Let me properly introduce myself. I am Sir Spud the Fourth, and I have been a potato for the longest time ever. I never denied it to be completely honest, but it is only recently that I embraced it. Now I have evolved from a simple couch potato to a fully grown royal potato. A dapper kawaii potato. And I dare say, knowing that you are a spud, makes life a lot easier. Just chill and let everyone else care about all their meaningless things because at the end of the day you'll know: chilling is the way to go.
I try to spend minimal effort on things that I don't care about, and procrastination might as well be my middle name. But that doesn't mean I ONLY rest. Sometimes a 'tato gotta do what a 'tato gotta do. And if that something happens to be things I like, then you cannot find anyone better than me. I am an omnipotent being capable of virtually any task to a limited degree, and I am not shy to admit it. I may not be the MOST AWESOMEST in a thing, but I am sure as hell MORE AWESOMEST than most people are at everything. But hey, I'm not here to brag, even if I am probabaly better at it than you
THE DREAMER:
All those nights laying in my couch, I thought about the cool shit that I cannot do. That I cannot see. But I pictured them in front of myself like they were real, and that infuraited me. Then I found the Guild, and I lived happily after. I have been on the site for 2 years now, and I have seen many RPs, and played with many people. I wish I have found the site earlier, but I am glad that I've even found it. Now all those fantasies can be written down and my mind can rest at ease at night, without being constantly troubled by ideas.
When I RP, I love myself some good Sci-Fi or Fantasy. But hey I am filthy casual, I can go for anything with an interesting setting. I don't trouble myself on small details if the plot is good, but if you get somwthing wrong you can expect me to tell you about it. Some even go as far as to think that I am angry or something, but I am too chill for that. If anything I'm more of the funny type, so you can expect me to try and write some shitty jokes or post memes I found on the internet. Anyways, you'll see what I mean when we RP together.
THE ARTIST:
Used to be something else here, but I'm happy to say that it's replaced because of a positive change. I now work as a full-time 3D artist in the animation industry, churning out shot after shot for some of your favorite game intros and trailers. Can't say anything about them before you even ask, and even though I'm still new to the industry I love it and I already know that this will be my passion for a long time. So hopefully in a few years I'll have a proud portfolio of animations that were done by yours truly that I can show off to all the lovely people of the guild.
THE LOVER OF STUFF:
Now I may have hobbies like the above mentioned, but there are some more things that I love in life. Here is a handy list of things you can always talk about with me:
Gaming: This one I am quite proud of, I'm a serious gamer with capital G. Not as much time for it nowadays, but still true.
Music: All kinds of electronic music, but I am a sucker for Queen and Powerwolf. Or Breakbot... anything music.
Anime: We all have an Otaku in us, but it's bigger for some people. For me it's just big enough.
WORDS OF WISDOM:
Be chill folks, getting fed up about stuff is a recipe for disaster. You gotta learn to be patient and let things go, or you'll end up a wrinkly old man/woman with only bad memories about life. Even if you do fuck-all every day, you can live a content life by taking things easy. With that said, as always, stay safe and stay classy.
@SmikeOf course, I'm more than happy t help out any newcomers to the franchise. This was very much designed for new people who were interested, so you'll fit right in :)
@Starlance Glad to see you again Starlance, hopefully this time we'll get to play more than a few posts together haha
We're getting up to a solid Lance's worth of people now, I'll wait maybe a day more to see who else shows up, and then I'll make the OOC and send out the invites to the Discord server. Until then, hang tight and think about your characters everyone :)
@AndyC I'll just put my nametag down here for the time being. If things don't work out for Rasalhague RP, you can expect me to see about trying to fit in some Fourth Succession war veteran. Some kinda disgruntled FedSun, that doesn't want no business with the damn Lyrans and their Atlas scout lances
PS: Sorry for the double ping on two threads, but hey, any press is good press as they say :D
I could've sworn I checked to see if there was another Mechwarrior RP before posting this and didn't find anything. But there it is now, like a sneaky Raven with a Guardian ECM popping around the block to alpha strike your rear armor
I don't mind, of course. I see plenty of familiar faces in your gang, I see no reason people can't double-dip from the goodness that is Mechwarrior. If this RP gets off the ground and we get into a rhythm, I wouldn't mind some cool collab posting, or at the very least some fun cameos.
I might steal the idea of those cute bite-sized images from your OCC for mine once it gets up too, I like the way it looks haha. But I can definitely see that we went for very similar settings and mechanics. Honestly, if I didn't know that my dumbass brain probably scrolled over your RP a dozen times and said "nope, nothing here", I would think I'd have copied your homework :D
Though I suppose we do differ, I thought best to just entirely avoid the TTRPG rulebooks and go for a more open approach, with only Alpha Strike for reference when it comes to combat haha
Anyways, I could talk for hours about Battletech and nobody could stop me, but I'll keep this brief here. I expect we'll talk more in the future about all things mech related, given the overlap with our RPs and the limited pool of people who are probably interested ^^
Any and all information here can be found on Sarna, even if not word-for-word. I highly recommend the site, it has all the necessary details you need to get started and then to get hooked. I will also likely miss a lot of core details and skip over the history, so I highly recommend checking it out if you want to learn more.
From Sarna:
The Inner Sphere is a region of interstellar space surrounding Earth to a radius of roughly 450 - 550 light-years, generally demarcated by the outer borders of the "Great Houses." Within this region of about 2 million stars, there are approximately 2000 inhabited planets. Beyond the Inner Sphere is the Periphery.
The Inner Sphere is the standard setting for Battletech, and it consists of the stars and systems nearest to Terra, humanity's ancient capital. Historically it has been ruled by the Terran Hegemony and the Great Houses. After the fall of the Star League, it was only the Great Houses, who since then have fought endless wars over the control of the Inner Sphere, the largest of which have been called the "Successions Wars". Up to the current date of the RP, there have been 4 of these, the first two effectively wiping out large portions of the population and setting back the technology in most of the Inner Sphere to levels before the collapse of the Terran Hegemony.
From Sarna:
The Successor States (named as such due to their being the "Successors" of the Star League) are the major military powers of the Inner Sphere, each governed by one of the Great Houses with its own customs and culture. After House Cameron was wiped out in the Star League Civil War, the five remaining Great Houses spent the next several centuries fighting each other to determine who would succeed as the next First Lord. By the mid-thirty-first century the endless pursuit of this goal had left the Successor States ravaged by apocalyptic wars and widespread technological decline, but with no clear winner.
The five major Great Houses/Successor States in a clockwise fashion from Terra's point of view:
House Kurita/Draconis Combine:
The Draconis Combine is one of the five Successor States of the Inner Sphere. Founded in 2319 by the empire-builder Shiro Kurita, the Combine has been ruled as a hereditary dictatorship by the Coordinators of House Kurita.
Culturally the prevailing mores of the Combine are based upon Shogunate Japan of pre-spaceflight Terra, with a pervasive class system in which the nobility and modern samurai of the military are dominant. House Kurita's rule is also upheld by the Internal Security Force and Order of Five Pillars intelligence agencies, and an all-encompassing government bureaucracy.
House Davion/Federated Suns:
The Federated Suns has traditionally been the most powerful and largest of the Successor States to occupy the Inner Sphere. From their ancestral home of New Avalon, the scions of House Davion have ruled the Federated Suns since its founding by Lucien Davion in 2317. While tracing their family line to French and English nobility of ancient Terra and ruling as constitutional monarchs, the Davions have always positioned themselves and the Federated Suns as champions of liberty and personal freedoms in the Inner Sphere. This view has bred a sense of righteousness in the Davion cause, serving as both a source of strength and weakness during their history.
House Liao/Capellan Confederation:
The Capellan Confederation is the smallest and youngest of the Successor States. A socialistic police state with strong Chinese and Russian influences, the Confederation is ruled by the authoritarian Chancellor, who has almost always been a member of House Liao. During the years of the Succession Wars the Capellan Confederation was the perpetual underdog, losing territory to its aggressive neighbors and verging on the brink of total collapse before regaining much of its strength by the middle of the thirty-first century.
House Marik/Free Worlds League:
The Free Worlds League is one of the five Successor States of the Inner Sphere. Founded in 2271 it is the oldest of these realms, and unlike the others is technically a federation of smaller states ruled by a democratic Parliament rather than a single nation under one Great House. In practice, the League has usually been a de facto military dictatorship under the Captains-General of House Marik, although their authority has been more contested than that of other House Lords. This internal strife and the League's strength as a mercantile and industrial power have arisen from the same source: the sheer diversity of the League's member provinces.
From before the Age of War through the Star League and Succession Wars eras, the Free Worlds League held its own against its external enemies but was plagued by factionalism and occasionally civil war.
House Steiner/Lyran Commonwealth:
The Lyran Commonwealth is one of the five Successor States of the Inner Sphere. Founded in 2341 as a union of three smaller mercantile alliances, the Commonwealth has traditionally been regarded as the wealthiest of the Successor States. This industrial might and a number of talented military leaders enabled the realm to survive the Age of War and the Succession Wars despite the Lyran Commonwealth Armed Forces - ever-plagued by the notorious "Social Generals" - often failing to match the Commonwealth's mercantile strength.
The Federated Commonwealth:
The Federated Commonwealth was the union of the Lyran Commonwealth and Federated Suns. The accession of Archon-Prince Victor Steiner-Davion in 3055 formally brought the nation into being, though in practice it had existed as the Federated Commonwealth Alliance since 3028
Essentially a super-state aimed at controlling the politics of the Inner Sphere by the sheer might of their military, it kept in check the other successor states with relative success (at least until it was disbanded, but that didn't yet happen when this RP takes place)
Free Rasalhague Republic:
Space Vikings. It's hard to describe them as any more or less, without losing the essence of Rasalhague. Occupied since early in the history of BattleTech, these territories have historically belonged to the Draconis Combine, but have always been quite rebellious. Created as a buffer state in the wake of the Fourth Succession war, Rasalhague is the newest of the "major" states of the Inner Sphere, however they are by far the weakest and most ill-equipped out of them all.
A BattleMech (often abbreviated 'Mech, although that could technically also refer to IndustrialMechs) is an armored combat vehicle of roughly humanoid shape, standing 8 to 14 meters tall and typically massing from 20 to 100 tons. 'Mechs are best suited for ground combat, although they are also capable of operations underwater, in hazardous environments and in space.
In general, BattleMechs are considered superior to conventional combat vehicles, being faster, better armed and better protected, creating a firepower-to-manpower ratio which also gives them a logistical advantage. 'Mechs replicate many of the movements humans are capable of performing, which allow them to avoid, deflect or otherwise lessen the impact of weapons fire. There are even some stories about MechWarriors who are able to perform acrobatic feats such as shoulder rolls. The downside is the incredible expense associated with producing and maintaining 'Mechs - even the cheapest 'Mech can cost millions of C-bills - ensuring cheaper combat vehicles a continued role in warfare. Still, the best way to fight a 'Mech is with another 'Mech, preferably one larger and more powerful: duels between evenly matched 'Mechs have been known to last for hours.
In essence, the Mech is the quintessential fighting machine, able to be modified and tinkered in a variety of ways by the manufacturer or a skilled enough MecTech to fill just about any battlefield role. They come in 4 primary types, based on their weight: Light, Medium, Heavy and Assault. Almost without an exception, bigger is better, and you wouldn't want to face an Atlas when piloting a Locust.
Mechs usually operate in "Lances", groups composed of 4 mechs that usually perform a similar purpose (so a Scout Lance will mostly have Light mechs, whilst an Assault Lance will almost always be from Heavy and Assault mechs), and are deployed together by landed DropShips or Leopard shuttles. Of course, not all Lances are made of exactly 4 mechs, as often there isn't a neat multiple of 4 mechs that can be deployed, so armies and more often than not merc companies will have a "lance" that is roughly 4-6 mechs, when the number isn't big enough to warrant a second lance with it's own command structure.
There are also a few other sub-types of Mechs: most notably LAMs, and triped/quadruped mechs, but both of these are so rare and gimmicky that we probably won't be including them in the RP. However, it is a fun reading material on Sarna if you are interested.
To keep this one brief, a MechWarrior is anyone trained in the use of Mechs. A lot goes into using a mech, and these vehicles truly become an extension of their bodies, rather than just vehicles to pilot. Truly skilled pilots who are ale to handle the massive amount of data provided to them, and who are fast enough to input the necessary controls will find themselves able to match or beat mechs a weight size or more above them.
Whilst a large portion of these Mechwarriors are operated by the Successor States in their militaries, a large number of them also serve in Mercenary companies. During the Third Succession war which lasted a quite a long time (read: more than a hundred years), these mercenaries did most of the fighting. Though privately owned, some of them are bankrolled by certain Great Houses to carry out clandestine operations whilst offering plausible deniability to their employers. However, for most non-aligned mercenary companies, there is a system called the Mercenary Review Board which serves to rate these companies and offer a platform where they can browse and accept contracts.
From these contracts they are usually awarded either C-Bills, the standard currency in the Inner Sphere and most Periphery nations, as well as Salvage, a portion of the equipment left behind on the battlefield by both forces, which the mercenaries will be able to take home alongside their usual payment. Usually mercenaries get the first pick but are only allowed to take home a part of the salvage, however there are rare cases when the opposite is true.
The year is 3034. The Fourth Succession war ended 4 years ago, the clan invasion of the Inner Sphere is still 15 years away, and Voice of Kerensky won't reach Terra for another 600 years. And whilst the great houses are hardly at rest, eagerly gnawing at each other as they have always done, trying to undermine each other's powers in the shadows, open war has once more faded into obscurity and a new era of peace reigns. With the looming birth of the FedCom alliance and the secession and establishment of new Inner Sphere nations like the Free Rasalhague Republic, a sense of normality seems to finally be returning to everyday life.
However, all is not well, and the first signs of a future conflict are already starting to appear on the horizon. Dark clouds gather on the borders of the major houses as they try to consolidate their assets in the new power balance. And whilst their own resources have dwindled significantly and open war seems out of the question with a super-state ruling over half of the Inner Sphere, mercenaries have once again the primary way to fight border skirmishes. A new age of prosperity is upon all the daring mechwarriors and mercs who take up the great houses on their contracts, and with the recent discovery of the Helm Memory core the toys available in their arsenal have expanded significantly. Old mechs born anew with SLDF era technology, weapons never before seen being fielded and a wide variety of cheap mechs available from the stockpiles of the Fourth Succession war as they arm themselves with newer gear, there has never been a better time to be alive in the Inner Sphere for a mercenary.
RECRUITMENT
"That's where you come in. I'm legally obligated to give this to you before I continue." The gruff sergeant sitting across a mostly empty steel table slowly leans forward, and places a beat-up looking datapad down in front of you with a quiet clink. Scratches and smears cover the dim surface, but even in the hazy light of the recruitment office you can make out the details of the contract that is presented to you. You take a moment to pick up the tablet and read into the file a little, but you soon realize that it doesn't matter whether or not you understand or even agree with the contents: mechwarriors don't usually live long enough to hire a lawyer and get win their rights to a pension plan. The sergeant waits a few more seconds before his patience runs out and then reaches forward, grabbing the top of the tablet and pulling it back down on the table to show that your allotted time has ended to study your contract. So much for "fair terms". His fingers quickly run up and down the length of the contract with the dexterity of someone who's manouvered this exact contract upside down hundreds of times. Soon enough, a large square appears that asks for your fingerprint, and the gives you a hurried look. "If you'd place your thumb here please. This is your non-disclosure agreement, I'm sure you understand." Even if he tried he couldn't have made that attempt attempt at sympathy any less convincing, but you've already spent the last month sitting on a cramped JumpShip to get here, so you might as well hear him out. You press your thumb to the screen, and after a few moments of waiting and a surprisingly comforting chime later the datapad is already whisked away and placed back into the depths of the sergeant's drawer.
"Let me be frank with you. I don't see the need to hire untrained and unprofessional mercs like you, but that is what the powers that be demanded. The Free Rasalhague Republic is still young, and we can't be everywhere within the large territory we inherited to iron out every kink that the Kuritas might have left us. So-" He slowly leans back in his seat as he pauses for a moment, his arms crossed and eyes tightened whilst the man tried to decide how many weeks it will be before you manage to run your mech off a cliff or into a swamp. "the Rasalhague Republic is forming merc companies to help us. Under this contract you just signed, you'll be given a mech of your own from your surplus and assigned to one of our independent merc lances. We will give you financial aid to get your company off it's feet, but after that you'll be reliant on your merc job for c-bills. Your obligations will be first and foremost towards the Free Rasalhague Republic, but you'll be allowed to take contracts from third parties as long as it doesn't go against the interests of the state. Any questions?" Plenty, but the fact that the sergeant's face has gotten progressively more and more annoyed ever since you stepped foot in the room even though you haven't said a word makes you think that a simple nod will suffice. You don't need trouble with your new employer, and you certainly don't want a late night visit from a Mimir agent if they as much as suspect that you're going to tell anything you've heard here to, let's say, a Kuritan informant. "Perfect. "Off you go then. A shuttle is already waiting for you in Hangar Bay 1, along with all the new recruits. Try not to get lost." He shuffles inside his drawer one more time before handing you a new datapad, this one somehow looking even more beat-up than the last one. The screen is already illuminated with almost offensively simple instructions towards Hangar Bay 1. You sneak in one more glance over the top of the datapad at the sergeant, only to be met with a stern gaze. Right, this is where you take your leave. You think for a moment about saluting the man, but then decide it's probably best you left as fast as you could if you wanted to avoid a stern talking-to. Walking out the door and towards Hangar Bay 1, you have plenty of time to muse over how differently you imagined this situation going, but in the end you got the job you came here for. Certainly beats piloting busted-up AgriMechs on backwater planet until the rest of your days, or the next war between the great houses sees it, and consequently you, reduced to radioactive ash.
THE LONG AND SHORT
Hello, and welcome to all of you future mechwarriors
After a long, looooooooong absence from the site and RPing both, I have returned with a ravenous appetite for some BattleTech content, so without a further a-do, let me explain this RP.
Principally, this RP is a mix of the many mecha RPs you are familiar with, and the more open ended sci-fi mercenary RPs. However it is wholly unlike Gundam: the reality of BattleTech is that it is gritty, it is unforgiving, and wars usually play like games of Defcom, where casualties caused by orbital bombardments and nuclear strikes are touted as high-scores between the Great Houses. There is a long and rich lore for the setting, but let's just say I picked a part that has the least amount of things going on, whilst still giving plenty of fun options for us to explore. If you are a newcomer to the franchise who is completely confused by the lore, I will have a codex down below to explain the main points, but I promise you won't need to read it to understand the basics.
Premise
So, you'll be playing as a newly recruited Merc, short for mercenary, by one of the Inner Sphere's governments to join a mercenary unit of fellow Mechwarriors who will accept contracts to help them out with various issues. All of you are pilots, Mechwarriors who pilot bipedal mechs that are awesome tools of war, able to deal with just about any manner of threats that they may face of the battlefield. They come in many shapes and sizes, some designed for lightning fast precisions trikes and scout missions, whilst others clad several dozen tons of armor and carry weapons designed to obliterate smaller mechs in a single salvo. Gifted to your company by the government of the Free Rasalhague Republic, you'll first be equipped by surplus mechs of dubious quality, leftovers of previous wars and aging machines too expensive to keep in storage. You and your fellow pilots will travel in your company's DropShip from planet to planet and system to system, taking on jobs by various employers to keep the lights on and afford better equipment, whilst at the same time completing the orders of the government that helped form your lance whenever they need your help.
The primary plot points will be the struggle of staying afloat and not getting blown to bits, as a merc's life is as hard as it can be difficult. However, with time the "almost canon" part of the RP will come to life as your company will start receiving jobs that will take them deeper and deeper into political intricacies of the Inner Sphere. I won't spoil much though, you'll just have to stick around and find out ;)
All of you will be able to tend to and personalize your own mechs in the downtime, and hopefully do a good job of keeping them together when the going gets tough. Some game-like systems will be in place, but overall I plan on keeping the meat of the RP free and focused on your characters, the pilots. In the downtimes you'll have time to spar, chase down lucrative jobs and partake in the lives of most mercs, but in battles you'll have to do your best to keep each other alive. I'm hoping to see a group of pilots emerge who have been scarred by battle fought together, and have many stories to share over a couple of glasses of cold ones.
Battles
As far as battles go, we'll be using a significantly simplified system for combat. If you've ever played DnD, you know what I mean: depending on what you write and do in your own post, the chance to hit someone or evade an attack will become better or worse. Then, based on the result of a simple dice roll, in your next post you can explain just how you've succeeded or failed.
Now, I already hear some of you clicking away, but please stay for one more second. I love number crunching, but even I hate when there are too many rules involved. However, in BattleTech mechs can survive some surprising amount of punishment, and foes are usually numbered few but highly dangerous, so there needs to be a system to make sure it isn't just a simple "I kill him with my pew-pew" for every mech. However, this system only applies when fighting other mechs; when your party faces infantry or other vehicles, it will be a first come-first served basis of combat, unless specifically stated by me. Proper fights should be tough and unforgiving, but all the more awesome in the end, when the twisting fates of the dice gods give us plenty of writing material.
Rules and Comms
Every RP needs active players interested in the setting to survive, so I'm hoping that the many sci-fi nerds and mech lovers can come together on this RP, and I get to share one of my favorite franchises with fellow vets and interested newcomers. I'll do my best to guide anyone new through some of the more "confusing" aspects of the BattleTech, but honestly this is probably one of the easiest sci-f setting to get into. Certainly much easier than something like Warhammer 40k, or Star Trek.
Before I give you the CSs, there are a few simple rules I'd like for everyone to follow. Nothing out of the ordinary, but it's best not to tempt fate and write them down :)
No Powergaming: Plain and simple. The premise is that everyone is either new or simply ill-equipped, I'm not looking for people who want to have characters with the "endgame" characters. As always, looking for people who enjoy the setting, and want write cool stories with others. If you want to shoot stuff to bits in every post, this isn't for you.
Ask First: If you are confused or don't know something, ask before you write. A lot of headache can be saved by proper communication.
Respect: Respect each other's decisions and writing. It's as simple as that, I don't want people arguing OOC over what someone wrote in their post during or outside of combat. If there is beef, make sure it's in the form of a well written collab post :)
Schedule: We'll try and stick to frequent posts if possible, so if you can't handle that because something comes up, make sure to tell us. Might not be as important during downtime when characters are interacting, but during combat I'd like to wait no more than 2-3 days between GM posts to make sure things go smoothly. The exact details we'll figure out once we have the full team, but for the sake of everyone else, I won't wait weeks for a single person.
I promised it would be simple. Other than this, the "standard" forumwide rules apply, you all know the drill by now haha.
There will be a Discord channel, and the invitations will be sent out via DMs on a need-to-know basis. I've seen enough trolling and bot spam on public servers to know that I don't want to deal with that, but don't be afraid to ask for the link from me if you are interested in the RP but ultimately undecided, and you want to ask some questions without the forum delay :)
Characters
The fun part! The CS will be split into 2 sections: your Pilot, and his/her/their mech. For now, leave the Mech part empty and focus on coming up with a character. What motivations do they have to leave their old life behind? Maybe they got bored of being a farmer or a delivery driver who already used IndistrialMechs, maybe they are an ex-military veteran who wanted to get a more lucrative career, or maybe your home planet was ravaged during the last succession war and you have nowhere to go. Whatever you might come up with, know that your character means everything: even the strongest of mechs can fall to the superior skill, or motivation, of their adversary, so make your Mechwarrior someone we can all cheer for.
Name: What is your character called?
Nickname: What do the other pilots call you? Feel free to leave this empty for now, and "earn" your nickname like real pilots do.
Appearance: What does your character look like? You can link a picture if you have one you fancy, or you can write their physical description down. Preferrably both.
Age: How old is your character?
Origin: Where is your character originally from? Check the Codex if you need help figuring this one out, there are plenty of options, and none of them are wrong (except for Capellans, we don't like them)
Personality: How does your character usually behave? This is the important bit, feel free to go into detail if you want.
History: What happened to your character before they got into the mercenary business? Generally speaking, you'd have to have had some experience with mechs before you'd get a job as Mechwarrior. You don't need to write an essay here, but some fleshed out backstory always helps in the long run, so go wild if you have a cool idea.
Skills:
Gunery:
Piloting:
Guts:
Tactics:
(This one works a bit differently. Every pilot has 4 basic skills: Gunnery, Piloting, Guts and Tactics. These are numerical values that normally affect the outcome of certain event. Gunnery for shooting, Piloting for manouvering and dodging, Guts resisting injury and melee, and finally Tactics for using sensors and communicating with the team. We'll use these as "soft" values, little extra stats to augment the RP side of things, and not as cold hard factors to take into account with everything we do. In the tabletop these very much define your chances, but we aren't playing tabletop, so these will be nothing more than adding flavor to the game. You start with 12 points that you can assign to the 4 categories. The max points a skill can have is 5 points for now, so spend them to give others a general idea of your character's proficiencies and shortcomings as a Mechwarrior.)
Abilities: We'll keep track of pilot's abilities here once they earn any. These are usually beneficial modifiers for specific situations, and will be "awarded" during the RP if it feels like a pilot earned it. Same soft statistic as Skills, used mostly for flavor to give a unique flare to every pilot.
Misc: Add anything here you feel is important about your character, or that you normally add to your CSs. Otherwise, you can leave it empty or delete it.
Type: The type and variant of your mech.
Name: The affectionate name given to the machine by your pilot.
Mass/Class: The weight and class of your mech.
Armor: How many tons and what type of armor your mech has.
Top Speed: How far can your mech run/jump.
Armanents: The amount and type of weapons that your mech carries, as well as how many tons of ammo it has available.
Heat Sinks: The amount and type of Heatsinks your mech has.
Quirk: Any notable feature associate with the type, or the specific mech.
(Almost all of this data is readily available on Sarna, the excellent website for all things BattleTech related. However, we'll be breaking the rules a bit here and there, and adding things to Quirks, such as damage sustained in previous engagements that we have been unable to repair, or other oddities.)
That's about it. If the need arises I can provide an example character for both lore and formatting purposes, but I prefer to let people be creative with their characters ^^
FINAL WORDS
And that's it, we have a wrap! This should be all the things you need to get started on making a character and deciding if you want to play the RP with me even if you are a newcomer. Of course, feel free to check out the Codex for more tidbits and sources where you can find other info and see if you'll like the setting. I think everyone will pick it up as we go, so I hope to see plenty of people interested in becoming a mercenary and piloting giant mechs in combat with their lancemates and having epic adventures. Don't be afraid to ask questions if there is anything that you feel I didn't explain or that you are interested in!
Hope to see all kinds of applications, and until next time, stay safe Mechwarriors!
As the cool night air riffled through her hair and gave a brief moment of respite from the assault on her senses that came from within the fort, Amy soon began to notice a new feeling creep into the back of her mind. It couldn't hope to dull the sense of terror that had taken hold over the area and which she keenly felt, but it was an emotion that nevertheless offered her wary mind a place to rest, a thought she could muse over when she needed something to hang onto.
Camaraderie.
Being her first assignment, Amy had already accepted the fact that she was more than likely going to either be ignored or heckled about her appearances. It was always how it went whenever she left the confines of the monastery where she was raised, and even though the Roses were members of the holy church, years and years of bad experiences had ingrained into her mind the sort of hostility and disregard that the vast majority of people showed her. She had reasons to hope it would be different before she signed up, but there was a deeply wounded part of her psyche that kept nagging at her, whispering into her ears the kind of corrupting thoughts that fester into unnatural fear when left unchecked.
But unchecked they were not, crushed underboot as a mere seedling and erased from existence, the barrage of reassuring words, looks and even mere presence of her fellow knights, shone like a beacon of light through the foggy haze of doubt and fear that clouded the her mind. A shiver ran down her back, and her fingers anxiously fiddled for a moment with the hem of her cloak. These people didn't care who she was, in the best of ways. Even with the sickening feeling in her stomach from the bloodshed that had taken place inside the fort, she felt the warm and reassuring emotions of her fellow knights as they urged her to stay close to them for protection. She could feel the hesitation in some, and the curiosity in others, but almost everyone seemed to accept her as a fellow member. Not a week since she joined their ranks, and Amy already knew: she made the right choice by joining the Roses. Now all she needed to do was to prove to them that their trust was not misplaced in her.
Finally she'd let out a small sigh, her pale fingers slowly removing her hood, as she let her snow white hair out of it's confines and it glimmered faintly in the light of Mayon. She was nervous, she was afraid and she felt weak at the knees when she felt the tremendous presence from inside the fort that she could never explain to the others. But she felt the anxiety of her comrades as well, and the desire to eradicate such emotions from her fellow knights gave her the strength she needed to finally to approach the fort. She was ready now, the warm and comforting feeling from earlier starting to gain more and more space inside her mind, the nausea induced by the bloodshed losing it's sway over her with every passing second.
She'd give a reassuring nod to Steffen, however shy, to let him know that she was feeling better now, though words didn't leave her mind until Cecil and Fleuri reassured her that they would be watching out for her. The softest of smiles crossed her lips as she gave a more eager nod towards the rest of her team, hastening her steps as she caught up with the rest of the knights with few ops and skips. "Right!" She beamed a confident look at Fleuri as she stuck close to him and Fionn, every passing second returning the strength of will that had been sapped away by years of cold shoulders and the dreadful entrance to the fort. "Thank you for the kind words, everyone, I'll do my best to aid you with Mayon's guiding hands." Amy spoke softly as she looked at the knights nearest to her, a quick smile flashing across her face. Her right hand reaching down her side, she'd grab her flute from her bag to prepare her catalyst in case they'd need her powers in a hurry, and she clutched the ivory instrument close to her chest. She'd glance over at Sergio to her side one last time, giving a nod to the knight who first offered her assistance after she fell from the reins of her horse. "I'll be fine, just a little stumble. And no need to call me signore. Amy's easier." With a wink and a nudge, Amy was really beginning to feel like herself as the party ventured into the fort, the uneasy feeling from before slowly fading into the back of her mind, as a renewed sense of purpose took over.
Riding on a horse was not one of Amy's strongsuits. n fact, she had found out over the past few weeks that a lot of the standard skills required of knights were not things that she was particularly good at. Going from a life of quiet reflection and devout prayer to one that was full of glamour and action wasn't exactly as easy as she had anticipated. But she didn't let that break her down, and she's been slowly learning and getting used to all the knightly duties expected of her. All, but the act of killing. Amy wasn't sure she'd ever get over the all-encompassing feeling of enmity that seemed to ooze out of every pore in reality whenever the prospect of hurting or killing someone came up in her mind, like the world itself was so greatly opposed to the idea of murder that it would rather assault her mind than let her contribute any more to the madness of the already numerous murderers. Of course, her fellow knights weren't so shy of violence, and Amy had no illusions about the necessity of the force used when their opponents ended up being bloodthirsty killers who carried around an aura of hostility so powerful, she could feel it from rooms away.
She had hoped that this time would be different, and she'd be riding out on a mission that didn't require the tremendous amount of mental strain required to deal with such situations, and where her particular set of skills would be useful in providing an alternative to violence for her team. She had been recently transferred to a group of knights in need of magic wielders, and this was her first time going on a mission with them. As they rode together behind their captain, Amy fell back and her eyes darted between the many members of the team who all seemed acquainted with each other. She'd tighten her eyelids: she didn't know any of them. Such was the fate of someone choosing a new life and abandoning old friendships, but that didn't really help her anxiety as she trod behind the group, trying to figure out the personalities of all her fellow knights. She wanted to make a good impression, and she wanted to get to know them all, eager to make new friends and show them that they could count on her during this upcoming mission. Amy wanted more than anything to get off to a good start with this new group of knights, more than eager to properly begin her life as an Iron Rose, a member of the same group who gave her a chance at life.
Instead, she'd find herself feeling more and more ill as the group began closing the distance to the castle. Poking through the treetops the towers of the castle could be seen growing in size as they approached, but so did the nauseating feeling that was slowly overwhelming Amy, and began to prohibit her thinking. Did she eat anything bad? She couldn't figure out what the feeling was, other than the fact that it felt awful, and no matter how hard she tried she couldn't find out where it was coming from. That was until they finally reached the castle gates and the troupe came to a halt in front of the eerily silent castle walls.
There wasn't a soul in sight. It felt as if the whole castle had fallen victim to such a malignant aura that not even the birds of the forest dared disturbed the violent silence that resided inside the once hallowed walls. Even before they could peek inside the doors and her fellow knight proclaimed that there would be bodies, Amy could feel that something was deeply wrong with this place, the lingering emotions now finally becoming more clear, and the anguished screams of pain and panic assaulted her mind like a foul stench. She had a difficult time even registering that they had arrived, and once she began to dismount from her horse, a strong sense of nausea took over her that saw the young girl lose her balance as she was stepping off the stirrup, and her slip off the saddle completely.
THUD
"Aughhhhh..." She moaned and winced, equally as upset as she felt disoriented after her face made rapid acquaintances with the battered ground in front of the gates. It took her a few moments to gather the strength to push herself up and clear her mind of the encroaching dread that was seeping out from the castle gates. It was by far the worst feeling she had ever felt in her life, a mixture of the most vile of emotions that emanated from mental imprints that could've only been left by a large number of people experiencing extreme emotions within a very small timeframe, a snapshot from a moment in the not-so-distant past that made the hairs stand up on her back. Much like an unpleasant smell she was starting to tune it out, but the mild nausea remained as she finally got up on her feet and began to clear the dirt off her clothes, and she cautiously walked closer to the castle gates, staying behind the apparent protection that the group of unfamiliar knights she now called a team offered. "I've got a really, really bad feeling about this..." She muttered quietly, more to herself than anyone else close enough to her to make out the words, but after a quick glance at the people close to her, she figured she should at least try her best to make sure others could hear her. "I don't know what happened here, but I can already tell we're not going to like what's inside. This whole castle has terrible juju... I've never felt anything like it before. Like death hath come to dwell on earth, and made it's home here... Mayon protect us." She couldn't help but usher a silent prayer for protection before she stepped forward... and then bravely waited to see who would enter the foreboding castle first.
Amy stands roughly 5'3" tall, and that is where all similarities end with most people around her. Her body is covered in a coarse, ghostly pale skin that is contrasted by a pair of blood-red eyes and small curved horns on top of her head. Even her hair is white, offering little in terms of colors when one looks upon her. However, such a unique look is often enough to earn the stares of most onlookers, and that is without considering the slender tail that sways gently with every step. It is immediately obvious that Amy isn't the biggest or strongest of the knights, the armor and gear most of them wear probably weighing more than herself, and she truly doesn't look much like the other Iron Roses. She doesn't wear armor or carry any swords on herself, opting instead for light clothes that are easy to move in, and which protect her from the elements and suspicious stares alike.
PERSONALITY:
A devout follower of the Church of Mayon, a lovable doofus with a lot to learn and a lover of sweet things, Amy is many things at once, but unlike her looks she's much more normal than most assume. Raised by the church from a very young age, Amy takes her duties very seriously and always aims to help others out to the best of her abilities, even if often times she falls short of what is asked of her. Still, that has never discouraged the energetic little girl from being a whirlwind of positive energy, and more often than not, talking way too much to anyone who is willing to hear her out. She's always eager to ask people about... well, just about anything, and as such she has amassed a surprising collection of trivia in her mind, most of which she'll probably never use again in her life. Probably worse, as interested as she is in all manner of things, her attention span is often far too short to stick around long enough to learn something actually valuable, and will more than happily sneak away the first chance she gets. She is also quite playful, often using her latent magical abilities to play innocent tricks upon people. Never malicious in intent and more than willing to apologize, Amy has established herself as quite the trickster over the years. She can be quite shy when she feels threatened or when someone is obviously unaffected by her otherwise energetic personality, most of the time it's caused by her self-confidence leading her to end up failing something she was obviously never going to accomplish.
At the end of the day Amy's energy is infectious, and most people find her positive and caring personality endearing, despite her chaotic behavior. She's an acquaintance to all and a friend to most, valuing the relationships she's made over the years more than anything else in life, a friendly ball of energy who wants to prove herself a useful member of the clergy, and more recently, the Iron Roses.
BRIEF BACKSTORY:
Amy doesn't know much about her past, or how she came to be in the care of the Church of Mayon, but over the years she's learned a little about her earliest years. Found in an abandoned shack after some Iron Roses noticed her crying, Amy was abandoned early in her life by her parents who she can't remember, and was taken in by the clergy and raised as one of their own. Whilst not entirely uncommon for the church to take care of orphans or street urchins, Amy's looks and abilities that began to manifest early into her life warranted special attention that saw her become a more integral part of her monastery than just some kid who received handouts. Devoting herself to prayer and study, she was nurtured into a proper cleric of the Church of Mayon, one who would embody and spread the ideals and qualities of their goddess.
Studies, prayer sessions, gardening and cleaning was how she spent most of her life, however over the past few years Amy has become more and more interested in venturing out into the wider world, wanting to explore Thaln and beyond. Furthermore, she's longed since an early age to join the Iron Roses despite her lack of combat skills, a request which was denied of her for the longest time due to various reasons.
She's older now, but no less enthusiastic, and it's becoming harder and harder for simple clergy to contain someone like Amy and force her into church duties, and as such she was recently granted permission to join the Iron Roses, as long as she was able to pass the bar for entry. Spending the last year or so learning basic skills with the blade and first aid, she eventually got into the ranks of the Roses. Still fresh in the ranks, Amy now looks forward to her next assignments and has already proven herself to be a useful, if chatty, member of the Iron Roses thanks to her abilities that can help solve conflicts without violence, or support her team in fighting.
EQUIPMENT:
Travelling bag: For travelling and for being a bag you can store things in. It seems nobody can quite find the items they want inside of it, except for Amy.
A pack of butter cookies: Amy's favorite, doesn't leave without a sack or two of them. (VERY IMPORTANT!!!)
Flute: More than just a mere flute, though used almost exclusively as one, this piece of carved ivory is Amy's catalyst, a powerful magical tool that can help her funnel and enhance her abilities, though only at the cost of being ahrd to ignore.
Dagger: A dagger. This one seems to have a strong imprint of Mind Magic within it's age-worn but well balanced body, but is otherwise a regular dagger.
Teddy bear: Let's be honest, no prepared thrill seeker would ever leave home without the comfort of a fluffy and cuddly teddy bear that they can snug up to when the going gets rough. Amy is no different with her incredibly charming and nearly irresistible plushie. This particular toy has been sewed together and patched up a few times already, but has retained all it's floofiness, and remains a steadfast ally of Amy wherever she goes.
A small pendant: A small metallic pendant that Amy keeps with herself at all times, a small trinket given to her by the church that contains a small painting of Mayon, used often by Amy whenever she prays for guidance.
SKILLS:
Amy's latent magical abilities manifest themselves in the form of Mind Magic, an illusive and often harmless school of magic that nevertheless has almost limitless uses. Amy forms an emotional link to all those around her, which helps her understand their intentions and feelings, though lacks the clarity to actually read the minds of those she connects with, and functions more like a heightened form of empathy. This bond develops over time, and the stronger the emotions between Amy and the target, the more she is able to utilize this connection to influence those around her and understand both their personality and thoughts. These are often reflected in mental imprints, permanent "markers" on people Amy knows that she can always rely upon to identify them and to affect them with her spells.
For foes, this means that Amy has a basic idea of what they want to do, along the lines of knowing if they'll more likely take a hostile action or run away, and she is able to affect them with her spells. These effects work much better if she is able to stay hidden and use someone else as a anchor, as people who are aware of her presence (and of the fact that she's trying to use magic on them) will be able to more quickly break the effects of her spells, or even become completely immune to them. People mostly unaware of her abilities and not alert will more than likely fall under her spell, but as soon as they realize what's going on and spot Amy, the effects will be diminished. That said, emotions can work both ways, and intense hostility towards a target, or from a target towards Amy, can also form a negative mental imprint that can be used by her. However, even though it increases the potency of her spells much like positive imprints, it takes a heavy toll on her when she uses them for her magic, only really good when trying to run away from someone who's mind is set on harming her.
For friends, over a long enough time spent together, or a strong enough mental imprint left by Amy, people she knows can act as her anchors, able to be found by her relatively easily even at long distances and form Psychic Links. Once she connects with people this way, Amy is able to get a rudimentary idea of their surroundings based on the senses they possess and be able to sense their thoughts as well as communicate with them using simple words. In such a way Amy is also able to reach out from the person used as their Anchor and look for other mental imprints around them. Maintaining such a link is a strenuous process that drains much physical and mental power, especially if she uses spells via this connection, and in a more limited way affects the other person as well. In the end, it is not nearly as effective as if Amy can physically see or sense her target on her own.
Her spells revolve mostly around altering her target's perception of reality or her emotions, and planting suggestions in their mind which the target will usually perceive as their own. Most of these effects can be countered by those with a strong will, or those aware of Amy and harboring strong hostile intentions. Below is a list of these spells grouped into major categories.
Illusion: At will, Amy is able to conjure up a complex set of illusions, be it an image, sound or other sensory detail. The effect is seen, heard and felt by all that Amy was able to see when she cast the spell, and it's effects last until she dispels it or the afflicted people realize that it is an illusion. Amy can only cast a single illusion this way, as creating a new one will dispel the first. Additionally the illusion is limited to a 20x20x20 feet cube, and it cannot be perceived from more than a 300 feet away, though Amy can move the illusion as long as it is no more than 200 feet away from her.
Sleep: Amy can put any creature she can see to sleep, inducing a coma that is not lifted until she decides to dispel the effect, the target gets hurt, or it expires by itself after hour. Once the spell ends, the target will wake up with no memories of the time they spent asleep, perceiving no passing of time or magical affect.
Trickster's Prestidigitation: Amy can call upon the more playful, yet serious sides of her mind magic, and unleash them in a way she sees fit. Such spells are all controlling in their nature, but mostly harmless in their execution. From making someone break out in a short laughing fit or start singing at the top of their lungs, to just downright making them feel drunk, the effects of this spell are as varied as Amy's imagination is, but none of them can be used to explicitly hurt someone and the user will be very much aware that they have been controlled by a spell. These spells require more effort than Illusions to keep up, and will last as long as Amy is able to maintain concentration on the target. The spell's end on the target will end if she loses focus, the target gets hurt, or if a strong enough mental resolve can be mustered by the target. (You might be annoyed if you start dancing in the middle of the street, but if there are a dozen knights with swords also trying to kill you, it is likely you can break such magical effects.)
Eyetrick: A creature that Amy can see, hear or mentally reach through her Psychic Link will become unaware of her presence. Practically invisible to the the afflicted target, Amy doesn't as much disappear as the target's mind is convinced to ignore her existence. A stray sound or even objects "floating" will be ignored by the target as long as they are related to Amy or her actions. Whilst hiding from the target, she has to maintain the mental link for the duration of the spell and others will have no trouble seeing and hearing her. The silver lining is that the target creature will do their best to explain to others that that they are wrong and that there is nothing where Amy is: possibly buying her precious seconds to escape from danger, or sneak away without being seen.
Suggestion: Tapping the mind of a creature that can see or hear her, Amy can usher a single sentence that the afflicted creature will do it's best to follow. This can be an action that they should take, or an idea that they should believe in. The spell fades away once Amy dispels it, 5 minutes have passed, if the target creature has completed the action it was given, or if they have been convinced that the thought wasn't their own. Unless the latter option occurs, the target will always believe that the idea is their own, and won't suspect foul play even if they were unable to follow it. Amy won't use this spell to harm people (like telling them drink something only Amy knows is poisoned), and it cannot be used to suggest actions to a target that the target knows will result in them being hurt (like jumping off a cliff), in which case the spell immediately breaks and they will become aware of the magic. It is also the only spell that Amy is unable to use via negative mental imprints and those harboring strong animosity towards her.
Enchanting Flute: A tool carried by Amy at all times, she can start playing enchanting melodies on her flute that allow her to bend the minds of all those who can hear it and she wishes to control. The effects of her spells cast this way are far more potent than normal and affect everyone that listens to it: playing a soothing melody can put an entire room to sleep without a memory of it happening, make a squad of trained killers erupt in a joyful dance on the spot, or even let her use Suggestion on multiple people. Easier to maintain that casting a spell without her catalyst, the drawback is the obvious fact that she has to keep playing a loud flute. Only those who heard the beginning of her music will be put under the effects of her spells, which means that if anyone else walks in on Amy whilst she is playing the flute, they won't be unaffected and will likely be able to break the effects of her magic on the targets.
Last, but not least, Amy is exceptional at being Amy <3
I adjusted the description of her spells and abilities to try and better reflect it's limitations as you asked, but I can modify it more if it's still too vague or you think something needs to be changed :)
AGE: 20
GENDER: Female
RACE: Half-Human, Half-Demon
APPEARANCE:
Amy stands roughly 5'3" tall, and that is where all similarities end with most people around her. Her body is covered in a coarse, ghostly pale skin that is contrasted by a pair of blood-red eyes and small curved horns on top of her head. Even her hair is white, offering little in terms of colors when one looks upon her. However, such a unique look is often enough to earn the stares of most onlookers, and that is without considering the slender tail that sways gently with every step. It is immediately obvious that Amy isn't the biggest or strongest of the knights, the armor and gear most of them wear probably weighing more than herself, and she truly doesn't look much like the other Iron Roses. She doesn't wear armor or carry any swords on herself, opting instead for light clothes that are easy to move in, and which protect her from the elements and suspicious stares alike.
PERSONALITY:
A devout follower of the Church of Mayon, a lovable doofus with a lot to learn and a lover of sweet things, Amy is many things at once, but unlike her looks she's much more normal than most assume. Raised by the church from a very young age, Amy takes her duties very seriously and always aims to help others out to the best of her abilities, even if often times she falls short of what is asked of her. Still, that has never discouraged the energetic little girl from being a whirlwind of positive energy, and more often than not, talking way too much to anyone who is willing to hear her out. She's always eager to ask people about... well, just about anything, and as such she has amassed a surprising collection of trivia in her mind, most of which she'll probably never use again in her life. Probably worse, as interested as she is in all manner of things, her attention span is often far too short to stick around long enough to learn something actually valuable, and will more than happily sneak away the first chance she gets. She is also quite playful, often using her latent magical abilities to play innocent tricks upon people. Never malicious in intent and more than willing to apologize, Amy has established herself as quite the trickster over the years. She can be quite shy when she feels threatened or when someone is obviously unaffected by her otherwise energetic personality, most of the time it's caused by her self-confidence leading her to end up failing something she was obviously never going to accomplish.
At the end of the day Amy's energy is infectious, and most people find her positive and caring personality endearing, despite her chaotic behavior. She's an acquaintance to all and a friend to most, valuing the relationships she's made over the years more than anything else in life, a friendly ball of energy who wants to prove herself a useful member of the clergy, and more recently, the Iron Roses.
BRIEF BACKSTORY:
Amy doesn't know much about her past, or how she came to be in the care of the Church of Mayon, but over the years she's learned a little about her earliest years. Found in an abandoned shack after some Iron Roses noticed her crying, Amy was abandoned early in her life by her parents who she can't remember, and was taken in by the clergy and raised as one of their own. Whilst not entirely uncommon for the church to take care of orphans or street urchins, Amy's looks and abilities that began to manifest early into her life warranted special attention that saw her become a more integral part of her monastery than just some kid who received handouts. Devoting herself to prayer and study, she was nurtured into a proper cleric of the Church of Mayon, one who would embody and spread the ideals and qualities of their goddess.
Studies, prayer sessions, gardening and cleaning was how she spent most of her life, however over the past few years Amy has become more and more interested in venturing out into the wider world, wanting to explore Thaln and beyond. Furthermore, she's longed since an early age to join the Iron Roses despite her lack of combat skills, a request which was denied of her for the longest time due to various reasons.
She's older now, but no less enthusiastic, and it's becoming harder and harder for simple clergy to contain someone like Amy and force her into church duties, and as such she was recently granted permission to join the Iron Roses, as long as she was able to pass the bar for entry. Spending the last year or so learning basic skills with the blade and first aid, she eventually got into the ranks of the Roses. Still fresh in the ranks, Amy now looks forward to her next assignments and has already proven herself to be a useful, if chatty, member of the Iron Roses thanks to her abilities that can help solve conflicts without violence, or support her team in fighting.
EQUIPMENT:
Travelling bag: For travelling and for being a bag you can store things in. It seems nobody can quite find the items they want inside of it, except for Amy.
A pack of butter cookies: Amy's favorite, doesn't leave without a sack or two of them. (VERY IMPORTANT!!!)
Flute: More than just a mere flute, though used almost exclusively as one, this piece of carved ivory is Amy's catalyst, a powerful magical tool that can help her funnel and enhance her abilities, though only at the cost of being ahrd to ignore.
Dagger: A dagger. This one seems to have a strong imprint of Mind Magic within it's age-worn but well balanced body, but is otherwise a regular dagger.
Teddy bear: Let's be honest, no prepared thrill seeker would ever leave home without the comfort of a fluffy and cuddly teddy bear that they can snug up to when the going gets rough. Amy is no different with her incredibly charming and nearly irresistible plushie. This particular toy has been sewed together and patched up a few times already, but has retained all it's floofiness, and remains a steadfast ally of Amy wherever she goes.
A small pendant: A small metallic pendant that Amy keeps with herself at all times, a small trinket given to her by the church that contains a small painting of Mayon, used often by Amy whenever she prays for guidance.
SKILLS:
Amy's latent magical abilities manifest themselves in the form of Mind Magic, an illusive and often harmless school of magic that nevertheless has almost limitless uses. Amy forms an emotional link to all those around her, which helps her understand their intentions and feelings, though lacks the clarity to actually read the minds of those she connects with, and functions more like a heightened form of empathy. This bond develops over time, and the stronger the emotions between Amy and the target, the more she is able to utilize this connection to influence those around her and understand both their personality and thoughts. These are often reflected in mental imprints, permanent "markers" on people Amy knows that she can always rely upon to identify them and to affect them with her spells.
For foes, this means that Amy has a basic idea of what they want to do, along the lines of knowing if they'll more likely take a hostile action or run away, and she is able to affect them with her spells. These effects work much better if she is able to stay hidden and use someone else as a anchor, as people who are aware of her presence will much more quickly break the effects of her spells, or even become completely immune to them. That said, emotions can work both ways, and intense hostility towards a target, or from a target towards Amy, also form a negative mental imprint that can be used by her, however even though it increases the potency of her spells much like positive imprints, it takes a heavy toll on her when she uses them for her magic, only really good when trying to run away from someone who's mind is set on harming her.
For friends, over a long enough time spent together, or a strong enough mental imprint left by Amy, people she knows can act as her anchors, able to be found by her relatively easily even at long distances and form Psychic Links. Once she connects with people this way, Amy is able to get a rudimentary idea of their surroundings based on the senses they possess and be able to sense their thoughts as well as communicate with them using simple words. In such a way Amy is also able to reach out from the person used as their Anchor and look for other mental imprints around them. Maintaining such a link is a strenuous process that drains much physical and mental power, especially if she uses spells via this connection, and in a more limited way affects the other person as well. In the end, it is not nearly as effective as if Amy can physically see or sense her target on her own.
Her spells revolve mostly around altering her target's perception of reality or her emotions, and planting suggestions in their mind which the target will usually perceive as their own. Most of these effects can be countered by those with a strong will, or those aware of Amy and harboring strong hostile intentions. Below is a list of these spells grouped into major categories.
Illusion: At will, Amy is able to conjure up a complex set of illusions, be it an image, sound or other sensory detail. The effect is seen, heard and felt by all that Amy was able to see when she cast the spell, and it's effects last until she dispels it or the afflicted people realize that it is an illusion. Amy can only cast a single illusion this way, as creating a new one will dispel the first. Additionally the illusion is limited to a 20x20x20 feet cube, and it cannot be perceived from more than a 300 feet away, though Amy can move the illusion as long as it is no more than 200 feet away from her.
Sleep: Amy can put any creature she can see to sleep, inducing a coma that is not lifted until she decides to dispel the effect, the target gets hurt, or it expires by itself after hour. Once the spell ends, the target will wake up with no memories of the time they spent asleep, perceiving no passing of time or magical affect.
Trickster's Prestidigitation: Amy can call upon the more playful, yet serious sides of her mind magic, and unleash them in a way she sees fit. Such spells are all controlling in their nature, but mostly harmless in their execution. From making someone break out in a short laughing fit or start singing at the top of their lungs, to just downright making them feel drunk, the effects of this spell are as varied as Amy's imagination is, but none of them can be used to explicitly hurt someone and the user will be very much aware that they have been controlled by a spell. These spells require more effort than Illusions to keep up, and will last as long as Amy is able to maintain concentration on the target. The spell's end on the target will end if she loses focus, the target gets hurt, or if a strong enough mental resolve can be mustered by the target. (You might be annoyed if you start dancing in the middle of the street, but if there are a dozen knights with swords also trying to kill you, it is likely you can break such magical effects.)
Eyetrick: A creature that Amy can see, hear or mentally reach through her Psychic Link will become unaware of her presence. Practically invisible to the the afflicted target, Amy doesn't as much disappear as the target's mind is convinced to ignore her existence. A stray sound or even objects "floating" will be ignored by the target as long as they are related to Amy or her actions. Whilst hiding from the target, she has to maintain the mental link for the duration of the spell and others will have no trouble seeing and hearing her. The silver lining is that the target creature will do their best to explain to others that that they are wrong and that there is nothing where Amy is: possibly buying her precious seconds to escape from danger, or sneak away without being seen.
Suggestion: Tapping the mind of a creature that can see or hear her, Amy can usher a single sentence that the afflicted creature will do it's best to follow. This can be an action that they should take, or an idea that they should believe in. The spell fades away once Amy dispels it, 5 minutes have passed, if the target creature has completed the action it was given, or if they have been convinced that the thought wasn't their own. Unless the latter option occurs, the target will always believe that the idea is their own, and won't suspect foul play even if they were unable to follow it. Amy won't use this spell to harm people (like telling them drink something only Amy knows is poisoned), and it cannot be used to suggest actions to a target that the target knows will result in them being hurt (like jumping off a cliff), in which case the spell immediately breaks and they will become aware of the magic. It is also the only spell that Amy is unable to use via negative mental imprints and those harboring strong animosity towards her.
Enchanting Flute: A tool carried by Amy at all times, she can start playing enchanting melodies on her flute that allow her to bend the minds of all those who can hear it and she wishes to control. The effects of her spells cast this way are far more potent than normal and affect everyone that listens to it: playing a soothing melody can put an entire room to sleep without a memory of it happening, make a squad of trained killers erupt in a joyful dance on the spot, or even let her use Suggestion on multiple people. Easier to maintain that casting a spell without her catalyst, the drawback is the obvious fact that she has to keep playing a loud flute. Only those who heard the beginning of her music will be put under the effects of her spells, which means that if anyone else walks in on Amy whilst she is playing the flute, they won't be unaffected and will likely be able to break the effects of her magic on the targets.
Last, but not least, Amy is exceptional at being Amy <3
[center][color=00aeef][h3][u]N I S Q H O G[/u] [/h3][/color]
[img]http://i.imgur.com/hFNEHJL.png[/img]
[color=00aeef]Loves Teddy Bears|Twenty Something|Can't Speak Russian|Is Potat [/color]
[/center]
[color=00aeef][b]THE MORE AWESOMEST POTATO:[/b][/color]
[color=LightSlateGray]Let me properly introduce myself. I am Sir Spud the Fourth, and I have been a potato for the longest time ever. I never denied it to be completely honest, but it is only recently that I embraced it. Now I have evolved from a simple couch potato to a fully grown royal potato. A dapper kawaii potato. And I dare say, knowing that you are a spud, makes life a lot easier. Just chill and let everyone else care about all their meaningless things because at the end of the day you'll know: chilling is the way to go.
I try to spend minimal effort on things that I don't care about, and procrastination might as well be my middle name. But that doesn't mean I ONLY rest. Sometimes a 'tato gotta do what a 'tato gotta do. And if that something happens to be things I like, then you cannot find anyone better than me. I am an omnipotent being capable of virtually any task to a limited degree, and I am not shy to admit it. I may not be the MOST AWESOMEST in a thing, but I am sure as hell MORE AWESOMEST than most people are at everything. But hey, I'm not here to brag, even if I am probabaly better at it than you[/color]
[color=00aeef][b]THE DREAMER:[/b][/color]
[color=LightSlateGray]All those nights laying in my couch, I thought about the cool shit that I cannot do. That I cannot see. But I pictured them in front of myself like they were real, and that infuraited me. Then I found the Guild, and I lived happily after. I have been on the site for 2 years now, and I have seen many RPs, and played with many people. I wish I have found the site earlier, but I am glad that I've even found it. Now all those fantasies can be written down and my mind can rest at ease at night, without being constantly troubled by ideas.
When I RP, I love myself some good Sci-Fi or Fantasy. But hey I am filthy casual, I can go for anything with an interesting setting. I don't trouble myself on small details if the plot is good, but if you get somwthing wrong you can expect me to tell you about it. Some even go as far as to think that I am angry or something, but I am too chill for that. If anything I'm more of the funny type, so you can expect me to try and write some shitty jokes or post memes I found on the internet. Anyways, you'll see what I mean when we RP together. [/color]
[color=00aeef][b]THE ARTIST:[/b][/color]
[color=LightSlateGray]Used to be something else here, but I'm happy to say that it's replaced because of a positive change. I now work as a full-time 3D artist in the animation industry, churning out shot after shot for some of your favorite game intros and trailers. Can't say anything about them before you even ask, and even though I'm still new to the industry I love it and I already know that this will be my passion for a long time. So hopefully in a few years I'll have a proud portfolio of animations that were done by yours truly that I can show off to all the lovely people of the guild.[/color]
[color=00aeef][b]THE LOVER OF STUFF:[/b][/color]
[color=LightSlateGray]Now I may have hobbies like the above mentioned, but there are some more things that I love in life. Here is a handy list of things you can always talk about with me:
[list]
[*] Gaming: This one I am quite proud of, I'm a serious gamer with capital G. Not as much time for it nowadays, but still true.
[*] Music: All kinds of electronic music, but I am a sucker for Queen and Powerwolf. Or Breakbot... anything music.
[*] Anime: We all have an Otaku in us, but it's bigger for some people. For me it's just big enough.
[/list]
[/color]
[color=00aeef][b]WORDS OF WISDOM:[/b][/color]
[color=LightSlateGray]Be chill folks, getting fed up about stuff is a recipe for disaster. You gotta learn to be patient and let things go, or you'll end up a wrinkly old man/woman with only bad memories about life. Even if you do fuck-all every day, you can live a content life by taking things easy. With that said, as always, stay safe and stay classy.[/color]
[CENTER][URL=http://www.nodiatis.com/personality.htm][IMG]http://www.nodiatis.com/pub/21.jpg[/IMG][/URL][/CENTER]
<div style="white-space:pre-wrap;"><div class="bb-center"><font color="#00aeef"><div class="bb-h3"><span class="bb-u">N I S Q H O G</span></div></font><br><img src="http://i.imgur.com/hFNEHJL.png" /><br><br><font color="#00aeef">Loves Teddy Bears|Twenty Something|Can't Speak Russian|Is Potat </font></div><br><br><font color="#00aeef"><span class="bb-b">THE MORE AWESOMEST POTATO:</span></font><br><br><font color="lightslategray">Let me properly introduce myself. I am Sir Spud the Fourth, and I have been a potato for the longest time ever. I never denied it to be completely honest, but it is only recently that I embraced it. Now I have evolved from a simple couch potato to a fully grown royal potato. A dapper kawaii potato. And I dare say, knowing that you are a spud, makes life a lot easier. Just chill and let everyone else care about all their meaningless things because at the end of the day you'll know: chilling is the way to go.<br><br>I try to spend minimal effort on things that I don't care about, and procrastination might as well be my middle name. But that doesn't mean I ONLY rest. Sometimes a 'tato gotta do what a 'tato gotta do. And if that something happens to be things I like, then you cannot find anyone better than me. I am an omnipotent being capable of virtually any task to a limited degree, and I am not shy to admit it. I may not be the MOST AWESOMEST in a thing, but I am sure as hell MORE AWESOMEST than most people are at everything. But hey, I'm not here to brag, even if I am probabaly better at it than you</font><br><br><font color="#00aeef"><span class="bb-b">THE DREAMER:</span></font><br><br><font color="lightslategray">All those nights laying in my couch, I thought about the cool shit that I cannot do. That I cannot see. But I pictured them in front of myself like they were real, and that infuraited me. Then I found the Guild, and I lived happily after. I have been on the site for 2 years now, and I have seen many RPs, and played with many people. I wish I have found the site earlier, but I am glad that I've even found it. Now all those fantasies can be written down and my mind can rest at ease at night, without being constantly troubled by ideas. <br><br>When I RP, I love myself some good Sci-Fi or Fantasy. But hey I am filthy casual, I can go for anything with an interesting setting. I don't trouble myself on small details if the plot is good, but if you get somwthing wrong you can expect me to tell you about it. Some even go as far as to think that I am angry or something, but I am too chill for that. If anything I'm more of the funny type, so you can expect me to try and write some shitty jokes or post memes I found on the internet. Anyways, you'll see what I mean when we RP together. </font><br><br><font color="#00aeef"><span class="bb-b">THE ARTIST:</span></font><br><br><font color="lightslategray">Used to be something else here, but I'm happy to say that it's replaced because of a positive change. I now work as a full-time 3D artist in the animation industry, churning out shot after shot for some of your favorite game intros and trailers. Can't say anything about them before you even ask, and even though I'm still new to the industry I love it and I already know that this will be my passion for a long time. So hopefully in a few years I'll have a proud portfolio of animations that were done by yours truly that I can show off to all the lovely people of the guild.</font><br><br><font color="#00aeef"><span class="bb-b">THE LOVER OF STUFF:</span></font><br><br><font color="lightslategray">Now I may have hobbies like the above mentioned, but there are some more things that I love in life. Here is a handy list of things you can always talk about with me:<br><br><ul class="bb-list" style="white-space: normal;"><li>Gaming: This one I am quite proud of, I'm a serious gamer with capital G. Not as much time for it nowadays, but still true.</li><li>Music: All kinds of electronic music, but I am a sucker for Queen and Powerwolf. Or Breakbot... anything music.</li><li>Anime: We all have an Otaku in us, but it's bigger for some people. For me it's just big enough.</li></ul></font><br><br><font color="#00aeef"><span class="bb-b">WORDS OF WISDOM:</span></font><br><br><font color="lightslategray">Be chill folks, getting fed up about stuff is a recipe for disaster. You gotta learn to be patient and let things go, or you'll end up a wrinkly old man/woman with only bad memories about life. Even if you do fuck-all every day, you can live a content life by taking things easy. With that said, as always, stay safe and stay classy.</font><br><br><div class="bb-center"><a target="_blank" rel="nofollow noopener" href="http://www.nodiatis.com/personality.htm"><img src="http://www.nodiatis.com/pub/21.jpg" /></a></div></div>