External Semi-Autonomous Quad-Arms (+2 Melee when in the same zone as two or more enemies)
Legs: External Deployable Repair Nanobots (+2 to Smithy (Craft) rolls to repair a system in combat)



Organization: The Lyonesse Manufactory Company
Aspects: Competing for Funding with Established Companies, Too Many Cooked Spoil the Metal


Established by the Thalassan fleet after the complete liquidation of CMLN-3, the LMC operates a massive Orbital Factory Platform above the still molten planet, which purifies and processes large quantities of the liquid metal, and spits out Armour after Armour, swelling the Empresses' fleet with each passing day. Though they have only been operating for half a year, they are nearly neck and neck with the more established Companies, who they are competing for the highest level of Funding for. The largest setback faced by the LMC is the high amount of roasted flesh and bones contaminating the mineral wealth they process.

Face: Baron Arthor von Lyonesse, The Iron Fist, Head of the Lyonesse Manufactory Company

Aspects: Rising Star in Thalassa, Rivals at Court, Pilot of The Iron Fist
Arthor was a minor Baron of little importance in Thalassa when the Empress set out on her conquest, but after battering favors he was able to get his plan for turning The Scrapyard into a Manufactory for Armours to the Empresses' ears, going as far as to take the title of Lyonesse to show his conviction, and was giving the go ahead, along with enough ships to take the planet and a temporary promotion. As long as the plant continues to pay off, his position will continue to rise, but as the Factory goes, so goes he, and his rivals are eager to see him fail.

GodFish fucked around with this message at 21:02 on Aug 11, 2014

Brainamp
Sep 4, 2011

More Zen than Zenyatta



Tanya Wulf

The name's Tanya Wulf. I am, or at least was, the Wolf of Avalon. Yeah, I know, very creative effort there. Still, I wasn't complaining. Before all that I was a nobody. Just another sellsword looking for a king to offer their loyalty to for a modest price. Avalon itself used to be paradise. A real life Garden of Eden. I think I still have one of the tourist brochures around here somewhere... ah here we go.

quote:

Welcome to Heaven.

No, you haven't died. But you may faint when View the wonderful sights, sup upon the delightful treats,
and learn the fascinating history of this glorious world.

The lush, fertile plant life you see before you was once barren rock. It was only through the tireless
efforts of the Kurumba Initiative and the latest in terraforming practices that extracted the true beauty
of Avalon.

Now relax, and enjoy the best trip of your life.

Of course a planet like that was just asking for pirates to settle down nearby and start preying on the transports that came through. The call went out for mercenaries to hunt down those gentlemen of fortune, and yours truly happened to answer. I'm still not sure if that wasn't one of my biggest mistakes. See, most pirates operate on ships that ain't exactly top-of-the-line. Add in the fact that very few of them had actual combat experience and you end up with a job that you could do in your sleep.

That's most pirates though. This band was a bit different. For one, they went after targets that could actually put up a fight. And two, the boss was operating an Armour. Everyone in the Outer Realms had heard of the Thalassans and their special toys. Hearing about them and seeing one in action were two different things however. The other mercs might as well have been shouting at the thing for all the good their weapons did, but that's where I came in.

I've always had something of a gift for disabling Suits rather than outright destroying them. I'd say it makes me better than most pilots, simply because you need to think more to not kill an enemy. Now an Armour isn't a Suit, but some of the same techniques for taking one down still work the same. In this case, sneaking close enough to clamber onto the drat thing, finding an emergency pilot release, and jettisoning the poor bastard out into space. With the Armour out of commission, the rest of the pirates surrendered pretty quickly.

Life was looking pretty good for me. I had the extremely lucrative respect of a planet and my very own Armour. It was an ugly old beast, but it was still mine. And after a couple months of practice, I could even pilot the thing with something resembling skill. Course, fate has a way of balancing things like that out.

What do you think happened? The Thalassans came, a lot sooner than those of us at Avalon expected. Even worse was that this wasn't just a few scout ships. This was a full blown invasion, Frigates, Carriers, and Armours aplenty. Unfortunately for Avalon, it didn't have a standing army besides us mercs, and we bailed. We bailed hard.

There's no shame in it. Our contracts were to defend against pirates, not an actual army. We ran with our tails between our legs, and Avalon burned. It hurt to see the beautiful world go up in smoke, but not enough for me to turn around and do something stupid.

Concept: The Metallic Mercenary
Trouble: Loyalty with a Price Tag
Belief: No Gods or Kings, Only Me
Free Aspect: Jacker Extraordinaire
Free Aspect: Proper Application of Brutus Force

Stress:
Physical [][][][]
Mental [][]

Skills:
+4 Larceny, Vigor
+3 Armour, Skulking, Zeal
+2 Cunning, Intrigue
+1 Pilot, Mark, Melee, Blast

Stunts:

Voice Modulator: Use Cunning instead of Daunt when attempting to intimidate a stranger
Pain Sensors OFF: Spend a fate point to ignore one box of physical stress.
Call the Pack: Use intrigue instead of Lineage when contacting mercenaries about a contract.
Cheap Shot: +2 to Melee when attacking an opponent that is unaware.

Armour:



Brutus

An Armour that displays its history with pride. It's hard to tell how many hands it fell through til it reached Tanya, but the scars and patchwork repairs explain enough. Brutus is a bit on the large side, much larger than Tanya would prefer, but weight it carries into a fight more than makes up for any discomfort she may feel.

Head: Helm of the Paranoid: Great Mark
Torso: Juggernaut Plating: Great Armour
Back: Pursuit Thrusters: Brutus can move up to two zones and attack
Arms: Pain and Gain: Use Vigor instead of Melee when defending against a Melee attack
Legs: DGN Stabilizers: +2 to Armour when bracing for an attack


----------------------

Faction: Kurumba Initiative
Too Heavy a Load to Bear

An organization established by the legendary Lord Kurumba. A noted pacifist himself, the Kurumba Initiative invests countless amounts of money into the more peaceful pursuits of a war-torn galaxy. Namely refugee support and the construction of starships and stations on which to house and protect them. Unfortunately, the amount of refugees is quickly outstripping their funds



Face: Lord Alexander Kurumba
Savior of the Common Folk, Golden Tongue of Mercy

Brainamp fucked around with this message at 08:50 on Aug 9, 2014

Mitama
Feb 28, 2011

Wow, down to the wire there. Okay, let's close apps right now.

Gonna make picks over the weekend, stay tuned.

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Mitama
Feb 28, 2011

Okay that took longer than a weekend, sorry.

Araine, Knight In Bloody Armor (KPrime)
Caxton, Dark Mage in Spaaaaaace (Desty)
Elise, Last Sword of the Lunar Order (Gazetteer)
Jesse, Survivor of the Scrapyard (Godfish)
Severine Ece Orthrom, Inspirational Leader of the Exiled (Comrade Gorbash)
Zel Korda, Champion of Lianyu (Kai Tave)

That was way harder than I thought. I had a lot of really good applications, and I really wished I could have taken more than I did. But six is really my limit...

To those who didn't get in: I apologize and I'll be sure to look from here if any openings come up. If you're okay with me using any details from your applications as setting detail, like factions or places or even your characters as NPCs, please let me know because a lot were really good :(. Thanks for applying.

For my players: Thread will happen by tomorrow, or at least by the end of the week. Until then, feel free to discuss any story hooks or ideas for your characters here. Not sure if character impressions are necessary with the current setup, but if you want to establish that some of you know each other from a previous encounter, go ahead.

With that said, I have an idea inspired by this: I'm thinking of running an "Act Zero" ala Tenra Bansho Zero and dedicating the first few posting rounds to individual flashbacks for everyone before we hit the Crucible introduction scene. Would you guys be interested in that?

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