Avatar of Slamurai
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  • Old Guild Username: Aristocrap
  • Joined: 11 yrs ago
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    2. █████████ 5 yrs ago
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6 yrs ago
Not my own words, but: "Enjoy memes and have a good time online, but develop a solid sense of self-worth that is rooted in a reality that doesn't disappear when the battery charge is empty."
4 likes
6 yrs ago
The spam. It hurts.
1 like
6 yrs ago
Yeah, and you're under arrest, pal.
1 like

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Most Recent Posts

Discord Link: discord.gg/S6FqUSp



Original art © R. Talsorian Games Inc.


The year is 2539. Humanity has flung itself into the stars, well beyond the confines of the Solar System. An overpopulated Earth population realized that the only way to sustain its way of life was via cooperation and coexistence. Thus, the United Earth Federation spearheaded the journey beyond its blue and green planet, to colonize sectors of space both known and unknown. At first, colonization of the Solar System was achieved via slower-than-light travel. Generations later, the invention of the spacegate system allowed mankind to send matter from one location to another. Years of travel became weeks, allowing for the seeding of colonies on the very periphery of known space. Scientists, volunteers and entrepreneurs willingly leapt farther and farther on a quest to discover new worlds, stars and lifeforms.

Eventually, the probe UES Pathfinder found some.



The World of FRAMES

Our story is set within the sphere of Glaistig, a terrestrial world belonging to the Argos System. The system sits on the periphery of known space, and was first settled by colonists from the United Earth Federation (UEF) in the 23nd century. For centuries, its only hospitable planet, Glaistig, was occupied by settlers under UEF sovereignty. However, it mysteriously withdrew its support and dropped communications in the year of 2483.

Without direction from the UEF, the colonists of the Argos System fell into disarray. Despite a solid infrastructure and prospects in the form of cities, agricultural centers, schools and industries, the lack of a central political administration gave rise to anarchy. In the UEF’s wake, groups led by charismatic leaders sprang up, laying claim to local geographical assets.

In time, these administrations reestablished a semblance of order among the territories they controlled. These centers, isolated from each other by vast miles of wilderness, became independent city-states. These either pooled their resources for mutual protection and well-being, or fell to one another in campaigns of domination. As years passed, alliances and conquests molded the city-states into two distinct confederations: the United Territories of Shizawa (UTS) and the Arenstad Union (AU).

Each of these confederations sought to expand their spheres of influence while diminishing the other’s. There remained clusters of independent states that were ripe for taking, and resources on Glaistig that were yet to be exploited. Tensions that seemed only capable of escalating gave rise to the first all-out war between the two major powers. Many smaller states were drawn into the fighting, forced to pick sides to resist total destruction. Some of these banded together in small alliances, creating buffer zones of free republics and neutral states.

Three decades after the start of the war, neither side was closer to achieving its goal. Both sides were losing the will to fight, having suffered major losses and atrocities on both fronts. They finally sued for a shaky peace in 2502. However, in the years afterwards, they would continue - unofficially - to undermine each other’s efforts via spies, power brokers, false flag operations and sanctions.

Today, Glaistig is still locked in a tense cold war, and a second planetwide war seems imminent. The UEF is still a distant memory, having given no signal of its existence since 56 years ago. Without a system-wide UN equivalent to keep order, the confederations seem poised at each other’s throats once more.



Here’s where you come in…

While the storm brewing between the confederations makes life difficult for the civilians on Glaistig, it also comes as a rich opportunity for others. Mercenaries, pirates, assassins and other unscrupulous characters can find work where war is concerned. Among these desperados is the the crew of the Samigina. Calling themselves _, this team of brigands specializes in FRAME combat. They go where the promise of cash takes them, into the thick of combat, or the emptiness of space. Their sights are set on Glaistig’s natural resource deposits, the assets of weaker city-states and the thrill of the fight.

You’re one of these hotshot pilots onboard the Samigina. Whether you’re a new addition to the crew or have a long history of piracy, Glaistig presents a wealth of opportunities for profit and for play. While you’ve vowed loyalty to the ship and your comrades, your first loyalty is likely to yourself. You might have a personal stake in the events on Glaistig. Whatever the case, you’re in this for the long-haul, and should be prepared to do whatever it takes to fill your pockets, no matter how unsavory.



FRAMEs

The invention of Fully Reactive Armored Mobile Engines (FRAMEs) had an enormous impact on the nature of war. They were developed from construction walkers used in the 22nd century, prior to the invention of the spacegate system. The first were little more than civilian machines with improvised weapons, but as advancements were made, they became more and more formidable, outgrowing their duties in labor and becoming near-synonymous with military use.

The FRAME combines the mobility and flexibility of an infantryman with the resilience and firepower of an armored vehicle, though must compromise between the best of both. They adapt well to different kinds of terrain and retain excellent mobility in most. Each is capable of bringing the firepower of an infantry fighting vehicle to bear, a far larger payload than any ordinary soldier. They’re extraordinarily flexible, able to swap handheld weapons on the battlefield and completely change their load-out in a matter of hours. They can perform a range of battlefield tasks, fulfilling niche roles in conventional armies. Mass-produced FRAMEs are cheap enough to form a major part of any modern fighting force.

Despite their strengths, FRAMEs still depend heavily on combined arms support. A lone FRAME may be overwhelmed by an infantry unit, outgunned by main battle tanks, outranged by artillery and reduced to a wreck by aircraft it can’t see. For this reason, they are not the end-all military solution, but remain a valuable asset that can fill any gap in a pinch and do well in numbers.

FRAMEs are controlled by a single pilot located in the torso. The cockpits are usually very snug with little room to spare. The interior vaguely resembles that of an aircraft - a pair of joysticks, each sporting several thumb switches and triggers, as well as foot pedals are used to control the machine. The pilot receives information about the outside world by way of a sophisticated VR helmet. Multiple external cameras capture views of the outside and feed them to the helmet. This allows the pilot to see as if the cockpit were open to the outside, with relevant computer readouts superimposed over the landscape.

All-terrain capability is achieved by the two movement systems equipped by FRAMEs. The primary is the standard bipedal movement system, used for rough terrain or precise maneuvering. The secondary is a powered wheel or tread system, which allows the FRAME to ‘skate’ over ground surfaces. The secondary system cannot handle rough terrain as well as conventional walking, but provides considerably more speed.

The feat of engineering that allows FRAMEs to mimic human movement is a system of myomers, thin tubes of artificial musculature. These sheathe actuators, which are more or less the joints of a FRAME. These are connected to a neural network CPU, which translates information from the pilot into precise, humanlike movements. While pedals and joysticks control the FRAME’s basic functions, all complicated maneuvers are executed via this neural network. These CPUs aren’t sentient, but are capable of learning from their pilot’s input.



Character & FRAME Sheets

Character Sheet


Frame Sheet


Example Frame Template
(I'm using the Scopedog from Armored Trooper VOTOMS as an example of what a FRAME sheet will look like, and what sort of data will go in each section. All data sourced from mahq.net. Feel free to elaborate on the contents of your sheet beyond what is shown.)
See the zeroth post for setting info and sheets. A link to the Discord channel, where most of the behind-the-scenes banter goes, is at the top.
Currently full until further notice, but don't let that stop you from following along!
@FlamelordI'll let @Sierra give the final say. With this, we have three characters submitted, not counting whoever Sierra creates to lead the team. A pack of four is smaller than the initial roster, but should be doable.
I'm having a hard time keeping track of things here, and I still can't claim to have mustered up the gusto to develop my char further. I think it's only best for me to bow out and not stress about keeping pace. Sorry, guys.
@SkyrteI threw my CS in the Characters tab, and yours is good to go in there, too.
Talia Kohan




Prefered Moniker/Callsign: Runner

Nationality: Martian

Appearance:
Talia’s short and compact; not what most might call ‘model status.’ He build is square and athletic, honed solely for the rigours of military service. Her olive skin and dark hair are characteristic of her Israeli origins. She possesses a stern face, strong and angular. She wears her uniform well, though has a distinct causal, or aloof flair in the way she styles herself. When not in dress uniform, Talia’s attire is very pseudo-military. She often pairs camouflage BDU pants and tactical boots with a simple tank top or other athletic wear. She’s hardly seen without her Vietnam-style bomber jacket, emblazoned with a huge back patch of the unit’s insignia. She keeps her hair braided tightly to her head in a Greek style, or in pigtails.

Personality:
Talia feels a need to demonstrate she can be not only a skilled pilot, but a capable leader. Being a native Martian, she’s developed something of a need to fit into the UNE fold. For this reason, she can be introverted and self-critical. This, coupled with the desire to lash out at the FCA and represent her native Dauntless colony gives her a strong burden to bear.
In light of her personal struggle, Talia’s strong-willed and willing to do whatever is needed of her. She values the principles taught in the UNE military academies and is a proponent of collectivism. Talia’s squad is her family and she’ll fight tooth and nail to see them through the mission. She does her best to exhibit a good example for her subordinates. That’s not to say she’s soft; she’ll bark, and bite, if that’s what it takes to get them in line.

History:
Talia hails from the formerly-independent Dauntless Martian colony. Dauntless was forcibly annexed by the FCA just several decades ago, cutting it off from trade with Earth and other independent entities. For a time, the occupation was relatively peaceful, though it inconvenienced the colony’s economic standing.
However, when the purges started and colonists instrumental to Earth’s interests on Mars started disappearing, many started to realize the danger of their situation. The Kohans were one of the families that attempted to flee, and part of a much smaller number that made it out successfully.
When news of Dauntless’s treatment reached the desks of UNE leaders, it opened up to the Martian refugees, granting many asylum within Earth’s orbit. Talia and her family had left everything behind in exchange for their freedom. As she acclimated to Earth’s society, Talia made the decision to enlist with the UNE military. With nothing to lose, Talia was intent on taking the fight to the FCA and repaying the UNE’s hospitality.
Having already served two tours of duty on the edge of UNE space, Talia now operates aboard UES Halcyon as a squad leader.

Personal Effects: Talia keeps a little notebook on her person and jots down anything she thinks worth writing: ideas, thoughts, grocery lists, do’s and don’ts, etc. It also contains lyrics to songs and poems, in varying stages of completion. She takes effort to keep it hidden from others.
She also keeps a flag of the Dauntless Martian colony emblem hung in her quarters.
[More TBA]

Skills: Talia makes a habit of exercise three or more times a week, duties permitting. This primarily includes weightlifting and calisthenic exercises. That, poetry, songwriting, singing, recreational shooting and tinkering with firearms make up Camilla’s chief interests.

Motivation: See History.

@RyuShuraSo as it goes, I think I'll pick up either some kind of magic firearm or blade that can cut at distance. Not sure how to accurately explain it, but when you swing it, the actual strike happens a distance away. That, or it could be a weapon that can launch bolts or something nifty like that. In either case, we'll have a little ranged kick.

Hmmm... and the half-wisps' weapons are different than the heavy, monstrous ones the others wield?
@RyuShuraWhen you say the setting has guns, I assume you mean the old matchlock arquebus-style firearms?
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