Crystal spikes from the sky rained upon Earth. Civilization, nature, or sea, it didn't matter the target. Cities were fractured, continents split, and the tide thrust itself upon the land. The world as we knew it, with all of its joys and imperfections, vanished that day.
Humanity would try to rebuild. That's what it had always done in the face of destruction. However, something stopped them. The spikes that had pierced the Earth had brought a gift alongside their arrival. Giants of steel awoke from their dormancy. They emerged from the canyons and fractures created by the spikes. They crushed humans like ants. The weapons humans were so proud of did little to even scratch the metal that the beasts were comprised of.
So mankind escaped. With as many survivors as possible, man took to the Moon. With them, they took their dreams of home. They would reclaim Earth.
Of course, space was not as prosperous as Earth. Trivial matters became processes and the long-term effects of space faring were beginning to become apparent. To find a solution, man looked back to their home. From the remains of the beasts that had destroyed their home, man found a path. One that would allow them to fight back against the invaders that took their home.
Knights.
World
The academy serves as the primary training area for pilots.
Rather than an application system, megacorps sponsor pilots to be trained. Thus, trainees are also political tools used by megacorps. Rather than training to reclaim the Earth or collect resources to sustain the colonies, trainees are closer to test pilots for megacorps to acquire military contracts for their experimental designs.
Usually, pilots are trained from 16 to 20. It's common for a trainee to be deployed in actual combat missions. Depending on one's performance, one is either shipped back home to never touch a Knight again, pilot one of the mass developed frames on constant missions to Earth or Mars, or, if they prove themselves, pilot a one-of-a-kind Knight and gain a powerful position in society.
Pilots are ranked from A to D based on their general prowess and their connections. While classes are shared, accommodations relate to current rankings. Ranking is changed based on duels between pilots and, if they participate, combat missions.
The academy uses naval uniforms as their standard dress. While requirements are lax outside of ceremonies and notable events, it is still expected that trainees wear their uniform without formal adornments like capes, epaulettes, badges, and overcoats. While many designs remain in spec for trainees, they are generally white with black accents. Fig 1.Fig 2. Most staff uniforms are which specific group they belong to, thus there is no uniform standard for instructors and support staff.
The colonies have been led by the military since man escaped to the stars. Known as the United Front, the government,
Society is highly stratified, exacerbated by the reliance of energy. Those residing in the moon bases are the rich and powerful: children of megacorp directors, scientists, and the military to name a few. Those who were born on the moon bases tend to regard the other colonies poorly. Life in the moon bases is fairly opulent.
Those of Mars are the average citizen. While there has been many independence movements, the threat of swift and disproportionate violence permeating the air cools any protest. While civil unrest is low due to tolerable conditions, life on Mars is not easy. Constant labour is expected. Life in the colonies is fairly typical. Infrastructure, while not as advanced as the moon bases, allows for the average colonist to have a life similar to before the shards fell.
Those of the outer colonies have a rough life. Food is limited, mining conditions are dangerous, and help is 3 months away. For a citizen of the outer colonies, every action is a process thanks to their low-gravity conditions.
Earth Once home to humanity, the planet has since fallen. Cities have been levelled by falling crystals and what remained crumbled from fights between Autonomous Knights. While rumours of survivors appear every so often, no proof of their existence has been found.
Moon Base Axial Axial is the primary residence of humanity. While originally a science station, the moon base quickly became saturated with refugees from Earth. Thus, it developed into a residential base. As populations grew and habitat became scarce, the population was quickly shipped off to the developing mars colony. While on paper, the best and brightest would remain on the moon for science, it became apparent that those with power and connections remained.
Axial is designed as a series of interconnected domes. Pristine white buildings. Artificial plants line the streets and roadways to give splashes of colour to the otherwise minimalist designs.
Moon Base Binary Binary is the military base responsible for all operations revolving around Earth and, in the event of uprising, against humanity's own colonies. It serves joint purpose as a military and research base.
Moon Base Comet Comet is comprised of all of the moon's production facilities. Automated factories develop and maintain any technology that the moon bases require. This includes the creation and maintenance of Knights. Hydroponic labs grow food. While it lacks habitable space, it has enough room for the engineering staff to work and live inside of the base.
Moon Base Doppler Doppler is the academy responsible for training pilots. Doppler is the smallest of the three moon bases. Unlike Axial, Doppler is comprised of various interconnected facilities. While faux plazas of fake grass and skies exist, they are large single rooms rather than habitat domes. The majority of the facility is purpose-built structures with halls connecting them.
Mars The Mars colony is the largest colony under humanity. Rather than the specialization of the moon bases, the Mars colony is a metropolis home to two billion. While mostly self-reliant, the massive demand for energy can only be met by salvaged KR-engines that they can only acquire from the moon bases.
The Mars colony is only similar to Axial in that they use the same underlying dome to form a habitat. The dusty skies cast a pallid glow on the highly industrial colonies of mars. Buildings are large and dense with concrete as far as the eye can see.
Outer Colonies The outer colonies are space stations between Mars and Jupiter. Their primary purpose is the collection of resources from asteroids. Life in the outer colonies is the hardest as there are barely any resources to sustain life. Thus, they are reliant on both Mars and the moon bases. The outer colonies consist of asteroid bases, space stations, and mining ships in transit.
Info
It being the far future, technology has advanced to a decent degree.
Body augmentation and robotic prosthesis exist, but they tend to be be necessities rather than electives. An arm can be replaced, but it tends to not perform as well as a normal arm. Most of the research revolving around prosthesis has gone directly to pilots rather than other matters.
Space flight, while advanced, is not enough to escape the solar system. It takes half a month to fly from the Moon to Mars and 3 months to fly from Mars to the outer colonies. While colonization exists, terraforming does not. Nearly instantaneous travel is possible via KR-device, but it's highly limited. Think a shuttle specifically designed to use it, it having a range of sea-level to orbit, and only usable once per few days.
Traditional technology is defined by its nature of being understood. Magnets accelerating a projectile. Energy forming a laser.
In terms of weaponry, ballistics, missiles, and lasers tend to be the weapons of choice for pilots. Even in the future, sending mass at high enough speeds can shred through an Autonomous Knight. Enough explosive force can, while imprecise, tear off armour and limb. Generating high enough heat with a laser is enough to cut through a Knight.
KR-technology is defined by how little it is understood. Fundamentally, the technology is similar to a basic power system. A KR-reactor creates KR-particles which power KR-devices. However, humanity does not have the technology to develop or reverse-engineer most KR-technology. As a result, KR-devices have to be scavenged from Autonomous Knights. They can break natural laws, but can also mimic traditional technology like lasers and AI-powered drones.
As a note for technology, I'm generally not going to exactly specify every bit of it. Most technology is probably fine as long as it's not extremely out there, but if you would like a more concrete answer, ask me about specific technologies. If it's not permissible as traditional technology, then it'll likely fall under KR-technology which is based on narrative and reasonability. Though, I will place some broad answered questions below this paragraph.
Drones (ala Gundam bits) are fine. However, large amounts of a Knight's internal systems would have to be dedicated to the control and movement of drones. In addition, KR-devices are needed to sustain complex drone control. Simpler drones, such as "move to location > fire laser in this direction" require considerably less investment.
Full aerial Knights are very rare. In a meta sense, a large part of it is that I don't want to warp every encounter around flying. Low flying units (think within 150 meters) are uncommon, but do exist. The most common are hovering within 1 meter of the ground and using boosters for more agility.
Knights are the behemoths of steel that humans pilot to fight back against the invaders.
Knights are powered by a KR-engine. While a near unlimited source of energy, KR-engines are limited by one thing: output capacity and efficiency. As it produces KR-particles instead of a traditional form of energy, a highly inefficient conversion process must take place to power non-KR type devices.
Knights tend to be from 7 to 12 meters tall. While some other forms exist, Knights are primarily humanoid in form.
Knights can be classified into two types: shell and system.
Shell-type Knights are made via removing a Knight's nervous system and replacing it with human technology. Cameras are linked to screen of the cockpit or a headset. Throttles control movement. Because AI protocols mimic complex movement, pilots are able to display a decent amount of agility. The important thing about Shell-type is that they're of little risk to the pilot. An arm that is shot off is just a minor setback; a shell-type mech is solely limited by its critical systems like its reactor and cockpit.
System-type Knights are made via tempering a Knight. Rather than controlling the Knight via a system of physical controls, the pilot directly connects to the Knight's nervous system to become one entity. The Knight's cameras become the pilot's eyes. The pilot can control the Knight as though it was their own body. The issue, however, comes from this control. Pain, while it can be lessened by lowering the rate of synchronization, is shared. The process of synchronization isn't perfect. Long-term usage corrupts the mind and body. Higher synchronization rates exacerbate this issue.
System-type pilots require body augmentation to facilitate the link. Thankfully, the current generation of augments is, while still invasive, only comprises of connection points along the spine. Older type connections often replaced large sections of the torso and would even replace limb.
Autonomous Knights, or AKs, are the behemoths of steel that roam the Earth. Rather than intelligent machines, they act closer to beasts. All known attempts at communication have failed. They tend to use more internal weaponry and melee weapons than external weapons like guns.
Autonomous Knights can be classified into different threat levels.
Ruler-type AKs are the absolute strongest. They tend to remain in a small radius. They often have extremely powerful KR-devices. While it depends primarily on the specific AK, they tend to be fairly non-aggressive unless entering their territory.
Rook-type AKs are only weaker than Rulers. They usually have specialized KR-devices and strengthened armaments.
Bishop-type AKs are stronger than pawns but weaker than rooks. They tend to roam the most out of all AKs. They can have KR-devices, but still primarily use ballistics and lasers. Though, their ballistics and lasers tend to be powered by KR-particles at a higher efficiency than pawns.
Pawn-type AKs are the most common. They tend to be weaker than all other types of AKs, but can still be considered a threat to a pilot. Their greatest strength is their plentiful numbers. They tend to use ballistics and lasers powered by low-efficiency KR-particles.
This is where all of my miscellaneous world bits go.
Typically, combat missions are conducted in three phases to deal with the strict size and weight restrictions of exfiltration. The three phases are scouting, elimination, and collection. Scouting and elimination revolve around orbital dropping a small group of Knights to complete their objective. As collection missions need larger cargo shuttles that are unable to warp to orbit, the area must be secured from entry until exfil. In safer zones, scouting and elimination can be combined into one phase. Missions are not limited to these three phases and one end objective, but the vast majority of incursions are resource collection.
Pilots typically wear protective suits. These suits are generally ultra-lightweight and slim to allow for maximum mobility within a cockpit. Heavier suits also exist, but they are typically used for special missions where a pilot may need to leave their Knight. At minimum, they can temporarily become a sealed environment in the event of cockpit breach. Pilot suits are generally developed by the same manufacturer of the pilot's Knight. As a result, there is no standard for pilot suits.
Name and age is easy. Rank corresponds to primarily social standing early, but is also related to skill. It relates to your characters amenities.
Appearance:Fill in the blanks of your image. Personality:How your character appears to others. Secret stuff should be DM'd to me. History:What the faculty of the academy would know about your character. Same as above. Capability:What is your character explicitly good at, as compared to their cohorts.
<Name> • <Type (shell or system)> • <Height>
Name should be a project codename (no designation). Choose shell if you want to have bits shot off and keep fighting, choose system if you're a glutton for punishment. Height is from 7 to 12m and can be thought of a light to heavy. You'd need good reason to go beyond, especially on the 12m+ side.
Appearance:Fill in the blanks of your image. Manufacturer:Manufacturer name and a write up about them. Design:What is the purpose of the mech? A quick write up about what it aims to do and how. Specification:The technical details. Does your mech have a larger than average engine? Does it have KR-device that does something weird? Is it more/less armoured? What armour does it have? Etc. If they have mission critical equipment they bring like a sword, include it here. Otherwise, equipment is mission-fit.
DARKEN THE SKIES PREPARE THE MAIDEN CAGE THE IMMORTAL BEGIN THE HUNT -----------
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An eternal night shrouds Outis. Neon and LEDs are the only things that illuminate the streets. For most of the citizens, wealth is an abstract concept. Those who are lucky toil in the factories that fuel the city's maintenance. They can take solace in the fact they are being paid some pittance. It beats corvée labour or being shipped to carve out the ruins of the city.
The streets are not safe. Not when there are immortals lurking in the shadows. Immortals, beings that go against natural laws, attract the supernatural. The supernatural hungers for life, yet the vessel of an immortal does not allow for it to be drained. Those who are ordinary are prime targets for the beasties of the night.
Of course, the city is not defenceless. Cleaners--adapted from how supernatural events often leave a mess--wield magics and relics to slay the supernatural. Meanwhile, Hylics slake their weapons with their own life to pierce the supernatural.
That leaves one thing: immortals.
Thus begins the hunt.
Immortals will be caged.
Outis is a city-state that, to its citizens, is the only home for millions of humans. The city is comprised of 10 sequential districts in a helical spiral. While the citizens of the inner districts would describe the city as prosperous, those of the outer districts would describe it as anything but. The majority of citizens in the lower districts are conscripted into factories that sustain the city. Those who are lucky enough to escape the menial labour of manufacturing are, in fact, unlucky. Recyclers--as they call them--are sent to the fathoms underneath the city to find anything that can be processed to expand the city.
The city is shrouded in a mixture of eternal night and star-blocking smog. The moon is the only exception to the ink-black skies. An immovable ivory moon stands far above the city and radiates its visage through the smog.
Each district is administered by a crown-magistrate and their steward-corporation. The only exception is the innermost district which is ran by the crown--the immutable lord of the city. Districts are--for the most part--self-sustaining. Citizens of each district are typically not allowed to leave their respective districts without an immigration pass.
The crown-magistrates impose their will using large security forces. In comparison, only a select few groups are allowed to possess anything dangerous.
The underworld is the ruins on which Outis stands upon.
The city had, at one point, violently expanded and built upon the remains of a previous incarnation of itself. The helical nature of the city is inverted within the underworld. The further within the underworld one goes, the further from the surface they become. Away from the watchful eyes of the crown-magistrates, those who are unwilling to wage under a steward-corporation call the shallow underworld their home. Criminals, anarchists, and political enemies form a recusant community. Of course, that's only the shallows. The depths of the underworld hold vast evil: immortals in hiding, supernatural entities, and relics of unknown origin.
Typically, the entrances to the underworld are where they are closest. In other words, the outermost districts. However, longitudinal tunnels and lifts to the depths exist in most districts. For a price, of course.
The badlands consist of the area outside of the city. An impenetrable black fog surrounds the city. Rather than an apocalyptic landscape of monsters and beasts, the badlands simply lacks. Only dry dirt, sand, and identical stones can be found outside of the stones. There are no signs of civilization be it living or ancient. Criminals who escape to the badlands simply vanish. The identical footing and arms-length view makes getting lost too easy. No matter how long of a rope one uses, the footing remains identical.
Magic is the fundamental ability to disregard the logic of the world.
As a result, magic has no standard form. One person may simply intuit flames while another must create constructs using studied formulas. Despite this, magic is not something people are born with. Magic is, simply put, the culmination of one's experiences and self. It can be taught to others, yet it may morph and evolve due to previous experiences. Learning magic when one has already built their foundation of logic holds massive risks. While one's foundation of logic can adapt and evolve to create new magic, it can just as easily crumble under incompatibilities. Due to its side-effects, magic used solely by dissidents and those who oppose the supernatural.
Some practitioners are able to manifest physiological changes. Of course, to do so without a specialized logic is asking for death. After all, how does one change back if they do not consider their body's state to be fluid? The constant burn of one's life occurs upon manifestation. The permanent haunt of the supernatural. Thus, manifestation is primarily an occurrence under extreme psychological duress.
The usage of magic is to alter reality via one's life. Vitas is the fundamental energy of life.
Most humans are born with the same amount of vitas and die when they lack it. If the body is thought of as a cup, then vitas can be thought of as water. As one ages, their vessel cracks, chips, and breaks until it can no longer hold water. Thus, they die. To use magic is to intentionally pour the water from within. This, of course, means that vitas can be refilled. Typically, the elimination of the supernatural is what allows those who perform magic to not have unbelievably short lives. However, the stresses of magic do put wear on the vessel.
Any attempt to use vitas in an attempt to industrialize the city have resulted in generally bad things happening.
A problem occurs when one is born with a near limitless vessel and supply of vitas. They are able to intuit their own immortality and become immortals.
This isn't necessarily a problem. However, the gift of immortality comes with severe penalty: the permanent disruption of the natural order. The natural order is what binds reality under reason and logic. Something should exist, therefore it does. Something should happen, therefore it will. Simply put, immortals call the supernatural to themselves by disrupting the natural order.
Immortals can not be slain. While the nature of their immortality varies, there is a single immutable truth to dealing with immortals: the only way to stop one is containment.
The supernatural results as a manifestation of the subconscious.
Ranging from representations of primal fears to memetic brainworms, the supernatural are being of vitas that innately seek out vitas to subsume by any means. As the antithesis of the natural order, the supernatural call more supernatural. Thus, the supernatural must systematically be purged to prevent a cascade of destruction.
As beings of vitas, supernatural beings have an innate desire to subsume vitas. The vessels of immortals are much too sturdy to be drained. That leaves one reliable target: ordinary humans.
Vitas is not limited to living beings. Rarely, an object known as a relic will accumulate vitas.
Like magic, there is no concrete example for a relic is, save for the fact that they fundamentally do something unnatural. As they flaunt the natural order, they must be kept sealed in a CAT--a specialized holster or container that fully conceals the object. Relics are typically graded from I to V and correspond to the appropriate cleaner rank.
The hunt is the colloquial term for the systematic containment and elimination of immortals and the supernatural.
The process is fairly simple. The supernatural tends to be able to be vanquished by the usage of vitas, be it channelled through relics or via magic. Immortals, however, can not be vanquished by such means. Instead, immortals must be forced into a MAIDEN--a specialized containment device designed for usage against immortals. While the exact design may vary, they can usually be described as large metal coffins.
There are two primary parties when it comes to the hunt: cleaners and the Hylic Order.
Cleaners are elimination for hire. Typically, cleaners are arranged into offices and associations. Cleaners are administered directly by the crown, but have freedom in what jobs they take. Their administration is primarily a way for the crown to reign them in rather than support their cause. As a result, cleaners are separated into 5 grades with associated perks. The most pertinent of them being the right to travel within the city.
I - No transit or residence besides one's citizenship.
II - Limited transit and temporary residence to the first eight districts (under the employment of the appropriate office)
III - Free transit and residence to the first four districts; the ability to form an office.
IV - Free transit and residence to the first eight district.
V - Free transit and residence within any district.
Of course, the demand for warm bodies in the fight is in flux. Thus, Freelancers fill the gaps between the districts. Freelancers have no office. Rather, they're hired on a job-by-job basis.
The Hylic Order is a fanatical paramilitary with an obsession of keeping the natural order. Unlike cleaners, they do it for free (if you do not count their extending reach in politics as payment). As opposed to cleaners, Hylics refuse magic. They instead rely upon "blessed" weapons and tools--items staked with the vitas of the wielder rather than items innately possessing it. To call the relationship between Hylics and cleaners strained would be an understatement. The only thing stopping total war between the two is the swift force doled out by each crown-magistrate's security forces.
This is where random things I don't want to put into the narrative will go. A good place to define the specifics of technology, too.
MAIDENs are one of the few magical tools that were allowed to be developed. Simply put, a MAIDEN is a coffin (or really any large enough container to hold one person) that consumes a vast amount of vitas to close. When it contains an ordinary human, it is unable to close and fully activate due to a lack of vitas. When it contains an immortal, it will indefinitely remain shut. Of course, an immortal inside will be unable to use their vitas for anything besides keeping the MAIDEN. As MAIDENs are designed as a closed system, there is little risk of a supernatural outbreak from such a device.
CATs work under a similar property. The object inside has its vitas drained and kept within a closed loop. However, the difference between the two lies in the amount of vitas necessary for the loop. This means that each relic requires its own CAT tuned specifically for it. CATs that can fit a human inside are generally rare as they will kill (or otherwise harm) anyone who gets stuck inside one. Most designers of CATs, however, consider this risk as the ethical equivalent of a child getting stuck inside a refrigerator. As the life of someone within the city is fairly low, it's honestly easier to get a large CAT than it sounds.
Technology and magic is fundamentally incompatible. Magic adding an unpredictable element to the consistent requirements of technology. However, relics can be worked alongside simpler technology. A relic in the form of a hammer may be worked into a chain. The chain can fairly safely be attached a motor. However, using the effect of a relic to fuel technology leads to unpredictability. For instance, a relic that can accelerate mass can--with some expertise--be worked into a gun. However, using the mass-acceleration property to create energy leads to chaos.
Characters will (at the start) be a part of Mel's office as a fairly new cleaner (think rank I and II). From there, characters will have to both protect the streets and deal the underworld as they live and work in the 10th district--the worst place in the city. If you want to do something else, holla at me. This is mostly to make sure people are on mostly the same foot early. If the RP lasts long enough, we'd maybe get into some cheeky metagame about managing your own office.
Don't feel as though you need to write a novel; I'm just looking for the basics of the basics. I'm going to be fairly lenient with my control over the world. If you want something that only affects your character, you can--for the most part--just do it. Format this how you'd like, just make it look vaguely nice.
[image here, or something. please make it a decent anime image] Name: Identity: (Consider his a mixture of personality, biography, etc. Effectively, a synopsis for the entire character) Armaments: (What your character uses to fight. Some people swing a MAIDEN itself, some use relics, some use "Blessed" weapons. Think of the difference between relic and blessed as blessed are just normal weapons you swing, relics have actual abilities associated with them.) Abilities: (If your character uses magic, place it here too. Otherwise, just the things that they're good at.) Other:
B A S I C I N F O [Name]Rudis Saint-Saëns [Callsign]Rho Ophiuchi [Gender]Female [Age]28 [Rank and Designation]Main-Class [Place of Birth]Forgeship Papillon [Official Statement][url=youtube.com/watch?v=yckDSlo4u3E]"It's just duty, baby. Born into it. Gonna die out of it."[/url]
C O M B A T A B I L I T Y [Anti-Barrier Sword]#44: Hard Luck [Anti-Barrier Quotient]80% [Physical Description] The 44th sword is cursed--that's what anyone who worked on it would say. No matter how they constructed it, the blade was a failure. Dozens of reworks made little headway. The more they had attempted to fix the sword or recycle the materials, the more issues it had. All attempts were failures. Even reclaiming the material and utilizing it in other blades was impossible; anything that had even touched the raw material seemed to fail. In a last ditch effort, its final incarnation was formed: a beyond simple zweihander, if you could even call it that. It would be more accurate to call it a sharpened cross.
Of course, that's only its base form. When utilized by Rudis, the blade is little more than a core designed to crack barriers. Buried within layers of pyretic stone, the goal of the weapon is simple: to create the ultimate defense and offense. A single blow that, while revealing the brittle core, is designed to annihilate anything ahead of her. [Attributes] None.
[Armaments]
Acceleration Kit - A set of various mental stimulants designed to push mental processing and reaction time to their absolute limits. A simple answer to combat the more evasive aberrations. Kept on her left hip.
Anchor Wire - A system of high-tensile microchains integrated onto her right arm. Allows for the rapid deployment of a grappling wire for rapid transit or retrieval.
[Anomaly]Tectoniconesis [Origin]Symtropantos [Phenomena] Fundamentally, Rudis can melt down, collect, reform, and supercool nearby stone and earth. Simply put, she can form durable barriers around her weapon and herself. These stones can easily vary in temperature.
Typically, Rudis uses her phenomenon to cover her weapon. However, she can also form larger barriers of stone nearby to both limit movement and defend against attacks.
These barriers can, with some effort, stop most attacks from bishop-class aberrants. However, more focused attack require constant unkeep as Rudis must constantly rebuild the defensive layers around her weapon. [Limitation] Ultimately, their phenomena requires earth and stone. Rudis is significantly weakened when outside of these environments as she's forced to recollect the stones that typically cover her blade. As her phenomena focuses on the collection rather than acceleration of mass, she is extremely limited in range. In addition, her power consumes a significant amount of energy. It's not uncommon to see her completely on the verge of collapse whenever she goes all out, nor is it uncommon to see her devour enough food for three constellations.
Profile
[Surface-level Impression] Rudis is a simple person to understand. She's someone who wears her heart on her sleeve; that heart also happens to be beating hard at all times. While hot-blooded, she's a woman of inscrutable will. When she needs to achieve something, she'll risk life and limb to achieve it. To her, dealing with risky situations comes just as easily as breathing. There is no subtext to her actions; to do so is cowardly. She'll openly state what's on her mind regardless of tact.
Emotionally, it's rare to see her angry or sad. She's more commonly some mixture of excited, joyous, and satisfied. Only during the most dire situations does she ever opine a more serious nature.
Like her people, she has a great pride in keeping with tradition--especially with the traditions of her people. Also like her people, she has a characteristic denseness to her understanding. Playful remarks are seen entirely at face value.
[Personal History] The sole daughter of her parents, one would expect a sheltered upbringing for such traditional ideals. Unfortunately, this was not the case. Born into a Forgeship, Rudis had spent her learning of the duties of the ship. She practiced operating the hammers and played in their few training mecha. However, her duty was not of the ship. No, being from a warrior family, she was tested like all other constellations. They found her aptitude was enough. It would appear that her duty would be among the stars.
She had easily taken to conscription. It was her duty she was born to, so it would seem. Her training was noticeably harsh even for a constellation. She pushed herself to collapse every night. Not a single word of complaint came from her lips. She endured--no, she enjoyed it. No matter how much she sweat, no matter how much she bled, she pushed further. Her training was accelerated to the point of early combat merits. She had seen and participated in battles long before her training was completed.
Her career as a constellation was built on this same determination. However, her career was not one of pure success. No, her failings were obvious. Her weaknesses were apparent. But no matter what, she'd always return home. Ending a mission with critical vitals was common for her. When on the verge of collapse, she'd shatter the aberrant before collapsing. Even when nearly bisected, she'd hold her guts in until medical arrived. One thing was clear throughout all of her missions: not a single constellation or pilot had died while fighting alongside her.
And such was her career. Not one of mounting success and accolades, but one of survival and narrow victories.
Home World
[Planet Description] Penal flagships. Forgeships. Planet crackers. No matter what you call them, their role is the same: to support the war effort. The forgeships move through the stars with this single goal in mind. Forgeships are honoured for their contributions. Without them, the war effort would be crushed under megacorps.
Of course, forge ships were not always this venerated. Long ago, they had a simple purpose without honour. They were penal labour. Debtors, exiles, and other such rabble were sentenced to mine the stars without regard to their health. That wouldn't last forever--especially when convicts sought any comfort available. As generations of children who had only known the metal and stars lived and died, they began to seek determination. The right to grasp their freedom.
Thus began the rebellions. With no regard to their life, they staged mutinies and raised their own flag. Few were convicts. Most were born on the ship. They fought with mining equipment. To call it a losing battle would be an understatement. One thing stopped their simple annihilation: aberrants. With a newfound common enemy, their former wardens had decided that perhaps a mutual solution could be found.
The children only knew of the forges and stars. As such, they'd continue their work. But they'd have their freedom.
The Papillon was the flagship of the rebellion. Industrial and utilitarian, there are few besides the star born who could call it home. It's a brutal ship, but the children of the forge have an intense pride for it. It's their home among the stars. With grand forges and mining, the ship traverses space to ensure that their war effort is fulfilled.
[Culture] Filled with the descendants of exiles, criminals, and debtors, the mining clans are highly influenced by their past. Fragmented and anachronistic, their culture is filled with artifacts of their convicted heritage.
Those of forgeships are driven by duty: an inalienable purpose given by one's birth. To not fulfill one's duty is to lose one's purpose.
Remnants of their criminal past remain at the forefront of their culture. While explosive collars have long since been outlawed as apart of the Forgeship Accords, those of the Papillon still wear a variety of strings around their neck. Their recreation is typically mind-altering. Those of the Forgeships are known for their consumption of narcotics and booze--and their ability to carry them on any restricted planet.
Their culture, while not formal in the slightest, is highly traditional. They prefer doing things the old ways, good and bad. Their beds are hard as stone. Children are raised in the opposite of safety. How they strip planets bare for rare ores, ensuring that no terraforming will ever be conducted, is never questioned. Their drive to complete their duty at any cost is dogma.
Traditional arts had long since been abandoned. Instead, focus had been put on the quality of one's creation and ability. Performance had been replaced by athletics. The only painting they conduct is on their mining mechs. Their philosophy focuses on the relationship of body and reality rather than mind. As a result, those of Forgeships are often considered even more of dullards than those the frontiers.
Society on Forgeships is highly stratified in accordance to their duties. One is born or conscripted into a job and barring exemplary service, are expected to retire and die in the same role. Few will ever leave the Forgeships, but fewer wish to leave. However, their society remains communal. All of them understand the necessity of each other's role.
[Warrior Family] One would not typically expect a warrior family on a Forgeship. But, love finds a way. The Saint-Saëns had married into the Forgeship Papillon. The young master of the Saint-Saëns, a weak and timid man, was immediately beset with infatuation upon seeing his future wife. Of course, his attempt at noble courtship and romance had been met with a quick response as she (quite literally) swept him off his feet.
The Saint-Saëns are itinerants known for their logistical support of the war effort. Though, their lifestyle is not of choice but instead a requirement to understand the logistical needs of the frontier first hand. As such, they have a reputation of being warrior-academics. It was once said that there is no greater planetary administrator than a Saint-Saëns who had decided to settle--someone who could ensure prosperity in times of peace and war.
Notable Contacts
[Name] Jean "Okab" Rasker
[Relation to Subject] Insert Relation Here
[Analysis] Insert Various Info Here
[Name] Dr. Malvis Sancret
[Relation to Subject] Personal Physician
[Analysis] Stimulants. Curt. Rude. Enjoys experimenting with drugs.