High - There are many theories that try to explain High Magic. Some say that it is the power of The Divine, it is the power of positive emotions, channeled through the human soul. Nevertheless, High Magic is the power of controlling Magical Energy itself, allowing for the ability to see all Magic, to draw available magical energy from the sky and earth, create constructs of condensed Mana, create and fuel magitech and enchanted items, ward people and places from magic, and finally, the ability to create bolts of silver-white light that cause damage that cannot be healed by Magic (although Science is exempt).
World - World Magic is control over the physical elements of the world. You want to create Fire? World Magic. You want to alter Gravity to make yourself float? World Magic. You want to use lightning to electrocute a person? World Magic. Basically, if it has nothing to do with changing one thing to another, or controlling something that isn't wholly of this earth? World Magic is your key. Basically, Bending from Avatar: The Last Airbender, but without healing or spiritual arts and with control over gravity.
Change - This is the magic that deals with changing one thing to another. This magic can knit wounds and reverse aging, cause trees to grow fists and turn vines into whips. This magic can change one substance to another, turning lead into gold, earth into acid, and fire into water. What it cannot do, however, is affect stuff protected by High magic, or mess with things that are already dead. That belongs to another school, the magic of the Underworld.
Underworld - Death is all around us, and the old laws against disturbing the ghosts who chose not to pass on are gone, cast into the wind. Nevertheless, the souls of the departed have to be treated with respect...but it is not the same for their bodies. Underworld Magic is the magic of Necromancy; it is the magic you wield when you want to raise an army of the dead, to control the shadows of the world, to speak with ghosts, and to strike people dead with one blow. You can even use this to transcend death, allowing you continued existence in this world without need for food, drink, and sleep...
Timespace - The magic of travelling vast distances in a single bound, of teleportation, portals, bullet time, and scrying. The strongest Magi can even control probability, making a person luckier or unluckier, sometimes to absurd levels. But what it cannot do is reverse the past, basically, no time travel. Time stop, however, is a possibility...
Mind Magic - This magic deals with controlling minds and altering emotions of both humans and animals, as well as creating illusions, mental compulsions, and even erasing or editing memories. A very powerful magical discipline, but a strong willpower can break its effects...
Basically, each PC is supposed to mix and match effects from multiple sources of magic, but the more disciplines you take your power from, the less room you have to grow.
You have six spells available, but the more schools you pick, the weaker they will be, as a rule.
Countering and Dispelling Magic
Making Anti-Magic spells is a bit complicated, but basically, you first need three High Magic spells, including the Anti-Magic rote, and one spell of the School you want to dispel. For example, if you want to dispel Underworld Magic, you need three High Magic spells and one Underworld Magic spell. As you have six starting spells available, you can theoretically be able to counter or Dispel three schools maximum. You can only counter or dispel High Magic if all six of your starting spells are of that school.
Enchantment Rules
Enchantment requires High Magic and a spell that you or another party member knows, along with an item to be enhcanted. Note however that the weaker and less durable the material is, the magic you can put into it is more limited; for example, oak can be enchanted to emit laser beams, birch cannot. This is the same for metals, and the strongest of spells can only be enchanted into 'Perfected Electrum (more below)'.
Perfected Electrum
Electrum is a mix of Gold and Silver that occurs naturally, but can be made by artificial means. This material, if treated by High and Change Magic by four different Magi (see 'Group Spells' below) can be 'perfected', aka transformed into a metal as hard as diamond yet not as brittle, and whose lightness is that of cloth. But the most valuable property of Perfected Electrum is that it can contain very, very strong spells, except for Resurrection (see below under 'Group Spells'). The Ascendancy of Man has a monopoly of Perfected Electrum; not that it helped them win the war.
Group Spells
Basically, multiple spell-casters with different Schools can do things that would strain a single Mage. This also helps in compensating for single Magi's weaknesses in specialization.
Example Spell:
Resurrection (High, Change, Underworld + materials for a new body) - Three Magi, or alternatively, a single Magi who has six High, Change, and Underworld spells each, can bring back a dead person. High Magic is used to supply magical energy for the permanent return of the Soul (said soul must always be willing), Change is used to turn inorganic material into organic matter, and Underworld is used to tug back the Soul from wherever it's been. Resurrection cannot be Enchanted into Items.
IV. What if I don't want to play a Mage?
Any PC can replace a spell from their spell list with an 'Exceptional Skill', which is basically a mundane talent that can be boosted to extraordinary and unnatural levels. All Exceptional Skills can resist the magical equivalent, or even counter them; for example, Exceptional Swordsmanship allows you to cut through magical barriers or attacks, while Exceptional Medicine can cure wounds caused by High Magic and normally unhealable by any spell, provided one has the right materials. Exceptional Skills can be anything you want, as long as 1.) it does not have an obviously magical effect, and 2.) It is an enhanced version of something a normal human can already do, just boosted to implausible levels.
This is an incomplete list of examples:
- Exceptional Swordsmanship - Exceptional Archery - Exceptional Unarmed - Exceptional Endurance (can resist even magic) - Exceptional Bureaucracy - Exceptional Trading - Exceptional Diplomacy (stuff done with this can resist the effects of Mind magic, even if the target is weak-willed) - Exceptional Medicine
Exceptional Skills can also be stacked, aka doubled or even tripled in power. For example, you can use up three spell slots to gain Exceptional Swordsmanship x3, which allows you to cut through a two-story building made up of granite, and tear apart a Time Stop with a slash. More on stacking in the Rules section.
Note that Exceptional Skills are intended to be specialized, but at the same time, lack the versatility of Magic. And yes, you can have both Exceptional Skills and Magic; Exceptional Skills replace individual spells, not the entire spell list.
The year is 2577, 500 years after a Nuclear War that ended the Age of the Nation-State. Now, the world is split between Independents; settlements and towns living a hardscrabble life in the wastelands, and the Ruling Corporations, eight large organizations that have siezed large portions of the planet and its people for themselves. The majority of the Ruling Corporations' personnel are tyrannical and arbitrary, twisted by long isolation from the masses whose work supports their way of life. The average person in Corporate territory lives in fear, bowed down by heavy burdens in a soulless environment, before a quick and painful death.
Complicating the picture are the Neural Combatants (NCs), giant humanoid machines left behind by the nations of the world before everything burned in nuclear fire. Using technology that binds together brain and machine, all NCs have Cores that cannot be duplicated by even the most advanced Corporation; these Cores, when attached to a body, allow the pilot to conduct feats of strength and speed that border on the supernatural. In essence, Neural Combatants use technology that make Mecha work; the impractical made practical. The more NC Cores a Corporation has, the better they are in the constant warfare that covers the planet today.
But NCs are also what allow Independents to maintain their remaining autonomy, and Mercenaries to operate without excessive restrictions from the MegaCorps. One such outfit of Mercenaries is the Electrum Company, a motely group of veteran pilots from various Independents, mid-level defectors from the MegaCorps, and new recruits that show exceptional potential as pilots. Leased the island of Socotra by the rulers of the Middle East, Al-Amir Group of Companies (descended from the Agha Khan Development Network), the Electrum Company is tasked with doing various jobs for whoever can pay; whether they be Independent or MegaCorp.
In essence, you guys are Mecha Pilots-for-hire who do missions for various savory and unsavory parties, and may or may not stumble into a conspiracy that can shake up the whole world.
Consult the Lore Thread linked above if you want more info!
Rules
1.) No godmoding, metagaming, or mary sues. 2.) Be civil. 3.) No Anti-LGBT stuff. 4.) Post length is five sentences minimum, but longer posts are encouraged, of course. GMs are also bound by this rule. 5.) If your character is a spy trying to bring down the Electrum Company, please give the other PCs a chance to discover you, and be helpful to them when you can; we only have one group of PCs and one main base, and being obstructive to them IC will reduce their fun OOC. 6.) Consult the Lore Thread (linked under the picture) if you want to know more about how NCs, Independents, and Corporations work!
The year is 2577, 500 years after a Nuclear War that ended the Age of the Nation-State. Now, the world is split between Independents; settlements and towns living a hardscrabble life in the wastelands, and the Ruling Corporations, eight large organizations that have siezed large portions of the planet and its people for themselves. The majority of the Ruling Corporations' personnel are tyrannical and arbitrary, twisted by long isolation from the masses whose work supports their way of life. The average person in Corporate territory lives in fear, bowed down by heavy burdens in a soulless environment, before a quick and painful death.
Complicating the picture are the Neural Combatants (NCs), giant humanoid machines left behind by the nations of the world before everything burned in nuclear fire. Using technology that binds together brain and machine, all NCs have Cores that cannot be duplicated by even the most advanced Corporation; these Cores, when attached to a body, allow the pilot to conduct feats of strength and speed that border on the supernatural. In essence, Neural Combatants use technology that make Mecha work; the impractical made practical. The more NC Cores a Corporation has, the better they are in the constant warfare that covers the planet today.
But NCs are also what allow Independents to maintain their remaining autonomy, and Mercenaries to operate without excessive restrictions from the MegaCorps. One such outfit of Mercenaries is the Electrum Company, a motely group of veteran pilots from various Independents, mid-level defectors from the MegaCorps, and new recruits that show exceptional potential as pilots. Leased the island of Socotra by the rulers of the Middle East, Al-Amir Group of Companies (descended from the Agha Khan Development Network), the Electrum Company is tasked with doing various jobs for whoever can pay; whether they be Independent or MegaCorp.
In essence, you guys are Mecha Pilots-for-hire and members of the Electrum Company who do missions for various savory and unsavory parties, and may or may not stumble into a conspiracy that can shake up the whole world.
Consult the Lore Thread linked above if you want more info!
Rules
1.) No godmoding, metagaming, or mary sues. 2.) Be civil. 3.) No Anti-LGBT stuff. 4.) Post length is five sentences minimum, but longer posts are encouraged, of course. GMs are also bound by this rule. 5.) If your character is a spy trying to bring down the Electrum Company, please give the other PCs a chance to discover you, and be helpful to them when you can; we only have one group of PCs and one main base, and being obstructive to them IC will reduce their fun OOC. 6.) Consult the Lore Thread (linked under the picture) if you want to know more about how NCs, Independents, and Corporations work!
Here are the rules on characters and NC's: (last rules, I swear.)
You can have up to two characters, an NC pilot and a close friend/lover/anything else.
High - There are many theories that try to explain High Magic. Some say that it is the power of The Divine, it is the power of positive emotions, channeled through the human soul. Nevertheless, High Magic is the power of controlling Magical Energy itself, allowing for the ability to see all Magic, to draw available magical energy from the sky and earth, create constructs of condensed Mana, create and fuel magitech and enchanted items, ward people and places from magic, and finally, the ability to create bolts of silver-white light that cause damage that cannot be healed by Magic (although Science is exempt).
World - World Magic is control over the physical elements of the world. You want to create Fire? World Magic. You want to alter Gravity to make yourself float? World Magic. You want to use lightning to electrocute a person? World Magic. Basically, if it has nothing to do with changing one thing to another, or controlling something that isn't wholly of this earth? World Magic is your key. Basically, Bending from Avatar: The Last Airbender, but without healing or spiritual arts and with control over gravity.
Change - This is the magic that deals with changing one thing to another. This magic can knit wounds and reverse aging, cause trees to grow fists and turn vines into whips. This magic can change one substance to another, turning lead into gold, earth into acid, and fire into water. What it cannot do, however, is affect stuff protected by High magic, or mess with things that are already dead. That belongs to another school, the magic of the Underworld.
Underworld - Death is all around us, and the old laws against disturbing the ghosts who chose not to pass on are gone, cast into the wind. Nevertheless, the souls of the departed have to be treated with respect...but it is not the same for their bodies. Underworld Magic is the magic of Necromancy; it is the magic you wield when you want to raise an army of the dead, to control the shadows of the world, to speak with ghosts, and to strike people dead with one blow. You can even use this to transcend death, allowing you continued existence in this world without need for food, drink, and sleep...
Timespace - The magic of travelling vast distances in a single bound, of teleportation, portals, bullet time, and scrying. The strongest Magi can even control probability, making a person luckier or unluckier, sometimes to absurd levels. But what it cannot do is reverse the past, basically, no time travel. Time stop, however, is a possibility...
Mind Magic - This magic deals with controlling minds and altering emotions of both humans and animals, as well as creating illusions, mental compulsions, and even erasing or editing memories. A very powerful magical discipline, but a strong willpower can break its effects...
Basically, each PC is supposed to mix and match effects from multiple sources of magic, but the more disciplines you take your power from, the less room you have to grow.
You have six spells available, but the more schools you pick, the weaker they will be, as a rule.
Countering and Dispelling Magic
Making Anti-Magic spells is a bit complicated, but basically, you first need three High Magic spells, including the Anti-Magic rote, and one spell of the School you want to dispel. For example, if you want to dispel Underworld Magic, you need three High Magic spells and one Underworld Magic spell. As you have six starting spells available, you can theoretically be able to counter or Dispel three schools maximum. You can only counter or dispel High Magic if all six of your starting spells are of that school.
Enchantment Rules
Enchantment requires High Magic and a spell that you or another party member knows, along with an item to be enhcanted. Note however that the weaker and less durable the material is, the magic you can put into it is more limited; for example, oak can be enchanted to emit laser beams, birch cannot. This is the same for metals, and the strongest of spells can only be enchanted into 'Perfected Electrum (more below)'.
Perfected Electrum
Electrum is a mix of Gold and Silver that occurs naturally, but can be made by artificial means. This material, if treated by High and Change Magic by four different Magi (see 'Group Spells' below) can be 'perfected', aka transformed into a metal as hard as diamond yet not as brittle, and whose lightness is that of cloth. But the most valuable property of Perfected Electrum is that it can contain very, very strong spells, except for Resurrection (see below under 'Group Spells'). The Ascendancy of Man has a monopoly of Perfected Electrum; not that it helped them win the war.
Group Spells
Basically, multiple spell-casters with different Schools can do things that would strain a single Mage. This also helps in compensating for single Magi's weaknesses in specialization.
Example Spell:
Resurrection (High, Change, Underworld + materials for a new body) - Three Magi, or alternatively, a single Magi who has six High, Change, and Underworld spells each, can bring back a dead person. High Magic is used to supply magical energy for the permanent return of the Soul (said soul must always be willing), Change is used to turn inorganic material into organic matter, and Underworld is used to tug back the Soul from wherever it's been. Resurrection cannot be Enchanted into Items.
L A W L E S S G A L A X Y R E B O O T - T H A N K S S E P !
It is a time of conflict in the Galaxy, the Emperor is dead alongside his right hand man Darth Vader during the destruction of the Second Death Star above the forest moon of Endor during a battle that saw many of the Imperial War Machines Senior naval officers perish. As the Rebellion transitions into the New Republic all out war spreads throughout the Galaxy. A war, that is rife with opportunity.
Jabba the Hutt is dead, his sailbarge destroyed. The remaining Hutts, their numbered diminished, all vie for the scraps in order to absorb Jabbas vast criminal empire into their own. Meanwhile new players enter the field, Hutt Space is a buzz with activity as known Crime Lords rise up from the ashes of the fallen while the former Giants of the underworld try to maintain control. All the while forces of the Imperial Remnant and New Republic view the sector in chaos with greedy eyes.
O O C I N F O R M A T I O N
In this Roleplay, Players will be playing characters confined within Hutt Space. Political shiftings in the wider Galaxy, as well as within this area of space provides a rich canvas for players to make their own stamp on Star Wars history. Shall you fight with the New Republic to liberate those that have lived under the Hutts for centuries? Or will you seek the power that the Hutts once held for yourself? It is possible for a player to play as part of one of the GM controlled factions, to form their own faction or to alternatively act as an individual just trying to make a living in a dangerous galaxy. If you make a faction, you do not need to play the leader of the faction.
...And yes, you can prevent the Sequel Trilogy from happening. In fact, I encourage it. I love the Disney Canon, but I hate the Sequels.
Rules:
1. While I am open to Input, like many RP's GMs word is law. 2. No killing off other player characters/Important NPCs with just one hit. Discussion needs to happen OOC and agreements need to be made that said... 3. If you do something incredibly stupid, such as putting your character right in the way of a turbolaster blast. They're probably going to die, while I want to avoid having anyones chars/npcs die when they don't want them too, try to act logically with them to preserve their life. 4. Please keep faction growth realistic, if you are in charge of a faction. 5. No Metagaming/Powergaming. 6. This Roleplay is going to contain some slightly more mature themes, blood, gore and swearing is allowed however should be kept tasteful (no doing it just for the sake of doing it). Anything in regards to what you are doing to that alien hooker, we don't need to know. 7. In your character history mention some form of dealing with a Drunk Dug with a Gambling Problem at least once, it doesn't need to be elaborate just to make me know you've read the rules (in a non obvious manner). 8. Initial Maximum of Two PCs per player, further can be discussed after at least four good quality posts in two weeks. 9. Respect eachother. 10. Have fun.
GM - Controlled Factions:
These factions are controlled by myself in order to facilitate events that can help players progress and interact with one another.
The Hutt Clan is not what it once was, after the death of Jabba the Hutt the most infamous and powerful of the Hutt Cartel there was serious disarray amongst the council that formed the leadership of the Hutt Cartel. Their number had been seriously hurt since the start of the Clone Wars, Jabbas death had been the final nail in the coffin as Hutts warred among themselves to pick up the slack. While they still control the majority of Hutt Space they no longer have full control.
More recently a Hutt by the name of Boonatta siezed control, and rather than leading as a council 'she' rules with an iron first... as Queen.
These are not the only members of the Hutt Cartel, however are some of the most important.
Boonatta is a ruthless, cunning and dangerous Hutt. Largely in the shadows throughout the Cartels history, she never truly had a place on the council of the Hutt Clan. For whatever reason Jabba saught to have her distanced from the major affairs of the Hutt Clan, much like Grakkus. However unlike Grakkus who found himself imprisoned by the Rebel Alliance Boonatta managed to Capitalize on the death of Jabba. First to the sail barge where he died, first to find the recording of his death and subsequently destroy it.
She rose in power fast, and killed those that opposed her. Thankfully the Hutt life span is incredibly long, for her court has very few members and she keeps a close eye on any other Hutts that are not in her court.
Timana is Boonattas biggest rival, while he is physically more impressive than Boonatta he lacks the political support in order to do anything about killing her, and she is far too careful to be caught off guard. Instead he plays along while in public, and Boonatta keeps him around solely as he has contacts and information that is incredibly useful to her.
This is a relationship just waiting to come crashing to a terrible end, and when it does there will be blood.
Marlo was one of the Hutts that sat at Jabbas table, one of the few who did so and still manages to be in the court of the new 'Queen'. Marlo doesn't typically care who is in charge, all he cares about is his own profits and lavish lifestyle. Things are good, as he's still the biggest slave trader within Hutt Space.
Task Force Rancor was assigned by the New Republic Senate to investigate and, if deemed appropriate, intervene in the events of Hutt Space. As the New Republic discovers that all out war is the result of the death of the Emperor they are finding that now more than ever they need supplies, credits and soldiers who know how to fight and are not just farm boys who are thrust into conflict. Hutt Space provides a wealth of all these things, and as such the Task Force has deployed agents all throughout the sector to try and gauge support for the New Republic.
While initially they were met largely with hostility, as things change within the space more and more individuals are entertaining the idea of being free. It is still unknown whether the senate will approve military action or try a more peaceful diplomatic method, all that is known is that sooner or later the Imperials are going to try the same thing.
I will be responsible for any information from the higher echelons of command not within Task Force Rancor.
Admiral Romi Hansumi has been with the Rebellion since it's inception, New Republic records don't shed much on his history though everyone that works for him knows that before he was a Rebel he was a pirate that targetted Imperial Shipments. While it is nothing new that an Officer in the 'Rebel Navy', now the New Republic Starfleet, used to be a pirate it's one of those facts that they aren't entirely comfortable with the ignorant masses knowing.
With his familiarity of Hutt Space, and with the results he offered during the Rebellion when the New Republic comissioned a Task Force outside of Hutt Space he was the obvious choice. He commands the task force from the MC80 Liberator.
Colonel Thereon is the officer in charge of the Pathfinder contingent placed within Task Force Rancor, while there are many other ground elements present in the fleet the only group currently active within Hutt Space are the Pathfinders, with their ability to look like just any other mercenary. Word in the fleet is that he grew up in Hutt Space and has been fighting all his life.
Wilma Imari is the black sheep in the command structure of Task Force Rancor. Former Imperial, turned Rebel Informant turned New Republic Intelligence Operative. She's in charge of the spies, the informants and the general nasty business that no-one else wants to touch. Her methods, sometimes questioned due to her past. It can't be doubted however that she gets the job done.
The believers are a radical, revolutionary movement in Hutt space. Growing slowly in the past ten years, it is most famed for the Xolu revolt however until the death of Jabba the Hutt was confirmed that broadcasts from their leader Cipher increased throughout Hutt Space and more and more members began to revolt against their previous lords and masters. Many of these revolts are quickly quashed with extreme force, however for every ten revolutionaries killed one more seems to slip away.
The leader of the Believers is a figure known only as “Cipher”. He is an enigmatic individual who, much like the organization he represents, operates primarily from the shadows. His ever-increasing bounty postings describe him as a red-skinned Twi’lek of average height and average build, possibly in his mid-to-late thirties. However, his identity has never been independently confirmed.
According to Believers sources, Ci[her was a former slave who orchestrated a slave revolt on the planet Xolu ten years prior: an event which, at the very least, can be confirmed to have actually happened. They describe him as a brilliant tactician and a compassionate leader. He is charismatic, and is known to broadcast passionate speeches, with his voice masked, on hijacked holonet transmissions. Whether any of the information on Cipher is accurate, or if he is even an individual who exists at all, remains to be seen, but the influence that the figure has had on the region is undeniable
Player Factions:
These factions are created by players, and will list if they are able to be applied for.
Nothing yet.
A P P L I C A T I O N S
There are two types of application, character and faction. For those of you just wanting to be scum for hire, all you need to do is fill out a character application. For those wanting a faction you will have to fill out the CS of any character you intend to use as a PC.
Character Sheet
This sheet can be tweaked to your personal tastes, categories can be removed or added. The important ones that need to be kept are Name, Species, Appearance, Skills, Weaknesses and History. In terms of Canon we're sticking to the current Disney Canon (Canon articles on Wookiepedia). If there is something you wish to use/draw from that is from Legends and not in current canon it shall be discussed on a case by case basis. OCs only.
This Faction Sheet can be added too, but categories cannot be removed. Faction history just needs to be a timeline and not anything extreme.
[b]Faction Logo(If applicable):[/b] [b]Faction Name:[/b] [b]Faction Classification:[/b] Liberation Movement, Imperial Warlord, Slave Traders, Mercenary Group, Pirate Band etc. [b]Faction Leader:[/b] [b]Faction Members(Players):[/b] [b]Important NPCs:[/b] [b]Faction Assets:[/b] (Ships, strongholds, manpower, credits, access to weaponry. Last three can be rough estimates) [b]Faction History:[/b]
F A Qs
Can I play a Force Wielder?
Yes, however there needs to be detailed explanation to how they discovered this affinity for the force and how any training was achieved.
Can I join a player faction?
That is up to the player who made the faction.
Can I join a GM Faction?
Yes, it is encouraged. I view them as less GM Factions as GM controlled. My control over them is how I control the world that we're in and ensure that everyone has something to get them going.
Where does my character start?
That is entirely up to you, I know that some players will have an idea straight from the get go of what they want to do. Do not fear, I'm going to be giving everyone something to get the ball rolling. I'd advise a major centre of activity such as Nal Hutta, Nar Shadda, Ilos Minor or Sleyhorn.
H A V E F U N
If you have any questions, please don't hesitate to ask.
L A W L E S S G A L A X Y - W I T H S E P ‘ S P E R M I S S I O N
It is a time of conflict in the Galaxy, the Emperor is dead alongside his right hand man Darth Vader during the destruction of the Second Death Star above the forest moon of Endor during a battle that saw many of the Imperial War Machines Senior naval officers perish. As the Rebellion transitions into the New Republic all out war spreads throughout the Galaxy. A war, that is rife with opportunity.
Jabba the Hutt is dead, his sailbarge destroyed. The remaining Hutts, their numbered diminished, all vie for the scraps in order to absorb Jabbas vast criminal empire into their own. Meanwhile new players enter the field, Hutt Space is a buzz with activity as known Crime Lords rise up from the ashes of the fallen while the former Giants of the underworld try to maintain control. All the while forces of the Imperial Remnant and New Republic view the sector in chaos with greedy eyes.
O O C I N F O R M A T I O N
In this Roleplay, Players will be playing characters confined within Hutt Space. Political shiftings in the wider Galaxy, as well as within this area of space provides a rich canvas for players to make their own stamp on Star Wars history. Shall you fight with the New Republic to liberate those that have lived under the Hutts for centuries? Or will you seek the power that the Hutts once held for yourself? It is possible for a player to play as part of one of the GM controlled factions, to form their own faction or to alternatively act as an individual just trying to make a living in a dangerous galaxy. If you make a faction, you do not need to play the leader of the faction.
...And yes, you can avert the Sequel Trilogy; in fact, I encourage it. I love Disney Canon, but not the Sequels.
Equipment: A Personal Energy Shield, a Vibroblade with Cortosis Alloy, an Electro-Whip, and a Blaster. He also has an injector that contains a form of Spice that allows him to see Blaster Bolts coming and move fast enough to parry them.
Skills:
Combat: Leonard L. Scipio is a close-range fighter first and foremost, despite his blaster. Trained in the art of bladed and unarmed combat, Scipio fights like a Dark Jedi without actually accessing the Force. This is because of his access to a potent form of Spice that, as mentioned, increases his sight and reflexes to the level of a Force-wielder.
Non-Combat: Leonard L. Scipio is a weapons designer, financier, economist, and strategist who is good at seeking ways to profit from a situation, as well as manipulating accounts in order to control the flow of cash to and from people, places, and organizations. He also knows Droidspeak.
Weaknesses:
Spice Addiction: Leonard L. Scipio is addicted to the special form of Spice that he uses, to the point where after 24 hours, he will begin suffering convulsions, vertigo, sudden cravings, and other withdrawal symptoms if not given his special Spice. Said spice also reduces his cognitive and reasoning abilities when he takes them, forcing him to rely on instinct.
Gambler: Leonard L. Scipio is someone who takes insane risks for instant profits. He is willing to play double games with both the New Republic and Empire, or even try and bribe Believer cells away from Cinder and Cipher if it will give him the slightest chance at achieving a dominant position.
Arrogance: He thinks he is the next Thrawn. He is not; enough said.
History: Leonard L. Scipio's parents were ex-members of the Intergalactic Banking Clan who, despite being part of the Pro-Galactic Republic faction, were forced to flee to the Corporate Sector anyway when the Galactic Empire was established.
Pursued by the Empire, which was already starting to encroach on the autonomous worlds of the region, Scipio's parents retained vast riches, riches that they used to encourage the efforts of the various star systems in the area to form a unified entity; the Corporate Sector Authority. And thus, Leonard was born to wealth, privilege, and high status; his parents were now safe, and seemed to successfully rebuild their lives.
From an early age, Leonard was trained under the finest tutors, who saw in the young man a quick and sharp mind of high intelligence, but also coldness, cruelty, and greed. There was no attempt made to fix this, as some of those qualities were desired in the Corporate Sector.
At age thirteen, Leonard designed a new tank, the Leonard-class Assault tank, showing his talent to his parents. Said parents, now the owners of a major Bank dedicated to 'fostering innovation and progress', were delighted, and in an unusual gift, gave Leonard the seed capital to form his own Corporation. Predictably, he went into arms manufacturing, making and selling not just his tanks, but also new and improved buzz droids, diamond-boron torpedoes, and mobile shield generators. But as he grew older, Leonard realized he wanted more; to test his creativity beyond robotics. And so, against his parents' wishes, he made contact with some of the remaining cloners of Kamino and offered them a new facility in Corporate Sector space. He was sixteen then.
Only one Kaminoan accepted Leonard's offer, thus delaying the creation of any viable cloning chambers. But this Kaminoan, Pau Je, taught him much about biology and how genetic engineering can make soldiers and officers much better than droids can ever be. Entranced by her teachings, Leonard began to entertain notions about creating an army of his own, combining the best traits of the Galactic Republic and Separatist technology and battle doctrine. His parents may have objected, but before they can speak up, they had a convenient 'speeder accident'; killing them and giving Leonard full control of their bank and the colossal amount of credits within.
A rapid rise to power followed, during which Leonard made partnerships and acquisitions; the former were betrayed when they became too inconvenient, the latter taken with such force that people soon began whispering that perhaps Leonard was becoming too powerful too quickly.
But Leonard only cared enough to plan contingencies for his escape. With as much secrecy as he can muster, the young man, now 20, bought a Venator-class Star Destroyer that was retrofitted into a factory/mining ship and loaded it with luxury living quarters and a huge amount of treasure and armaments. He also began setting up shell corporations in Hutt Space at the other end of the Galaxy and tried to gain the favor of the various members of the Hutt Clan. He even managed to acquire a new form of Spice from them that allowed him to equal a Force User's reflexes despite not being able to access the Force himself.
And so, when the other vested interests of the Corporate Sector Authority moved against him, Leonard fled to this ship, activated the Hyperdrive, and sailed off to Hutt Space. This was when Jabba still ruled, and the other Hutts served as his lieutenants. So Leonard smothered his narcissism and played the sycophantic supplicant, bribing the Hutt Cartel into letting him have a base on the planet Dandoran, where he slowly rebuilt a business empire by acting as a middleman between the Hutts and the 'legitimate' businesses of the Galaxy, selling them Plasma from Naboo, Jogan fruit from Lothal, and Woshyr Wood from Imperial Kashyyk.
All the while, he slowly built up his 'security forces' with hired mercenaries and newly-built battle droids, cultivating relations with both lesser Hutts who wanted a larger slice of Jabba's holdings and various 'slave liberation movements', including various cells of the Believers. He also had his R&D division begin research into cloning once more, so as to build a new Clone Army.
Then, Jabba just had to die, and days later, the Empire suffered a defeat at Endor. The Hutts and the Empire were dealt a body blow at the same time, and Leonard can't but help to think that it was now his opportunity; he had acquired enough assets to make his play for power.
He was going to have fun, and one of the first things he did was send out his minions to capture a Drunk Dug with a gambling problem to serve as his court jester.
Faction Classification: Independent Warlord masquerading as a Corporation and Bank.
Faction Leader: Leonard L. Scipio.
Faction Members(Players):
Important NPCs:
A Kaminoan Cloner who highly resented the Imperial takeover and shutdown of Kamino's cloning facilities, Pau Je is normally cold and calculating, but burns with a need for vengance against the Empire that had taken his way of life away from him. A skilled practitioner of the art, Pau Je wishes to find new warriors to extract DNA from and create a new Clone Army that would burn the Empire's worlds and make them pay for their treachery. To this end, he has began forming a database of potential candidates for the template of this 'New Army'.
A former Trade Federation engineer, Rule shares a hatred of the Empire with Pau Je, but is more interested in profit than pursuing his vengance. A master logistician, Rule makes sure that his employer does not have to do everything alone, and in response, is one of the few people to be trusted with the deeper financial and military secrets of Leonard's remaining holdings.
A former member of Death Watch, Raj Vizla is a bounty hunter and fighter hired by Leonard L. Scipio as his bodyguard long ago, in exchange for being the provisional template of Pau Je's future Clone Armies. Despite this, Raj maintains both a desire to be the next Jango Fett and several insecurities as to whether he is suited for the part. These insecurities are covered up by brutal and cruel behavior, which in turn is encouraged by his employer.
Faction Assets: (Ships, strongholds, manpower, credits, access to weaponry. Last three can be rough estimates)
The Gamechanger - A Venator-class Star Destroyer that was retrofitted to serve as a factory ship, the Gamechanger now serves as Leonard L. Scipio's home and the centre of his operations. Thanks to Leonard's money, the ship is brimming with weaponry both common and special; lasers, ion cannons, torpedoes, and turbolasers. Not merely that, but it can use tractor beams to attract small asteroids, pieces of scrap metal, or even enemy starfighters and small craft into its depths; living pilots are taken for interrogation while droids and vehicles are melted down to create new ground troops and starfighters once the battle is over - it cannot use its armament and forges at the same time.
Lambda-class T-4a Shuttlesx6 - Imperial Transports bought and smuggled to the Corporate Sector before Leonard's exile.
Ground Assets: 70,000 Battle Droids, 20,000 Raj Vizla Clones, 1000 Droideka Mk.IIs, 2000 Mercenaries and Bounty Hunters, 20 Leonard-class Assault Tank (named after himself but using a Star Wars Legends Template), 400 other war machines made up of 'modernized' versions of Galactic Republic and Seperatist Technology.
The Dandoran Maze - A former smuggler's base on the Planet Dandoran retrofitted into an extensive laboratory and fortress, hidden underwater in order to prevent detection.
Imperial Submarine x5 - Purchases from corrupt Imperial Military officials which now make up the main way of travelling from the Dandoran Maze to the surface.
Credits: A huge amount, stored in digital accounts and shell corporations, to rival several Moffs.
Access to Weaponry: The Gamechanger can manufacture weapons.
Faction History: Scipio Industries and Finance has spent the last ten years in Hutt Space selling luxuries and raw materials from the legitimate industries and interests of the Galaxy to the Hutts and other criminal scum. Now, its money and assets built up, Leonard has determined that the faction go on a war footing under the guise of 'heightening its security', and take a side in the coming conflict for Hutt Space. Noting that open treason against the Hutt Queen would get his faction destroyed instantly, Leonard has instead chosen to back Lesser Hutts feeling left behind by said Hutt Queen and her lieutenants and play them off against each other...
Ashton found himself admiring Alistair's...spirit. While he clearly didn't believe that the guy was in any way 'tolerant', he liked how the upper-class man had totally siezed the initiative, and so the boy followed him to the door in order to see if he can be of help. A memory came to him; a memory of the Cameron person who had cajoled and threatened him, and Ashton knew that the group would still need to be careful.
Then turning to 'Nakkun', Ashton said: "No, I don't remember dying. I was just minding my business, feeding Pidgey II, my pet pigeon, when I...yeah, I'm remembering now - I remember that black void and that creepy Slendergirl/Slenderboy!"
He began to analyze his encounter with Cameron, "That creepy Slendergirl/Slenderboy said that someone named Od Laguna was generous to me, and he also knew my name, my full name. Then he asked me how much my life was worth, and when I told him or her that I was not going to give him information with which to manipulate me, he or she reminded me that he held all the cards. So I did what he said and told them how much I valued my life. Then they asked me to make a deal with him; a contract 'in exchange for that life'. They then introduced himself as Cameron, the 'New God's Queen', and asked me to shake her hand.
"She then reached into her spectral form's 'pocket' and pulled out a purple pocket watch, before saying that if I don't decide, she'll 'destroy everything'. So I shook her hand and then I appeared here, momentarily forgetting who Cameron was." Ashton then prepared to analyze again.
"Now, here are a few preliminary conjectures: One, that Cameron is an eldritch being that has the apparent power of plucking people from time and space and even universes; note that this is again conjecture. Two, that there is another being, named Od Laguna, who is apparently of Godlike power - I do not presume to use the term God. And three, that there is a New 'God' that Cameron serves."
The boy paused. "I do not believe that 'Od Laguna', who has apparently generous to me, and the 'New God' whom Cameron serves are necessarily at loggerheads, although Cameron did find said generosity, which has not been exhibited yet, to be humorous. Then again, Cameron seems to be easily amused. Oh! Cameron also spoke about wanting a skin but lacking one, which depending on the stories one reads, is shorthand for wanting to be human or at least have a fleshy form. It can be presumed that the 'New God' is supposed to help him with that, but it is not powerful enough yet to do so. Therefore, our contracts with him, which I genuinely don't remember..."
Another pause. "Our contracts with him that I and we might not remember are to empower his 'New God', perhaps with 'Od Laguna' turning a blind eye, somehow. Note that again, this is merely conjecture."
He then turned to Priscilla and said, "Another conjecture is that we'd return eventually, after what might - might - be a lengthy adventure, so I think I should help you study not just for exams, but for years of make-up classes and lying to one's parents and authorities as to where you'd disappeared to."
You're being rude, you know, Ashton thought to himself. "Oh, and sorry for being rude, Ms. Priscilla."
Artwork Originally of Jason Levasseur from Moonlight Apparition, a webcomic made by one Darkhalo4321; all credit given to her.
Crap. Despite all his words, Ashton found himself unprepared for Alistair just leaving the room and planning to come back 'later'. At night. When there'd be no way to find this place again. As he prepared to run out after Alistair, things went to hell and high water faster than he could have imagined as several soldiers and a man in a modern-looking gas mask entered the room and declared that they were all wanted for treason and slated for death. This was not in the plan, but in a more realistic universe, no amount of planning can compensate for the paranoia of Medieval folks...especially when there probably is a genuine Cult or threat around somewhere.
The boy stepped forward, positioning himself protectively before the crying Priscilla, and said to Mono, "Please, let the others go. I am the true leader of the Cult and the one who brainwashed them into coming here. They are under my mental influence and thus not responsible for their own actions, and will be released from it soon once I am killed. Why am I revealing this all?" A sharp grin that only the other Earth-ers would recognize as a lie. "Because I can kill you all where I stand, and none would be the wiser. Hope's Heart!"
A bright light flashed from the boy as he transformed into a form resembling a Fantasy Rogue, with a black sleeveless top, long black gloves, and a black leather belt, pants, and boots. Two daggers were at his hands as he cut towards Mono, his instinctive use of Yang Magic strengthening his body to endure at least one attack.
He had to make this look good. He had to make it look like he was telling the truth, so that once he died, the others would be released peacefully. For he was going to die.
It seems I'll never see Mom, Dad, and Pidgey II ever again...
Louen de Bretonny was born to a side branch of the De Bretonny family, the hereditary monarchs of the Kingdom of Bretonny since time immemorial until two centuries ago, when the current ruler, Giles de Bretonny, married his daughter off to the Valois Saint-Remy family... Shortly before his sons died when their cruise ship ran into an iceberg. Because of this, the Valois Saint-Remy family had the most powerful claim to the Kingdom of Bretonny, and they promptly told the cadet branches to 'put up and shut up'. In response, Louen's family went to Rhea to try and raise support for an invasion to take back 'their' throne.
They failed. Even after 200 years, they failed, especially as future generations preferred to stay in Rhea and enjoy its advanced technology, magic, and entertainment instead of fighting for a throne that was more trouble than it was worth. And Louen was no different; as a full Rhean Citizen, he identified with Rhea more than he did with Brettony, and while he was a military nerd, he preferred to hear about Rhea's proxy conflicts and 'peacekeeping missions' than he did about antagonizing the Valois Saint-Remys, whose existence he preferred to ignore. Instead, he was going to focus on his life in the Rhean Military Academy, where, as a 16-year old, he was allowed to join.
There, he will become an officer and a gentleman of Rhea, learn to charm hot gals and guys, and perhaps engage in hilarious antics when not practicing how to be an officer and gentleman.
Powers:
Core Power - Gun God's Blessing: Louen de Bretonny can conjure up guns from thin air, and either fire them with his hand, or levitate and fire them remotely. Said guns are confined to mundane models, but also count as fully physical and thus immune to Anti-magic. Furthermore, they are able to fire mundane ammunition, whether rubber, armor-piercing, incendiary or exploding. The technology level of the guns produced can be anything from Renaissance-level (arquebuses), or 21st Century-level (modern-day assault rifles and shotguns).
He is also forbidden from summoning anything from the stuff of science fiction (railguns and such) even if such weapons are already present in the army and police; this is because 'sci-fi weaponry' in Rhea is made using other Gods' Blessings. Note that Louen also has unlimited ammo.
First Power - Lady of the Lake's Blood: The De Bretonny family is descended from the union of a local noble and a magical creature known as the Lady of the Lake, who may be a servant of the Goddess of Lakes. Though diluted, the bloodline of the Lady allows Louen to heal faster than normal people and endure otherwise grievous injuries.
Second Power - Rhean Military Exorcism Kit: A collection of silver-and-rowan religious symbols, holy water, and holy oil, that can harm demons, spirits, and astral beings. The weakness of this is that it is not an official power and can be lost, stolen, or just used up. For full disclosure's sake, there are six religious symbols, one small canteen of holy water, and one thumb-sized bottle of holy oil.
Third Power - Pegasus Knight: The De Bretonny family owns a stable of Pegasi, winged horses born from ancient magic. These Pegasi are leased to the Rhean Military for air shows and other specialized work, and Louen himself owns a Pegasus, Brightsky, whom he uses for transportation and joyrides.
Innocence Lost: An RP of Child Soldiers and Science Fantasy
I. Intro
We were just children, albeit ones of exceptional mind and body. Then the Ascendancy of Man took us from our families, our friends, and our homes; they said we were needed to fight the 'Alien Menace' that was threatening our civilization. In the name of 'survival', they changed us, pumping our bodies full of impossible substances that defied the laws of reality. It was a miracle we all lived to see the horrors of war, they said, but was it really?
After being altered and trained, we were thrown into the meatgrinder that the war against the other species of the sector had become. With new powers given to us by the impossible compounds that were flowing through our veins, our battalions slew huge numbers of the enemy. But it wasn't enough; in the Battle of Proxima, the Ascendancy's fleets and armies finally fell to a sustained assault by the Aliens, and we, the extra-normal child soldiers that had wreaked such havoc against the foe, were captured and taken to a prison camp in one of the enemy's holdings.
Despair overtook us as we awaited our fate. What abuse was coming? How will we be treated by those whom we had slaughtered in droves? But when our enemies, the Aliens known as the Rau've, showed pity on us instead, we wept in joy. They saw that we were just kids, and gave us mercy.
We were offered new homes, new families among the Aliens, and most of us accepted. But I didn't, same for a handful of others. I thanked our former captors - former, for the war had ended with a peace treaty - but I told them that I and the others with me wanted revenge on the regime that had betrayed us, used us, and were crueler than the enemy they fought. They sighed, and gave us coordinates to the Galactic Bazaar, a space station where jobs and ships can be found to start our revenge; they wouldn't help us directly.
And so we, with magic, combat skills, and what few peaceful talents we remembered before we were 'drafted' by the Ascendancy of Man, we went to the space station where almost anything can be bought and sold. But one must be warned; the Ascendancy of Man was also there, and will not tolerate their former tools turning against their 'masters'.
------
I fought in the Ascendancy's Fleet. I believed in their propagandistic drivel. I did work dirty and clean for them, and what did I get? Thrown away without pay, without a pension, just tossed out like last day's trash. And to add insult to injury, they blamed us for their own butts getting kicked on Proxima, said that us frontier-worlders didn't fight hard enough and so they got defeated. Well, I've had enough of them stomping on the little guy, so I joined the dime-a-dozen rebels - I mean, Moonstrike!
My name is Natasha Zhang, and I lead a crew of humans, aliens, and even a robot or two in missions of piracy and smuggling against the Ascendancy. Moonstrike is the rebel network we belong to, and they give us jobs to do to bring down those Ascendancy morons. And this latest mission is the sweetest yet - A bunch of renegade Ascendancy Supersoldiers are coming to the Galactic Bazaar to rendezvous with us!
Wait, what are these children doing walking about on the hangar bay? What, they have special powers normally seen only in those Crystal Aliens? Oh, no, those are the Supersoldiers Moonstrike One mentioned, aren't they?!
God Almighty, why am I stuck in a babysitting job?
------
Basically, this is an RP set in a Science Fantasy world with both lasers and (limited to some people) Magic. You have two options of player character:
- Child soldiers that had been taken from their homes and used by the Ascendancy of Man in their war against Aliens, were spared by said Aliens when they lost, and are now looking for revenge against their former abusers. You also have Magic. (3 permitted besides an NPC)
- Natasha Zhang's Crew, a motley crew of humans, aliens, and robots who fight as privateers for Moonstrike, a resistance group opposing the Ascendancy of Man. You don't have Magic (unless you have a crew member of the Kaisoken species) but have more skills, experience, and technology. (4 permitted besides an NPC).
II. Alien Species
The Rau've - The prime leaders of the Coalition against Humanity, the Rau've are a race of plant people who are able to nourish themselves through photosynthesis, enabling them to mostly sidestep the agricultural stage of development. Highly philosophical and compassionate, the Rau've can still be savage in war, as their organic warships and crystal-based energy cannons show. But they were deeply horrified at their enemy's use of children in battle, and were the prime advocates of letting the child soldiers go unpunished after the peace treaty was signed.
The Kaisoken: A race of sentient crystal-like minerals bound by quantum pathways and transcendant intelligence. Floating gently, the Kaisoken communicate through impulses translated into audible speech, and are proficient in the control of magic, though they are limited in a straight fight. They were traditionallly enemies with the Rau've, who had used their nonsapient crystal 'cousins' in their tech, but allied with them against the Ascendancy of Man, who had used ground Kaisoken dust in the experiments that eventually led to their child soldier program. Because of this, they broke off relations with the Rau've after the war for letting the child soldiers get off 'freely'.
The Gill: Combining reptilian and amphibian features, the Gill are evolved to live primarily in water, with long, slender limbs for powerful strikes ending in webbed hands. Hardy against poisons and extreme terrain, on account of the noxious swamps on their homeworld, they have moved to colonize other oceanic places, and are proficient skirmishers. Like Humans, they need Kaisoken dust infused into their bodies to use Magic.
The Korta: Diminuitive beings resembling pachyderms, the Korta are highly intelligent and analytical, mostly serving as engineers and bureaucrats. Computer systems, locks, and riddles tend to fall quickly before them. They also need Kaisoken dust mixed into their bloodstream to use Magic.
The Tayanen: Clusters of sentient amorphous material locked into massively armored shells, the Tayanen deliver heavy firepower with high resistance to shock, heat, or trauma, having little vulnerable area. Nevertheless, they are slow to react, though their decision making ability when in a group can be very fast. Cannot use Magic at all unless grafted with a willing Kaisoken 'host' through an unknown process.
III. Magic System
There are six disciplines of Magic:
High - There are many theories that try to explain High Magic. Some say that it is the power of The Divine, it is the power of positive emotions, channeled through the human soul. Nevertheless, High Magic is the power of controlling Magical Energy itself, allowing for the ability to see all Magic, to draw available magical energy from the sky and earth, create constructs of condensed Mana, create and fuel magitech and enchanted items, ward people and places from magic, and finally, the ability to create bolts of silver-white light that cause damage that cannot be healed by Magic (although Science is exempt).
World - World Magic is control over the physical elements of the world. You want to create Fire? World Magic. You want to alter Gravity to make yourself float? World Magic. You want to use lightning to electrocute a person? World Magic. Basically, if it has nothing to do with changing one thing to another, or controlling something that isn't wholly of this earth? World Magic is your key. Basically, Bending from Avatar: The Last Airbender, but without healing or spiritual arts and with control over gravity.
Change - This is the magic that deals with changing one thing to another. This magic can knit wounds and reverse aging, cause trees to grow fists and turn vines into whips. This magic can change one substance to another, turning lead into gold, earth into acid, and fire into water. What it cannot do, however, is affect stuff protected by High magic, or mess with things that are already dead. That belongs to another school, the magic of the Underworld.
Underworld - Death is all around us, and the old laws against disturbing the ghosts who chose not to pass on are gone, cast into the wind. Nevertheless, the souls of the departed have to be treated with respect...but it is not the same for their bodies. Underworld Magic is the magic of Necromancy; it is the magic you wield when you want to raise an army of the dead, to control the shadows of the world, to speak with ghosts, and to strike people dead with one blow. You can even use this to transcend death, allowing you continued existence in this world without need for food, drink, and sleep...
Timespace - The magic of travelling vast distances in a single bound, of teleportation, portals, bullet time, and scrying. The strongest Magi can even control probability, making a person luckier or unluckier, sometimes to absurd levels. But what it cannot do is reverse the past, basically, no time travel. Time stop, however, is a possibility...
Mind Magic - This magic deals with controlling minds and altering emotions of both humans and animals, as well as creating illusions, mental compulsions, and even erasing or editing memories. A very powerful magical discipline, but a strong willpower can break its effects...
Basically, each PC is supposed to mix and match effects from multiple sources of magic, but the more disciplines you take your power from, the less room you have to grow.
You have six spells available, but the more schools you pick, the weaker they will be, as a rule.
Countering and Dispelling Magic
Making Anti-Magic spells is a bit complicated, but basically, you first need three High Magic spells, including the Anti-Magic rote, and one spell of the School you want to dispel. For example, if you want to dispel Underworld Magic, you need three High Magic spells and one Underworld Magic spell. As you have six starting spells available, you can theoretically be able to counter or Dispel three schools maximum. You can only counter or dispel High Magic if all six of your starting spells are of that school.
Enchantment Rules
Enchantment requires High Magic and a spell that you or another party member knows, along with an item to be enhcanted. Note however that the weaker and less durable the material is, the magic you can put into it is more limited; for example, oak can be enchanted to emit laser beams, birch cannot. This is the same for metals, and the strongest of spells can only be enchanted into 'Perfected Electrum (more below)'.
Perfected Electrum
Electrum is a mix of Gold and Silver that occurs naturally, but can be made by artificial means. This material, if treated by High and Change Magic by four different Magi (see 'Group Spells' below) can be 'perfected', aka transformed into a metal as hard as diamond yet not as brittle, and whose lightness is that of cloth. But the most valuable property of Perfected Electrum is that it can contain very, very strong spells, except for Resurrection (see below under 'Group Spells'). The Ascendancy of Man has a monopoly of Perfected Electrum; not that it helped them win the war.
Group Spells
Basically, multiple spell-casters with different Schools can do things that would strain a single Mage. This also helps in compensating for single Magi's weaknesses in specialization.
Example Spell:
Resurrection (High, Change, Underworld + materials for a new body) - Three Magi, or alternatively, a single Magi who has six High, Change, and Underworld spells each, can bring back a dead person. High Magic is used to supply magical energy for the permanent return of the Soul (said soul must always be willing), Change is used to turn inorganic material into organic matter, and Underworld is used to tug back the Soul from wherever it's been. Resurrection cannot be Enchanted into Items.
Note: Other ways of tapping into one's Magic besides the above Magic System are possible, but the Child Soldiers would use said system at first before developing in other directions.
IV. Non-Magical Options
All PCs have access to 'Exceptional Skills', which are basically a mundane talent that can be boosted to extraordinary and unnatural levels. All Exceptional Skills can resist the magical equivalent, or even counter them; for example, Exceptional Swordsmanship allows you to cut through magical barriers or attacks, while Exceptional Medicine can cure wounds caused by High Magic and normally unhealable by any spell, provided one has the right materials.
Exceptional Skills can be anything you want, as long as 1.) it does not have an obviously magical effect, 2.) It is an enhanced version of something a normal being can already do, just boosted to implausible levels, and 3.) You can justify it with cybernetics, biotech, or even drugs. Stuff like Power Armor also works as long as it's treated as an essential possession of the character. Same for Alien/Robot biological traits.
This is an incomplete list of examples:
- Exceptional Swordsmanship - Exceptional Archery - Exceptional Unarmed - Exceptional Endurance (can resist even magic) - Exceptional Bureaucracy - Exceptional Trading - Exceptional Diplomacy (stuff done with this can resist the effects of Mind magic, even if the target is weak-willed) - Exceptional Medicine
Exceptional Skills can also be stacked, aka doubled or even tripled in power. For example, you can use up three spell slots to gain Exceptional Swordsmanship x3, which allows you to cut through a two-story building made up of granite, and tear apart a Time Stop with a slash. More on stacking in the Rules section.
Note that Exceptional Skills are intended to be specialized, but at the same time, lack the versatility of Magic. And yes, Child Soldiers can have both Exceptional Skills and Magic, but they have to replace one Spell from their spell list with one level of Exceptional Skill.
Natasha Zhang's crew automatically has 8 Exceptional Skills, except for a Kaisoken member if there is one.
Tech Level is...variable, thanks to the effects of widespread upheaval. Automation is common in the more civilized portions of the Sector, as well as lasers, railguns, EMP emitters, and plasma throwers. The main method of FTL is the use of a 'wormhole system' that links most planets, but Kaisoken, Rau've, and Ascendancy of Man use Spacewarpers, spaceships that either use Magic (Kaisoken and Rau've) or Super-tech (Ascendancy) that can turn a hundred light years' worth of distance to one day's trip.
Cybernetics exist, but are taboo in the inner levels of the Ascendancy of Man, where biotechnology is preferred as 'it does not mar the pure human form'. Cybernetics can be used to justify possession of an Exceptional Skill, same for Drugs, Powered Armor, and other pieces of technology.
V. Rules
1.) No Godmoding or Powergaming, aka no controlling other players' actions, no defeating your enemy in one shot, and no shrugging of all hits without a magical shield. 2.) Any consenting relationship between people of the same age group is allowed, whether it's Homosexual or Heterosexual. If you cannot stand such things, don't post here in the first place. 3.) Be polite to others. 4.) Please notify me if you will be gone for more than a week, I myself will let you guys know if I will be gone for that same amount of time. 5.) It's a fantasy world; you can learn Magic - two new spells of any School per Story Arc, more if you find a willing mentor (another PC, another Magic-user, a Kaisoken who doesn't hate your guts) and time. New Exceptional Skills, on the other hand, are easier to stack, harder to learn - You can double the power of two Exceptional Skills every first arc, and select a new exceptional skill every second arc. The story for this RP will have Eight Arcs, so you get to stack two skills on the first, add one skill on the second, stack again on the third, and so on. 6.) New Rule; GM Updates are weekly - if you don't respond to two updates in a row, and you don't give a good reason, you are regarded as dropped.
VI. Miscellaneous Lore and Worldbuilding
The Quo'arta: Taking evolutionary ques from bats and primates, the Quo'arta were lauded by the Coalition for their effort as both scouts and field medics during the war. The species as a whole are better known for their advances in medicine and their dedication to working with nature, rather than subjugating it, and have thus become close allies of the Rau'va. Post-Ascendency War has seen a great increase in Quo'arta standing in the galactic scene, their voices beginning to be heard and respected among the big players in the galaxy.
The Tork: As wise as they are unpleasant to look at, the Tork are an enigmatic race of gurus and philosophers almost wholly dedicated to their pondering. Usually found somewhere out of the way the Tork sit in deep torpor, seemingly dead in their stillness, for years with the only proof of their life being small twitches or deep, minutes long breaths. However, do not mistake them for defenseless hermits for they are among the most powerful natural mages in the known galaxy with a noted adeptness for World Magic. The eldest of their kind can flatten mountains with but a thought or unmake a being with but a scornful glare.
VII. Character Sheet Skeleton
[b]Name:[/b] What’s your characters name? [b]Age:[/b] How old is your character? [b]Physical Description:[/b] What does your character look like? Place any photo’s here. [b]Important items:[/b] What possessions are important to your character? [b]Short Bio:[/b] Tell us your character's story up to this point. [b]Spell List:[/b] 6 Spells overall. [B]Exceptional Skill List:[/b] Replace any number of your 6 Spells with an Exceptional Skill
[b]Name:[/b] What’s your characters name? [b]Age:[/b] How old is your character? [b]Physical Description:[/b] What does your character look like? Place any photo’s here. [b]Important items:[/b] What possessions are important to your character? Possessions can also be used to justify Exceptional Skills. [b]Short Bio:[/b] Tell us your character's story up to this point. [B]Exceptional Skill List:[/b] 8 Skills.
Vacuum Suit - A spacesuit that allows her to survive in space for prolonged periods of time, and which acts as body armor in a pinch. Monomolecular Longsword - A blade sharpened to a molecule-thin edge and can chop through most materials; contained in a special sheath that can withstand said molecule-edge. Coilgun Pistols - Two Coilgun Pistols. Omni-Tool - Miniature Computer that allows for communication, calculation, augmented reality navigation and small-scale hacking.
Short Bio: Natasha Zhang was born in the frontier world of Qingdao, on the edge of Ascendancy space. Qingdao was a rustic world, mostly dedicated to farming, mining, and providing raw materials to the Ascendancy Core Worlds, who provided protection in the form of naval forces. As is usually the case in these kinds of stories, Natasha soon grew tired of the podunk homeworld she was stuck in and dreamt of greater things, to be a captain of one of the starships she saw on the HyperNet. And so, once she grew old enough, she went off to join to the nearest Recruitment Office to join the Ascendancy forces in their escalating hostilities against other species.
Starting as a midshipman abroad a Corvette, Natasha soon encountered the glass ceiling that prevented those from the frontier colonies from ascending to high rank in the Ascendancy Fleet, as well as the favoritism shown to those from the Core. Nevertheless, out of stubborness, she ignored it, and even hoped for a war against the Rau've in order to in order to give her opportunities to prove herself. Piloting a starship was her dream, and she wasn't going to let go of that just because of some opposition. And so she waited for war, and when it came, the rapid series of battles against the Rau've and Kaisoken gave her multiple avenues for promotion.
Finding herself in command of the Corvette she served in, then a Frigate and a Crusier, Natasha's rise then stopped due to the Battle of Proxima, where she lost several of her crew to a Rau've boardside when the Grand Admiral in charge of the Ascendancy Fleet used her ship and several others held by 'frontier-born' officers as bait to draw a Coalition squadron into a space minefield. This drew her ire, especially as in the aftermath of the battle, she and the other 'frontier-born' were blamed for the battle's loss and dishonorably discharged. Shocked by such ingratitude, Natasha went back to her homeworld for a while to take up farming, but grew bored again.
Which is why the secret message from Moonstrike, sent through the dark web, was music to her ears. The resistance group, tired of the Ascendancy's lies, propaganda, and totalitarian tactics, were gathering people for a guerilla campaign against the Ascendancy. And yes, they can provide her her own ship; it would merely be a light friegther, but it would be enough for her; at last, she can soar through the stars again.
She rememered smiling as she pondered her vengance against the Ascendancy; it will come swiftly.
The year is 2577, 500 years after a Nuclear War that ended the Age of the Nation-State. Now, the world is split between Independents; settlements and towns living a hardscrabble life in the wastelands, and the Ruling Corporations, eight large organizations that have seized large portions of the planet and its people for themselves. The majority of the Ruling Corporations' personnel are tyrannical and arbitrary, twisted by long isolation from the masses whose work supports their way of life. The average person in Corporate territory lives in fear, bowed down by heavy burdens in a soulless environment, before a quick and painful death.
Complicating the picture are the Neural Combatants (NCs), giant humanoid machines left behind by the nations of the world before everything burned in nuclear fire. Using technology that binds together brain and machine, all NCs have Cores that cannot be duplicated by even the most advanced Corporation; these Cores, when attached to a body, allow the pilot to conduct feats of strength and speed that borders on the supernatural. In essence, Neural Combatants use technology that makes Mecha work; the impractical made practical. The more NC Cores a Corporation has, the better they are in the constant warfare that covers the planet today.
But NCs are also what allow Independents to maintain their remaining autonomy, and Mercenaries to operate without excessive restrictions from the MegaCorps. One such outfit of Mercenaries is the Electrum Company, a motley group of veteran pilots from various Independents, mid-level defectors from the MegaCorps, and new recruits that show exceptional potential as pilots. Leased the island of Socotra by the rulers of the Middle East, Al-Amir Group of Companies (descended from the Agha Khan Development Network), the Electrum Company is tasked with doing various jobs for whoever can pay; whether they be Independent or MegaCorp.
In essence, you guys are Mecha Pilots-for-hire who do missions for various savory and unsavory parties and may or may not stumble into a conspiracy that can shake up the whole world.
Consult the Lore Thread linked above if you want more info!
Changes from the Last Version:
Aside from an additional focus on character development and interaction (no more being thrown into the action right away), PCs will be allowed a greater choice of patrons and missions, with the party itself choosing one of three Operations' per chapter'of the game. Each Operation will have an overview showing the objectives, the region, and potential obstacles and enemies, along with a set of promised rewards (which can be added or subtracted depending on how the operation goes).
Missions/Operations typically involve destroying enemy installations and assets, siezing examples of enemy tech (or even kidnapping enemy officers for information), escorting VIPs, or more morally, rescuing civilians and prisoners, freeing the Ruling Corps' slaves, or saving scientists who have managed to rediscover the cure for Cancer. In short, every concievable action you can do as Mecha Pilots.
In-between Operations are Interludes, quiet chapters that involve developing relationships with your fellow Pilots, resolving backstory trauma, or even embarking on Personal Missions where your character goes off to achieve something they want, and potentially bring whoever wants to join in.
Rules
1.) No godmoding, metagaming, or mary sues. 2.) Be civil. 3.) No Anti-LGBT stuff. 4.) Post length is five sentences minimum, but longer posts are encouraged, of course. GMs are also bound by this rule. 5.) If your character is a spy trying to bring down the Electrum Company, please give the other PCs a chance to discover you, and be helpful to them when you can; we only have one group of PCs and one main base, and being obstructive to them IC will reduce their fun OOC. 6.) Consult the Lore Thread (linked under the picture) if you want to know more about how NCs, Independents, and Corporations work!
Note: This isn't Canon Kingdom Hearts, but rather an Alternate Version of the setting in which Disney Worlds are replaced by Parallel Earths based on counterfactual histories. See below to see what the equivalent of Disney Castle is.
Kingdom Hearts: The Lights of the Multiverse
Long ago, there was One World, One Earth, and One Timeline, a world filled with Darkness and Light in unequal measures, with a greater proportion of Darkness to Light. This world, thought many, was doomed to fall, until one Hero delved into the secrets of the Light. He discovered that said Light flowed from an unseen land by the name of Kingdom Hearts, and that if he could just burst the barrier that seperated this world from this source of Light, he can save the timeline.
And so, he did...but with unforseen consequences. For what was once one world was separated to many, each with varying levels of Light and Dark. Now, any possibility for Earth to change, even the 'absurd' and 'impossible' ones, now sprang off into its own timeline, creating, for the first time, a Multiverse. The weapon the Hero used to create the Multiverse is called the X-Blade (Pronounced Key-Blade), and, seeing the consequences of his actions, the Hero shattered it into several pieces.
However, it was too late; the people of the various timelines saw, nay, knew, what had been done to them, and so created Lesser Keyblades in the shape of the X-Blade, so as to attempt to search for, and dominate, Kingdom Hearts. But, because of their hubris and ambition, they all failed, killing each other off except for a few repentant surviors, who swore off any attempt to dominate the Multiverse, and instead, chose to preserve it.
In time, the people of the Multiverse forgot about The Hero, the X-Blade, and the survivors of the Keyblade Wars, and slipped into complacency, thinking that their worlds were the only true ones. And so, centuries of peace and development passed. Then, one day, on the world of Shining Field, a Scholar in the House of Wisdom discovered the secrets of the Past, of the Light...and Darkness.
Only a few years after that, Shining Field burned, destroyed by an onslaught of Heartless, strange, black monsters with yellow eyes, who were resistant to most mortal weapons, and who, after destruction, merely reformed in another part of the world to continue their rampage. The Heartless consumed the majority of the inhabitants, man, woman, and child, before turning upon the Heart of the World, its Core of Light.
After that, more worlds burned in quick succession, as Heartless began emerging everywhere, like an unchecked plague. Not merely that, but there were hints that the Heartless were...guided, controlled by an unseen intelligence. And as if to add to the chaos and strife of the situation, strange beings called the Nobodies also emerged, sometimes fighting the Heartless, sometimes conquering their own stretches of territory.
And the Keyblade Order...was nowhere to be seen.
But there is hope: Creatures called Moogles have appeared throughout the worlds, offering trade links, technology and magic that would give the worlds a fighting chance against the Heartless, and finally, ships that can connect to other worlds. In addition to this, people from all over the world with strong hearts have begun manifesting Keyblades of their own, weapons that are super-effective at killing Heartless, preventing them from reconstituting elsewhere. Now, the worlds prepare to strike back, and find out who is behind this strange onslaught on the Multiverse...
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If you found that too long to read, then here's a summary:
Strange creatures called Heartless are taking over the worlds, the Moogles have come to save us through the power of trade, and people are spontaneously manifesting the Keyblade, a weapon that kills Heartless in droves. Also, there's Magic. And Technolgy. Sometimes a combination of both. Oh, and instead of Disney-based worlds, you get to travel to alternate timelines.
1.) No Godmoding or Powergaming, aka no controlling other players' actions, no defeating your enemy in one shot, and no shrugging of all hits without a magical shield. 2.) Any consenting relationship between people of the same age group is allowed, whether it's Homosexual or Hetrosexual. If you cannot stand such things, don't post here in the first place. 3.) Be polite to others. 4.) Yes, you can play a non-human if he/she/they are not overpowered. 5.) New Rule: All players must come from a universe with Humans and with a connection to Earth/Earth History. It can be as unrealistic as you want, but it must be 1.) coherent, and 2.) have at least some baseline Humans. 6.) New Rule: Final Fantasy Magic works everywhere except when Final Fantasy Anti-Magic is applied. 7.) New Added Rule: Please post once a week.
Character Sheet Name: Appearance: Bio: Age: Skills: Personality:
World Sheet Name: Summary of History: Important Nations (Great Powers, etc.): Overall Technology Level: Map: Optional; don't hesitate to add your world just because you don't yet have a map!
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This is the Disney Castle equivalent; please don't respond to this with a Political Discussion.
World Sheet Name:Renovation (written by Soverihn) Summary of History: The Second Palailogoi Civil War, which in IRL, destroyed the Byzantine Empire as a Great Power, went the other way, with Serbia not interfering and the victory going to the Regency faction, who successfully reformed the state to lessen the aristocracy's power, redistribute land back to the peasants, increase the numbers of the navy, and take the Empire in a maritime, commercial, direction, trading with other nations instead of depending on landed estates. In time, this reformed Empire retook Anatolia using divide-and-conquer tactics, judicious alliances, and finally, luck.
It then used its position as a manufacturer of luxury goods, like Silk, to withstand the shock of the discovery of the Americas upon its economy, building the Empire 'tall' instead of 'wide', focusing upon economic and cultural pursuits instead of military conquests, as well as education. Despite this, they withstood more civil wars, foriegn invasions, and coups, forcing them to keep developing their military.
Note, this is conjecture as the Timeline hasn't been finished yet: In modern times, the Byzantines can be credited with the invention of the Tank, the Stealth Fighter, and Rocket Artillery. Ever since the Enlightenment, they have also been a religiously tolerant state where Christians and Muslims live happily...as long as they speak Greek; historically, the Byzies preferred language discrimination to racial and religious ones - yes, that part was during the Middle Ages.
Important Nations (Great Powers, etc.): Byzantine Empire (Modern-Day Greece, Albania, Former Yugoslav Republic of Macedonia, parts of Serbia, Turkey, and Crimea. Oh, and Cyprus, and parts of Syria), Timurid Sultanate of Egypt (Egypt, Hedjaz, Yemen, and the Levant), Chobanid Empire (East Iraq, Iran, parts of Afghanistan and the Caucasus), France, England, Marinid Sultanate (Granada and North Africa), Alternate!Spain (Castile-Portugal), Aragon, Italy formed by Naples, Alternate!Germany, The Avingon Papacy and its rival/competitor in Salzburg Unknown New World Powers, and China.
Note: Much of this is conjecture.
Overall Technology Level: Modern-day.
Map: Optional; don't hesitate to add your world just because you don't yet have a map!
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List of Destination Worlds:
1.) Ongoing World War II - The year is 1950...and the war is still occurring, due to the fact that the Nazis, using dark sorcery, have learned how to control the Heartless and unleash them upon the Allies, who are only saved from the verge of defeat by forming an alliance with Independent Keyblade Wielders and Nobodies. Not merely that, but Stalin has his own, dark plans to take control of the Heartless from Hitler. But, they will all find out that Darkness is not a toy...
2.) Puella Magi Madoka Magica - For the history of mankind, a race known as the 'Incubators' have uplifted young women from all walks of life, giving them great power as Magical Girls, and then feeding from said Magical Girls' descent into 'Witches', eldritch abominations that inflict suffering even as they are weighed down by the pain and despair of their lives. And, of course, the Heartless and Nobodies are added to the mix!
3.) Persona 4 - A series of mysterious murders and kidnappings have happened in the small town of Inaba, Japan. Yuu Narukami, an amateur detective, is investigating using the power to enter the 'Tv World', another plane of existence that can be entered through a television screen. Yuu and his group of friends, within that world, gain the power to summon a Persona; a manifestation of one's heart and subconcious that can fight Shadows (not to be confused with the small Heartless of the same name), beings born from the hidden aspects of the Human Heart. But Yuu and his group's true enemy, (SPOILER), is being helped by the Multiverse's main villain - who wants to capture Yukiko Amagi, the local Princess of Heart!
4.) Fallout: Apocalypse Averted - The world of Fallout...only the Bombs didn't fall as the Big Bad took over and promised the leaders of the US and China that if they submitted to him, he would replenish all of Fallout Earth's natural resources and give them unimaginable power - which he did. Now, the US and China provide immense numbers of troops armed with Power Armor, Lasers, Plasma Guns, and Gauss Rifles and all that Atompunk stuff to supplement the Heartless!
6.) The Best of Both Britains - The year is 2017, 348 years since Charles II of England sired a daughter, Eleanor, who, despite her father's secret Catholicism, was raised Protestant. This ensured the preservation of Britain's Anglican character while preventing the Act of Settlement, which barred Catholics from succeeding to the throne, from being passed. Now, at present, Eleanor Stuart's direct descendant, Catherine, prepares to succeed the British Throne as the first Catholic Monarch since Charles II, and the first openly Catholic Queen Regnant since the infamous Mary I.
Needless to say, despite it being 2017 and promises made to preserve Britain's Anglican Character, not everyone is happy with this. If only there was a group of heroes and adventurers that would rescue the future Queen before anyone gets at her...
7.) The Ruins of Old Earth - In 2018, Ascot Carver, the one who discovered Magic and the X-blade, sought to use the mystic weapon to avert a nuclear war. He got his wish, but after all nuclear weapons were destroyed and a spell was cast to prevent people from using nuclear energy for anything violent, the nations of the world simply turned against each other in a conventional war that broke the world order and the economies of all Great Powers. Now, Earth is wrecked by conflict, pollution, and climate change, and while advanced technology still exists, society has been pushed back to feudal levels of organization. But there is hope, hope in the Last Princess of Heart and the compassion of other worlds.
The year is 2577, 500 years after a Nuclear War that ended the Age of the Nation-State. Now, the world is split between Independents; settlements and towns living a hardscrabble life in the wastelands, and the Ruling Corporations, eight large organizations that have seized large portions of the planet and its people for themselves. The majority of the Ruling Corporations' personnel are tyrannical and arbitrary, twisted by long isolation from the masses whose work supports their way of life. The average person in Corporate territory lives in fear, bowed down by heavy burdens in a soulless environment, before dying quickly and painfully.
Complicating the picture are the Neural Combatants (NCs), giant humanoid machines left behind by the nations of the world before everything burned in nuclear fire. Using technology that binds together brain and machine, all NCs have Cores that cannot be duplicated by even the most advanced Corporation; these Cores, when attached to a body, allow the pilot to conduct feats of strength and speed that borders on the supernatural. In essence, Neural Combatants use technology that makes Mecha work; the impractical made practical. The more NC Cores a Corporation has, the better they are in the constant warfare that covers the planet today.
But NCs are also what allow Independents to maintain their fragile autonomy, and Mercenaries to operate without excessive restrictions from the MegaCorps. The largest alliance of Independents is Haven, a democratic federation that covers the whole of Australia and New Zealand after the successful ejection of Red-Star, the tyrannical Ruling Corporation whose yoke spreads all over the Far East.
Founded on the principles of sustainable development, direct democracy, and federalism, Haven has bettered the lives of its component settlements by promoting local development and introducing clean technology, as well as a tolerant policy as regards minorities like Australian Aborgines, Maori, and Asian-Australians, who are encouraged to participate in political and economic life. But this approach has provoked the ire of various 'Cultural Purists' who despise the fact that Haven is led by the Hidden Burrow, an underground city populated by the descendants of Kurdish refugees who are unapologetic about mixing Kurdish and Australian cultures.
These 'Purists' then conducted a series of bombings and murders bent on bringing Haven into Civil War, Civil War prevented only by the revelation that the 'Purists' were supported by Red-Star as preperation for an invasion of Australia. Now, said invasion has been launched, with the heaviest blow about to fall on the city of Darwin, where the rebuilt settlement had experienced riots over an attempt to rename it to 'New Afrin'. But due to the revelation of Red-Star malefessance, the citizens of the city rally around the Havenite flag in order to prevent the fate of the Original Afrin from repeating itself, and Mecha Pilots from all over the world volunteer to protect this bastion of freedom from the oppression of the MegaCorps...
Consult the Lore Thread linked above if you want more info.
Changes from the Last Version:
Unlike the previous attempts to create a BeeNCQuest RP, this game is pretty small-scale, limited only to the city of Darwin and its defense from Red-Star's vengeful forces. You will also not be thrown into combat during the first round of posts, but rather given time to prepare and build PC to PC relationships before the assault starts. Plotting will be tighter than my previous RPs as well, with the main story being shorter than most other games (only one Arc). This is to allow me to practice running games and get people used to the universe.
Basically, I am experimenting with making this a 'Mini-RP' with only five 'Chapters' (Beginning/Meetup, Battle, Character Development/Interlude, Climax, and Conclusion); this will allow most of the story to be packed with action or character development while telling a satisfying story in only part of the time that a normal RP lasts for; think a 12-episode Anime. And finally, my target for this 'Mini-RP' is to end this in two or three months, meaning that prompt posting is encouraged.
Rules
1.) No godmoding, metagaming, or mary sues. 2.) Be civil. 3.) Do not be an asshole. 4.) Post length is five sentences minimum, but longer posts are encouraged, of course. GMs are also bound by this rule. 5.) Antagonists (Red-Star people) need special GM Permission to be allowed. 6.) Consult the Lore Thread (linked under the picture) if you want to know more about how NCs, Independents, and Corporations work. 7.) Post promptly; this RP will automatically end in two months (three at the minimum) no matter what plot remains to be done.
The year is 2577, 500 years after a Nuclear War that ended the Age of the Nation-State. Now, the world is split between Independents; settlements and towns living a hardscrabble life in the wastelands, and the Ruling Corporations, eight large organizations that have seized large portions of the planet and its people for themselves. The majority of the Ruling Corporations' personnel are tyrannical and arbitrary, twisted by long isolation from the masses whose work supports their way of life. The average person in Corporate territory lives in fear, bowed down by heavy burdens in a soulless environment, before dying quickly and painfully.
Complicating the picture are the Neural Combatants (NCs), giant humanoid machines left behind by the nations of the world before everything burned in nuclear fire. Using technology that binds together brain and machine, all NCs have Cores that cannot be duplicated by even the most advanced Corporation; these Cores, when attached to a body, allow the pilot to conduct feats of strength and speed that borders on the supernatural. In essence, Neural Combatants use technology that makes Mecha work; the impractical made practical. The more NC Cores a Corporation has, the better they are in the constant warfare that covers the planet today.
But NCs are also what allow Independents to maintain their fragile autonomy, and Mercenaries to operate without excessive restrictions from the MegaCorps. The largest alliance of Independents is Haven, a democratic federation that covers the whole of Australia and New Zealand after the successful ejection of Red-Star, the tyrannical Ruling Corporation whose yoke spreads all over the Far East.
Founded on the principles of sustainable development, direct democracy, and federalism, Haven has bettered the lives of its component settlements by promoting local development and introducing clean technology, as well as a tolerant policy as regards minorities like Australian Aborgines, Maori, and Asian-Australians, who are encouraged to participate in political and economic life. But this approach has provoked the ire of various 'Cultural Purists' who despise the fact that Haven is led by the Hidden Burrow, an underground city populated by the descendants of Kurdish refugees who are unapologetic about mixing Kurdish and Australian cultures.
These 'Purists' then conducted a series of bombings and murders bent on bringing Haven into Civil War, Civil War prevented only by the revelation that the 'Purists' were supported by Red-Star as preperation for an invasion of Australia. Now, said invasion has been launched, with the heaviest blow about to fall on the city of Darwin, where the rebuilt settlement had experienced riots over an attempt to rename it to 'New Afrin'. But due to the revelation of Red-Star malefessance, the citizens of the city rally around the Havenite flag in order to prevent the fate of the Original Afrin from repeating itself, and Mecha Pilots from all over the world volunteer to protect this bastion of freedom from the oppression of the MegaCorps...
Consult the Lore Thread linked above if you want more info.
Changes from the Last Version:
Unlike the previous attempts to create a BeeNCQuest RP, this game is pretty small-scale, limited only to the city of Darwin and its defense from Red-Star's vengeful forces. You will also not be thrown into combat during the first round of posts, but rather given time to prepare and build PC to PC relationships before the assault starts. Plotting will be tighter than my previous RPs as well, with the main story being shorter than most other games (only one Arc). This is to allow me to practice running games and get people used to the universe.
Basically, I am experimenting with making this a 'Mini-RP' with only five 'Chapters' (Beginning/Meetup, Battle, Character Development/Interlude, Climax, and Conclusion); this will allow most of the story to be packed with action or character development while telling a satisfying story in only part of the time that a normal RP lasts for; think a 12-episode Anime. And finally, my target for this 'Mini-RP' is to end this in two or three months, meaning that prompt posting is encouraged.
Rules
1.) No godmoding, metagaming, or mary sues. 2.) Be civil. 3.) Do not be an asshole. 4.) Post length is five sentences minimum, but longer posts are encouraged, of course. GMs are also bound by this rule. 5.) Antagonists (Red-Star people) need special GM Permission to be allowed. 6.) Consult the Lore Thread (linked under the picture) if you want to know more about how NCs, Independents, and Corporations work. 7.) Post promptly; this RP will automatically end in two months (three at the minimum) no matter what plot remains to be done.
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And yes, Inkarnate permitted this.
Here are the rules on characters and NC's: (last rules, I swear.)
You can have more than one character, with the limit being as many as you can take without stressing yourself out.