STATUS:
Have you heard of the MMORPG Final Fantasy XIV? With an expanded free trial, you can play through A Realm Reborn and Heavensward expansion up to level 60 for free with no restrictions on playtime.
3 yrs ago
Current
Have you heard of the MMORPG Final Fantasy XIV? With an expanded free trial, you can play through A Realm Reborn and Heavensward expansion up to level 60 for free with no restrictions on playtime.
1
like
6 yrs ago
You know that feeling when you feel like you should be doing something, recognize that you're not doing anything, but then proceed to continue to do nothing? That's me. Everyday.
SRX-12 Imaging Satellite IC 286.06 // Petrichor-8 // Recording a Frontier Planet Indeterminant Timeframe // No Accompanying Staff
Situated three thousand kilometers away from the planet it circled around, the recording device onboard the SRX-12 Imaging Satellite captured the depiction of the slowly revolving world below. Giant landmasses of brown and red covered the planet's surface, with borders of green lined along the edges next to the few and far between blots of blue. Patches of grey dotted the landscape, areas that would fill with light as they turned away from the star illuminating the planet from space, the earthy sphere one of twelve among those that orbited the heavenly body.
In the space around the planet, another device occasionally passed along the periphery of the satellite's lens, a massive circular construct with prongs perpendicular to its circumference. At certain points in the recording that seemed to be taking place over several months, pinpoints of movement left the planet's surface and grew into spacecraft, approaching the other device and disappearing with a sudden flash as they passed through the ring, other unfamiliar craft taking their place as they returned to the planet from off-screen at various angles. Then a period passed where no such craft were coming nor going, planets that were once visible in the background of various shots no longer appearing when they should have, a miniature asteroid belt appearing moments later that had been absent from previous recordings.
The attack had been sudden, as many planetary invasions were, the recording slowing to a more reasonable speed as specks far off in the distance among the stars quickly closed in within a minute of being detected. Massive freighters, Knight-Class Carrier-Type Red Whales, grew in size on the image feed as they approached the planet, bloated and large like their namesake with 'flippers' loaded with heavy space-to-surface orbital guns and hangers full of small form planet-boarding craft. A small squadron of three stalled just above the planet's exosphere while another ship crept into view from the other side of the satellite.
Knight-Class Flagship-Type Fringehead, a sleek, more narrow vessel with a rounded bow and a ballooned stern packed with thrusters of various sizes, its carapace a pale white. Pieces of the unseen Warp Gate trailed in its wake, flowing from the tip of the ship as if it was a predator's maw leaking blood from a recent kill.
Though no sound could be heard from the vacuum of space, radio chatter picked up from the planet's surface began to play over the recording, each of the Red Whales' fins aglow with several specks of light while voices overlapped with one another.
["-re those supposed to be spacecraft? I'm sure it's just the Constellations visiting for a routine-"]
["-king News: An announcement from First Lieutenant Carinae Richie has been broadcasted to all neighboring planets within the Petrichor-8 solar system. Please proceed to the nearest Mantle-Layer Shelter for-"]
["-ee it too, how the hell did the military let those things get so close to-"]
["-ello? Yes, this is the acting chairman of Anaxes Industries, I need you to send the fastest craft you can buy as soon as-"]
["-om, I'm scared! Do you think we'll be able to get away in-"]
["-ll personnel! Activate orbital defenses! I want our guns intercepting as many of those plasma payloads as possible. Deploy the Cherrkov Interceptors, and do NOT let those damn aliens finish a second firing sequence! I repeat, DO NOT-"]
["-ord in heaven, watch over us as we ascend into your loving embrace. Please accept our sinful souls, and lead us to an eternal paradise-"]
The tip of the Fringehead slowly opened, splitting apart like a flower to reveal rows upon rows of energized weapons, all alight with the same glow just as the bombardment began. Silently, the cannons of the Red Whales fired orbs of vibrant blue light toward the defenseless world, punching holes through the thin layer of ozone that protected the planet from the radiation of stars as retaliatory blossoms of flame and metal ejected from several points on the planet's surface.
Though more numerous than the Aberrant's salvo, it took dozens of intercepting shots and missiles to force a pre-emptive detonation of plasma, and several more of the cerulean balls of death made contact with the planet's surface than those that were stopped. The results of each impact could be seen on the satellite imaging, visible ripples forming from each civilization-ending blast, hundreds of thousands of screams overtaking the audio recording planet-side before being suddenly silenced by the telling crackle of a destroyed transmission device.
From similar locations as the orbital defense salvo, tiny specks took flight and approached the looming Aberrant ships, their shapes just barely perceptible in the form of small form spacecraft. Ascending past the mesosphere and through the thermosphere at record pace, it wouldn't have taken long for them to reach their targets and begin a counter-attack. Were it not for the Fringehead.
Having held its own discharge until the right moment, the weapons began firing as soon as the interceptors drew into range, an uncountable number of lights filling up the vastness of space as they precisely narrowed upon the human fighters' locations. Though evasive maneuvers were attempted, rolling around beams and deftly sliding through the smallest of cracks in the endless barrage, the few craft that had survived the assault were quickly overrun as the Red Whales released interceptors of their own.
The Fringehead slowly turned its bow toward the satellite, igniting its galley of weapons once more as the Red Whales prepared their next salvo, plumes of blue and red meeting in the skies above the planet as a final transmission played over the rest.
["Energy signal confirmed. Aberrant Princess-Class D-47 aboard the enemy craft. Send in the Constellations to Frontier System Petrichor-8 Planet #7, Alora-"]
The imaging and audio cut off simultaneously as the beam arsenal fires, the screen filled with light.
The year is 3098, 386 on the Interstellar Calendar. Humanity has spread across the stars, settling on hundreds of planets in dozens of galaxies, exploring the cosmos far beyond what they once believed was possible... and combating an enemy that threatens their entire species.
Aberrants, an alien force technologically evolved to annihilate the human race, corrode the planets they settle upon, using both the soil and the beings upon it as fuel for their unceasing crusade.
And yet, in a universe where the encroaching darkness seems set to consume everything, a light continues to flicker desperately to survive. Those willing to fight against it.
Aberrants
The Bio-mechanid Swarm, the Scourge of the Cosmos, the Enemy.
Known by many names across the several galaxies under humanity’s control, Aberrants are an alien race both biological and mechanical whose apparent sole purpose is the extinction of all human life. Stronger, faster, and technologically more evolved than their competitor, within the past one hundred years they have taken over nearly 60% of the planets that were once populated by humans.
Everything within the alien army is an Aberrant. The soldiers, the officers, the artillery, even the spaceships they use to traverse the stars and the giant bases they form upon a planet’s surface called a Nest. Each and every one is sapient, and usually possessing some form of autonomy. The closer their bodies are to a humanoid form, the greater their level of intelligence, with the strongest of the Aberrants almost scarily similar to a human form.
Aberrants exist as a eusocial hivemind, with their leaders serving both as broodmothers and the head of command behind each individual action the species takes as a whole, with every other member of the species serving within a caste system that prioritizes the needs of the strong. Though their method of intercommunication is unknown, the transmission time has been observed to be near instantaneous, with lower caste soldiers immediately changing tactics under the orders of their betters, leading many researchers to believe that the alien threat operates with some level of telepathic or neurological link between units.
The caste system, with each rank of Aberrant named after chess pieces or medieval figures similar to their role in society, is as follows.
Pawns
The lowest caste within the Aberrant hivemind. This caste is comprised of mostly of Aberrants that are no better than cannon fodder, with a few exceptions, and make up the front line soldiers than are led by their higher caste cousins. Although they are individually weaker than any one higher caste Aberrant, they make up for it with sheer numbers and efficiency of production cost, capable of overwhelming even a Mech or Constellation with enough time and resources. Most of the Aberrants' infantry and come from this caste, and are incapable of deploying barriers.
Rooks
Heavily armored troops of usually large sizes, Rooks are the ground units responsible for fortification building, point defense, and heavy suppressive fire. With carapace hard enough that even without barriers they can shore up against sustained fire, military personal and mech Pilots alike despise seeing one on the battlefield, specialized armor-piercing weaponry created solely to deal with their presence. Ground-based artillery, base fortifications and enemy mecha fall within this category.
Knights
A category that covers all known forms of Aberrant transportation, such as drones, fighters, and spacecraft. Powered and protected by their cores, with those capable of interstellar travel laden with massive multi-core installations, they are the premiere threat that dominate interplanetary and air combat. An Aberrant invasion is always heralded by an orbital bombardment from a fleet of Knights, and in the best cases it takes five military spacecraft to sink only one Knight.
Bishops
The sole reasoning for the Constellations’ existence, they are what one would call the Aberrant equivalent of a Constellation in the colony. They are, in definition, strong. Born from artificial wombs similar to that of the Queens, the high-ranked Bishops are outfitted with miniature, compressed cores within their body. These specialized cores allow them to output power equal to a warship, generate personal barriers, and possess extreme mobility, allowing them to eliminate a multitude of enemies and take on warships despite their size.
Promotion
When an Aberrant has gained enough experience in combat, an intelligence is formed and adaptability can be made. The evolution they undergo is called Promotion, and Promoted Aberrants are generally more difficult to defeat than their brethren and bestowed a unique code name. Usually, it is not difficult to sight out a Promoted Aberrant amongst its brethren, as they are prone to create alterations to their bodies in order to stand out. This has caused researchers to assume that the Named have gained a greater level of individuality from the hivemind, allowing them to conduct actions and operations deviating from the norm. It is a lesser known fact that a Promoted Aberrant could become a greater threat than an inexperienced Crownguard, as the experience granted from their lifespan has caused their combat ability to surpass the natural power of a fledgling Crownguard.
Crownguard
The highest designation for an Aberrant, the strongest amongst the strong. A single Crownguard is capable of overpowering an entire human world, superior to their counterparts with their unique and advanced cognitive abilities. As the only types of Aberrants born directly from the Queen, herself, they possess individual intellect, ego, and free-will independent from the colony hivemind and the Queen that resides over it. Research and observation has shown that they are even capable of human emotion, as well as understanding the human language and cultural nuances, using this information as psychological warfare against their human counterparts, the Constellations. All Crownguard are named in order to identify the threat and spread information to counter it as quickly as possible.
Similar to humanity’s Anomaly powers, the Crownguard manifest unique abilities of their own, presumably from the direct birth from the Queen’s personal womb. Their equipment and weaponry are created to augment these abilities past the limits of their ability, and the most recent adjustments to the Numbered Swords have been an imitation of this trait. They are powerful enough to garner a Constellation the Singularity-class merely by defeating one, but thankfully they are few in number as their production cost is extraordinarily high compared to other high caste Aberrants.
Queens
The mothers of all monsters, and the ruling caste within the Aberrant hivemind. Through evolution, they have specialized in both a leadership role and a reproduction role within each colony, capable of communication with their progeny across an unknown limit of distance, with the farthest known message received five galaxies over when a Promoted Bishop ceased the invasion of a planet to protect the assault on their Queen's planet. They create their broods through the use of Erosion, a violent absorption of a planet’s nutrients and natural resources that can be used to adapt the environment to suit the colony and threats against it. As there is usually only one Queen within each colony, the most efficient way to halt the enemy advance is to eliminate its Queen, destroying the chain of command.
While very little is understood about Queens, what little is known is very frightening. Firstly, they have an unprecedented ability to adapt, capable of assimilating technologies and new experiences at a rapid rate, allowing them to create different types of Aberrants from these adaptations and modify their direct line descendants. Secondly, the Queens are known to be sentient, capable of higher level thought, enact complex battle plans, and even feel emotions. Lastly, each Queen has developed a unique ability, utilized not only by themselves but their Crownguard as well, requiring each bloodline to be tracked and studied as to not be caught unawares by a hidden capability. Thankfully, only five known Queens exist, with one already defeated at great cost to humanity's forces.
Princesses
The direct hands and feet of a Queen, they act according to her will and supply units on the frontline, effectively Queens themselves in their ability to erode planets and spawn lower-caste Aberrants. Princesses have their own core, similar to higher caste Aberrants, and their offspring will often emulate the same cores as their progenitor. For example, a Princess with an Epsilon-class core will produce higher caste Aberrants with the same class of cores. Their core also indicate the speed and productivity of their Erosion and reproduction rate, with most recognized and given the appropriate label to their relative power level within the first few hours of Erosion. Most defenses of human planets require finding the Nest of the Princess that had invaded and terminating her, as Queens only rarely attempt to invade planets themselves.
A semi-permanent, self-regenerating energy source comprised of an organosilicon compound, Aberrant cores are the source of many of humanity's problems, and paradoxically their solutions. The amount of energy that can be harnessed from a single core is massive, with an efficiency rate so high it defies science and lacking any notably harmful byproducts. In the current age, they are the only effective way to use barriers, particle beams, and even conduct space travel. Conventional sources of energy have been outpaced by the excessive demands of the newer and more advanced technologies.
The power output of a core is inherently linked to the core’s size. They are classified from Alpha (lowest) to Omega (highest) as a representation of their power, with Beta, Delta, Epsilon, Gamma, Sigma, and Theta in-between as relative hallmarks of power output. Cores emit a distinctive signature while activated, which allows them to be detected and tracked down with specialized sensors. Some cores even output an energy signal strong enough to act as effective EMP against human technologies.
Epsilon-Class cores and above are used within large-scale activities and only specialized infrastructure or space vessels have the capacity to equip them. The only exceptions are cores from Promoted Aberrants, which can deviate from known human understanding of cores and be small with a higher ranked energy yield. As of the current game state, there are no known technologies in humanity's smaller form arsenal able to withstand a Gamma-Class Promoted Aberrant's core.
A type of energy/particle-based defense mechanism that envelop an area in a translucent shell of energy, acting as a protective measure against potential damage to whatever is defended within its sphere of influence. Barriers provide protection through the deflection, dissipation, or absorption of energy in multiple forms (kinetic, radiation, directed, etc.) until the threshold of its defense is oversaturated. Barriers are classified from F (weakest) to SS (strongest), with B-Ranked and above usually reserved for space vessels with the exception of Promoted Aberrants
Barriers consume an immense amount of power in order to maintain their form, an amount that can only be generated by enabling instruments powered by a core. The use of a barrier for sustained periods of time is unadvised, as it is seen as a better idea to only activate them at an opportune moment as to not unnecessarily waste energy. Simply projecting a barrier can be considered an attack, as the stronger barriers can push the surrounding space with powerful kinetic force.
It should be noted that a barrier’s defensive ability is not absolute or entirely reliable. Unique materials (e.g. Anti-Barrier Swords) and phenomena (e.g. Anomaly) can negate barriers using their own special properties. Although not as efficient, sustained stress can drain the energy source or slowly chip away at the barrier’s effectiveness. A barrier once shattered requires a momentary rebooting sequence before it is effective once more, allowing conventional forms of firepower to take advantage of the brief window of opportunity.
Constellations
Humanity’s Final Hope, the Light in the Darkness, the Heroes.
Named after the stars that illuminate the vacuum of space, Constellations are the legendary figures that fight the most dangerous threats in the alien swarm. Tasked with eliminating the high-caste Aberrants that no normal human could match, they are an elite group of warriors made from the best of the best, talented among talented, and as supernatural as the enemies they face. To most of the human race, they are thought to be an unstoppable force, limited only by their number, adored to the point that they are treated like celebrities and at times worshiped like beings of mythos.
Despite their reputation, however, the truth is something that can never be divulged to the millions of planets until humanity’s control. To keep humanity’s hopes alive, propaganda portrays Constellations as near-invincible, that for one to die in the line of duty is a rarity during missions against the alien threat. The truth is not so. While they equal a single high-caste Aberrant, they cannot outlast a swarm of weaker Aberrants, overrun within minutes and defeated by exhaustion if not the overwhelming numbers themselves when not properly supported.
Those that are trained to become Constellations come from all across the many planets in the universe. People who had exceeded physical limitations, mutants, mosaic babies, or members of the warrior families. Anyone who may lay claim to the name of "prodigy" is invited to join the Constellations. All registered children are tested at a young age for their potential growth in the future through knowledge tests (comprehension speed, memory, retention, etc.) , blood tests (for Anomaly powers), physical tests (projected capabilities, hand-eye coordination, etc.), and other experiments before being given to a designated teacher, their notes and statistics given to their retainers who will mold their training to suit the potential Constellation. While there are some who attempt to join the Constellations later in life, most are drafted at the age of eight, and are immediately thrown into the level of training suited for their pre-existing level of experience.
Trainees are taught in the schools of tactics, firearms, martial arts, as well as subjects such as mathematics, anatomy, and physics in order for them to calculate strategies on the fly, and understand the equipment they use in the field. They eventually gain a Stardust-Class designation when one of three things occurs. One, they complete the entire ten year tenure of their training program. Two, they gain enough combat experience to qualify for the role before the ten years have completed. Three, they have accomplished a great feat, impressive even among the Constellations. The third option, of course, is the least likely, yet every year there are attempts to subvert the training regimen for a fast track to a higher rank. A handful of trainees have succeeded, many of whom had later reached the peak of their fields. Thousands more had failed in the attempt, leading most to believe that undertaking such a feat is indicative of a prodigy amongst prodigies, or insurmountable luck.
Constellations, after bequeathed their sword, are given a callsign for others to know them by. While some are unique to the person, others are passed down from generation to generation or from the previous user of the sword to the others, whether it be as a traditional right of passage, or to honor those that fell before. Callsigns are usually fashioned after a star from a known asterism, but not always.
Constellations, as powerful as they are, would undoubtedly be useless against the high caste Aberrants without their equipment and the powers they wield. The items and abilities listed serve to aid Constellations in the near-impossible task of stopping the extinction of humanity.
Anti-Barrier Swords
Not necessarily molded into the shapes of swords, the AB Swords are the main weapons of every Constellation, designed and forged by the mysterious Sword Mother in order to combat the natural barriers the high caste Aberrants emit. Rather than the weapon itself, it is the particles formed by the anti-barrier material mixed into the blade that allow the user to disrupt and shatter an enemy’s defenses. While most weapons are designed with durability in mind, the anti-barrier material mixed with various metals to keep the weapon usable after multiple engagements, even AB Swords with a high Anti-Barrier Quotient would be capable of withstanding blows that most conventional weapons would break from.
Numbered from the first to the last, eight-hundred and thirty-nine AB Swords were created by the Sword Mother, with more slated for completion as the limited materials required for them are gathered from all across the universe. Only around six-hundred are in active use at any one time, however, many lost in various conflicts, while some are kept for historical purposes or stored for safe-keeping until a suitable user can be found. Weapons within circulation are reforged for each wielder they’re passed down to, whether it be through an apprenticeship or after the original owner died in the line of duty. Most are made to be standard melee weapons, but those tailor made for Anomaly users are given auxiliary features suited for their needs.
Defensive Coating Coats
A lightweight, flexible, personal shielding system, DC Coats are the fine line between injury and death. While not as effective as other defensive measures that can completely negate damage, they’re capable of mitigating energy attacks, particle beams, and gamma radiation, as well as reducing the aftereffects of shockwaves that may come into contact with it. This protection comes at a price of weakening, or even completely restricting, the use of Anomaly powers by the wearer.
DC Coats are not always in the form of a literal coat, similar to AB Swords, crafted in the form of cloaks, suits, sometimes casual clothing or even armor. These alterations do not affect the power of the Coat, however, the material level of the Coat will. Ranging from Zayin to Aleph, with Teth, He and Waw as benchmarks between, the defensive ability and the restriction to Anomaly power increases with each level. Zayin level Coats, allowing complete access to one’s Anomaly power, is only able to protect the wearer from lingering particles and radiation. Aleph level Coats, which effectively disable one’s connection to phenomena entirely, act as heavy armor that can allow users to survive direct blasts from concentrated laser fire, albeit with debilitating, battle-ending injuries.
Anomaly
A genetic mutation caused by humanity’s expansion throughout the galaxies, Anomaly is just that, an anomaly that humans should be unable to possess. Powers not granted through training, but through a bloodline trait that grants family trees access to special abilities that no other is capable of. Every known Anomaly is one passed down from the original five, the Progenitors, either as a direct line ability or an off-shoot from mingling with other families with the genetic potential for Anomaly.
Even before the Aberrant threat, Anomaly had existed among humans, limited to small tricks such as lighting a candle with one’s finger or levitating a cup of coffee from the desk to one’s hand. It wasn’t until humanity faced their greatest threat, and came into contact with the mysterious anti-barrier material, that Anomaly displayed feats once thought to be mythical. Studies lead scholars to believe that both originate from the same unknown phenomena, as the AB Swords tailor made to support Anomaly users display drastically enhanced effects compared to what the weapons should be capable of.
Constellations, while related to humanity’s military, are not actually commanded by them. Instead, they are a self-relegated force with a ranking system relative to their ability and experience. These are those ranks, from the lowest ranked to the highest.
Stardust-Class
Trainees, while technically drafted into the Constellations, are not considered to be truly part of the force until they complete their training. When first entering the ranks of the Constellations, they’re first tasked to deal with the lower caste of Aberrants. Against various types of Pawns, then later Rooks and the Knight forms used on a planet’s surface, they are given a taste of what combat truly is like while slowly increasing their battle senses. This period of a Constellation’s career is usually the briefest, lasting on average around a year.
Proto-Class
A transitional period for most Constellations, experienced enough that they’re no longer seen as unbloodied yet not enough to be trusted with lives, a Proto-Class spends most of their time doing the same thing they had as Stardust-Class, albeit with a bit more authority. Fighting Bishops isn’t expected yet of a Proto-Class, but most at this point have a high chance of defeating one in single combat. While some stay in this rank due to lacking capability, or for the sake of leading a desk role, the maximum time that one will stay in this period is normally only three years.
Main-Class
Where the majority of active Constellations reside, and where most of them peak in their careers. At this stage, they are expected to be capable of fighting Bishops effectively, dealing with multiple over the course of a day’s work alongside a dedicated strike team. Most Main-Class Constellations partner up with a mech Pilot around this time, if not multiple, while some choose to stay solo for their entire tenure. After ten years of working in this position, Constellations are then given the chance to retire, an option few are willing to take bar a career-ending injury or overexposure to radiation. Without the proper achievements, a Constellation can spend their entire lives at this rank.
White Dwarf-Class
Retirees, both former and current, belong in this designation. While technically not a rank itself among the Constellations’ system, they’re thought of with higher seniority among those with a similar rank. A varied bunch that can range from those unwilling to face the perils of war and acting on-site as logistics members, to disabled veterans whose bodies would reject augmentations or regrowth projects, or even old warriors simply taking time off to meet with their families, Constellations are constantly reminded that a White Dwarf is still one of theirs, and that even a dying star still burns brightly.
Red Giant-Class
Only those willing to go above and beyond the call of duty reach this rank, an honor that very few are given the opportunity for. Red Giants are given the authority to form operations for retaking planets, putting together teams to push back the Aberrant threat before they can destroy their conquered world. Being capable of defeating multiple high caste Aberrants at a time is not just expected, but mandatory, carving visible paths through the enemy toward the Nests housing the alien leaders. A Red Giant is sometimes escorted by Main-Class Constellations instead of Pilots, effectively using them to clear Bishop chaff as they aim for the Named monsters.
Supernova-Class
The highest level a Constellation can reach, a name written on the stars themselves that acts not only as a weapon against the Aberrants, but a shining light of hope for humanity. The leaders of a Constellation Sect must, at minimum, reach this rank, and for one to fall on the fields of battle is a heavy blow to the force as a whole. Killing a hundred Princesses is what most consider to be the ‘baseline’ for someone to reach this height, but even among those that have, not many have been given this sacred position.
Singularity-Class
Similar to the White Dwarf in that it is not an official rank among the Constellations, it is a designation only given to the heroes among heroes. Defeating a Crownguard is a feat only few can lay claim to, as killing one requires the sacrifices of dozens if not hundreds of Constellations, but those given this designation were able to do so. While most of them are from the Supernova-Class of Constellations, there are three recorded incidents of a Red Giant landing the killing blow, and one of a Main-Class, all of whom had immediately been promoted upon completion of this feat.
Polaris
Named after the North Star that guided humans during their time on Earth, the Polaris or Top Sword is unequivocally known as the strongest Constellation. Having superiority over all but the leaders of the Constellation Sects and the Sword Mother, it is a position that garners respect and envy from all who know of it. Every five years, twenty candidates are chosen from the list of Supernova-Class Constellations for a special tournament held on Earth’s moon, broadcasted all across the known human-controlled planets to watch as they compete for the top spot.
With bloodlines possessing the gene that allows their families to generate phenomena, the children of warrior families comprise most of the Constellations. Varied in their cultures and native planets, they are unified only by their collective connection to the Progenitors. Off-shoots of the original five, while not beholden to the Progenitor families’ demands, grant them due respect, their powers the naturally strongest of the supernatural abilities.
Anomalies passed down through genetics aren’t guaranteed, with only one in five children that gain access to their power possessing the talent potential of becoming a Constellation. Children in warrior families that do not inherit the Anomaly or are incapable of using it for combat usually act as diplomats or support the fight through other means, with some families entirely built around a commodity to fuel the war effort regardless of their Anomaly capability. Transplanting an Anomaly through gene splicing or attempting to recreate it in cloned humans has a 100% failure rate, leading many to believe that the phenomena is a divine right or tied to the essence of one’s being.
While there are a multitude of families across the stars, only the Progenitors, their sects, and the power of their Anomalies will be listed below.
Solignis
A family that believes wholeheartedly in the symbolism behind the Constellations’ existence, leading the way as a guiding star through the endless darkness. Situated on the planet of Mars in the Sol system, every member of the family not lame or unsuitable due to age drafts themselves into active duty across the galaxies, only returning to their home planet once every two years for a festival that honors the dead. Their Anomaly is “Corona”, a flame-based phenomena that at the highest level can be focused into superhot beams that melt through spacecraft.
They lead the Southern Sect, their symbol being a vermillion bird in flight atop a burning landscape. Most of the attempts to retake the galaxy from intact Aberrant-controlled planets are led by the South, their hatred for the alien threat burning the hottest among Constellations and known for losing the most prospects among any of the sects.
Kholomica
Solitary and as cold as their Anomaly, the Kholomica are primarily responsible for the Constellations’ collaboration with the military, their strategists in a constant state of both cooperation and debate with the main force against the Aberrant threat. With a home planet of Venus, they intentionally live on a hotter planet to cultivate the strength of their supernatural abilities, with users of the power only allowed to leave when they can create a block of ice and maintain it for seven days. Their Anomaly is “Absolute Zero”, an ice-based phenomena that allows the user to create constructs of ice by freezing the atmosphere. The most powerful users can slow the particles it interacts with until they no longer generate heat, frozen in place and easily broken apart with any considerable force.
They lead the Northern Sect, their symbol being a black tortoise planted into the surface of a planet. In-charge of pre-emptively situating themselves on planets to retaliate against approaching Aberrants, the other sects perceive them as slow or cowardly as at times when they defend planets that the enemy doesn’t invade or arrive too late to prepare defenses.
Eorman
Wild and free, Eorman have no discernable home of their own, a wandering bloodline that settles on planets to create disciples regardless of their origin before sending them out to do the same. Growing their hair out as long as their record of battles, they are unofficially known as the family that helps spread propaganda, their actions indirectly fortifying the general public’s belief in the Constellations. Also unofficially, their home planet is Jupiter, a legend passed down within the family detailing a grandmaster that could walk upon the gas giant’s surface. Their Anomaly is “Proof of Self”, a body-enhancement phenomena which increases their bodily ability by hundreds of times at the cost of their lifespans.
They lead the Eastern Sect, their symbol being an azure dragon with its body curled around a golden orb. Most of the instructors for potential Constellations are trained by the East, though only few ever join the sect itself. Though intellectually known to have some of the strongest warriors, they are still considered the weakest due to several of their members being relegated to the backline regardless of rank or skill.
Symtropantos
Symtropantos are known for their works rather than themselves, the leading minds behind many of the technologies the current Aberrant-fighting force take for granted. Believing that anything can be explained with numbers and logic, the few that live on their home planet of Mercury do so for the sake of understanding their Anomaly under some of the worst conditions possible. Finding beauty in what most see as worthless data, the library carved into the metallic core of the planet holds every conceivable piece of information collected by humanity. Their Anomaly is “Ends Meet”, a powerful phenomena that manipulates the polarity of objects and things in contact with the user. Proficient users of the anomaly are known to entirely replace their bodies with mechanical parts, relying on their abilities to move around in ways that no human could reasonably recreate.
They lead the Western Sect, their symbol being a white tiger with claws clasped around a silver coin. Responsible for keeping track of the numbered AB Swords and retrieving them from battlefields, they’re thought of to be callous individuals who only care for tools and not the people that use them, in some cases claimed to be seen on standby during battles where their presence would turn the odds in humanity’s favor.
Hua
The information available on the Hua is few and far between, their efforts focused entirely on the retrieval of new anti-barrier materials. All that is known is that they are the only known warrior family that originated from Earth itself, and that they are heavily intertwined in the politics surrounding it. Their Anomaly is “Between Worlds”, an ultimate phenomena that gives them unparalleled control over the space around them. The current Polaris, highest honor of the Constellations, has been rumored to have cut a planet in half with a single sword swing, though no official records state as such.
They lead the Central Sect, their symbol being a golden beast. Central sort of has a hand in every operation, with their members filling whatever role is available. The highest ranked, however, are dedicated to deep strike missions to enter Aberrant- controlled space, searching for anti-barrier materials among the worlds they hadn’t had a chance to explore before the alien threat had destroyed them.
Pilots
Walking Tin-Cans, The Mechanized Arm of the Military, the Heralds.
The men and women that protect the protectors, Pilots are an invaluable resource in the fight against the Aberrants, supporting the Constellations as they attempt to surmount the alien menace. Expected to clear the path for their more fragile allies, their mechanized suits are armed with heavy weapons suited for cutting down hordes of monsters and at times supportive gadgets to buy times until they can be bailed out of a tricky situation by a Constellation or fellow Pilot. While their qualifications aren’t quite as strict as the Constellations, Pilots are taken from aces, veterans, and savants, people better than the average man and willing to do what is necessary for the sake of humanity’s survival. Their armored tools of war, standing up to sixty feet tall and towering over most if not all human-based land vehicles on the fields of battle, bring hope with their presence. Because wherever there is a Pilot, there is the Constellations.
Piloted mecha were originally created for the purposes of mining operations and construction on inhospitable planets, aiding in terraformation in situations where humans couldn’t walk on the surface normally and where impercise machines could ruin the operation. As the war against Aberrants developed, however, humanity’s expansionism quickly grinded to a halt, and the overproduction of piloted machines no longer had a reason for their use. Not until a team of civilians, emboldened by the sight of Constellations falling in the early days of the war, took their construction equipment into battle to protect their heroes from an oncoming swarm. While those brave pilots had died in the endeavor, it had given the Constellation the time they needed to finish the battle, and soon after the military had started a mass production order to retrofit existing mecha units for combat.
Modern mecha are nothing like their original counterparts, with mobility prioritized over defensive material as the transport of Constellations and the ability to avoid artillery fire became the general requirement for extended, pitched combat. While most only have two to four weapons, one primary and secondary for each arm, others have shoulder mounted cannons, missile silos along the legs, hidden blades, anything and everything that can be used to kill Aberrants. Powered by Aberrant cores scavenged from the alien threat while their Princess or Queen broodmothers were alive, their power output is heavily relegated toward their flight systems and sensory input, leading many to prefer ballistic weaponry over energy weapons despite the latter’s overwhelming power.
A mech Pilot can apply for the force as early as fifteen, brought onboard for a five year training program designed to beat out old habits. The program prepares the Pilot for the G-forces caused by the frantic nature of mid-combat flight, firearms training not only in the mech suit but outside of it, tactics, and the rules of engagement. Or rather, lack thereof against the Aberrant threat. When their training is completed, they’re initially given an enlisted Space Recruit rank, elevated to an Apprentice and later an official Pilot after a year of active duty, barring any limiting factors such as poor performance or lack of necessary hours working inside a mech. Their ranks then proceed in a similar manner to what was originally the US Navy, becoming a Petty Officer or later promoted to an officer role with an acceptable record.
Humanity
The Sapient Species. The Oppressed Masses. The Underdogs.
Only two-hundred and eighty-six years ago, the denizens of Earth hadn’t understood the true magnitude of the cosmos, larger than large, wider than wide, their small corner of the universe but a spec compared to the millions of stars within their own galaxy. But soon after, they began to expand, imposing their influence on outer space as they filled the emptiness with life. Terraforming lifeless rock into vibrant landscapes, dry deserts into manageable oases, worlds of water into planet-sized theme parks, utilizing the uninhabited, unused satellites that orbited the stars and shaping them to their amusement.
Until they found something they shouldn’t have. Life other than themselves.
The hostilities had occurred without warning, their first contact with the alien threat concluding with the debris of a merchant vessel spinning off into the vacuum of space. Unprepared for war, and ill-informed of their aggressors, had it not been for the timely discovery of the anti-barrier material, humanity as one knew it would be extinct. But even against a foe more powerful and advanced than they, humans adapted to their situation and evolved as a species. Though once separated by faction and the vastness of space between them, the planets under humanity’s banner coalesced into a singular entity. United against the threat of a race other than their own, the petty squabbles over resources had taken a backseat, the full might of humans banded together for a singular goal.
Destruction of their natural enemy, and freedom among the stars.
Over the course of human history, humanity had attempted to organize itself in a multitude of ways to stem the Aberrant tide, many of which had been unable to stand the test of time. What is left are the institutions that had gathered the majority of humanity, weathering the brunt of the space age and capable of standing tall within the confines of the human race. The biggest of which are listed below
United Affiliates of Sol
The central government in-charge of all human-occupied planets. Situated at the heart of the Sol System, it is run by a federal system of democracy led by a council composed of every known organization in the Milky Way Galaxy. Heads of corporations, diplomats, and the leaders of both the military and Constellations all have a say, every action taken put to a vote and prioritizing the survival of the human race above all else. While other plants, divided by their designation, have their own say on certain matters, it is the UAS council who have the final word on all happenings within human territories.
Sol System
The denizens of Sol, compared to every other planet and galaxy, live in constant luxury. Given benefits that no other system has by virtue of being where humanity originated from, they suffer from more resources than they could possibly need. Many of the denizens had only heard of Aberrants from rumor, and were it not for the Constellation and military involvement in government affairs, would’ve never known they existed at all. Aside from members from the Progenitor families, there are little to no applicants for the war from these planets, used to their easy lifestyles and inherent higher status compared to other members of humanity. To a lesser extent, the planets within the Milky Way Galaxy are of a similar status, albeit nowhere near such extremes.
Core Worlds
Made up most of the planets between Sol and the rest of the universe, core worlds are about what one would expect for a human-occupied planet. With their own central governments and systems in place, they defer to the UAS and Sol when the situations call for it, but are effectively their own bodies outside of that. Occasionally, an Aberrant fleet may wander its way into the territory of a Core World, but for the most part they are still considered ‘safe’ by human standards. Core Worlds further away from the Milky Way may have their designations changed at any time, the alien threat encroaching closer and closer to the heart of human life with every passing year.
Frontier Planets
The outer worlds in the direct line of fire, they are the most involved in the Human-Aberrant War. Constantly in danger, lacking resources as convoys refuse to draw near to Aberrant-targeted planets, and at a heightened state of alert at all times, many of the denizens despise the Sol system when they hear of it. Planets abandoned to flee an overwhelming Aberrant force are marked for salvage, with Constellations and Pilots sent to the destroyed worlds in search of anti-barrier materials that might have been lost in the conflict.
Mobilized Human Alliance
The combined military force of every planet and galaxy humanity has to offer in extinguishing the Aberrant threat. Composed of the infantry that deal with the low caste, Pilots who support the Constellations, and the officers that command spacecraft, they are the driving force that have kept humanity intact for so long. In disputes regarding interplanetary crimes and galaxy-hopping criminals, they also have the authority to act as a heavy-handed disciplinary force that executes the law when the planets are unable to.
The Five Constellation Sects
Five bases in strategic locations around the Milky Way Galaxy hold the five Constellation Sects, situated near where wormholes are frequently occurring in order to utilize warp technology and transport themselves to any star system that requires aid. The Sect Leaders have seats upon the UAS council, very frequently bickering with the MHA over what should be prioritized for the war effort.
Facing the Aberrant scourge brought about a new era of technological advancement, not only for the military, but humanity as a whole. While several of these are used in combat scenarios, these are some of the most impactful inventions used by humans in various facets of life.
Warp Gates
By siphoning the energy of opened worhholes within a designated area, a warp gate is capable of emulating similar effects, acting as a passage way to any open wormhole within a galaxy’s distance. Used to circumvent the large swaths of blank space between galaxies by “galaxy hopping”, they are also useable for shorter ranged transport between planets and nodes of communication. A galaxy wide alarm system is implemented in case of sudden inoperation, having the auxilary effect of alerting nearby systems of Aberrant activity when one is destroyed.
Nanomachines and Body Replacement
Affordable only by the wealthy and distributed to need-based organizations such as the Constellations, nanobots grant a level of robustness that was once thought unnatural. Promoting and aiding in cellular regeneration faster and for far longer than human bodies normally allow, minor injuries disappear within minutes and moderate injuries are repaired within a day. Additionally used in mechanical technologies such as prosthesis and the dispersal of information, it is difficult to find where one wouldn’t see nanotech in use than vice versa.
While rare, as there are few reasons to require it, mechanical implements used to reproduce human facilities are possible, able to replace not just limbs, but entire bodies with technology. Most prefer cloned organs, as they’re more stable and do not require upkeep, but others use replacements to elevate their natural limits. Constellations, however, rarely if ever choose a technological replacement over a natural one, as their body’s natural limits are far beyond the others of humanity and would be hindered by mechanical limits.
Cloning
As a solution to labor problems occurring with the continued destruction of human worlds, humanity researched and later began production of cloned humans. Using a sample of DNA from willing subjects, a replica can be formed with nearly 100% of the original’s attributes. However, an issue regarding the replication of brain tissue continues to stall progress in the field, with most clones retaining only 85% of the original’s personality and memories. The missing material could be as simple as forgetting what something tastes like to entire pieces of history and family, effectively making clones their own person rather than a copy of another.
Clones, while given the same rights and personhood as any other human, are mandated to always be tracked with a microchip containing information on their original donor, genetic status, and the company that had produced them. While rare, clones are known to have enlisted as Pilots or Constellations, although usually not as effective for the latter as replications are unable to generate phenomena and inherit Anomaly. Most are used as infantry, logistics personnel, or laborers, filling empty spaces when a society does not have the natural manpower for it.
Planetary Defense System
A planet-wide shell of energy that protects the surface from orbital bombardment, the PDS is a relatively new form of delay tactic to allow the military to react when Aberrants attempt an invasion. Projected by a space station which itself is defended by a layer of barriers, only a few dozen exist due to their reliance on high grade Aberrant cores to function. Specifically, those scavenged from spacecraft, which are the most difficult to salvage aside from ones taken after defeating a Crownguard.
B A S I C I N F O [Name]Insert Text Here [Callsign]Insert Text Here [Gender]Insert Text Here [Age]Insert Text Here [Rank and Designation]Insert Rank Here Pilot / Insert Rank Here Constellation [Place of Birth]Insert Planet Here [Official Statement]Insert Quote, or 'Reason to Fight' Here
C O M B A T A B I L I T Y [Remove Section if Pilot] [Anti-Barrier Sword]Insert Number and Name Here [Anti-Barrier Quotient]Insert Percentage Here; recommended number being above 10% to affect Aberrant barriers. Higher Quotient of AB material makes for more fragile weapons. [Physical Description] Insert Physical Description Here [Attributes] Insert Auxiliary Ability Aside From Hitting Things Here If Applicable
[Remove Section if Constellation] [Mech Model]Insert Name and Number Here [Type]Insert General Purpose/s Here i.e. Crowd-Control, Tank-Buster, Hyper Mobility, Interstellar Combatant, etc. [Size]Insert Height and Weight of Mech Here; limited to 60 feet in height. [Core]Insert Core Rank Here; limited to Delta-Class below 40 foot size and to Epsilon above. [Armaments]
Insert
Weapons
and Gadgets
Here
Limited to one per limb
[Remove Section if Non-Applicable] [Anomaly]Insert Name Here [Origin]Insert Progenitor/Off-shoot Name Here [Phenomena] Insert Description of Ability here [Limitation] Insert Description of Limit/Cost here
Profile
[Surface-level Impression] Insert Brief Description Of Character Here; Can Be List Of Personality Traits.
[Personal History] Insert History Here
Home World
[Planet Description] Insert Text Here
[Culture] Insert Text Pertaining To Homeworld Culture Here
[Warrior Family] Insert Text Pertaining to Warrior Family if Applicable Here; Mandatory For Anomaly Users
A message to all applicants, please be aware that I am expecting a consistent posting group that can roll out at least one post per two weeks minimum. Obviously, it’s preferred that the cycles go quicker, but the two weeks are to make certain there is zero excuse for missing the deadline.
If you have issues with posting on time, or if you’re uncertain that you will be relatively free for the next two months, please do not apply. Giving you that trust and allowing you to join with the limited slots available, I will then affirm your trust in me by strictly adhering to said deadlines myself, and be present for conversation both in and out of game so we can make this story awesome. This is my first attempt at GMing collaborative storytelling in a forum format, if I make mistakes, please be aware of that and not only inform but educate on what I can do better to improve as a GM
Most of us are adults here on RPG, this site is dead enough that I’d be surprised if anyone left was below the age of twenty. I hope, while enjoying this hobby of ours, we can treat each other as such.
I'm somewhat interested. A question, are constellations without a suit of their own? So it's normal humans with swords with 20+ foot robots clearing the field around them?
Constellations have cloaks that defend them from certain dangers of fighting laser-shooting aliens in close quarters. But yes, they don’t have mecha of their own to Pilot and are running around on their own two feet.
As I have gotten a fairly high response rate, I will be posting the Character Sheet Template early. Please be advised this means that when the OOC comes out, the earlier deadline for Character Sheets set has now been moved up to one week after the OOC is posted.
If you would like pertinent information early, just send questions in this thread until the OOC is up
B A S I C I N F O [Name]Insert Text Here [Callsign]Insert Text Here [Gender]Insert Text Here [Age]Insert Text Here [Rank and Designation]Insert Rank Here Pilot / Insert Rank Here Constellation [Place of Birth]Insert Planet Here
C O M B A T A B I L I T Y [Remove Section if Pilot] [Anti-Barrier Sword]Insert Number and Name Here [Anti-Barrier Quotient]Insert Percentage Here; recommended number being above 10% to affect Aberrant barriers [Physical Description] Insert Physical Description Here [Attributes] Insert Auxiliary Ability Aside From Hitting Things Here If Applicable
[Remove Section if Constellation] [Mech Model]Insert Name and Number Here [Type]Insert General Purpose/s Here i.e. Crowd-Control, Tank-Buster, Hyper Mobility, Interstellar Combatant, etc. [Size]Insert Height and Weight of Mech Here; limited to 60 feet in height. [Core]Insert Core Rank Here; limited to Delta-Class below 40 foot size and to Epsilon above. [Armaments]
Insert
Weapons
and Gadgets
Here
Limited to one per limb
[Remove Section if Non-Applicable] [Anomaly]Insert Name Here [Origin]Insert Progenitor/Off-shoot Name Here [Phenomena] Insert Description of Ability here [Limitation] Insert Description of Limit/Cost here
Profile
[Surface-level Impression] Insert Brief Description Of Character Here; Can Be List Of Personality Traits.
[Personal History] Insert History Here
Home World
[Planet Description] Insert Text Here
[Culture] Insert Text Pertaining To Homeworld Culture Here
[Warrior Family] Insert Text Pertaining to Warrior Family if Applicable Here; Mandatory For Anomaly Users