For ease of reference:
Staff profiles:
Italics are for KMC soldiers only, bold for KAD alone.
Name:
Military codename: (You don’t get to pick this, you’ll pick it up along the way)
Gender:
Age: (Note, at least during episode 1, you’re a rookie. You can be an older volunteer, but the military does not accept soldiers under the age of 17)
Appearance:
Personality:
Biography:
Military Division: (KMC or KAD)
Magic: See the section titled “Magic and You”.
Spirit Name: See the section titled “Spirit Soldiers”.
Spirit Appearance: Just, essentially, what your familiar spirit looks like.
Spirit Power: What your spirit does when activated.
Spirit Origin: Is this the guardian soul of your family's farm? Some magic creature you made a deal with? how did you come to obtain your spirit.
Mech: The name of your mech goes here, but you also need to fill out the mech profile below.
Extra: Anything else?
Name:
Military codename: (You don’t get to pick this, you’ll pick it up along the way)
Gender:
Age: (Note, at least during episode 1, you’re a rookie. You can be an older volunteer, but the military does not accept soldiers under the age of 17)
Appearance:
Personality:
Biography:
Military Division: (KMC or KAD)
Magic: See the section titled “Magic and You”.
Spirit Name: See the section titled “Spirit Soldiers”.
Spirit Appearance: Just, essentially, what your familiar spirit looks like.
Spirit Power: What your spirit does when activated.
Spirit Origin: Is this the guardian soul of your family's farm? Some magic creature you made a deal with? how did you come to obtain your spirit.
Mech: The name of your mech goes here, but you also need to fill out the mech profile below.
Extra: Anything else?
Note, PLEASE check the “Mech Tech” section below to be sure that you at least understand what level mechs are currently at. I won’t update the form every time new technology is developed, but I will add it to that section of the post.
Name:
Classification: Mechs generally fall into one of three archetypes: Hammer, Sword, and Epée. Hammer type mechs are slow, huge, heavy hitters, many times some variety of construction armor adapted to combat usage. Sword mechs are lighter and faster, focused on a balance of speed and ability to do damage. Epée class armor is the lightest and least damage resistant, but generally far faster than either of the other classes and far harder to master. This blank is generally more a matter of GM convenience than an absolute seal on what type of powers the mech has.
Appearance: Fairly obvious, but if spirit activation changes how the mech looks in any way you need to add it here. Mechs are not generally sleek, graceful beings, instead looking like medieval armor in some way—though Epée class mechs are sometimes smoother.
Weapons: Despite magitech, guns have not yet been developed. Range weapons are limited to bows and the like, though they generally fire some variety of magic ammunition.
Upgrades: What have you changed about the mech since its creation? If you’re making a new char, leave this blank.
History: What was your mech originally, how did your character get it… If those are of interest, explain them here.
Name:
Classification: Mechs generally fall into one of three archetypes: Hammer, Sword, and Epée. Hammer type mechs are slow, huge, heavy hitters, many times some variety of construction armor adapted to combat usage. Sword mechs are lighter and faster, focused on a balance of speed and ability to do damage. Epée class armor is the lightest and least damage resistant, but generally far faster than either of the other classes and far harder to master. This blank is generally more a matter of GM convenience than an absolute seal on what type of powers the mech has.
Appearance: Fairly obvious, but if spirit activation changes how the mech looks in any way you need to add it here. Mechs are not generally sleek, graceful beings, instead looking like medieval armor in some way—though Epée class mechs are sometimes smoother.
Weapons: Despite magitech, guns have not yet been developed. Range weapons are limited to bows and the like, though they generally fire some variety of magic ammunition.
Upgrades: What have you changed about the mech since its creation? If you’re making a new char, leave this blank.
History: What was your mech originally, how did your character get it… If those are of interest, explain them here.
Mech Tech: Currently, mechs are at their most basic level, not much more than a massive, enchanted suit of armor. Many are still adapted farming equipment or otherwise hastily cobbled together, with only the first few specialized combat machines coming out of the King’s alchemist laboratories and factories. Still, they display startling efficiency: the control runes written on all mechs are a natural barrier to the direct powers and attacks of mages, and their raw physical might can triumph against most demon soldiers easily.
Weapons are roughly on the medieval level, with swords, spears, bows and arrows being the most prominent. Most of these weapons are not crude—after all, blacksmithing mechs are not foreign to the kingdom and many blacksmiths already exist. A few soldiers have found ways to use the gifts of their spirits to fire magic or otherwise enhanced projectiles from their bows, but most only use huge, custom arrows.
All mechs only have one spirit slot.
Weapons are roughly on the medieval level, with swords, spears, bows and arrows being the most prominent. Most of these weapons are not crude—after all, blacksmithing mechs are not foreign to the kingdom and many blacksmiths already exist. A few soldiers have found ways to use the gifts of their spirits to fire magic or otherwise enhanced projectiles from their bows, but most only use huge, custom arrows.
All mechs only have one spirit slot.
Magic, essentially, is a force that allows the laws of ordinary physics to be suspended and the fantastic occur. It allows pyromancers to cause spontaneous combustion, a KAD mech to move with power far beyond that of its pilot, and a healer to kick the body’s systems up a notch and cure wounds much more quickly. What magic’s effects are and its triggers can vary from mage to mage, but all mages fit into one of three categories: Psionic, Verbal, and Somatic.
Somatic: Somatic mages must be able to move to cast spells. Benders in Avatar or the Legend of Korra would be a fine example of a somatic mage, and somatic mages do in fact usually have some manner of practiced fighting style that goes with their casting. Any kind of binding will generally block a somatic mage’s abilities, but their magic is linked into the reflex section of their brain, meaning they can cast reflex spells at reaction time speeds instead of having to consciously think of them.
Verbal: For a verbal mage, spellcasting is all about words. Generally, ordinary Erenduilian (OOC: English) words, arranged in such a way that they allow the caster to focus spells. A more powerful spell usually requires longer and more complicated statements to successfully complete. If a verbal mage is silenced, their spells will fail. Verbal casters are a good mix of power, some of the spontaneity of a somatic and the difficulty of stopping that a psionic caster brings to the table.
Psionic: No words or motions are required for a psionic mage. They cast entirely through thought, the only requirement of a successful spell being a concentrated, complete thought run through their mind and directed at a target. However, since they only cast through sheer force of will and have no focusing device to speak of, a psionic mage is woefully underpowered compared to somatic and verbal mages, and anything that breaks their focus will shatter their spell.
Somatic: Somatic mages must be able to move to cast spells. Benders in Avatar or the Legend of Korra would be a fine example of a somatic mage, and somatic mages do in fact usually have some manner of practiced fighting style that goes with their casting. Any kind of binding will generally block a somatic mage’s abilities, but their magic is linked into the reflex section of their brain, meaning they can cast reflex spells at reaction time speeds instead of having to consciously think of them.
Verbal: For a verbal mage, spellcasting is all about words. Generally, ordinary Erenduilian (OOC: English) words, arranged in such a way that they allow the caster to focus spells. A more powerful spell usually requires longer and more complicated statements to successfully complete. If a verbal mage is silenced, their spells will fail. Verbal casters are a good mix of power, some of the spontaneity of a somatic and the difficulty of stopping that a psionic caster brings to the table.
Psionic: No words or motions are required for a psionic mage. They cast entirely through thought, the only requirement of a successful spell being a concentrated, complete thought run through their mind and directed at a target. However, since they only cast through sheer force of will and have no focusing device to speak of, a psionic mage is woefully underpowered compared to somatic and verbal mages, and anything that breaks their focus will shatter their spell.
Though mages generally have a familiar spirit, spirits are far more applicable and varied in the world of mech pilots. Spirits are usually small creatures, around the size of a small dog, and generally grant a pilot one, specific, battle-shifting power. They are the soul of the world, doing its best to aid its inhabitants against invaders from another plane. Powers can range from a short, berserker power boost like that of Erikal Slin’s Overdrive, or a long term, slow autorepair of mech systems. Most are fairly weak, but so little is understood about them that they may yet reveal abilities unknown.
A note on combining and transforming mechs: In order to combine or transform, a mech MUST have a spirit capable of sustaining the alteration through magical input, thus consuming a spirit slot.
A note on combining and transforming mechs: In order to combine or transform, a mech MUST have a spirit capable of sustaining the alteration through magical input, thus consuming a spirit slot.
Staff profiles:
Name: Erikal Slin
Military codename: Iron Commander
Gender: Male
Age: 37
Appearance: A tall, dark haired man, Erikal has the look of a lifelong farmer. His skin is tan and rough from the sun and wind, his large hands callused with a half lifetime of work. His frame carries obvious power, his wiry muscles usually apparent to even the casual observer. His green eyes stare out from a face that was just beginning to show its first laugh lines before the war, but now his brow is increasingly furrowed with worry.
Personality: Dutiful, loyal, and protective to the last, Erikal’s sense of honor and willingness to protect his family inspired the creation of the entire King’s Armor Division, and Erikal has remained mostly unchanged since. His commandership of KAD has taken its toll on him, and he’s usually very weary—but unlike even his subordinates, Erikal is almost always willing to talk to trainees.
Biography: Born an ordinary farmboy, Erikal grew up normal enough, learning how to pilot the Reaper-class mech that became the Subtle Blade from an early age. Nothing that special happened, apart from his marriage at age 18 and the birth of his first and only child (named Talia) when he was 20. When the demon nation attacked, however, Erikal's life was turned upside down. Surrounded by the forces of the demonic armies, his farm burning and the only thing standing between his home and the hordes a few more acres of farmland, Erikal leapt into his oldest possession--the old Reaper class mech. Exactly how the battle went is unknown, but at some point the guardian spirit of his farm joined him and together they turned the hordes back.
Since, he's been appointed the Commander of KAD.
Military Division: Commander of KAD
Spirit Name: Overdrive
Spirit Appearance: A small, wolf-like creature, identical to a normal arctic wolf but with 8 legs instead of four.
Spirit Power: As long as Overdrive is active, Subtle Blade becomes massively strong and durable, but suffers damage to its systems because of power surges.
Spirit Background: Overdrive is the spirit of Erikal's farm, joining up with him to protect the land and family it cared for.
Mech: Subtle Blade
Mech profile:
Name: Subtle Blade
Classification: Sword
Appearance: Small for a mech and still with the distinct influence of the reaping machine it originally was, the Subtle Blade does not look like the vehicle of a military commander. Short and with a low center of gravity, the Blade’s small size belies its strength and speed, the best that the King’s engineers and mages could create. The Blade’s squat form has been painted black, its control runes glowing green and purple against the night-like background. When Overdrive is activated, Subtle Blade appears to grow in bulk, its control runes glowing with blinding light.
Weapons: The Subtle Blade’s original scythe has been replaced with a pitch black longsword, though Erikal ordinarily relies on his hand-to-hand grappling skills and fists to combat the demon hordes.
Upgrades: None since the beginning.
History: Once the decades old reaping mech on Erikal Slin's farm, the Subtle Blade was the first suit used for combat purposes and the first one overhauled to be a fighting machine. Ever sentimental, Erikal has held onto it even when appointed to leadership of the newly formed KAD.
Military codename: Iron Commander
Gender: Male
Age: 37
Appearance: A tall, dark haired man, Erikal has the look of a lifelong farmer. His skin is tan and rough from the sun and wind, his large hands callused with a half lifetime of work. His frame carries obvious power, his wiry muscles usually apparent to even the casual observer. His green eyes stare out from a face that was just beginning to show its first laugh lines before the war, but now his brow is increasingly furrowed with worry.
Personality: Dutiful, loyal, and protective to the last, Erikal’s sense of honor and willingness to protect his family inspired the creation of the entire King’s Armor Division, and Erikal has remained mostly unchanged since. His commandership of KAD has taken its toll on him, and he’s usually very weary—but unlike even his subordinates, Erikal is almost always willing to talk to trainees.
Biography: Born an ordinary farmboy, Erikal grew up normal enough, learning how to pilot the Reaper-class mech that became the Subtle Blade from an early age. Nothing that special happened, apart from his marriage at age 18 and the birth of his first and only child (named Talia) when he was 20. When the demon nation attacked, however, Erikal's life was turned upside down. Surrounded by the forces of the demonic armies, his farm burning and the only thing standing between his home and the hordes a few more acres of farmland, Erikal leapt into his oldest possession--the old Reaper class mech. Exactly how the battle went is unknown, but at some point the guardian spirit of his farm joined him and together they turned the hordes back.
Since, he's been appointed the Commander of KAD.
Military Division: Commander of KAD
Spirit Name: Overdrive
Spirit Appearance: A small, wolf-like creature, identical to a normal arctic wolf but with 8 legs instead of four.
Spirit Power: As long as Overdrive is active, Subtle Blade becomes massively strong and durable, but suffers damage to its systems because of power surges.
Spirit Background: Overdrive is the spirit of Erikal's farm, joining up with him to protect the land and family it cared for.
Mech: Subtle Blade
Mech profile:
Name: Subtle Blade
Classification: Sword
Appearance: Small for a mech and still with the distinct influence of the reaping machine it originally was, the Subtle Blade does not look like the vehicle of a military commander. Short and with a low center of gravity, the Blade’s small size belies its strength and speed, the best that the King’s engineers and mages could create. The Blade’s squat form has been painted black, its control runes glowing green and purple against the night-like background. When Overdrive is activated, Subtle Blade appears to grow in bulk, its control runes glowing with blinding light.
Weapons: The Subtle Blade’s original scythe has been replaced with a pitch black longsword, though Erikal ordinarily relies on his hand-to-hand grappling skills and fists to combat the demon hordes.
Upgrades: None since the beginning.
History: Once the decades old reaping mech on Erikal Slin's farm, the Subtle Blade was the first suit used for combat purposes and the first one overhauled to be a fighting machine. Ever sentimental, Erikal has held onto it even when appointed to leadership of the newly formed KAD.