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		<title>Heavy Metal Hyperborea</title>
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		<updated>2026-05-24T22:10:45Z</updated>

		<summary type="html">&lt;p&gt;Silence: /* Atlantis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Background=&lt;br /&gt;
Fifty years ago, there was war that engulfed the world of Terra: the Hyperborean Empire took advantage  of all the benefits of the Magitek revolution - bringing together Balhae Kingdom&#039;s airship concept, the war golems of Tang and Ur, and the tanks of Dassia to construct the first modern war machine.   The Empire launched a war with its ally Zipang to bring down the naval power of Dassia-Pemrose and the Liu Dynasty.  The war raged for eight years and expanded nearly across the entire globe before the Old Kingdom used one of its ancient super weapons the &#039;&#039;Rah-Hylos&#039;&#039; to destroy the fortress city of Wyrmhaven and the 12th Imperial Aerial Army stationed there.  This saw the collapse of the Empire&#039;s lines &amp;amp; forced surrender, leading to the year-long siege of Zipang before the Shogun was brough to the table.  War reparation and strict limits of military size were imposed for a period of nearly fifty years.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Last year, the treaty limitations have run out, and the once-unified allied powers of the world have splintered, with Dassia-Premrose and its colonies in uneasy alliance with Huecztlan in the Aztland Accord as the premier power.  Zipang has fallen into communist revolution, and once again has become a hermit kingdom. Now, with the space race to get to the moon Artemisa between Dassia and Balhae drawing all attention, there is no longer pressure on the Empire to maintain its arms limitation as had been expected by the allied superpowers, leaving only uneasy neighbors to protest.  Across the empire, plans drawn out over decades are put into motion as the imperial war machine rumbles to life.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In the northern corner of the Empire, next to the realm of Sirus, Rosencruz Military Academy has been reopened, where promising cadets were sent to learn the ways of being armor riders, and a special new class of students have been gathered to test out their own capabilities and the armors the empire has built for them.&lt;br /&gt;
&lt;br /&gt;
[[Heavy Metal Hyperborea Summaries]]&lt;br /&gt;
&lt;br /&gt;
== Aesthetic == &lt;br /&gt;
1990s magitech Ace Combat&lt;br /&gt;
&lt;br /&gt;
=Character Creation=&lt;br /&gt;
&lt;br /&gt;
==Character Archetype==&lt;br /&gt;
:&#039;&#039;&#039;The Ojou-Sama&#039;&#039;&#039;: High Nobles are the imperial elites, they have &#039;&#039;bonus to magic (old) and social skills and social rank&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;The Cometary Farmgirl&#039;&#039;&#039;: Picked out for their skills in piloting they have &#039;&#039;bonus to magitek armor combat and +3 fate points per session&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;The Four Murasame&#039;&#039;&#039;: The Imperial Warlabs of Thelma Mountain were never discovered and thus were never shut down and their lack of morality never slowed down.  You are enhanced with magitek circuits allow for better piloting and magitek protocols: &#039;&#039;Bonus to magitek armor combat, personal combat, and magic (new), malus to social skills, malus in social rank&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;The Catgirl&#039;&#039;&#039;: Genetic enhancements were also seen as optional way to getter pilots, using the old alchemists of the old war for new purposes.  &#039;&#039;Bonus to personal combat, magitek armor and social skills,  malus in social rank and disguises.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
Stats: Start with 1 in each category,18 points to spend, each rank its number in points to buy.&lt;br /&gt;
&lt;br /&gt;
===Primary Stats===&lt;br /&gt;
:Knowledge&lt;br /&gt;
:Wits&lt;br /&gt;
:Strength&lt;br /&gt;
:Dex&lt;br /&gt;
:Endurance&lt;br /&gt;
:Willpower&lt;br /&gt;
&lt;br /&gt;
===Secondary/Derived Stats===&lt;br /&gt;
:Ether Pool: Willpower (x2) + Strength&lt;br /&gt;
:Health Points: (Endurance x 3) + Strength + Willpower&lt;br /&gt;
:Sanity Points: Wits x 2 + Knowledge + Willpower&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
Major Skills are put into broad categories; they cost their value in rank.  Specialized Skills such as Rifle or Sniping give two ranks per point, and even more specific skills (such as using specific model of weapon) gives 3 ranks.  You get 30 points.&lt;br /&gt;
&lt;br /&gt;
===Major Skills (Non-Exhaustive List)===&lt;br /&gt;
:Dodge&lt;br /&gt;
:Ranged Combat &lt;br /&gt;
:Melee Combat&lt;br /&gt;
:Persuasion&lt;br /&gt;
:Speech-making&lt;br /&gt;
:Investigation&lt;br /&gt;
:Stealth&lt;br /&gt;
&lt;br /&gt;
===Magic and Skills===&lt;br /&gt;
Magic costs 5 x level in points, and each level they gain a signature spell.  Each subbranch costs 3 x level points and every three ranks gains a signature spell.  Magic spells cost core level of mp per spell (can be boosted up to three times by doubling the cost each time a boost is applied).  Old magic will take longer to cast unless you use blood magic and sacrifice health points for instant cast.  New Magic requires not only skill points but the appropriate magitek device - either installed in you as cyborg or in your equipment - for the spell to cast.&lt;br /&gt;
&lt;br /&gt;
====Old Magic: ====&lt;br /&gt;
:Summoning&lt;br /&gt;
:Curses&lt;br /&gt;
:Bullet Time&lt;br /&gt;
:Geass&lt;br /&gt;
:Teleportation&lt;br /&gt;
&lt;br /&gt;
====New Magic (Magitek Circuits) ====&lt;br /&gt;
:Energy Blasts&lt;br /&gt;
:Forcefields&lt;br /&gt;
:Healing&lt;br /&gt;
&lt;br /&gt;
===Magitek Armor Piloting===&lt;br /&gt;
Pilot Points: As cadets, you are fairly poor at piloting at the start.  Thanks to being characters in a silence game, you get plenty of xp to grow.  You start off with one point in Piloting, Ranged and Melee Combat, and ten points like normal to spend on the rest.&lt;br /&gt;
&lt;br /&gt;
:Magitek Piloting&lt;br /&gt;
::Dodging (instead of attacking you build up dodge points to increase the difficulty to get hit this and next turn)&lt;br /&gt;
::Pursuing (instead of attacking directly (though you are still attacking and expending ammo / energy you will be building up pursuit points to represent manipulating the enemy to get into your cross-hairs next turn)&lt;br /&gt;
&lt;br /&gt;
:Ranged Combat&lt;br /&gt;
::Carried Weapons&lt;br /&gt;
::Internal Weapons&lt;br /&gt;
::BVR Attacks&lt;br /&gt;
::Satellites&lt;br /&gt;
&lt;br /&gt;
:Melee Combat&lt;br /&gt;
::Parrying&lt;br /&gt;
::Physical Attack&lt;br /&gt;
::Beam Attack&lt;br /&gt;
::John Wick&lt;br /&gt;
&lt;br /&gt;
:Special / MISC&lt;br /&gt;
::AWACs&lt;br /&gt;
::Jamming&lt;br /&gt;
::Shields&lt;br /&gt;
::Magic&lt;br /&gt;
&lt;br /&gt;
=Nations of the World=&lt;br /&gt;
==Pre-History==&lt;br /&gt;
:Lemuria Civilization: Antidelivian civlization, fell when Silver Dragon Comet tail impacted into Terra, left ruins everywhere.&lt;br /&gt;
&lt;br /&gt;
==Northern Hemisphere==&lt;br /&gt;
===Hyperborea===&lt;br /&gt;
:Eastern side of the Randgrith Mountains, home to &#039;&#039;&#039;Hyperborean Empire (of Sternhold)&#039;&#039;&#039;, one of the first nations to form after the Flood, the Sternhold became the Empire roughly 400 years ago, and was the dominant power on the continent until the World War, which has saw it fall it into the ranks of secondary powers. However, the forced peace and divestment from expensive war time productionn has allowed its civilian economy to thrive - much to the chagrin to its rivals, who had hoped for a civil war with the powerful secondary nobles.  Now, the Empire posed to retake its prominence on the continent. &lt;br /&gt;
:&#039;&#039;&#039;Dual Monarchy of Dassia-Premrose&#039;&#039;&#039; is the current world power. The island of Dassia was the home to Hyperborean saga of the magitek revolution and the Premrose Kingdom had been the prominent land power rival to the Empire since the Flood.  The unification of the monarchies ninety years ago had been one of the instigating factors of the Empire&#039;s aggression.  With colonies on all land masses and a massive naval and sky fleet, its power projection is unrivaled by any other power. However, in every theater it faces challenges.  The relaxation on the chains on the Empire&#039;s might came with backroom dealings of Imperial backing in case a serious war broke out, and eventual restoration of old Imperial colonies.  Time will tell if this detente will last. Eastern border with the Empire.  Has a space program.&lt;br /&gt;
:&#039;&#039;&#039;Papal State of Old Lux&#039;&#039;&#039;, the Pope of Church of Dawn and Dusk lives here, has 2 divisions and small army of super soldiers. &lt;br /&gt;
:&#039;&#039;&#039;Genoace Republican Sphere of Trade and Defense&#039;&#039;&#039;: A collection of old merchant city states in alliance, southern border of the Empire.&lt;br /&gt;
:&#039;&#039;&#039;Land of the Sirius&#039;&#039;&#039; (Western) the Sirius Taiga is the largest biome on the planet and home to several small lords and raiding tribes.  Many of them travel east and west to be mercenaries&lt;br /&gt;
:&#039;&#039;&#039;POLON:&#039;&#039;&#039; Once a troubled commonwealth, the last election for the king saw the continent largest arms corporation buy the seat and turn the state into ultra-modern corporate dystopia.&lt;br /&gt;
&lt;br /&gt;
==Muria==&lt;br /&gt;
:Western side of the mountains, home to the &#039;&#039;&#039;Tang Khanate&#039;&#039;&#039; which replaced the last dynasty during the World War, the Tang maintain small army and massive military police to keep the populace in line, effectively controlled by the megacorporations from the victorious Balhae. &lt;br /&gt;
:&#039;&#039;&#039;Greater Balhae Federation&#039;&#039;&#039;: The Balhae Empire gives slightly more than lip service of freedom to its  client states and conquests from Zipang.  The presence of Dassia colonies in many areas on the map in their sphere of influence as well as the Dassia&#039;s economic hostility towards the ruling megacorporation&#039;s has seen that one fruitful alliance fallen aside in a cold war of monarchal states and more corporate ones.  Has a space program.&lt;br /&gt;
:&#039;&#039;&#039;Qujra Confederation&#039;&#039;&#039;: A rising state of ex-Zipang colonies, famous and brutal neutral realpoltik.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Equatorial Old Lemuria and Zipang==&lt;br /&gt;
:&#039;&#039;&#039;New Lemuria&#039;&#039;&#039;: Dassia&#039;s crown jewel, a massive land state of factories, mines, and archeological digs.  Originally settled by exiled criminals and losers in civil wars, it soon has become more and more prominent and its effectively independent with industrial output equal to the homeland. &lt;br /&gt;
:&#039;&#039;&#039;Kingstate of Ur&#039;&#039;: Located in the blasted lands, it&#039;s nearly impossible to get to due to volcanic interference controlled by the Ur magi.  Home to the oldest magic archive and many secret societies take their home in the numerous towers there.  &lt;br /&gt;
:The &#039;&#039;&#039;Golden Empire&#039;&#039;&#039; which controls the major gold and diamond minds in the world, the most powerful kingdom of the southern natives, its wealth has allowed it to buy mercs and at times entire states&#039;s militaries to defends its vast holdings against Dassia and Zipang.  &lt;br /&gt;
:57th Dynasty of Rah-Templos (the &#039;&#039;&#039;Old Kingdom&#039;&#039;&#039;).  A minor state that had survived the Flood intact, it had scooped up bunch of the best Lemurian gear in the aftermath and been coast riding since then.&lt;br /&gt;
:&#039;&#039;&#039;Zipang&#039;&#039;&#039;: The home to the Western magitek revolution, it exploded into an empire that had tentacles across the world, but was defeated in the world war along with its imperial ally and ended up in the worst shape.  It&#039;s suffered a communist revolution and has since withdrawn from nearly contact with the outside world.  It too has a space program. &lt;br /&gt;
&lt;br /&gt;
==Atlantis==&lt;br /&gt;
Massive Island Continent home to the mysterious beings&#039; outsiders call the Fae who patronize Kahicoam. &lt;br /&gt;
:&#039;&#039;&#039;Kahicoam&#039;&#039;&#039; a civilization dedicated to building intricate sigils into the ground.  Dassian and Zipang colonization efforts meet with strange plagues and mutations despite their lower tech level. &lt;br /&gt;
:The &#039;&#039;&#039;Anazasi Collective&#039;&#039;&#039; mostly lives in the mountains regions of the continent. They are more inclined to living underground, though they are believed to have equal tech levels as the rest of the world.  Spies report their plans for invasion of the either Kahiocoam or some other power on the continent, likely backed by Balhae agents on the ground. &lt;br /&gt;
:The &#039;&#039;&#039;Divine Empire of Huecztlan&#039;&#039;&#039; was a client state of Zipang and used their backing to consolidate its rule over its lesser kingdoms. These days, it is a client state of Dassia.&lt;br /&gt;
:The northern most portion of the land is home to massive radioactive wreck from the time of Lemuria, isolated and home to pirates and minor colonies.&lt;br /&gt;
&lt;br /&gt;
=NPCS of HMH=&lt;br /&gt;
==Empire==&lt;br /&gt;
===Imperial Government===&lt;br /&gt;
:Prince Wilhelm: Ambitious third prince of the Empire, minister without profile and also in the running to be Chancelor&lt;br /&gt;
:Angelia Jourgamndr - War Minister and rumored Chancellor in waiting, known in the political circles as the Red Devil of Iron, Jonas&#039;s honorary auntie&lt;br /&gt;
:Grand Alchemist of the Empire: Ostar Deitrich&lt;br /&gt;
&lt;br /&gt;
===War Labs===&lt;br /&gt;
:The Director&lt;br /&gt;
:Vice-Director Focht: Mysterious masked mage,&lt;br /&gt;
&lt;br /&gt;
===Rosencrux Staff===&lt;br /&gt;
:Kommondant Sir Olsen: Nils Olsen, age 80 war hero&lt;br /&gt;
:Colonel Baron Fredrick Altdorf: Piloting and Tactics, commander of the 99th Regiment of the 9th Army.&lt;br /&gt;
:Professor Gloria Vanitas: Academics and Magic Teacher, den mother.&lt;br /&gt;
:Professor Major (ret) Jordan Eisen, Engineering and Science&lt;br /&gt;
&lt;br /&gt;
===Other Section Members===&lt;br /&gt;
:Takana Miyuki: Zipang noble, archer&lt;br /&gt;
:Alison Neismith: Sword Prodigy commoner, &lt;br /&gt;
:Elizabita Dumont: Quiet cyborg&lt;br /&gt;
:Ivan Bulganov: Sirian Boyar&#039;s Heir&lt;br /&gt;
&lt;br /&gt;
===Other Students===&lt;br /&gt;
:Meribel Fafnir: Honor and Discipline Committee member (second year)&lt;br /&gt;
:Joachim Fafnir: Honor and Discipline Committee vice-captain (third year)&lt;br /&gt;
:Lord Lucian Mandlestein, heir to the Grand Duchy of Alteisen, &lt;br /&gt;
:Princess Helena, 5th princess of the empire&lt;br /&gt;
&lt;br /&gt;
===Heimdallr===&lt;br /&gt;
:Baroness Fredricka Kiel - Cadet Captain &lt;br /&gt;
:Ernst Kessselring - Cadet Vice-Captain, childhood friend&lt;br /&gt;
:Trish Raegard - Tactical Officer&lt;br /&gt;
:Paul Obstford - Lord Obsfort, Cadet Hangar Chief &lt;br /&gt;
:Karl Meinz - Cadet Engineering&lt;br /&gt;
:Commander Martin Fahrenheit- Instructor&lt;br /&gt;
&lt;br /&gt;
==Dual Monarchy==&lt;br /&gt;
:Prime Minister Charles Galbraith: Former Sky Marshal, and ten year occupant of Brenton House, known as Steel Heart&lt;br /&gt;
:Pariah-1: Unknown Ace of Aces.&lt;br /&gt;
:Gloria Helene Iscariot&lt;br /&gt;
:Kathyrn d Montagine - Short stack, silver hair best friend &lt;br /&gt;
:Robyn Graves older friend, comes from wealthy family&lt;br /&gt;
&lt;br /&gt;
==The Emerald Order of the Abyss==&lt;br /&gt;
:Yesod,&lt;br /&gt;
:Binah&lt;br /&gt;
:Hokhmah&lt;br /&gt;
:Gevurah&lt;br /&gt;
:Netash&lt;br /&gt;
:Keter&lt;br /&gt;
:Hod ???&lt;br /&gt;
:Malkuth&lt;br /&gt;
&lt;br /&gt;
=Magitek Armor Library=&lt;br /&gt;
==Imperials==&lt;br /&gt;
===Sigurd Mk1===&lt;br /&gt;
:HP: 30&lt;br /&gt;
:Mobility (Ground Type): 1&lt;br /&gt;
:Electronics: 0&lt;br /&gt;
:Tactical Slots: 2&lt;br /&gt;
::Shield +15 HP&lt;br /&gt;
::120mm Rifle 10 Damage, 12 shots, 3 reloads&lt;br /&gt;
::Tankslayer Sword: 10 Damage (25 against tanks) &lt;br /&gt;
First magitek armor used in the conflict, now relegated to training purposes. &lt;br /&gt;
&lt;br /&gt;
===Sigurd Mk2===&lt;br /&gt;
:HP: 40&lt;br /&gt;
:Mobility (Ground Type): 2&lt;br /&gt;
:Electronics 1&lt;br /&gt;
:Tactical Slots: 3&lt;br /&gt;
::Shield +15 HP&lt;br /&gt;
::120mm Rifle 10 Damage, 12 shots, 3 reloads&lt;br /&gt;
::Tankslayer Sword: 10 Damage (25 against tanks) &lt;br /&gt;
::Steel Arrow Missile Launcher System:&lt;br /&gt;
:::TCAM-1 50 Damage 1 Shot&lt;br /&gt;
:::TCAM-2 12 Damage, 4 shots&lt;br /&gt;
:::Sensor Pod&lt;br /&gt;
:::Magic Circuit&lt;br /&gt;
:::Liftstone Wings&lt;br /&gt;
Still used by second line troops in the empire, this is the armor that upper classmen and instructors use, though such pilots tend to customize their rides.&lt;br /&gt;
&lt;br /&gt;
===Ixilon-Test Type===&lt;br /&gt;
:HP: 60&lt;br /&gt;
:Mobility (Flight Type): 3&lt;br /&gt;
:Electronics 3&lt;br /&gt;
:Tactical Slots LOCKED&lt;br /&gt;
::Overlock Mode: Roll Temp Sanity per turn for +3 advantage on rolls&lt;br /&gt;
::Forcesword - 25 Damage (Pulse Mood 3 turns melee only, 2 turns cool down), 10 Damage (normal mood)&lt;br /&gt;
::Armblasters (Left and Right) 15x2 damage 3 shots before 2 turns recharging&lt;br /&gt;
The War Labs Director personal own project, intended to be roll out when the Imperial Army expands to 13th Army&lt;br /&gt;
&lt;br /&gt;
===Czarvago Prototype===&lt;br /&gt;
:HP: 40&lt;br /&gt;
:Mobility (Flight Type): 2&lt;br /&gt;
:Electronic 4: &lt;br /&gt;
:Tactical Slots 1&lt;br /&gt;
::YnCalc Systems&lt;br /&gt;
::Starshards Portwing (Damages 3x3)&lt;br /&gt;
::Starshards Starboardwing (Forcefield x20HP)&lt;br /&gt;
Little is known about the bronze angel magitek armor, other then its belived to be based on rare working Lemurian technology.&lt;br /&gt;
&lt;br /&gt;
===TeKnight Gram [Lemurian Salvaged Unit]===&lt;br /&gt;
:HP: 100&lt;br /&gt;
:Mobility 2 (Ground Type)&lt;br /&gt;
:Electronics: 3&lt;br /&gt;
:Tactical Slots: 3&lt;br /&gt;
::Pilot Enhance System (Burn a Sanity Point to activate for ten turns, or health level for the entire battle), allows perfect dodge or attack every 3 turns&lt;br /&gt;
::E-Sword (15 Damage) (if pilot system is activated roll twice and take better result&lt;br /&gt;
::Lemurian Flight Unit allows for Mobility to be converted to Flight type&lt;br /&gt;
::Imperial Etherblaster Rifle 3 Shots 25 damage (two turns recharge) plugged into the TekKnight reactor&lt;br /&gt;
Salvaged Lemurian front line suit&lt;br /&gt;
&lt;br /&gt;
===Unknown Command Type===&lt;br /&gt;
:HP: 50&lt;br /&gt;
:Mobility: 2 (Flight Type)&lt;br /&gt;
:Electronics: 5&lt;br /&gt;
:Tactical Slots&lt;br /&gt;
:Command Throne [AWACS / Ewarfare Suite &lt;br /&gt;
:Black Globe Generator (100 HP worth of armor) &lt;br /&gt;
:Satelites 5x5 damage&lt;br /&gt;
:Blaster Cannon [Out of Operation]&lt;br /&gt;
:Defensive Blasters [Out of Operation}&lt;br /&gt;
Salvaged Lemurain Mobile Armor&lt;br /&gt;
&lt;br /&gt;
==Dual Monarchy==&lt;br /&gt;
===Carnation===&lt;br /&gt;
:HP: 25&lt;br /&gt;
:Mobility (Ground Type): 3&lt;br /&gt;
:Electronics: 3&lt;br /&gt;
:Tactical Slots:2 &lt;br /&gt;
::Kingdom Etherbuster (Energy Rifle) 5 shots, 30 damage&lt;br /&gt;
::Kingdom Manasword (Energy Sword): 15 damage +1 Aim&lt;br /&gt;
::Gatling Cannons (5 damage, 30 rounds)&lt;br /&gt;
::Shield +10 HP&lt;br /&gt;
Kingdom Mook Suit: Several were captured or bought during or after the war to serve as opfor for the Academy.&lt;br /&gt;
&lt;br /&gt;
===Grand Carnation===&lt;br /&gt;
:HP: 35&lt;br /&gt;
:Mobility (Flight/Ground Type): 5&lt;br /&gt;
:Electronics: 4&lt;br /&gt;
:Tactical Slots: 3&lt;br /&gt;
::Kingdom Etherbuster (Energy Rifle) 5 shots, 30 damage&lt;br /&gt;
::Kingdom Manasword (Energy Sword): 15 damage +1 Aim&lt;br /&gt;
::Gatling Cannons (5 damage, 30 rounds)&lt;br /&gt;
::Shield +10 HP&lt;br /&gt;
::Railcannon: 100 Damage -3 for aiming non-ship / fort units&lt;br /&gt;
::Floret Missile Pack: 7 Shots / 25 Damage&lt;br /&gt;
Current Generation Magitek Armor&lt;br /&gt;
&lt;br /&gt;
==Tang==&lt;br /&gt;
===Terracotta===&lt;br /&gt;
:HP: 20&lt;br /&gt;
:Mobility (Ground Type): 2&lt;br /&gt;
:Electronics: 1&lt;br /&gt;
:Tactical Slots: 2&lt;br /&gt;
:Shield +15 HP&lt;br /&gt;
:120mm Rifle 10 Damage, 12 shots, 3 reloads&lt;br /&gt;
:Jade Halbard: 12 Damage (Double Damage vs Monsters)&lt;br /&gt;
:JMX3 Submachine Gun: 3 (5 damage) burst damage) -1 long range&lt;br /&gt;
Tang Dynasty grunt suit&lt;br /&gt;
&lt;br /&gt;
===Jade Dragon ===&lt;br /&gt;
:HP: 50&lt;br /&gt;
:Mobility (Ground Type): 2&lt;br /&gt;
:Electronics 3&lt;br /&gt;
:Tactical Slots: 2&lt;br /&gt;
::Jade Halbard &lt;br /&gt;
::Shield Missile Launcher 20 Damage 2 shots&lt;br /&gt;
::Pulser (inbuilt): 30 damage x 1 (point blank range) recharge 5 turns&lt;br /&gt;
&lt;br /&gt;
==Federation==&lt;br /&gt;
===Hwarang===&lt;br /&gt;
:HP: 60&lt;br /&gt;
:Mobility (Flight Type): 3&lt;br /&gt;
:Electronics: 4&lt;br /&gt;
:Weapons&lt;br /&gt;
:Tactical Slots 3&lt;br /&gt;
::Micromissiles Pods: 5 Shots / 22 damage (close range)&lt;br /&gt;
::Federation Type 1 Sword: 12 damage +2 Aim&lt;br /&gt;
::Federation Blaster Rifle: 4 reloads&lt;br /&gt;
:::Buster Mode: 180 Damage -3 aim for targeting anything smaller than a ship 1 shot &lt;br /&gt;
:::Rifle Mode: 30 Damage (6 shots)&lt;br /&gt;
&lt;br /&gt;
Current Federation Main Suit&lt;br /&gt;
&lt;br /&gt;
=Misc=&lt;br /&gt;
==Grand Alchemist&#039;s Monsters==&lt;br /&gt;
===BM-25 Type: Ceydra===&lt;br /&gt;
:30 HP&lt;br /&gt;
:Total Dodge 6&lt;br /&gt;
Flood Breath 15 Damage&lt;br /&gt;
Flood Claws 15x2 Damage&lt;br /&gt;
Regen 10HP&lt;br /&gt;
Small IFV size coyote/snake monsters, controlled by unknown means.  Mass grown in vats&lt;br /&gt;
&lt;br /&gt;
===Biomechanical Angel -Cherhiumbrum- ===&lt;br /&gt;
:HP 60: (Regens 10 per turn)&lt;br /&gt;
:Mobility: 3 Flight Type&lt;br /&gt;
:Electronics&lt;br /&gt;
:Doom Claw Damage 20x2&lt;br /&gt;
:Vanisher Wings &lt;br /&gt;
:Halo Lasers: 30 damage (3 turn cool down)1&lt;br /&gt;
&lt;br /&gt;
=Tanks and IFVs=&lt;br /&gt;
===Raver Mercenary Fighting Vehicle===&lt;br /&gt;
:20 HP&lt;br /&gt;
:2x 50 Cal Guns (20 rounds) 2x3 damage&lt;br /&gt;
:Carries 12 Infantry&lt;br /&gt;
&lt;br /&gt;
=Roles=&lt;br /&gt;
==Init==&lt;br /&gt;
:On person: Wits Plus Dex +D10&lt;br /&gt;
:Giant Robot: Wits Plus Dex + Piloting +d10&lt;br /&gt;
&lt;br /&gt;
=Combat=&lt;br /&gt;
==On Foot==&lt;br /&gt;
===Melee===&lt;br /&gt;
:Attack / Defense &lt;br /&gt;
:Strength + Dex + Weapon Skill + Specialization&lt;br /&gt;
&lt;br /&gt;
===Giant Robot===&lt;br /&gt;
:Attack &lt;br /&gt;
::Wits or Dex (Pick one) + Relevant Skill and Specialization +Electronics&lt;br /&gt;
&lt;br /&gt;
:Defense&lt;br /&gt;
::Wits or Dex (Pick one) + Pilot and Specialization + Mobility (Mobility only counts if its in elements)&lt;br /&gt;
&lt;br /&gt;
===Magic Rolls===&lt;br /&gt;
====Old Magic====&lt;br /&gt;
:Willpower + Magic&lt;br /&gt;
&lt;br /&gt;
====New Magic====&lt;br /&gt;
:Knowledge + Magic&lt;/div&gt;</summary>
		<author><name>Silence</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Magpies&amp;diff=72643</id>
		<title>Magpies</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Magpies&amp;diff=72643"/>
		<updated>2026-05-20T03:35:59Z</updated>

		<summary type="html">&lt;p&gt;Silence: /* Gremori */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Inspirations=&lt;br /&gt;
:Armored Core 3&lt;br /&gt;
:Armoured Core: Last Raven&lt;br /&gt;
:Armored Core 4&lt;br /&gt;
:Armored Core For Answer&lt;br /&gt;
:Armoured Core 6: Fire fo Rubicon&lt;br /&gt;
:Gundam UC&lt;br /&gt;
:Gundam 00&lt;br /&gt;
:Project Landsword&lt;br /&gt;
:Japanese History&lt;br /&gt;
:The late Roman Republic&lt;br /&gt;
:Gun Griffon&lt;br /&gt;
:Gun Griffon Blaze&lt;br /&gt;
&lt;br /&gt;
=Timeline=&lt;br /&gt;
Late 21st Century: Earth&#039;s astronomer witnesses a space battle between alien vessels in near-earth space. In the aftermath, both ships are destroyed by ancient weapons hidden deep in the Earth. Debris causes large-scale destruction across the earth. In the aftermath, nations begin to struggle over the alien wreckage and ancient sites. Technologies drawn from these sources, called &#039;extra-technology&#039; begin to accelerate human technological development. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Before Contact 25: Large scale war breaks out between the major powers over control over extra-technology and sites.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Before Contact 15: First recorded use of humanoid robotic weapons by Japanese SDF in the Battle of the Hokkaido Extra-technology site. The technology spreads rapidly. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Before Contact 10: The first &amp;quot;Red Zone&amp;quot; declared, areas so damaged by the war that no attempt at reclaimation is possible. These areas increasingly become home to outlaws, bandits and anti-Federation forces. &lt;br /&gt;
&lt;br /&gt;
Before Contact 5: All involved powers decimated by warfare and environmental degradation brought on by climate change and space debris &amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
The Intergnum: Decades of small scale warfare, fallout and environmental collapse wracks earth, leaving much unknown and disused.&lt;br /&gt;
&lt;br /&gt;
After Contact 1: With no power able to continue the war, the Earth&#039;s surviving major states, led by Japan, the African Union, Germany and Thailand form the Earth Federation, with the goal of both repairing the Earth&#039;s environment and defending from potential attack from space. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After Contact 12-25: Massive ecological damage, climate change and massive super storms cause increasing damage to the surface. Most humans retreat into vast underground or sea born colonies known as Layered, regulated by powerful AIs. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After Contact 17: The completion of the First Layered in the mountains near Tokyo Japan&lt;br /&gt;
&lt;br /&gt;
After Contact 20: First Space colony completed a mere 8 years after its construction &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After Colony 21: Work begins on the Halo Solar energy system and Torus Station &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After Contact 24: Lunar Colony construction begins &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After Contact 25 to After Contact 70: First Golden Age of the Federation sees free expansion into space. Humans on earth generally retreat into Layered colonies.  Hundreds of orbital colonies are constructed, and large amounts of the planet&#039;s working population is lifted into space to make their homes in the stations or the Halo. Numerous Extra-technology derived humanoid systems are made use of in industry and combat. Large scale interest in human augmentation to meet continued needs to explore both space and extra-technology ruins.&lt;br /&gt;
&lt;br /&gt;
On the surface, counter Federation Forces, and those unwilling to join the society of Layered create their own societies hostile to the Federation.&lt;br /&gt;
&lt;br /&gt;
After Contact 32: First permanent settlement constructed on Mars&lt;br /&gt;
&lt;br /&gt;
After Contact 33: The all female Seraphim Culture begins in the Halo, and begins to become highly successful due to its widespread use of cloning and artificial wombs&lt;br /&gt;
&lt;br /&gt;
After Contact 35: Construction of the Reagan Space Defense Satellite System&lt;br /&gt;
&lt;br /&gt;
After Contact 40: First permanent settlement around Jupiter&lt;br /&gt;
&lt;br /&gt;
After Contact 42: First permanent settlement around Saturn: Large scale HE3 mining around the gas giants commences.&lt;br /&gt;
&lt;br /&gt;
After Contact 50s: The Golden 50s see continued expansion of humanity&#039;s economic and social life under the mostly benevolent rule of the Federation and the AIs. With a few exceptions this is the first decade completely without war. However class, racial and regional conflicts continue to simmer under the surface. Low level violence between different factions in the Federation and against remnant non-Federation areas see the first deployment of independent mercenary contractors known as Magpies.&lt;br /&gt;
&lt;br /&gt;
After Contact 62: Human settlements now expand all the way to the Oort Cloud.&lt;br /&gt;
&lt;br /&gt;
After Contact 71: Profession Richard Burkley propounds the &amp;quot;berserker probe&amp;quot; theory of first contact, suggesting both the alien craft that entered the system and the extra-technology sites discovered on earth are remains of an ancient and now long vanished war, and further contact is unlikely.  The theory causes widescale political problems in the Federation government and is largely seen as the end of the first golden age of the Federation.&lt;br /&gt;
&lt;br /&gt;
After Contact 75 to After Contact 120: Small scale wars with anti-Federation Forces expand across the world. Much of humanity&#039;s economic power shifts to the Halo and the high orbit stations. The Seraphim come to dominate the Halo as their willingness to use mass cloning and ability with mind state remixing allows them to rapidly build additional population. Environmental recovery efforts begin outsider layered, but huge areas of contamination remain.&lt;br /&gt;
&lt;br /&gt;
After Contact 125-135: The First Magpie War. Largescale rebellion against the Federation starts across Europe and Russia. Magpies are deployed in large numbers on both sides. The revolt seeks to drive the inhabitants of the layered cities back out of the Layered.&lt;br /&gt;
&lt;br /&gt;
The revolt is eventually crushed after the disappearance of its leader, the mysterious Vladimir. &lt;br /&gt;
&lt;br /&gt;
After Contact 130: The allied Seraphim and units of the Federation defense Force units take control of the Saturnian HE3 mining operation system and charge its leaders with alignment with the rebellion on earth.&lt;br /&gt;
&lt;br /&gt;
After Contact 140 to 194: Second golden age of the Federation. Art, literature and prosperity surge as war damage is made good and development of the outer colonies continues. Magpies used extensively in the shadow games between factions and against Bandits, Red Zone forces and small rebels and those groups surviving on the surface.&lt;br /&gt;
&lt;br /&gt;
After Contact 150: First appearance of Rogue Machines on the surface, apparently being created the partly decommissioned Layered Control AI in Nakuru Kenya.&lt;br /&gt;
&lt;br /&gt;
After Contact 179: The Houston Disaster: massive glitch in the Houston Layered causes security systems to go rogue and attack the population. &lt;br /&gt;
&lt;br /&gt;
After Contact 180s: Increasingly strange errors and glitches begin to occur throughout the AI control systems of the Layered.&lt;br /&gt;
&lt;br /&gt;
After Contact 194-199 Second Magpie wars: The technical errors that have plagued the Layers and Space Colonies for the last 15 years are traced back to the efforts of the Loran Faction of the Federation government and several allied Controller AIs to take full domination of the Layered computer architecture and enforce a system of technocratic control over the whole Federation. The revelations of this duplicity lead to a war between the rest of the Federation government and the Loran Faction. The intervention of the Seraphim and Federation army eventually decides the war against the Loran faction.&lt;br /&gt;
&lt;br /&gt;
After Contact 200 to 300: Third Federation Golden Age.  With the Loran Faction and their controller AIs defeated, and environmental reconstruction efforts much advanced, settlement beyond Layered begins. Earth is largely restored to a pre-industrial state, and efforts to restore the old cities and wonders of earth becomes a major part of life. Small conflicts with Counter Federation Forces, often surface remnants, and between corporations and Federation government factions occur continually. &lt;br /&gt;
&lt;br /&gt;
The Seraphim and the Halo Ring increasingly come to dominate Federation affairs as their control of the orbital ring and its solar power systems is the key source of prosperity in the earth sphere, however the reclamation of the surface gradually begins to shift economic and military muscle to various regional blocks and space cluster habitats and away from the Federation Government. &lt;br /&gt;
&lt;br /&gt;
After Contact 301 The Moorland Affair. Federation Minister of Justice Moorland, as well as top members of the Magpie Guild are found to be cooperating with rebel groups within several of the Red Zones with the view to taking over the Federation government. The resulting warfare sees large-scale fighting across much of earth as red zone forces attack more civilized zones in a coordinated way. The Magpie Guild, riven with infighting is unable to respond.&lt;br /&gt;
&lt;br /&gt;
After Contact 302 (March): Rebel forces attack the Federation Capital at the Dakar layered, and are only just repulsed by Federation Interior Guard. &lt;br /&gt;
&lt;br /&gt;
After Contact 302 (May): Rebel forces capture a Federation Defense Force orbital defense command node and attempt to turn the Reagan Grid against the orbital ring. The Black Feather Faction destroy the base with a strike from their own Bold Artemis strike system and demand immediate action from the Federation to restore order.&lt;br /&gt;
&lt;br /&gt;
After Contact 302 (June): The Defense and Order Act is promulgated, allowing Federation Cantons  of the Federation to raise their own armies for local defense and public order. Local forces raised by this method begin to turn the tide against the Rebels&lt;br /&gt;
&lt;br /&gt;
After Contact 302 (November) The Seraphim Black Feather faction and its allies unveil the Inorganic Angels, massive strategic armours capable of delivering devastating firepower to ground and space targets. Some accuse them of using extratechnological processes forbidden to those outside the Federation Army, but few can argue with the results. Remaining rebel fortresses are annihilated from orbit. &lt;br /&gt;
&lt;br /&gt;
After Contact 305: In the wake of Moorland Affair, the Federation Central Government at Dakar is increasingly weakened and reliant on the Seraphim factions that rule Halo for solar energy, political and military support. Outside the centres of Federation power, the Defense and Order Act has seen local bodies, corporations, local, national and subnational governments and even powerful magnets legally raise their own armies. The use of violence to settle disputes is common. The Magpies, once the swords of the factions of the federation government are now little more than ronin mercenaries, cast adrift to find what employment they can. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You are one such ronin warror, the last of the Magpies &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Factions=&lt;br /&gt;
==The Federation==&lt;br /&gt;
The overall government of the Federation, ruled from the great capital at Dakar, the Federation maintains a government that stretches from the Sun to the Oort cloud. The Federation is primarily concerned with the avoidance of large scale wars between its Cantons, the creation of common trade and economic relations, the issue of regional currencies and most important the preparation of defenses against a potential attack by hostile extra-terrestrial beings. The last end has historically consumed the majority of the Federation&#039;s time and effort, and even after almost two hundred years the spectre of attack from outside still looms large and consumes the majority of the Federation&#039;s budget.&lt;br /&gt;
&lt;br /&gt;
Federation politics are notoriously labyrinthine and factional, especially due to the appointed nature of most high Federation officials, which leads to intrigue being the primary means of gaining power. This byzantine system is increasingly a little irrelevant however, as the powerful Seraphim factions of the Halo, especially the Black Feathers, can use their economic, military and political power to make and break Federations leaders as they will. Some Cantons grumble at this imposition of Seraphim power, but others see it as a more stable system than the previous, often violent, court politics of the Federation&#039;s first century.&lt;br /&gt;
&lt;br /&gt;
===Federation Defense Force===&lt;br /&gt;
The centre of the Federation is the Federation Defense Force, an enormous and heavily funded system of troops, fortresses and research and development institutions meant to repel invasion by space aliens like the ones that attacked at the end of the before contact era.&lt;br /&gt;
&lt;br /&gt;
After more than three hundred years without further contact however, the FDF has become a moribund institution of social generals and corrupt defense contractors. Its troops still operate a network of fortresses and weapon systems across the system, and its weapons are renowned as the most powerful and advanced, but its units lack combat experience and are often filled with unhappy technical conscripts who would rather use their skills in other parts of the government or private sector. Its officers are by now largely hereditary and its personnel system is notoriously corrupt. &lt;br /&gt;
&lt;br /&gt;
Only the Interior Guard, notoriously corrupt and underfunded still has any combat inexperience and remains quite feared, especially as it can access some of the advanced weapons deployed for the defense force proper. Seraphim Factions and powerful Cantons will sometimes make alliances with the FDF to obtain such technological terrors, but the FDF’s officers increasingly see this as an affront to their pride and neglect the practice.&lt;br /&gt;
&lt;br /&gt;
===Federation Currency===&lt;br /&gt;
The Federation has 7 different currencies which are issued to Cantons of different states of economic development and float freely against one another. Who may be in which currency is a common political battle among Cantons.&lt;br /&gt;
&lt;br /&gt;
===Federation Cantons===&lt;br /&gt;
The Federation is divided into self-governing Cantons, which may maintain their own systems, laws, and apparatus of state within the Federation legal code. Canton governments were once quite vestigial, but have become increasingly important as the The Defense and Order Act has allowed them to legally raise large armies without accusations of rebellion. A canton may be a geographical region on earth or a single colony cylinder in orbit.&lt;br /&gt;
&lt;br /&gt;
====The South China Alliance====&lt;br /&gt;
The current most powerful Canton, the SCA is governed from the newly reclaimed city of Shanghai, and remains earth’s fastest growing economic zone. It’s armies were a vital part of efforts against the Moorland plot, and are one of the most feared forces on earth.&lt;br /&gt;
&lt;br /&gt;
====The Siberian Freehold===&lt;br /&gt;
One of Earth’s largest Cantons, Siberia is a beneficiary of the warming of the earth that even environmental reclamation efforts have not been able to reverse, and was one of the few areas of earth where organised Federation surface activity persisted in the Layered era. It is a major rival of the SCA.&lt;br /&gt;
&lt;br /&gt;
====The Sardinia Free State====&lt;br /&gt;
The Island of Sardinia is where the game is set. A relatively young Canton that only recently gained independence from the Alpine area, its president, Ginevra Amato has done much to transform the Island&#039;s economic prospects, and has recruited a powerful mercenary force to defend the island.&lt;br /&gt;
&lt;br /&gt;
===The Laizo Autonomous Zone===&lt;br /&gt;
The troubled Laizo Autonomous Zone contains many historical wonders such as the ancient city of Rome and the old seat of the Catholic Church. To the disgust of many, Laizo maintains a rigid state cult that worships the much hated Cult of the Whispering Void, which dominates its government. &lt;br /&gt;
&lt;br /&gt;
===The Magpie Guild===&lt;br /&gt;
The old directing agency of Magpie Operations, the Magpie&#039;s guild was all but destroyed due to the treason of its leaders during the Moorland Incident.&lt;br /&gt;
&lt;br /&gt;
===The Alpine Imperial State===&lt;br /&gt;
&lt;br /&gt;
===The Celtistan Autonomous States===&lt;br /&gt;
&lt;br /&gt;
===The Iberian Alliance===&lt;br /&gt;
&lt;br /&gt;
===Recovered Greek Regions===&lt;br /&gt;
&lt;br /&gt;
===&lt;br /&gt;
&lt;br /&gt;
==The Seraphim==&lt;br /&gt;
Genetically Engineered all female clones, the Seraphim gained major prominance due to their role in the construction of the Halo ring station. Huge numbers of Seraphim clones were created, reversing much of humanity&#039;s overall population decline and powering them to the status of a superpower with control over the distribution of solar power and other technologies. They have also pioneered much Aleph networking and machine interfaces that are at the heart of much modern data networking. &lt;br /&gt;
&lt;br /&gt;
===The Black Feathers Faction===&lt;br /&gt;
The most powerful Seraphim Faction, the Black Feathers dominate Segments 3 through 21 of the Orbital Ring&#039;s 108 segments, and are at the centre of a network of Federation ground and orbital Cantons, and a network of tamed corporations and Federation political and business leaders who are relient on their support. The Black Feathers are a mostly pragmatic faction, and do not care much for the esoteric investigations of Miracle Technology that some Seraphim use, but are known to make careful investigation of newly discovered Miracle-Tech sites.&lt;br /&gt;
&lt;br /&gt;
===The White Beam faction===&lt;br /&gt;
The chief rivals to the Black Feather Faction, the White Beam has always thought itself second best, and chaffed under this position. Despite this, they have carved out a place for themselves as controllers of much of the Solar Power Grid, and trade routes across the orbit. They are currently scheming against the Black Feathers with various elements of the Dakar government to try to resort their influence in the Federation capital.&lt;br /&gt;
&lt;br /&gt;
===The Blue and Purple Faction===&lt;br /&gt;
The third large Seraphim faction. The Blue and Purple Faction control the Indonesian and South American space elevator, and are deeply bitter than the Black Feathers control the African one. &lt;br /&gt;
&lt;br /&gt;
==Counter Federation Forces==&lt;br /&gt;
Rebel groups against the Federation range from left wing liberation forces to hereidtory reactionary militia, but a huge majority of them are groups from Non-Federation settlements in the Red Zones, Bandit Kings and Pirate Princes, whose local elites have no wish to assimilate into the Federation despite the economic benefits. &lt;br /&gt;
&lt;br /&gt;
===The Daughters of Vladimir===&lt;br /&gt;
&lt;br /&gt;
===Rogue Machines===&lt;br /&gt;
&lt;br /&gt;
==The Corporations==&lt;br /&gt;
An array of corporations, often with huge networks of clientism and corruption dominate the Federation economy.&lt;br /&gt;
&lt;br /&gt;
===the Data Recovery Administration===&lt;br /&gt;
Corporation paid by the Federation to recover things from Red Zones, lost Layered cities and space colonies that have become lost in the many years of the Federation and the Before Contact. They often hire Magpies and have a powerful military force of their own. Somewhat mysterious and sinister.&lt;br /&gt;
&lt;br /&gt;
==Mystery Cults==&lt;br /&gt;
While the old religions survive, esoteric cults are on the rise.&lt;br /&gt;
&lt;br /&gt;
===The Cult of the Sky Brothers===&lt;br /&gt;
&lt;br /&gt;
===The Cult of the Whispering Void===&lt;br /&gt;
&lt;br /&gt;
===The Cult of Humanity’s Soul===&lt;br /&gt;
&lt;br /&gt;
===The Cult of the Sacred Waters===&lt;br /&gt;
&lt;br /&gt;
=Technology=&lt;br /&gt;
==Armoured Frame==&lt;br /&gt;
Created by Japanese scientists after the discovery of the Extra-Technology sites, Armoured Frame are high mobility humanoid weapon systems based around a Extra-technology core, Frames stand on average around 5 to 10 meters tall. Their humanoid shape allows for neurological control over the Extra-Technology systems within by a human pilot, and the projection of active protection fields, and &amp;quot;virtual plate.&amp;quot; A modern Armour is equipped with a quick boost system as well, allowing a skilled and enhanced pilot to make very rapid movements and dodges.&lt;br /&gt;
&lt;br /&gt;
Withing the close environment of the underground shelters and space colonies, Armoured Frames reigned supreme, growing larger and more capable as the megastructures grow within the earth.&lt;br /&gt;
&lt;br /&gt;
Despite their power, the Armoured Frames is no longer the lord of the battlefield that it once was. It&#039;s dominance of the battlefield now threatened by the swarms of cheap Cavalry Gears and drones deployed by Earth based forces, and by high tech weapons the Halo like the Seraphim&#039;s Niăo and Tori, and automated HMAW (High Mobility Autonomous Weapon) such as the Valkyrie and Fury series, or Federation Defense Force units like the Syreen. Armoured Frames are still used extensively even by Seraphim special forces units however, and are the signature weapons of Magpies.&lt;br /&gt;
&lt;br /&gt;
==M-Generator==&lt;br /&gt;
The M-Generators are Extra-Tech power generation systems which lie at the heart of machines like Armoured Frames. They generate a high output but are used less in modernity as powerful Solar Quench systems become available, due to the pollution that they produce during venting.&lt;br /&gt;
&lt;br /&gt;
==Muscle Simulators==&lt;br /&gt;
&lt;br /&gt;
===Cavalry Gears===&lt;br /&gt;
A cheaper legged weapon, Cavalry Gears are used to augment more conventional tank forces. They stand 4 to 20 meters tall and usually bird or spider legged with a lot of ability to adjust their stance to maintain concealment.&lt;br /&gt;
&lt;br /&gt;
==Particle ECM==&lt;br /&gt;
While long range weapons are making an increasing combat in warfare as humanity emerges from its isolated environmental fortresses, particle ECM still prevents a return from the level of heavily push button, networked warfare conducted primarily with long range precision guided munitions that marked the Before Contact period. Most units will have their own particle ECM&lt;br /&gt;
&lt;br /&gt;
==Super Heavy Units==&lt;br /&gt;
&lt;br /&gt;
===Mobile Fortresses===&lt;br /&gt;
&lt;br /&gt;
===Arms Forts===&lt;br /&gt;
&lt;br /&gt;
==Generic Weapons==&lt;br /&gt;
&lt;br /&gt;
==Federation Defense Force Technologies==&lt;br /&gt;
The Federation Defense Force is still the most advanced military force in the earth sphere, if not the best.&lt;br /&gt;
&lt;br /&gt;
===Pulse Armour===&lt;br /&gt;
Federation Defense Force Units commonly include pulse armour, an all around defensive force field like an Armoured Frame&#039;s virtual plate, but much more effective.&lt;br /&gt;
===Assault Armour===&lt;br /&gt;
Pulse armour may also be used offensively, emitting violent energies that tear apart nearby units. Queens have an extensive version of this.&lt;br /&gt;
===Swarmers===&lt;br /&gt;
The FDF recently developed massive swarms of missiles which hit in sequence, allegidly to counter potential alien ECM, though many note the deployment of heavy swarm missile systems conicided with the Seraphim deployment of next gen laser anti-missile systems on many of their units.&lt;br /&gt;
===Hell Beam===&lt;br /&gt;
Kojima powered energy beams. Incredibly devastating but rarely used due to the massive damage to the local enviroment Kojima radiation causes.&lt;br /&gt;
===Vector Beams===&lt;br /&gt;
Even more advanced than a standard hell beam, a Vector beam can track its target like a missile. Requires a Kojima reactor for power&lt;br /&gt;
===The Reagan Grid===&lt;br /&gt;
A massive network of combat satellites that has been built across the 400 years of the after contact era. The Reagan Grid is the primary sword of the FDF in the Earth system.&lt;br /&gt;
===Planetary Fortresses===&lt;br /&gt;
Huge Federation Fortresses dot the planet, mostly built deep into the rock, and ready to defend FDF forces &lt;br /&gt;
===Defense Cannons===&lt;br /&gt;
Many massive energy cannons dot the planet, capable of attacking ships in orbits and defend the planet in the event of another alien attack.&lt;br /&gt;
===Syreen===&lt;br /&gt;
Standard FDF combat form, the Syreen is a highly autonomous quasi-humanoid space combat unit capable of interface and ground operations. &lt;br /&gt;
===Cacus===&lt;br /&gt;
An attempt to create an armoured frame type unit without the high cost, the Cacus are used by Federation Forces, especially the interior guard for high ranking officers. They are not as modular or adaptable as an Armoured Frame, but are incredibly tough.&lt;br /&gt;
===Queen===&lt;br /&gt;
Giant humanoid fighting systems built around a Kojima Reactor. It is incredibly dangerous to activate a Queens as it’s Kojima Generator will irradiate the area around it, however they are enormously high performance and defend themselves with specialist shield generators known as primal armor. They are to only be used in combat against alien forces. Each has the name of a female hero, such as Artoria, Hipolyta, or Tomoe Gozen.&lt;br /&gt;
===Interior Guard Cataphract===&lt;br /&gt;
A fast, multi-tracked special operations machine, the Cataphract is used extensively by Interior Guard elite units, and may prove more than a match for a badly piloted Armoured Frame. &lt;br /&gt;
===Interior Guard Super Gunship===&lt;br /&gt;
These massive gunships are used extensively by the Interior Guard for Patrol and anti-partisan work. They carry a vast arsenal of guns and missiles, and sometimes cargo pods full of drones and MTs&lt;br /&gt;
===Federation Defense Force HMAW===&lt;br /&gt;
As Federation Defense Force personel quality reduces, the gap is increasingly filled by High Manueverability Autonomous Weapons. These devices, easily equivilent to an Armoured Frame or a Bird, are deployed in great numbers by the Interior Guard in rebel suppression operations.&lt;br /&gt;
:&#039;&#039;&#039;Balteus&#039;&#039;&#039; Series: A flight capable missile HMAW often used as the test bed for new technologies &lt;br /&gt;
:&#039;&#039;&#039;Gladius&#039;&#039;&#039; Series: A flight capable close assault HMAW equipped with heavy energy weapons &lt;br /&gt;
:&#039;&#039;&#039;Pilum&#039;&#039;&#039; Series: A flight capable mid range attack unit and drone hive. A nuclear delivery version exists.&lt;br /&gt;
===Federation Defense Force Armoured Frames===&lt;br /&gt;
The Federation Defense Force has its own line of armoured frames usually used by ace units and high end officers, as well as sold to mercenaries who serve the FDF&#039;s interests well. The primary series is the Caesar.&lt;br /&gt;
&lt;br /&gt;
==Seraphim technologies==&lt;br /&gt;
===WITCH packs===&lt;br /&gt;
Seraphim units are often modular, and extended with a variety of add on packs called WITCH packs, including external boosters, attack drones, armour segments and the like. Usually designed for a specific mission, though generalist “Service” packs exist.&lt;br /&gt;
&lt;br /&gt;
===bits, butterflies options===&lt;br /&gt;
Small auto-attack munitions controlled by an Aleph link the Seraphim deploy various kinds of these munitions, but most are powerful beam emitters.&lt;br /&gt;
===combat cortex===&lt;br /&gt;
Seraphim units deploy a tactical AIs that allow them to auto-evade and manage ECM, sensors and the like as a “virtual copilot.”&lt;br /&gt;
&lt;br /&gt;
===Aleph Link===&lt;br /&gt;
A product of Extra-technology, the Aleph Link is a Seraphim process that appears to give them some kind of psychic powers. These are able to interact with other Seraphim minds, and machines at a distance, and serve as the basis of Seraphim battle networks.&lt;br /&gt;
&lt;br /&gt;
===Flash Shield===&lt;br /&gt;
The Seraphim do not have primal or assault armour or other defensive shields that the FDF have, but instead use short term “flash” shields that instantly parry damage a limited number of times.&lt;br /&gt;
&lt;br /&gt;
===Tori and Niăo===&lt;br /&gt;
The main Seraphim combat machines, the Tori and Niao, and other “Bird” class units are extremely fast humanoid combat craft similar to a combat frame but descended from the lineage of a Muscle Simulator. They are built around a powerful energy filler and have superior performance to most forms of Armoured Frame, at the cost of much lesser endurance, adaptability and operational lifespan. The current Seraphim units, the Tori and Niăo series are both refined high power, multirole machines, and are built in large numbers by the Seraphim factions.&lt;br /&gt;
&lt;br /&gt;
===Seraphim HMAW===&lt;br /&gt;
The make extensive use of Seraphim high mobility automated weapons, primarily the heavy missile carrying Valkyrie and the close combat focused Fury.&lt;br /&gt;
&lt;br /&gt;
===Inorganic Angels===&lt;br /&gt;
The final weapon of the black feathers and other factions, these massive space going armours can smash fortresses from orbit. &lt;br /&gt;
&lt;br /&gt;
===Seraphim Armoured Frames===&lt;br /&gt;
Seraphim armoured frames are constructed for all Seraphim Factions by Seraphim Armour Assault Systems, (SAAS) one of the earth systems leading weapons manufacturers. SAAS has two main suit lines, both of which are sold on the open market, sometimes with even with the Seraphim technology integrated into them depending on the client.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Knightress&#039;&#039;&#039; Series: A conventional design, the Knightress Series is a rugged, heavily armoured weapon platform with a much greater degree of combat durability than Tori, Niao or equivalent units. Used extensively by Seraphim special mission units for operations in rugged areas of Earth and as equipment for mercenaries.&lt;br /&gt;
:&#039;&#039;&#039;Snake&#039;&#039;&#039; Series: A small special operations suit, the Snake series are dwarfed by more conventional designs. They are used for quick commando raids, parachute operations and fighting inside older and more cramped megastructures.&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
==Gremori==&lt;br /&gt;
*During the First Magpie War, Vladmir had created elite anti-Seraph of genetically modified pilot clones based off the greatest frame rider of the age code named the Goetia to oppose the angels of space.  This pink and purple hair young woman is not one of them, she and her machine definitely were not dug out of forgotten hidden arms depot for purposes unknown.&lt;br /&gt;
*Aelph abilities designed to break Aelph Links (maybe spooky alien tech)&lt;br /&gt;
*Never saw combat, was the PR model that stood beside Vladmir&lt;br /&gt;
*Bored teenager covering existential crisis of why she is here and why she was left behind without any memories of what happened.&lt;br /&gt;
&lt;br /&gt;
==Leona==&lt;br /&gt;
* An old soldier who has seen far too much war and the darker side of the Federation, she briefly retired to her questionably-gotten riches after the Moorland Affair, but ultimately, drinking expensive wine in her mansion surrounded by maid and deeply unhappy, she had to face the truth: she just really liked killing people.&lt;br /&gt;
* Hopeless wine aunt&lt;br /&gt;
* Still very rich, in it for the love of the game&lt;br /&gt;
* Her Armoured Frame is on the larger end, enough to carry a considerable set of missiles and explosives&lt;br /&gt;
&lt;br /&gt;
==Antonin Mazeri==&lt;br /&gt;
*Young man, seeking adventure.&lt;br /&gt;
&lt;br /&gt;
==Astrid Valodin==&lt;br /&gt;
*Seraphim soldier, former of the Black Feathers, departed after becoming involved with a mystery cult known as the Valkyrie Wave, which sought to get the attention of alien observers through prowess in battle and warfare. The cult was purged from the Black Feathers due to its conservative members balking at religious zealotry and pursuit and use of extra-tech, and Astrid&#039;s aggressive combat style.&lt;br /&gt;
*fiery, unhinged, laughs a lo&lt;/div&gt;</summary>
		<author><name>Silence</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Magpies&amp;diff=72642</id>
		<title>Magpies</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Magpies&amp;diff=72642"/>
		<updated>2026-05-19T02:35:50Z</updated>

		<summary type="html">&lt;p&gt;Silence: /* Gremori */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Inspirations=&lt;br /&gt;
:Armored Core 3&lt;br /&gt;
:Armoured Core: Last Raven&lt;br /&gt;
:Armored Core 4&lt;br /&gt;
:Armored Core For Answer&lt;br /&gt;
:Armoured Core 6: Fire fo Rubicon&lt;br /&gt;
:Gundam UC&lt;br /&gt;
:Gundam 00&lt;br /&gt;
:Project Landsword&lt;br /&gt;
:Japanese History&lt;br /&gt;
:The late Roman Republic&lt;br /&gt;
:Gun Griffon&lt;br /&gt;
:Gun Griffon Blaze&lt;br /&gt;
&lt;br /&gt;
=Timeline=&lt;br /&gt;
Late 21st Century: Earth&#039;s astronomer witnesses a space battle between alien vessels in near-earth space. In the aftermath, both ships are destroyed by ancient weapons hidden deep in the Earth. Debris causes large-scale destruction across the earth. In the aftermath, nations begin to struggle over the alien wreckage and ancient sites. Technologies drawn from these sources, called &#039;extra-technology&#039; begin to accelerate human technological development. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Before Contact 25: Large scale war breaks out between the major powers over control over extra-technology and sites.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Before Contact 15: First recorded use of humanoid robotic weapons by Japanese SDF in the Battle of the Hokkaido Extra-technology site. The technology spreads rapidly. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Before Contact 10: The first &amp;quot;Red Zone&amp;quot; declared, areas so damaged by the war that no attempt at reclaimation is possible. These areas increasingly become home to outlaws, bandits and anti-Federation forces. &lt;br /&gt;
&lt;br /&gt;
Before Contact 5: All involved powers decimated by warfare and environmental degradation brought on by climate change and space debris &amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
The Intergnum: Decades of small scale warfare, fallout and environmental collapse wracks earth, leaving much unknown and disused.&lt;br /&gt;
&lt;br /&gt;
After Contact 1: With no power able to continue the war, the Earth&#039;s surviving major states, led by Japan, the African Union, Germany and Thailand form the Earth Federation, with the goal of both repairing the Earth&#039;s environment and defending from potential attack from space. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After Contact 12-25: Massive ecological damage, climate change and massive super storms cause increasing damage to the surface. Most humans retreat into vast underground or sea born colonies known as Layered, regulated by powerful AIs. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After Contact 17: The completion of the First Layered in the mountains near Tokyo Japan&lt;br /&gt;
&lt;br /&gt;
After Contact 20: First Space colony completed a mere 8 years after its construction &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After Colony 21: Work begins on the Halo Solar energy system and Torus Station &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After Contact 24: Lunar Colony construction begins &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After Contact 25 to After Contact 70: First Golden Age of the Federation sees free expansion into space. Humans on earth generally retreat into Layered colonies.  Hundreds of orbital colonies are constructed, and large amounts of the planet&#039;s working population is lifted into space to make their homes in the stations or the Halo. Numerous Extra-technology derived humanoid systems are made use of in industry and combat. Large scale interest in human augmentation to meet continued needs to explore both space and extra-technology ruins.&lt;br /&gt;
&lt;br /&gt;
On the surface, counter Federation Forces, and those unwilling to join the society of Layered create their own societies hostile to the Federation.&lt;br /&gt;
&lt;br /&gt;
After Contact 32: First permanent settlement constructed on Mars&lt;br /&gt;
&lt;br /&gt;
After Contact 33: The all female Seraphim Culture begins in the Halo, and begins to become highly successful due to its widespread use of cloning and artificial wombs&lt;br /&gt;
&lt;br /&gt;
After Contact 35: Construction of the Reagan Space Defense Satellite System&lt;br /&gt;
&lt;br /&gt;
After Contact 40: First permanent settlement around Jupiter&lt;br /&gt;
&lt;br /&gt;
After Contact 42: First permanent settlement around Saturn: Large scale HE3 mining around the gas giants commences.&lt;br /&gt;
&lt;br /&gt;
After Contact 50s: The Golden 50s see continued expansion of humanity&#039;s economic and social life under the mostly benevolent rule of the Federation and the AIs. With a few exceptions this is the first decade completely without war. However class, racial and regional conflicts continue to simmer under the surface. Low level violence between different factions in the Federation and against remnant non-Federation areas see the first deployment of independent mercenary contractors known as Magpies.&lt;br /&gt;
&lt;br /&gt;
After Contact 62: Human settlements now expand all the way to the Oort Cloud.&lt;br /&gt;
&lt;br /&gt;
After Contact 71: Profession Richard Burkley propounds the &amp;quot;berserker probe&amp;quot; theory of first contact, suggesting both the alien craft that entered the system and the extra-technology sites discovered on earth are remains of an ancient and now long vanished war, and further contact is unlikely.  The theory causes widescale political problems in the Federation government and is largely seen as the end of the first golden age of the Federation.&lt;br /&gt;
&lt;br /&gt;
After Contact 75 to After Contact 120: Small scale wars with anti-Federation Forces expand across the world. Much of humanity&#039;s economic power shifts to the Halo and the high orbit stations. The Seraphim come to dominate the Halo as their willingness to use mass cloning and ability with mind state remixing allows them to rapidly build additional population. Environmental recovery efforts begin outsider layered, but huge areas of contamination remain.&lt;br /&gt;
&lt;br /&gt;
After Contact 125-135: The First Magpie War. Largescale rebellion against the Federation starts across Europe and Russia. Magpies are deployed in large numbers on both sides. The revolt seeks to drive the inhabitants of the layered cities back out of the Layered.&lt;br /&gt;
&lt;br /&gt;
The revolt is eventually crushed after the disappearance of its leader, the mysterious Vladimir. &lt;br /&gt;
&lt;br /&gt;
After Contact 130: The allied Seraphim and units of the Federation defense Force units take control of the Saturnian HE3 mining operation system and charge its leaders with alignment with the rebellion on earth.&lt;br /&gt;
&lt;br /&gt;
After Contact 140 to 194: Second golden age of the Federation. Art, literature and prosperity surge as war damage is made good and development of the outer colonies continues. Magpies used extensively in the shadow games between factions and against Bandits, Red Zone forces and small rebels and those groups surviving on the surface.&lt;br /&gt;
&lt;br /&gt;
After Contact 150: First appearance of Rogue Machines on the surface, apparently being created the partly decommissioned Layered Control AI in Nakuru Kenya.&lt;br /&gt;
&lt;br /&gt;
After Contact 179: The Houston Disaster: massive glitch in the Houston Layered causes security systems to go rogue and attack the population. &lt;br /&gt;
&lt;br /&gt;
After Contact 180s: Increasingly strange errors and glitches begin to occur throughout the AI control systems of the Layered.&lt;br /&gt;
&lt;br /&gt;
After Contact 194-199 Second Magpie wars: The technical errors that have plagued the Layers and Space Colonies for the last 15 years are traced back to the efforts of the Loran Faction of the Federation government and several allied Controller AIs to take full domination of the Layered computer architecture and enforce a system of technocratic control over the whole Federation. The revelations of this duplicity lead to a war between the rest of the Federation government and the Loran Faction. The intervention of the Seraphim and Federation army eventually decides the war against the Loran faction.&lt;br /&gt;
&lt;br /&gt;
After Contact 200 to 300: Third Federation Golden Age.  With the Loran Faction and their controller AIs defeated, and environmental reconstruction efforts much advanced, settlement beyond Layered begins. Earth is largely restored to a pre-industrial state, and efforts to restore the old cities and wonders of earth becomes a major part of life. Small conflicts with Counter Federation Forces, often surface remnants, and between corporations and Federation government factions occur continually. &lt;br /&gt;
&lt;br /&gt;
The Seraphim and the Halo Ring increasingly come to dominate Federation affairs as their control of the orbital ring and its solar power systems is the key source of prosperity in the earth sphere, however the reclamation of the surface gradually begins to shift economic and military muscle to various regional blocks and space cluster habitats and away from the Federation Government. &lt;br /&gt;
&lt;br /&gt;
After Contact 301 The Moorland Affair. Federation Minister of Justice Moorland, as well as top members of the Magpie Guild are found to be cooperating with rebel groups within several of the Red Zones with the view to taking over the Federation government. The resulting warfare sees large-scale fighting across much of earth as red zone forces attack more civilized zones in a coordinated way. The Magpie Guild, riven with infighting is unable to respond.&lt;br /&gt;
&lt;br /&gt;
After Contact 302 (March): Rebel forces attack the Federation Capital at the Dakar layered, and are only just repulsed by Federation Interior Guard. &lt;br /&gt;
&lt;br /&gt;
After Contact 302 (May): Rebel forces capture a Federation Defense Force orbital defense command node and attempt to turn the Reagan Grid against the orbital ring. The Black Feather Faction destroy the base with a strike from their own Bold Artemis strike system and demand immediate action from the Federation to restore order.&lt;br /&gt;
&lt;br /&gt;
After Contact 302 (June): The Defense and Order Act is promulgated, allowing Federation Cantons  of the Federation to raise their own armies for local defense and public order. Local forces raised by this method begin to turn the tide against the Rebels&lt;br /&gt;
&lt;br /&gt;
After Contact 302 (November) The Seraphim Black Feather faction and its allies unveil the Inorganic Angels, massive strategic armours capable of delivering devastating firepower to ground and space targets. Some accuse them of using extratechnological processes forbidden to those outside the Federation Army, but few can argue with the results. Remaining rebel fortresses are annihilated from orbit. &lt;br /&gt;
&lt;br /&gt;
After Contact 305: In the wake of Moorland Affair, the Federation Central Government at Dakar is increasingly weakened and reliant on the Seraphim factions that rule Halo for solar energy, political and military support. Outside the centres of Federation power, the Defense and Order Act has seen local bodies, corporations, local, national and subnational governments and even powerful magnets legally raise their own armies. The use of violence to settle disputes is common. The Magpies, once the swords of the factions of the federation government are now little more than ronin mercenaries, cast adrift to find what employment they can. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You are one such ronin warror, the last of the Magpies &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Factions=&lt;br /&gt;
==The Federation==&lt;br /&gt;
The overall government of the Federation, ruled from the great capital at Dakar, the Federation maintains a government that stretches from the Sun to the Oort cloud. The Federation is primarily concerned with the avoidance of large scale wars between its Cantons, the creation of common trade and economic relations, the issue of regional currencies and most important the preparation of defenses against a potential attack by hostile extra-terrestrial beings. The last end has historically consumed the majority of the Federation&#039;s time and effort, and even after almost two hundred years the spectre of attack from outside still looms large and consumes the majority of the Federation&#039;s budget.&lt;br /&gt;
&lt;br /&gt;
Federation politics are notoriously labyrinthine and factional, especially due to the appointed nature of most high Federation officials, which leads to intrigue being the primary means of gaining power. This byzantine system is increasingly a little irrelevant however, as the powerful Seraphim factions of the Halo, especially the Black Feathers, can use their economic, military and political power to make and break Federations leaders as they will. Some Cantons grumble at this imposition of Seraphim power, but others see it as a more stable system than the previous, often violent, court politics of the Federation&#039;s first century.&lt;br /&gt;
&lt;br /&gt;
===Federation Defense Force===&lt;br /&gt;
The centre of the Federation is the Federation Defense Force, an enormous and heavily funded system of troops, fortresses and research and development institutions meant to repel invasion by space aliens like the ones that attacked at the end of the before contact era.&lt;br /&gt;
&lt;br /&gt;
After more than three hundred years without further contact however, the FDF has become a moribund institution of social generals and corrupt defense contractors. Its troops still operate a network of fortresses and weapon systems across the system, and its weapons are renowned as the most powerful and advanced, but its units lack combat experience and are often filled with unhappy technical conscripts who would rather use their skills in other parts of the government or private sector. Its officers are by now largely hereditary and its personnel system is notoriously corrupt. &lt;br /&gt;
&lt;br /&gt;
Only the Interior Guard, notoriously corrupt and underfunded still has any combat inexperience and remains quite feared, especially as it can access some of the advanced weapons deployed for the defense force proper. Seraphim Factions and powerful Cantons will sometimes make alliances with the FDF to obtain such technological terrors, but the FDF’s officers increasingly see this as an affront to their pride and neglect the practice.&lt;br /&gt;
&lt;br /&gt;
===Federation Currency===&lt;br /&gt;
The Federation has 7 different currencies which are issued to Cantons of different states of economic development and float freely against one another. Who may be in which currency is a common political battle among Cantons.&lt;br /&gt;
&lt;br /&gt;
===Federation Cantons===&lt;br /&gt;
The Federation is divided into self-governing Cantons, which may maintain their own systems, laws, and apparatus of state within the Federation legal code. Canton governments were once quite vestigial, but have become increasingly important as the The Defense and Order Act has allowed them to legally raise large armies without accusations of rebellion. A canton may be a geographical region on earth or a single colony cylinder in orbit.&lt;br /&gt;
&lt;br /&gt;
====The South China Alliance====&lt;br /&gt;
The current most powerful Canton, the SCA is governed from the newly reclaimed city of Shanghai, and remains earth’s fastest growing economic zone. It’s armies were a vital part of efforts against the Moorland plot, and are one of the most feared forces on earth.&lt;br /&gt;
&lt;br /&gt;
====The Siberian Freehold===&lt;br /&gt;
One of Earth’s largest Cantons, Siberia is a beneficiary of the warming of the earth that even environmental reclamation efforts have not been able to reverse, and was one of the few areas of earth where organised Federation surface activity persisted in the Layered era. It is a major rival of the SCA.&lt;br /&gt;
&lt;br /&gt;
====The Sardinia Free State====&lt;br /&gt;
The Island of Sardinia is where the game is set. A relatively young Canton that only recently gained independence from the Alpine area, its president, Ginevra Amato has done much to transform the Island&#039;s economic prospects, and has recruited a powerful mercenary force to defend the island.&lt;br /&gt;
&lt;br /&gt;
===The Laizo Autonomous Zone===&lt;br /&gt;
The troubled Laizo Autonomous Zone contains many historical wonders such as the ancient city of Rome and the old seat of the Catholic Church. To the disgust of many, Laizo maintains a rigid state cult that worships the much hated Cult of the Whispering Void, which dominates its government. &lt;br /&gt;
&lt;br /&gt;
===The Magpie Guild===&lt;br /&gt;
The old directing agency of Magpie Operations, the Magpie&#039;s guild was all but destroyed due to the treason of its leaders during the Moorland Incident.&lt;br /&gt;
&lt;br /&gt;
===The Alpine Imperial State===&lt;br /&gt;
&lt;br /&gt;
===The Celtistan Autonomous States===&lt;br /&gt;
&lt;br /&gt;
===The Iberian Alliance===&lt;br /&gt;
&lt;br /&gt;
===Recovered Greek Regions===&lt;br /&gt;
&lt;br /&gt;
===&lt;br /&gt;
&lt;br /&gt;
==The Seraphim==&lt;br /&gt;
Genetically Engineered all female clones, the Seraphim gained major prominance due to their role in the construction of the Halo ring station. Huge numbers of Seraphim clones were created, reversing much of humanity&#039;s overall population decline and powering them to the status of a superpower with control over the distribution of solar power and other technologies. They have also pioneered much Aleph networking and machine interfaces that are at the heart of much modern data networking. &lt;br /&gt;
&lt;br /&gt;
===The Black Feathers Faction===&lt;br /&gt;
The most powerful Seraphim Faction, the Black Feathers dominate Segments 3 through 21 of the Orbital Ring&#039;s 108 segments, and are at the centre of a network of Federation ground and orbital Cantons, and a network of tamed corporations and Federation political and business leaders who are relient on their support. The Black Feathers are a mostly pragmatic faction, and do not care much for the esoteric investigations of Miracle Technology that some Seraphim use, but are known to make careful investigation of newly discovered Miracle-Tech sites.&lt;br /&gt;
&lt;br /&gt;
===The White Beam faction===&lt;br /&gt;
The chief rivals to the Black Feather Faction, the White Beam has always thought itself second best, and chaffed under this position. Despite this, they have carved out a place for themselves as controllers of much of the Solar Power Grid, and trade routes across the orbit. They are currently scheming against the Black Feathers with various elements of the Dakar government to try to resort their influence in the Federation capital.&lt;br /&gt;
&lt;br /&gt;
===The Blue and Purple Faction===&lt;br /&gt;
The third large Seraphim faction. The Blue and Purple Faction control the Indonesian and South American space elevator, and are deeply bitter than the Black Feathers control the African one. &lt;br /&gt;
&lt;br /&gt;
==Counter Federation Forces==&lt;br /&gt;
Rebel groups against the Federation range from left wing liberation forces to hereidtory reactionary militia, but a huge majority of them are groups from Non-Federation settlements in the Red Zones, Bandit Kings and Pirate Princes, whose local elites have no wish to assimilate into the Federation despite the economic benefits. &lt;br /&gt;
&lt;br /&gt;
===The Daughters of Vladimir===&lt;br /&gt;
&lt;br /&gt;
===Rogue Machines===&lt;br /&gt;
&lt;br /&gt;
==The Corporations==&lt;br /&gt;
An array of corporations, often with huge networks of clientism and corruption dominate the Federation economy.&lt;br /&gt;
&lt;br /&gt;
===the Data Recovery Administration===&lt;br /&gt;
Corporation paid by the Federation to recover things from Red Zones, lost Layered cities and space colonies that have become lost in the many years of the Federation and the Before Contact. They often hire Magpies and have a powerful military force of their own. Somewhat mysterious and sinister.&lt;br /&gt;
&lt;br /&gt;
==Mystery Cults==&lt;br /&gt;
While the old religions survive, esoteric cults are on the rise.&lt;br /&gt;
&lt;br /&gt;
===The Cult of the Sky Brothers===&lt;br /&gt;
&lt;br /&gt;
===The Cult of the Whispering Void===&lt;br /&gt;
&lt;br /&gt;
===The Cult of Humanity’s Soul===&lt;br /&gt;
&lt;br /&gt;
===The Cult of the Sacred Waters===&lt;br /&gt;
&lt;br /&gt;
=Technology=&lt;br /&gt;
==Armoured Frame==&lt;br /&gt;
Created by Japanese scientists after the discovery of the Extra-Technology sites, Armoured Frame are high mobility humanoid weapon systems based around a Extra-technology core, Frames stand on average around 5 to 10 meters tall. Their humanoid shape allows for neurological control over the Extra-Technology systems within by a human pilot, and the projection of active protection fields, and &amp;quot;virtual plate.&amp;quot; A modern Armour is equipped with a quick boost system as well, allowing a skilled and enhanced pilot to make very rapid movements and dodges.&lt;br /&gt;
&lt;br /&gt;
Withing the close environment of the underground shelters and space colonies, Armoured Frames reigned supreme, growing larger and more capable as the megastructures grow within the earth.&lt;br /&gt;
&lt;br /&gt;
Despite their power, the Armoured Frames is no longer the lord of the battlefield that it once was. It&#039;s dominance of the battlefield now threatened by the swarms of cheap Cavalry Gears and drones deployed by Earth based forces, and by high tech weapons the Halo like the Seraphim&#039;s Niăo and Tori, and automated HMAW (High Mobility Autonomous Weapon) such as the Valkyrie and Fury series, or Federation Defense Force units like the Syreen. Armoured Frames are still used extensively even by Seraphim special forces units however, and are the signature weapons of Magpies.&lt;br /&gt;
&lt;br /&gt;
==M-Generator==&lt;br /&gt;
The M-Generators are Extra-Tech power generation systems which lie at the heart of machines like Armoured Frames. They generate a high output but are used less in modernity as powerful Solar Quench systems become available, due to the pollution that they produce during venting.&lt;br /&gt;
&lt;br /&gt;
==Muscle Simulators==&lt;br /&gt;
&lt;br /&gt;
===Cavalry Gears===&lt;br /&gt;
A cheaper legged weapon, Cavalry Gears are used to augment more conventional tank forces. They stand 4 to 20 meters tall and usually bird or spider legged with a lot of ability to adjust their stance to maintain concealment.&lt;br /&gt;
&lt;br /&gt;
==Particle ECM==&lt;br /&gt;
While long range weapons are making an increasing combat in warfare as humanity emerges from its isolated environmental fortresses, particle ECM still prevents a return from the level of heavily push button, networked warfare conducted primarily with long range precision guided munitions that marked the Before Contact period. Most units will have their own particle ECM&lt;br /&gt;
&lt;br /&gt;
==Super Heavy Units==&lt;br /&gt;
&lt;br /&gt;
===Mobile Fortresses===&lt;br /&gt;
&lt;br /&gt;
===Arms Forts===&lt;br /&gt;
&lt;br /&gt;
==Generic Weapons==&lt;br /&gt;
&lt;br /&gt;
==Federation Defense Force Technologies==&lt;br /&gt;
The Federation Defense Force is still the most advanced military force in the earth sphere, if not the best.&lt;br /&gt;
&lt;br /&gt;
===Pulse Armour===&lt;br /&gt;
Federation Defense Force Units commonly include pulse armour, an all around defensive force field like an Armoured Frame&#039;s virtual plate, but much more effective.&lt;br /&gt;
===Assault Armour===&lt;br /&gt;
Pulse armour may also be used offensively, emitting violent energies that tear apart nearby units. Queens have an extensive version of this.&lt;br /&gt;
===Swarmers===&lt;br /&gt;
The FDF recently developed massive swarms of missiles which hit in sequence, allegidly to counter potential alien ECM, though many note the deployment of heavy swarm missile systems conicided with the Seraphim deployment of next gen laser anti-missile systems on many of their units.&lt;br /&gt;
===Hell Beam===&lt;br /&gt;
Kojima powered energy beams. Incredibly devastating but rarely used due to the massive damage to the local enviroment Kojima radiation causes.&lt;br /&gt;
===Vector Beams===&lt;br /&gt;
Even more advanced than a standard hell beam, a Vector beam can track its target like a missile. Requires a Kojima reactor for power&lt;br /&gt;
===The Reagan Grid===&lt;br /&gt;
A massive network of combat satellites that has been built across the 400 years of the after contact era. The Reagan Grid is the primary sword of the FDF in the Earth system.&lt;br /&gt;
===Planetary Fortresses===&lt;br /&gt;
Huge Federation Fortresses dot the planet, mostly built deep into the rock, and ready to defend FDF forces &lt;br /&gt;
===Defense Cannons===&lt;br /&gt;
Many massive energy cannons dot the planet, capable of attacking ships in orbits and defend the planet in the event of another alien attack.&lt;br /&gt;
===Syreen===&lt;br /&gt;
Standard FDF combat form, the Syreen is a highly autonomous quasi-humanoid space combat unit capable of interface and ground operations. &lt;br /&gt;
===Cacus===&lt;br /&gt;
An attempt to create an armoured frame type unit without the high cost, the Cacus are used by Federation Forces, especially the interior guard for high ranking officers. They are not as modular or adaptable as an Armoured Frame, but are incredibly tough.&lt;br /&gt;
===Queen===&lt;br /&gt;
Giant humanoid fighting systems built around a Kojima Reactor. It is incredibly dangerous to activate a Queens as it’s Kojima Generator will irradiate the area around it, however they are enormously high performance and defend themselves with specialist shield generators known as primal armor. They are to only be used in combat against alien forces. Each has the name of a female hero, such as Artoria, Hipolyta, or Tomoe Gozen.&lt;br /&gt;
===Interior Guard Cataphract===&lt;br /&gt;
A fast, multi-tracked special operations machine, the Cataphract is used extensively by Interior Guard elite units, and may prove more than a match for a badly piloted Armoured Frame. &lt;br /&gt;
===Interior Guard Super Gunship===&lt;br /&gt;
These massive gunships are used extensively by the Interior Guard for Patrol and anti-partisan work. They carry a vast arsenal of guns and missiles, and sometimes cargo pods full of drones and MTs&lt;br /&gt;
===Federation Defense Force HMAW===&lt;br /&gt;
As Federation Defense Force personel quality reduces, the gap is increasingly filled by High Manueverability Autonomous Weapons. These devices, easily equivilent to an Armoured Frame or a Bird, are deployed in great numbers by the Interior Guard in rebel suppression operations.&lt;br /&gt;
:&#039;&#039;&#039;Balteus&#039;&#039;&#039; Series: A flight capable missile HMAW often used as the test bed for new technologies &lt;br /&gt;
:&#039;&#039;&#039;Gladius&#039;&#039;&#039; Series: A flight capable close assault HMAW equipped with heavy energy weapons &lt;br /&gt;
:&#039;&#039;&#039;Pilum&#039;&#039;&#039; Series: A flight capable mid range attack unit and drone hive. A nuclear delivery version exists.&lt;br /&gt;
===Federation Defense Force Armoured Frames===&lt;br /&gt;
The Federation Defense Force has its own line of armoured frames usually used by ace units and high end officers, as well as sold to mercenaries who serve the FDF&#039;s interests well. The primary series is the Caesar.&lt;br /&gt;
&lt;br /&gt;
==Seraphim technologies==&lt;br /&gt;
===WITCH packs===&lt;br /&gt;
Seraphim units are often modular, and extended with a variety of add on packs called WITCH packs, including external boosters, attack drones, armour segments and the like. Usually designed for a specific mission, though generalist “Service” packs exist.&lt;br /&gt;
&lt;br /&gt;
===bits, butterflies options===&lt;br /&gt;
Small auto-attack munitions controlled by an Aleph link the Seraphim deploy various kinds of these munitions, but most are powerful beam emitters.&lt;br /&gt;
===combat cortex===&lt;br /&gt;
Seraphim units deploy a tactical AIs that allow them to auto-evade and manage ECM, sensors and the like as a “virtual copilot.”&lt;br /&gt;
&lt;br /&gt;
===Aleph Link===&lt;br /&gt;
A product of Extra-technology, the Aleph Link is a Seraphim process that appears to give them some kind of psychic powers. These are able to interact with other Seraphim minds, and machines at a distance, and serve as the basis of Seraphim battle networks.&lt;br /&gt;
&lt;br /&gt;
===Flash Shield===&lt;br /&gt;
The Seraphim do not have primal or assault armour or other defensive shields that the FDF have, but instead use short term “flash” shields that instantly parry damage a limited number of times.&lt;br /&gt;
&lt;br /&gt;
===Tori and Niăo===&lt;br /&gt;
The main Seraphim combat machines, the Tori and Niao, and other “Bird” class units are extremely fast humanoid combat craft similar to a combat frame but descended from the lineage of a Muscle Simulator. They are built around a powerful energy filler and have superior performance to most forms of Armoured Frame, at the cost of much lesser endurance, adaptability and operational lifespan. The current Seraphim units, the Tori and Niăo series are both refined high power, multirole machines, and are built in large numbers by the Seraphim factions.&lt;br /&gt;
&lt;br /&gt;
===Seraphim HMAW===&lt;br /&gt;
The make extensive use of Seraphim high mobility automated weapons, primarily the heavy missile carrying Valkyrie and the close combat focused Fury.&lt;br /&gt;
&lt;br /&gt;
===Inorganic Angels===&lt;br /&gt;
The final weapon of the black feathers and other factions, these massive space going armours can smash fortresses from orbit. &lt;br /&gt;
&lt;br /&gt;
===Seraphim Armoured Frames===&lt;br /&gt;
Seraphim armoured frames are constructed for all Seraphim Factions by Seraphim Armour Assault Systems, (SAAS) one of the earth systems leading weapons manufacturers. SAAS has two main suit lines, both of which are sold on the open market, sometimes with even with the Seraphim technology integrated into them depending on the client.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Knightress&#039;&#039;&#039; Series: A conventional design, the Knightress Series is a rugged, heavily armoured weapon platform with a much greater degree of combat durability than Tori, Niao or equivalent units. Used extensively by Seraphim special mission units for operations in rugged areas of Earth and as equipment for mercenaries.&lt;br /&gt;
:&#039;&#039;&#039;Snake&#039;&#039;&#039; Series: A small special operations suit, the Snake series are dwarfed by more conventional designs. They are used for quick commando raids, parachute operations and fighting inside older and more cramped megastructures.&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
==Gremori==&lt;br /&gt;
*During the First Magpie War, Vladmir had created elite anti-Seraph of genetically modified pilot clones based off the greatest frame rider of the age code named the Goetia to oppose the angels of space.  This pink and purple hair young woman is not one of them, she and her machine definitely were not dug out of forgotten hidden arms depot for purposes unknown.&lt;br /&gt;
*Aelph abilities designed to break Aelph Links (maybe spooky alien tech)&lt;br /&gt;
*Never saw combat, was the PR model that stood beside Vladmir&lt;br /&gt;
*Bored teenager&lt;br /&gt;
&lt;br /&gt;
==Leona==&lt;br /&gt;
* An old soldier who has seen far too much war and the darker side of the Federation, she briefly retired to her questionably-gotten riches after the Moorland Affair, but ultimately, drinking expensive wine in her mansion surrounded by maid and deeply unhappy, she had to face the truth: she just really liked killing people.&lt;br /&gt;
* Hopeless wine aunt&lt;br /&gt;
* Still very rich, in it for the love of the game&lt;br /&gt;
* Her Armoured Frame is on the larger end, enough to carry a considerable set of missiles and explosives&lt;br /&gt;
&lt;br /&gt;
==Antonin Mazeri==&lt;br /&gt;
*Young man, seeking adventure.&lt;br /&gt;
&lt;br /&gt;
==Astrid Valodin==&lt;br /&gt;
*Seraphim soldier, former of the Black Feathers, departed after becoming involved with a mystery cult known as the Valkyrie Wave, which sought to get the attention of alien observers through prowess in battle and warfare. The cult was purged from the Black Feathers due to its conservative members balking at religious zealotry and pursuit and use of extra-tech, and Astrid&#039;s aggressive combat style.&lt;br /&gt;
*fiery, unhinged, laughs a lo&lt;/div&gt;</summary>
		<author><name>Silence</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Magpies&amp;diff=72623</id>
		<title>Magpies</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Magpies&amp;diff=72623"/>
		<updated>2026-05-14T00:23:43Z</updated>

		<summary type="html">&lt;p&gt;Silence: /* Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Inspirations=&lt;br /&gt;
:Armored Core 4&lt;br /&gt;
:Armored Core For Answer&lt;br /&gt;
:Armoured Core 6: Fire fo Rubicon&lt;br /&gt;
:Gundam UC&lt;br /&gt;
:Gundam 00&lt;br /&gt;
:Project Landsword&lt;br /&gt;
:Japanese History&lt;br /&gt;
:The late Roman Republic&lt;br /&gt;
&lt;br /&gt;
=Timeline=&lt;br /&gt;
Late 21st Century: Earth&#039;s astronomer witnesses a space battle between alien vessels in near-earth space. In the aftermath, both ships are destroyed by ancient weapons hidden deep in the Earth. Debris causes large-scale destruction across the earth. In the aftermath, nations begin to struggle over the alien wreckage and ancient sites. Technologies drawn from these sources, called &#039;extra-technology&#039; begin to accelerate human technological development. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After Contact 1: Large scale war breaks out between the major powers over control over extra-technology and sites.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After Contact 4: First recorded use of humanoid robotic weapons by Japanese SDF in the Battle of the Hokkaido Extra-technology site. The technology spreads rapidly. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After Contact 8: The first &amp;quot;Red Zone&amp;quot; declared, areas so damaged by the war that no attempt at reclaimation is possible. These areas increasingly become home to outlaws, bandits and anti-Federation forces. &lt;br /&gt;
&lt;br /&gt;
After Contact 10: All involved powers decimated by warfare and environmental degradation brought on by climate change and space debris &amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
After Contact 12: With no power able to continue the war, the Earth&#039;s surviving major states, led by Japan, the African Union, Germany and Thailand form the Earth Federation, with the goal of both repairing the Earth&#039;s environment and defending from potential attack from space. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After Contact 20: First Space colony completed a mere 8 years after its construction &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After Colony 21: Work begins on the Halo Solar energy system and Torus Station &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After Contact 24: Lunar Colony construction begins &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After Contact 25 to After Contact 70: First Golden Age of the Federation sees free expansion into space. Hundreds of orbital colonies are constructed, and large amounts of the planet&#039;s working population is lifted into space to make their homes in the stations or the Halo. Numerous Extra-technology derived humanoid systems are made use of in industry and combat. Large scale interest in human augmentation to meet continued needs to explore both space and extra-technology ruins.&lt;br /&gt;
&lt;br /&gt;
After Contact 32: First permanent settlement constructed on Mars&lt;br /&gt;
&lt;br /&gt;
After Contact 33: The all female Seraphim Culture begins in the Halo, and begins to become highly successful.&lt;br /&gt;
&lt;br /&gt;
After Contact 40: First permanent settlement around Jupiter&lt;br /&gt;
&lt;br /&gt;
After Contact 42: First permanent settlement around Saturn: Large scale HE3 mining around the gas giants commences.&lt;br /&gt;
&lt;br /&gt;
After Contact 50s: The Golden 50s see continued expansion of humanity&#039;s economic and social life under the mostly benevolent rule of the Federation. With a few exceptions this is the first decade completely without war. However class, racial and regional conflicts continue to simmer under the surface. Low level violence between different factions in the Federation and against remnant non-Federation areas see the first deployment of independent mercenary contractors known as Magpies.&lt;br /&gt;
&lt;br /&gt;
After Contact 62: Human settlements now expand all the way to the Oort Cloud.&lt;br /&gt;
&lt;br /&gt;
After Contact 71: Profession Richard Burkley propounds the &amp;quot;berserker probe&amp;quot; theory of first contact, suggesting both the alien craft that entered the system and the extra-technology sites discovered on earth are remains of an ancient and now long vanished war, and further contact is unlikely.  The theory causes widescale political problems in the Federation government and is largely seen as the end of the first golden age of the Federaton.&lt;br /&gt;
&lt;br /&gt;
After Contact 75 to After Contact 120: Small scale wars with anti-Federation Forces expand across the world. Much of humanity&#039;s economic power shifts to the Halo and the high orbit stations. The Seraphim come to dominate the Halo as their willingness to use mass cloning and ability with mind state remixing allows them to rapidly build additional population.&lt;br /&gt;
&lt;br /&gt;
After Contact 125-135: The First Magpie War. Largescale rebellion against the Federation starts across Europe and Russia. Magpies are deployed in large numbers on both sides. The revolt is eventually crushed after the disappearence of its leader, the mysterious Vladimir. &lt;br /&gt;
&lt;br /&gt;
After Contact 140 to 194: Second golden age of the Federation. Art, literature and prosperity surge as war damage is made good and development of the outer colonies continues. The Federation government becomes increasingly relient on Seraphim Factions of the Halo for political, military and economic cover. Magpies used extensively in the shadow games between factions and against Bandits, Red Zone forces and small rebels.&lt;br /&gt;
&lt;br /&gt;
After Contact 194: The Moorland Affair. Federation Minister of Justice Moorland, as well as top members of the Magpie Guild are found to be cooperating with rebel groups within several of the Red Zones with the view to taking over the Federation government. The resulting warfare sees large scale fighting across much of earth as red zone forces attack more civilized zones in a coordinated way. The Magpie Guild, riven with infighting is unable to respond.&lt;br /&gt;
&lt;br /&gt;
After Contact 198: The Defense and Order Act is promulgated, allowing smaller units of the Federation to raise their own armies for local defense and public order. &lt;br /&gt;
&lt;br /&gt;
After Contact 199: Seraphim Troops from the Network Feather faction find and kill Justice Minister Moorland while Inorganic Angels and the Federation space army bombard red zones, smashing rebel forces.&lt;br /&gt;
&lt;br /&gt;
After Contact 200: In the wake of Moorland Affair, the Federation Central Government at Dakar is increasingly weakened and relient on the Seraphim factions that rule Halo for solar energy, political and military support. Outside the centres of Federation power, the Defense and Order Act has seen local bodies, corporations, local, national and subnational governments and even powerful magnets legally raise their own armies. The use of violence to settle disputes is common. The Magpies, once the swords of the factions of the federation government are now little more than ronin mercenaries, cast adrift to find what employment they can. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You are one such ronin warror, the last of the Magpies &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Factions=&lt;br /&gt;
==The Federation==&lt;br /&gt;
The overall government of the Federation, ruled from the great capital at Dakar, the Federation maintains a government that stretches from the Sun to the Oort cloud. The Federation is primarily concerned with the avoidance of large scale wars between its Cantons, the creation of common trade and economic relations, the issue of regional currencies and most important the preparation of defenses against a potential attack by hostile extra-terrestrial beings. The last end has historically consumed the majority of the Federation&#039;s time and effort, and even after almost two hundred years the spectre of attack from outside still looms large and consumes the majority of the Federation&#039;s budget.&lt;br /&gt;
&lt;br /&gt;
Federation politics are notoriously labyrinthine and factional, especially due to the appointed nature of most high Federation officials, which leads to intrigue being the primary means of gaining power. This byzantine system is increasingly a little irrelevant however, as the powerful Seraphim factions of the Halo, especially the Black Feathers, can use their economic, military and political power to make and break Federations leaders as they will. Some Cantons grumble at this imposition of Seraphim power, but others see it as a more stable system than the previous, often violent, court politics of the Federation&#039;s first century.&lt;br /&gt;
===Federation Defense Force===&lt;br /&gt;
The vast Federation Defense Force is mostly kept in space at a series of huge defense bases, practicing to fight against the alien invasion that has yet to come. Some forces such as the Interior Guard are also used against Rebels, and while they&#039;re notoriously corrupt and underfunded, they&#039;re still a powerful force.&lt;br /&gt;
&lt;br /&gt;
===Federation Currency===&lt;br /&gt;
The Federation has 7 different currencies which are issued to Cantons of different states of economic development and float freely against one another. Who may be in which currency is a common political battle among Cantons.&lt;br /&gt;
===Federation Cantons===&lt;br /&gt;
The Federation is divided into self governing Cantons, which may maintain their own systems, laws, and apperatus of state within the Federation legal code. Canton governments were once quite vestigal, but have become increasingly important as the The Defense and Order Act has allowed them to legally raise large armies without accusations of rebellion. A canton may be a geogrpahical region on earth or a single colony cylinder in orbit.&lt;br /&gt;
====The Sardinia Free State====&lt;br /&gt;
The Island of Sardinia is where the game is set. A relatively young Canton that only recently gained independence from the Alpine area, its president, Ginevra Amato has done much to transform the Island&#039;s economic prospects, and has recruited a powerful mercenary force to defend the island.&lt;br /&gt;
===The Magpie Guild===&lt;br /&gt;
The old directing agency of Magpie Operations, the Magpie&#039;s guild was all but destroyed due to the treason of its leaders during the Moorland Incident.&lt;br /&gt;
==The Seraphim==&lt;br /&gt;
Genetically Engineered all female clones, the Seraphim gained major prominance due to their role in the construction of the Halo ring station. Huge numbers of Seraphim clones were created, reversing much of humanity&#039;s overall population decline and powering them to the status of a superpower with control over the distribution of solar power and other technologies. They have also pioneered much Aleph networking and machine interfaces that are at the heart of much modern data networking. &lt;br /&gt;
===The Black Feathers Faction===&lt;br /&gt;
The most powerful Seraphim Faction, the Black Feathers dominate Segments 3 through 21 of the Orbital Ring&#039;s 108 segments, and are at the centre of a network of Federation ground and orbital Cantons, and a network of tamed corporations and Federation political and business leaders who are relient on their support. The Black Feathers are a mostly pragmatic faction, and do not care much for the esoteric investigations of Miracle Technology that some Seraphim use, but are known to make careful investigation of newly discovered Miracle-Tech sites.&lt;br /&gt;
&lt;br /&gt;
===The White Beam faction===&lt;br /&gt;
The chief rivals to the Black Feather Faction, the White Beam has always thought itself second best, and chaffed under this position. Despite this, they have carved out a place for themselves as controllers of much of the Solar Power Grid, and trade routes across the orbit. They are currently scheming against the Black Feathers with various elements of the Dakar government to try to resort their influence in the Federation capital.&lt;br /&gt;
&lt;br /&gt;
===The Blue and Purple Faction===&lt;br /&gt;
The third large Seraphim faction. The Blue and Purple Faction control the Indonesian and South American space elevator, and are deeply bitter than the Black Feathers control the African one. &lt;br /&gt;
&lt;br /&gt;
==Counter Federation Forces==&lt;br /&gt;
Rebel groups against the Federation range from left wing liberation forces to hereidtory reactionary militia, but a huge majority of them are groups from Non-Federation settlements in the Red Zones, Bandit Kings and Pirate Princes, whose local elites have no wish to assimilate into the Federation despite the economic benefits. &lt;br /&gt;
&lt;br /&gt;
==The Corporations===&lt;br /&gt;
An array of corporations, often with huge networks of clientism and corruption dominate the Federation economy. &lt;br /&gt;
&lt;br /&gt;
==Mystery Cults==&lt;br /&gt;
While the old religions survive, esoteric cults are on the rise.&lt;br /&gt;
&lt;br /&gt;
=Technology=&lt;br /&gt;
==Armoured Frame==&lt;br /&gt;
Created by Japanese scientists after the discovery of the Extra-Technology sites, Armoured Frame are high mobility humanoid weapon systems based around a Extra-technology core, Frames stand on average around 3-5 meters tall. Their humanoid shape allows for neurological control over the Extra-Technology systems within by a human pilot, and the projection of active protection fields, and &amp;quot;virtual plate.&amp;quot; A modern Armour is equipped with a quick boost system as well, allowing a skilled and enhanced pilot to make very rapid movements and dodges.&lt;br /&gt;
&lt;br /&gt;
Despite their power, the Armoured Frames is no longer the lord of the battlefield that it once was. It&#039;s dominance of the battlefield now threatened by the swarms of cheap Cavalry Gears and drones deployed by Earth based forces, and by high tech weapons the Halo like the Seraphim&#039;s Niǎo and Tori, and automated HMAW (High Mobility Autonomous Weapon). Ride Armours are still used extensively even by Seraphim special forces units however, and are the signature weapons of Magpies.&lt;br /&gt;
&lt;br /&gt;
==M-Generator==&lt;br /&gt;
The M-Generators are Extra-Tech power generation systems which lie at the heart of machines like Armoured Frames. They generate a high output but are used less in modernity as powerful Solar Quench systems become avaliable, due to the polution that they produce during venting.&lt;br /&gt;
&lt;br /&gt;
==Cavalry Gears==&lt;br /&gt;
A cheaper legged weapon, Cavalry Gears are used to augment more conventional tank forces. They stand 2 to 4 meters tall and usually bird or spider legged with a lot of ability to adjust their stance to maintain concealment.&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
You are a Magpie recruited by the Sardinian Free State as part of their attempt to build a military and restore peace in a troubled region.&lt;br /&gt;
&lt;br /&gt;
Describe yourself and your Armoured Frame in general terms. There may be system a bit later.&lt;br /&gt;
&lt;br /&gt;
==Gremori==&lt;br /&gt;
*During the First Magpie War, Vladmir had created elite anti-Seraph of genetically modified pilot clones based off the  greatest frame rider of the age code named the Goetia to oppose the angels of space.  This pink and purple hair young woman is not one of them, she and  her machine definitely were not dug out of forgotten hidden arms depot for purposes unknown.&lt;/div&gt;</summary>
		<author><name>Silence</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Magpies&amp;diff=72622</id>
		<title>Magpies</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Magpies&amp;diff=72622"/>
		<updated>2026-05-14T00:23:25Z</updated>

		<summary type="html">&lt;p&gt;Silence: /* Gremori */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Inspirations=&lt;br /&gt;
:Armored Core 4&lt;br /&gt;
:Armored Core For Answer&lt;br /&gt;
:Armoured Core 6: Fire fo Rubicon&lt;br /&gt;
:Gundam UC&lt;br /&gt;
:Gundam 00&lt;br /&gt;
:Project Landsword&lt;br /&gt;
:Japanese History&lt;br /&gt;
:The late Roman Republic&lt;br /&gt;
&lt;br /&gt;
=Timeline=&lt;br /&gt;
Late 21st Century: Earth&#039;s astronomer witnesses a space battle between alien vessels in near-earth space. In the aftermath, both ships are destroyed by ancient weapons hidden deep in the Earth. Debris causes large-scale destruction across the earth. In the aftermath, nations begin to struggle over the alien wreckage and ancient sites. Technologies drawn from these sources, called &#039;extra-technology&#039; begin to accelerate human technological development. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After Contact 1: Large scale war breaks out between the major powers over control over extra-technology and sites.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After Contact 4: First recorded use of humanoid robotic weapons by Japanese SDF in the Battle of the Hokkaido Extra-technology site. The technology spreads rapidly. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After Contact 8: The first &amp;quot;Red Zone&amp;quot; declared, areas so damaged by the war that no attempt at reclaimation is possible. These areas increasingly become home to outlaws, bandits and anti-Federation forces. &lt;br /&gt;
&lt;br /&gt;
After Contact 10: All involved powers decimated by warfare and environmental degradation brought on by climate change and space debris &amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
After Contact 12: With no power able to continue the war, the Earth&#039;s surviving major states, led by Japan, the African Union, Germany and Thailand form the Earth Federation, with the goal of both repairing the Earth&#039;s environment and defending from potential attack from space. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After Contact 20: First Space colony completed a mere 8 years after its construction &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After Colony 21: Work begins on the Halo Solar energy system and Torus Station &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After Contact 24: Lunar Colony construction begins &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After Contact 25 to After Contact 70: First Golden Age of the Federation sees free expansion into space. Hundreds of orbital colonies are constructed, and large amounts of the planet&#039;s working population is lifted into space to make their homes in the stations or the Halo. Numerous Extra-technology derived humanoid systems are made use of in industry and combat. Large scale interest in human augmentation to meet continued needs to explore both space and extra-technology ruins.&lt;br /&gt;
&lt;br /&gt;
After Contact 32: First permanent settlement constructed on Mars&lt;br /&gt;
&lt;br /&gt;
After Contact 33: The all female Seraphim Culture begins in the Halo, and begins to become highly successful.&lt;br /&gt;
&lt;br /&gt;
After Contact 40: First permanent settlement around Jupiter&lt;br /&gt;
&lt;br /&gt;
After Contact 42: First permanent settlement around Saturn: Large scale HE3 mining around the gas giants commences.&lt;br /&gt;
&lt;br /&gt;
After Contact 50s: The Golden 50s see continued expansion of humanity&#039;s economic and social life under the mostly benevolent rule of the Federation. With a few exceptions this is the first decade completely without war. However class, racial and regional conflicts continue to simmer under the surface. Low level violence between different factions in the Federation and against remnant non-Federation areas see the first deployment of independent mercenary contractors known as Magpies.&lt;br /&gt;
&lt;br /&gt;
After Contact 62: Human settlements now expand all the way to the Oort Cloud.&lt;br /&gt;
&lt;br /&gt;
After Contact 71: Profession Richard Burkley propounds the &amp;quot;berserker probe&amp;quot; theory of first contact, suggesting both the alien craft that entered the system and the extra-technology sites discovered on earth are remains of an ancient and now long vanished war, and further contact is unlikely.  The theory causes widescale political problems in the Federation government and is largely seen as the end of the first golden age of the Federaton.&lt;br /&gt;
&lt;br /&gt;
After Contact 75 to After Contact 120: Small scale wars with anti-Federation Forces expand across the world. Much of humanity&#039;s economic power shifts to the Halo and the high orbit stations. The Seraphim come to dominate the Halo as their willingness to use mass cloning and ability with mind state remixing allows them to rapidly build additional population.&lt;br /&gt;
&lt;br /&gt;
After Contact 125-135: The First Magpie War. Largescale rebellion against the Federation starts across Europe and Russia. Magpies are deployed in large numbers on both sides. The revolt is eventually crushed after the disappearence of its leader, the mysterious Vladimir. &lt;br /&gt;
&lt;br /&gt;
After Contact 140 to 194: Second golden age of the Federation. Art, literature and prosperity surge as war damage is made good and development of the outer colonies continues. The Federation government becomes increasingly relient on Seraphim Factions of the Halo for political, military and economic cover. Magpies used extensively in the shadow games between factions and against Bandits, Red Zone forces and small rebels.&lt;br /&gt;
&lt;br /&gt;
After Contact 194: The Moorland Affair. Federation Minister of Justice Moorland, as well as top members of the Magpie Guild are found to be cooperating with rebel groups within several of the Red Zones with the view to taking over the Federation government. The resulting warfare sees large scale fighting across much of earth as red zone forces attack more civilized zones in a coordinated way. The Magpie Guild, riven with infighting is unable to respond.&lt;br /&gt;
&lt;br /&gt;
After Contact 198: The Defense and Order Act is promulgated, allowing smaller units of the Federation to raise their own armies for local defense and public order. &lt;br /&gt;
&lt;br /&gt;
After Contact 199: Seraphim Troops from the Network Feather faction find and kill Justice Minister Moorland while Inorganic Angels and the Federation space army bombard red zones, smashing rebel forces.&lt;br /&gt;
&lt;br /&gt;
After Contact 200: In the wake of Moorland Affair, the Federation Central Government at Dakar is increasingly weakened and relient on the Seraphim factions that rule Halo for solar energy, political and military support. Outside the centres of Federation power, the Defense and Order Act has seen local bodies, corporations, local, national and subnational governments and even powerful magnets legally raise their own armies. The use of violence to settle disputes is common. The Magpies, once the swords of the factions of the federation government are now little more than ronin mercenaries, cast adrift to find what employment they can. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You are one such ronin warror, the last of the Magpies &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Factions=&lt;br /&gt;
==The Federation==&lt;br /&gt;
The overall government of the Federation, ruled from the great capital at Dakar, the Federation maintains a government that stretches from the Sun to the Oort cloud. The Federation is primarily concerned with the avoidance of large scale wars between its Cantons, the creation of common trade and economic relations, the issue of regional currencies and most important the preparation of defenses against a potential attack by hostile extra-terrestrial beings. The last end has historically consumed the majority of the Federation&#039;s time and effort, and even after almost two hundred years the spectre of attack from outside still looms large and consumes the majority of the Federation&#039;s budget.&lt;br /&gt;
&lt;br /&gt;
Federation politics are notoriously labyrinthine and factional, especially due to the appointed nature of most high Federation officials, which leads to intrigue being the primary means of gaining power. This byzantine system is increasingly a little irrelevant however, as the powerful Seraphim factions of the Halo, especially the Black Feathers, can use their economic, military and political power to make and break Federations leaders as they will. Some Cantons grumble at this imposition of Seraphim power, but others see it as a more stable system than the previous, often violent, court politics of the Federation&#039;s first century.&lt;br /&gt;
===Federation Defense Force===&lt;br /&gt;
The vast Federation Defense Force is mostly kept in space at a series of huge defense bases, practicing to fight against the alien invasion that has yet to come. Some forces such as the Interior Guard are also used against Rebels, and while they&#039;re notoriously corrupt and underfunded, they&#039;re still a powerful force.&lt;br /&gt;
&lt;br /&gt;
===Federation Currency===&lt;br /&gt;
The Federation has 7 different currencies which are issued to Cantons of different states of economic development and float freely against one another. Who may be in which currency is a common political battle among Cantons.&lt;br /&gt;
===Federation Cantons===&lt;br /&gt;
The Federation is divided into self governing Cantons, which may maintain their own systems, laws, and apperatus of state within the Federation legal code. Canton governments were once quite vestigal, but have become increasingly important as the The Defense and Order Act has allowed them to legally raise large armies without accusations of rebellion. A canton may be a geogrpahical region on earth or a single colony cylinder in orbit.&lt;br /&gt;
====The Sardinia Free State====&lt;br /&gt;
The Island of Sardinia is where the game is set. A relatively young Canton that only recently gained independence from the Alpine area, its president, Ginevra Amato has done much to transform the Island&#039;s economic prospects, and has recruited a powerful mercenary force to defend the island.&lt;br /&gt;
===The Magpie Guild===&lt;br /&gt;
The old directing agency of Magpie Operations, the Magpie&#039;s guild was all but destroyed due to the treason of its leaders during the Moorland Incident.&lt;br /&gt;
==The Seraphim==&lt;br /&gt;
Genetically Engineered all female clones, the Seraphim gained major prominance due to their role in the construction of the Halo ring station. Huge numbers of Seraphim clones were created, reversing much of humanity&#039;s overall population decline and powering them to the status of a superpower with control over the distribution of solar power and other technologies. They have also pioneered much Aleph networking and machine interfaces that are at the heart of much modern data networking. &lt;br /&gt;
===The Black Feathers Faction===&lt;br /&gt;
The most powerful Seraphim Faction, the Black Feathers dominate Segments 3 through 21 of the Orbital Ring&#039;s 108 segments, and are at the centre of a network of Federation ground and orbital Cantons, and a network of tamed corporations and Federation political and business leaders who are relient on their support. The Black Feathers are a mostly pragmatic faction, and do not care much for the esoteric investigations of Miracle Technology that some Seraphim use, but are known to make careful investigation of newly discovered Miracle-Tech sites.&lt;br /&gt;
&lt;br /&gt;
===The White Beam faction===&lt;br /&gt;
The chief rivals to the Black Feather Faction, the White Beam has always thought itself second best, and chaffed under this position. Despite this, they have carved out a place for themselves as controllers of much of the Solar Power Grid, and trade routes across the orbit. They are currently scheming against the Black Feathers with various elements of the Dakar government to try to resort their influence in the Federation capital.&lt;br /&gt;
&lt;br /&gt;
===The Blue and Purple Faction===&lt;br /&gt;
The third large Seraphim faction. The Blue and Purple Faction control the Indonesian and South American space elevator, and are deeply bitter than the Black Feathers control the African one. &lt;br /&gt;
&lt;br /&gt;
==Counter Federation Forces==&lt;br /&gt;
Rebel groups against the Federation range from left wing liberation forces to hereidtory reactionary militia, but a huge majority of them are groups from Non-Federation settlements in the Red Zones, Bandit Kings and Pirate Princes, whose local elites have no wish to assimilate into the Federation despite the economic benefits. &lt;br /&gt;
&lt;br /&gt;
==The Corporations===&lt;br /&gt;
An array of corporations, often with huge networks of clientism and corruption dominate the Federation economy. &lt;br /&gt;
&lt;br /&gt;
==Mystery Cults==&lt;br /&gt;
While the old religions survive, esoteric cults are on the rise.&lt;br /&gt;
&lt;br /&gt;
=Technology=&lt;br /&gt;
==Armoured Frame==&lt;br /&gt;
Created by Japanese scientists after the discovery of the Extra-Technology sites, Armoured Frame are high mobility humanoid weapon systems based around a Extra-technology core, Frames stand on average around 3-5 meters tall. Their humanoid shape allows for neurological control over the Extra-Technology systems within by a human pilot, and the projection of active protection fields, and &amp;quot;virtual plate.&amp;quot; A modern Armour is equipped with a quick boost system as well, allowing a skilled and enhanced pilot to make very rapid movements and dodges.&lt;br /&gt;
&lt;br /&gt;
Despite their power, the Armoured Frames is no longer the lord of the battlefield that it once was. It&#039;s dominance of the battlefield now threatened by the swarms of cheap Cavalry Gears and drones deployed by Earth based forces, and by high tech weapons the Halo like the Seraphim&#039;s Niǎo and Tori, and automated HMAW (High Mobility Autonomous Weapon). Ride Armours are still used extensively even by Seraphim special forces units however, and are the signature weapons of Magpies.&lt;br /&gt;
&lt;br /&gt;
==M-Generator==&lt;br /&gt;
The M-Generators are Extra-Tech power generation systems which lie at the heart of machines like Armoured Frames. They generate a high output but are used less in modernity as powerful Solar Quench systems become avaliable, due to the polution that they produce during venting.&lt;br /&gt;
&lt;br /&gt;
==Cavalry Gears==&lt;br /&gt;
A cheaper legged weapon, Cavalry Gears are used to augment more conventional tank forces. They stand 2 to 4 meters tall and usually bird or spider legged with a lot of ability to adjust their stance to maintain concealment.&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
You are a Magpie recruited by the Sardinian Free State as part of their attempt to build a military and restore peace in a troubled region.&lt;br /&gt;
&lt;br /&gt;
Describe yourself and your Armoured Frame in general terms. There may be system a bit later.&lt;br /&gt;
&lt;br /&gt;
===Gremori===&lt;br /&gt;
During the First Magpie War, Vladmir had created elite anti-Seraph of genetically modified pilot clones based off the  greatest frame rider of the age code named the Goetia to oppose the angels of space.  This pink and purple hair young woman is not one of them, she and  her machine definitely were not dug out of forgotten hidden arms depot for purposes unknown.&lt;/div&gt;</summary>
		<author><name>Silence</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Magpies&amp;diff=72621</id>
		<title>Magpies</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Magpies&amp;diff=72621"/>
		<updated>2026-05-14T00:23:09Z</updated>

		<summary type="html">&lt;p&gt;Silence: /* Gremori */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Inspirations=&lt;br /&gt;
:Armored Core 4&lt;br /&gt;
:Armored Core For Answer&lt;br /&gt;
:Armoured Core 6: Fire fo Rubicon&lt;br /&gt;
:Gundam UC&lt;br /&gt;
:Gundam 00&lt;br /&gt;
:Project Landsword&lt;br /&gt;
:Japanese History&lt;br /&gt;
:The late Roman Republic&lt;br /&gt;
&lt;br /&gt;
=Timeline=&lt;br /&gt;
Late 21st Century: Earth&#039;s astronomer witnesses a space battle between alien vessels in near-earth space. In the aftermath, both ships are destroyed by ancient weapons hidden deep in the Earth. Debris causes large-scale destruction across the earth. In the aftermath, nations begin to struggle over the alien wreckage and ancient sites. Technologies drawn from these sources, called &#039;extra-technology&#039; begin to accelerate human technological development. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After Contact 1: Large scale war breaks out between the major powers over control over extra-technology and sites.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After Contact 4: First recorded use of humanoid robotic weapons by Japanese SDF in the Battle of the Hokkaido Extra-technology site. The technology spreads rapidly. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After Contact 8: The first &amp;quot;Red Zone&amp;quot; declared, areas so damaged by the war that no attempt at reclaimation is possible. These areas increasingly become home to outlaws, bandits and anti-Federation forces. &lt;br /&gt;
&lt;br /&gt;
After Contact 10: All involved powers decimated by warfare and environmental degradation brought on by climate change and space debris &amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
After Contact 12: With no power able to continue the war, the Earth&#039;s surviving major states, led by Japan, the African Union, Germany and Thailand form the Earth Federation, with the goal of both repairing the Earth&#039;s environment and defending from potential attack from space. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After Contact 20: First Space colony completed a mere 8 years after its construction &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After Colony 21: Work begins on the Halo Solar energy system and Torus Station &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After Contact 24: Lunar Colony construction begins &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After Contact 25 to After Contact 70: First Golden Age of the Federation sees free expansion into space. Hundreds of orbital colonies are constructed, and large amounts of the planet&#039;s working population is lifted into space to make their homes in the stations or the Halo. Numerous Extra-technology derived humanoid systems are made use of in industry and combat. Large scale interest in human augmentation to meet continued needs to explore both space and extra-technology ruins.&lt;br /&gt;
&lt;br /&gt;
After Contact 32: First permanent settlement constructed on Mars&lt;br /&gt;
&lt;br /&gt;
After Contact 33: The all female Seraphim Culture begins in the Halo, and begins to become highly successful.&lt;br /&gt;
&lt;br /&gt;
After Contact 40: First permanent settlement around Jupiter&lt;br /&gt;
&lt;br /&gt;
After Contact 42: First permanent settlement around Saturn: Large scale HE3 mining around the gas giants commences.&lt;br /&gt;
&lt;br /&gt;
After Contact 50s: The Golden 50s see continued expansion of humanity&#039;s economic and social life under the mostly benevolent rule of the Federation. With a few exceptions this is the first decade completely without war. However class, racial and regional conflicts continue to simmer under the surface. Low level violence between different factions in the Federation and against remnant non-Federation areas see the first deployment of independent mercenary contractors known as Magpies.&lt;br /&gt;
&lt;br /&gt;
After Contact 62: Human settlements now expand all the way to the Oort Cloud.&lt;br /&gt;
&lt;br /&gt;
After Contact 71: Profession Richard Burkley propounds the &amp;quot;berserker probe&amp;quot; theory of first contact, suggesting both the alien craft that entered the system and the extra-technology sites discovered on earth are remains of an ancient and now long vanished war, and further contact is unlikely.  The theory causes widescale political problems in the Federation government and is largely seen as the end of the first golden age of the Federaton.&lt;br /&gt;
&lt;br /&gt;
After Contact 75 to After Contact 120: Small scale wars with anti-Federation Forces expand across the world. Much of humanity&#039;s economic power shifts to the Halo and the high orbit stations. The Seraphim come to dominate the Halo as their willingness to use mass cloning and ability with mind state remixing allows them to rapidly build additional population.&lt;br /&gt;
&lt;br /&gt;
After Contact 125-135: The First Magpie War. Largescale rebellion against the Federation starts across Europe and Russia. Magpies are deployed in large numbers on both sides. The revolt is eventually crushed after the disappearence of its leader, the mysterious Vladimir. &lt;br /&gt;
&lt;br /&gt;
After Contact 140 to 194: Second golden age of the Federation. Art, literature and prosperity surge as war damage is made good and development of the outer colonies continues. The Federation government becomes increasingly relient on Seraphim Factions of the Halo for political, military and economic cover. Magpies used extensively in the shadow games between factions and against Bandits, Red Zone forces and small rebels.&lt;br /&gt;
&lt;br /&gt;
After Contact 194: The Moorland Affair. Federation Minister of Justice Moorland, as well as top members of the Magpie Guild are found to be cooperating with rebel groups within several of the Red Zones with the view to taking over the Federation government. The resulting warfare sees large scale fighting across much of earth as red zone forces attack more civilized zones in a coordinated way. The Magpie Guild, riven with infighting is unable to respond.&lt;br /&gt;
&lt;br /&gt;
After Contact 198: The Defense and Order Act is promulgated, allowing smaller units of the Federation to raise their own armies for local defense and public order. &lt;br /&gt;
&lt;br /&gt;
After Contact 199: Seraphim Troops from the Network Feather faction find and kill Justice Minister Moorland while Inorganic Angels and the Federation space army bombard red zones, smashing rebel forces.&lt;br /&gt;
&lt;br /&gt;
After Contact 200: In the wake of Moorland Affair, the Federation Central Government at Dakar is increasingly weakened and relient on the Seraphim factions that rule Halo for solar energy, political and military support. Outside the centres of Federation power, the Defense and Order Act has seen local bodies, corporations, local, national and subnational governments and even powerful magnets legally raise their own armies. The use of violence to settle disputes is common. The Magpies, once the swords of the factions of the federation government are now little more than ronin mercenaries, cast adrift to find what employment they can. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You are one such ronin warror, the last of the Magpies &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Factions=&lt;br /&gt;
==The Federation==&lt;br /&gt;
The overall government of the Federation, ruled from the great capital at Dakar, the Federation maintains a government that stretches from the Sun to the Oort cloud. The Federation is primarily concerned with the avoidance of large scale wars between its Cantons, the creation of common trade and economic relations, the issue of regional currencies and most important the preparation of defenses against a potential attack by hostile extra-terrestrial beings. The last end has historically consumed the majority of the Federation&#039;s time and effort, and even after almost two hundred years the spectre of attack from outside still looms large and consumes the majority of the Federation&#039;s budget.&lt;br /&gt;
&lt;br /&gt;
Federation politics are notoriously labyrinthine and factional, especially due to the appointed nature of most high Federation officials, which leads to intrigue being the primary means of gaining power. This byzantine system is increasingly a little irrelevant however, as the powerful Seraphim factions of the Halo, especially the Black Feathers, can use their economic, military and political power to make and break Federations leaders as they will. Some Cantons grumble at this imposition of Seraphim power, but others see it as a more stable system than the previous, often violent, court politics of the Federation&#039;s first century.&lt;br /&gt;
===Federation Defense Force===&lt;br /&gt;
The vast Federation Defense Force is mostly kept in space at a series of huge defense bases, practicing to fight against the alien invasion that has yet to come. Some forces such as the Interior Guard are also used against Rebels, and while they&#039;re notoriously corrupt and underfunded, they&#039;re still a powerful force.&lt;br /&gt;
&lt;br /&gt;
===Federation Currency===&lt;br /&gt;
The Federation has 7 different currencies which are issued to Cantons of different states of economic development and float freely against one another. Who may be in which currency is a common political battle among Cantons.&lt;br /&gt;
===Federation Cantons===&lt;br /&gt;
The Federation is divided into self governing Cantons, which may maintain their own systems, laws, and apperatus of state within the Federation legal code. Canton governments were once quite vestigal, but have become increasingly important as the The Defense and Order Act has allowed them to legally raise large armies without accusations of rebellion. A canton may be a geogrpahical region on earth or a single colony cylinder in orbit.&lt;br /&gt;
====The Sardinia Free State====&lt;br /&gt;
The Island of Sardinia is where the game is set. A relatively young Canton that only recently gained independence from the Alpine area, its president, Ginevra Amato has done much to transform the Island&#039;s economic prospects, and has recruited a powerful mercenary force to defend the island.&lt;br /&gt;
===The Magpie Guild===&lt;br /&gt;
The old directing agency of Magpie Operations, the Magpie&#039;s guild was all but destroyed due to the treason of its leaders during the Moorland Incident.&lt;br /&gt;
==The Seraphim==&lt;br /&gt;
Genetically Engineered all female clones, the Seraphim gained major prominance due to their role in the construction of the Halo ring station. Huge numbers of Seraphim clones were created, reversing much of humanity&#039;s overall population decline and powering them to the status of a superpower with control over the distribution of solar power and other technologies. They have also pioneered much Aleph networking and machine interfaces that are at the heart of much modern data networking. &lt;br /&gt;
===The Black Feathers Faction===&lt;br /&gt;
The most powerful Seraphim Faction, the Black Feathers dominate Segments 3 through 21 of the Orbital Ring&#039;s 108 segments, and are at the centre of a network of Federation ground and orbital Cantons, and a network of tamed corporations and Federation political and business leaders who are relient on their support. The Black Feathers are a mostly pragmatic faction, and do not care much for the esoteric investigations of Miracle Technology that some Seraphim use, but are known to make careful investigation of newly discovered Miracle-Tech sites.&lt;br /&gt;
&lt;br /&gt;
===The White Beam faction===&lt;br /&gt;
The chief rivals to the Black Feather Faction, the White Beam has always thought itself second best, and chaffed under this position. Despite this, they have carved out a place for themselves as controllers of much of the Solar Power Grid, and trade routes across the orbit. They are currently scheming against the Black Feathers with various elements of the Dakar government to try to resort their influence in the Federation capital.&lt;br /&gt;
&lt;br /&gt;
===The Blue and Purple Faction===&lt;br /&gt;
The third large Seraphim faction. The Blue and Purple Faction control the Indonesian and South American space elevator, and are deeply bitter than the Black Feathers control the African one. &lt;br /&gt;
&lt;br /&gt;
==Counter Federation Forces==&lt;br /&gt;
Rebel groups against the Federation range from left wing liberation forces to hereidtory reactionary militia, but a huge majority of them are groups from Non-Federation settlements in the Red Zones, Bandit Kings and Pirate Princes, whose local elites have no wish to assimilate into the Federation despite the economic benefits. &lt;br /&gt;
&lt;br /&gt;
==The Corporations===&lt;br /&gt;
An array of corporations, often with huge networks of clientism and corruption dominate the Federation economy. &lt;br /&gt;
&lt;br /&gt;
==Mystery Cults==&lt;br /&gt;
While the old religions survive, esoteric cults are on the rise.&lt;br /&gt;
&lt;br /&gt;
=Technology=&lt;br /&gt;
==Armoured Frame==&lt;br /&gt;
Created by Japanese scientists after the discovery of the Extra-Technology sites, Armoured Frame are high mobility humanoid weapon systems based around a Extra-technology core, Frames stand on average around 3-5 meters tall. Their humanoid shape allows for neurological control over the Extra-Technology systems within by a human pilot, and the projection of active protection fields, and &amp;quot;virtual plate.&amp;quot; A modern Armour is equipped with a quick boost system as well, allowing a skilled and enhanced pilot to make very rapid movements and dodges.&lt;br /&gt;
&lt;br /&gt;
Despite their power, the Armoured Frames is no longer the lord of the battlefield that it once was. It&#039;s dominance of the battlefield now threatened by the swarms of cheap Cavalry Gears and drones deployed by Earth based forces, and by high tech weapons the Halo like the Seraphim&#039;s Niǎo and Tori, and automated HMAW (High Mobility Autonomous Weapon). Ride Armours are still used extensively even by Seraphim special forces units however, and are the signature weapons of Magpies.&lt;br /&gt;
&lt;br /&gt;
==M-Generator==&lt;br /&gt;
The M-Generators are Extra-Tech power generation systems which lie at the heart of machines like Armoured Frames. They generate a high output but are used less in modernity as powerful Solar Quench systems become avaliable, due to the polution that they produce during venting.&lt;br /&gt;
&lt;br /&gt;
==Cavalry Gears==&lt;br /&gt;
A cheaper legged weapon, Cavalry Gears are used to augment more conventional tank forces. They stand 2 to 4 meters tall and usually bird or spider legged with a lot of ability to adjust their stance to maintain concealment.&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
You are a Magpie recruited by the Sardinian Free State as part of their attempt to build a military and restore peace in a troubled region.&lt;br /&gt;
&lt;br /&gt;
Describe yourself and your Armoured Frame in general terms. There may be system a bit later.&lt;br /&gt;
&lt;br /&gt;
==Gremori==&lt;br /&gt;
During the First Magpie War, Vladmir had created elite anti-Seraph of genetically modified pilot clones based off the  greatest frame rider of the age code named the Goetia to oppose the angels of space.  This pink and purple hair young woman is not one of them, she and  her machine definitely were not dug out of forgotten hidden arms depot for purposes unknown.&lt;/div&gt;</summary>
		<author><name>Silence</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Magpies&amp;diff=72620</id>
		<title>Magpies</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Magpies&amp;diff=72620"/>
		<updated>2026-05-14T00:22:55Z</updated>

		<summary type="html">&lt;p&gt;Silence: /* Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Inspirations=&lt;br /&gt;
:Armored Core 4&lt;br /&gt;
:Armored Core For Answer&lt;br /&gt;
:Armoured Core 6: Fire fo Rubicon&lt;br /&gt;
:Gundam UC&lt;br /&gt;
:Gundam 00&lt;br /&gt;
:Project Landsword&lt;br /&gt;
:Japanese History&lt;br /&gt;
:The late Roman Republic&lt;br /&gt;
&lt;br /&gt;
=Timeline=&lt;br /&gt;
Late 21st Century: Earth&#039;s astronomer witnesses a space battle between alien vessels in near-earth space. In the aftermath, both ships are destroyed by ancient weapons hidden deep in the Earth. Debris causes large-scale destruction across the earth. In the aftermath, nations begin to struggle over the alien wreckage and ancient sites. Technologies drawn from these sources, called &#039;extra-technology&#039; begin to accelerate human technological development. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After Contact 1: Large scale war breaks out between the major powers over control over extra-technology and sites.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After Contact 4: First recorded use of humanoid robotic weapons by Japanese SDF in the Battle of the Hokkaido Extra-technology site. The technology spreads rapidly. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After Contact 8: The first &amp;quot;Red Zone&amp;quot; declared, areas so damaged by the war that no attempt at reclaimation is possible. These areas increasingly become home to outlaws, bandits and anti-Federation forces. &lt;br /&gt;
&lt;br /&gt;
After Contact 10: All involved powers decimated by warfare and environmental degradation brought on by climate change and space debris &amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
After Contact 12: With no power able to continue the war, the Earth&#039;s surviving major states, led by Japan, the African Union, Germany and Thailand form the Earth Federation, with the goal of both repairing the Earth&#039;s environment and defending from potential attack from space. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After Contact 20: First Space colony completed a mere 8 years after its construction &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After Colony 21: Work begins on the Halo Solar energy system and Torus Station &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After Contact 24: Lunar Colony construction begins &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After Contact 25 to After Contact 70: First Golden Age of the Federation sees free expansion into space. Hundreds of orbital colonies are constructed, and large amounts of the planet&#039;s working population is lifted into space to make their homes in the stations or the Halo. Numerous Extra-technology derived humanoid systems are made use of in industry and combat. Large scale interest in human augmentation to meet continued needs to explore both space and extra-technology ruins.&lt;br /&gt;
&lt;br /&gt;
After Contact 32: First permanent settlement constructed on Mars&lt;br /&gt;
&lt;br /&gt;
After Contact 33: The all female Seraphim Culture begins in the Halo, and begins to become highly successful.&lt;br /&gt;
&lt;br /&gt;
After Contact 40: First permanent settlement around Jupiter&lt;br /&gt;
&lt;br /&gt;
After Contact 42: First permanent settlement around Saturn: Large scale HE3 mining around the gas giants commences.&lt;br /&gt;
&lt;br /&gt;
After Contact 50s: The Golden 50s see continued expansion of humanity&#039;s economic and social life under the mostly benevolent rule of the Federation. With a few exceptions this is the first decade completely without war. However class, racial and regional conflicts continue to simmer under the surface. Low level violence between different factions in the Federation and against remnant non-Federation areas see the first deployment of independent mercenary contractors known as Magpies.&lt;br /&gt;
&lt;br /&gt;
After Contact 62: Human settlements now expand all the way to the Oort Cloud.&lt;br /&gt;
&lt;br /&gt;
After Contact 71: Profession Richard Burkley propounds the &amp;quot;berserker probe&amp;quot; theory of first contact, suggesting both the alien craft that entered the system and the extra-technology sites discovered on earth are remains of an ancient and now long vanished war, and further contact is unlikely.  The theory causes widescale political problems in the Federation government and is largely seen as the end of the first golden age of the Federaton.&lt;br /&gt;
&lt;br /&gt;
After Contact 75 to After Contact 120: Small scale wars with anti-Federation Forces expand across the world. Much of humanity&#039;s economic power shifts to the Halo and the high orbit stations. The Seraphim come to dominate the Halo as their willingness to use mass cloning and ability with mind state remixing allows them to rapidly build additional population.&lt;br /&gt;
&lt;br /&gt;
After Contact 125-135: The First Magpie War. Largescale rebellion against the Federation starts across Europe and Russia. Magpies are deployed in large numbers on both sides. The revolt is eventually crushed after the disappearence of its leader, the mysterious Vladimir. &lt;br /&gt;
&lt;br /&gt;
After Contact 140 to 194: Second golden age of the Federation. Art, literature and prosperity surge as war damage is made good and development of the outer colonies continues. The Federation government becomes increasingly relient on Seraphim Factions of the Halo for political, military and economic cover. Magpies used extensively in the shadow games between factions and against Bandits, Red Zone forces and small rebels.&lt;br /&gt;
&lt;br /&gt;
After Contact 194: The Moorland Affair. Federation Minister of Justice Moorland, as well as top members of the Magpie Guild are found to be cooperating with rebel groups within several of the Red Zones with the view to taking over the Federation government. The resulting warfare sees large scale fighting across much of earth as red zone forces attack more civilized zones in a coordinated way. The Magpie Guild, riven with infighting is unable to respond.&lt;br /&gt;
&lt;br /&gt;
After Contact 198: The Defense and Order Act is promulgated, allowing smaller units of the Federation to raise their own armies for local defense and public order. &lt;br /&gt;
&lt;br /&gt;
After Contact 199: Seraphim Troops from the Network Feather faction find and kill Justice Minister Moorland while Inorganic Angels and the Federation space army bombard red zones, smashing rebel forces.&lt;br /&gt;
&lt;br /&gt;
After Contact 200: In the wake of Moorland Affair, the Federation Central Government at Dakar is increasingly weakened and relient on the Seraphim factions that rule Halo for solar energy, political and military support. Outside the centres of Federation power, the Defense and Order Act has seen local bodies, corporations, local, national and subnational governments and even powerful magnets legally raise their own armies. The use of violence to settle disputes is common. The Magpies, once the swords of the factions of the federation government are now little more than ronin mercenaries, cast adrift to find what employment they can. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You are one such ronin warror, the last of the Magpies &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Factions=&lt;br /&gt;
==The Federation==&lt;br /&gt;
The overall government of the Federation, ruled from the great capital at Dakar, the Federation maintains a government that stretches from the Sun to the Oort cloud. The Federation is primarily concerned with the avoidance of large scale wars between its Cantons, the creation of common trade and economic relations, the issue of regional currencies and most important the preparation of defenses against a potential attack by hostile extra-terrestrial beings. The last end has historically consumed the majority of the Federation&#039;s time and effort, and even after almost two hundred years the spectre of attack from outside still looms large and consumes the majority of the Federation&#039;s budget.&lt;br /&gt;
&lt;br /&gt;
Federation politics are notoriously labyrinthine and factional, especially due to the appointed nature of most high Federation officials, which leads to intrigue being the primary means of gaining power. This byzantine system is increasingly a little irrelevant however, as the powerful Seraphim factions of the Halo, especially the Black Feathers, can use their economic, military and political power to make and break Federations leaders as they will. Some Cantons grumble at this imposition of Seraphim power, but others see it as a more stable system than the previous, often violent, court politics of the Federation&#039;s first century.&lt;br /&gt;
===Federation Defense Force===&lt;br /&gt;
The vast Federation Defense Force is mostly kept in space at a series of huge defense bases, practicing to fight against the alien invasion that has yet to come. Some forces such as the Interior Guard are also used against Rebels, and while they&#039;re notoriously corrupt and underfunded, they&#039;re still a powerful force.&lt;br /&gt;
&lt;br /&gt;
===Federation Currency===&lt;br /&gt;
The Federation has 7 different currencies which are issued to Cantons of different states of economic development and float freely against one another. Who may be in which currency is a common political battle among Cantons.&lt;br /&gt;
===Federation Cantons===&lt;br /&gt;
The Federation is divided into self governing Cantons, which may maintain their own systems, laws, and apperatus of state within the Federation legal code. Canton governments were once quite vestigal, but have become increasingly important as the The Defense and Order Act has allowed them to legally raise large armies without accusations of rebellion. A canton may be a geogrpahical region on earth or a single colony cylinder in orbit.&lt;br /&gt;
====The Sardinia Free State====&lt;br /&gt;
The Island of Sardinia is where the game is set. A relatively young Canton that only recently gained independence from the Alpine area, its president, Ginevra Amato has done much to transform the Island&#039;s economic prospects, and has recruited a powerful mercenary force to defend the island.&lt;br /&gt;
===The Magpie Guild===&lt;br /&gt;
The old directing agency of Magpie Operations, the Magpie&#039;s guild was all but destroyed due to the treason of its leaders during the Moorland Incident.&lt;br /&gt;
==The Seraphim==&lt;br /&gt;
Genetically Engineered all female clones, the Seraphim gained major prominance due to their role in the construction of the Halo ring station. Huge numbers of Seraphim clones were created, reversing much of humanity&#039;s overall population decline and powering them to the status of a superpower with control over the distribution of solar power and other technologies. They have also pioneered much Aleph networking and machine interfaces that are at the heart of much modern data networking. &lt;br /&gt;
===The Black Feathers Faction===&lt;br /&gt;
The most powerful Seraphim Faction, the Black Feathers dominate Segments 3 through 21 of the Orbital Ring&#039;s 108 segments, and are at the centre of a network of Federation ground and orbital Cantons, and a network of tamed corporations and Federation political and business leaders who are relient on their support. The Black Feathers are a mostly pragmatic faction, and do not care much for the esoteric investigations of Miracle Technology that some Seraphim use, but are known to make careful investigation of newly discovered Miracle-Tech sites.&lt;br /&gt;
&lt;br /&gt;
===The White Beam faction===&lt;br /&gt;
The chief rivals to the Black Feather Faction, the White Beam has always thought itself second best, and chaffed under this position. Despite this, they have carved out a place for themselves as controllers of much of the Solar Power Grid, and trade routes across the orbit. They are currently scheming against the Black Feathers with various elements of the Dakar government to try to resort their influence in the Federation capital.&lt;br /&gt;
&lt;br /&gt;
===The Blue and Purple Faction===&lt;br /&gt;
The third large Seraphim faction. The Blue and Purple Faction control the Indonesian and South American space elevator, and are deeply bitter than the Black Feathers control the African one. &lt;br /&gt;
&lt;br /&gt;
==Counter Federation Forces==&lt;br /&gt;
Rebel groups against the Federation range from left wing liberation forces to hereidtory reactionary militia, but a huge majority of them are groups from Non-Federation settlements in the Red Zones, Bandit Kings and Pirate Princes, whose local elites have no wish to assimilate into the Federation despite the economic benefits. &lt;br /&gt;
&lt;br /&gt;
==The Corporations===&lt;br /&gt;
An array of corporations, often with huge networks of clientism and corruption dominate the Federation economy. &lt;br /&gt;
&lt;br /&gt;
==Mystery Cults==&lt;br /&gt;
While the old religions survive, esoteric cults are on the rise.&lt;br /&gt;
&lt;br /&gt;
=Technology=&lt;br /&gt;
==Armoured Frame==&lt;br /&gt;
Created by Japanese scientists after the discovery of the Extra-Technology sites, Armoured Frame are high mobility humanoid weapon systems based around a Extra-technology core, Frames stand on average around 3-5 meters tall. Their humanoid shape allows for neurological control over the Extra-Technology systems within by a human pilot, and the projection of active protection fields, and &amp;quot;virtual plate.&amp;quot; A modern Armour is equipped with a quick boost system as well, allowing a skilled and enhanced pilot to make very rapid movements and dodges.&lt;br /&gt;
&lt;br /&gt;
Despite their power, the Armoured Frames is no longer the lord of the battlefield that it once was. It&#039;s dominance of the battlefield now threatened by the swarms of cheap Cavalry Gears and drones deployed by Earth based forces, and by high tech weapons the Halo like the Seraphim&#039;s Niǎo and Tori, and automated HMAW (High Mobility Autonomous Weapon). Ride Armours are still used extensively even by Seraphim special forces units however, and are the signature weapons of Magpies.&lt;br /&gt;
&lt;br /&gt;
==M-Generator==&lt;br /&gt;
The M-Generators are Extra-Tech power generation systems which lie at the heart of machines like Armoured Frames. They generate a high output but are used less in modernity as powerful Solar Quench systems become avaliable, due to the polution that they produce during venting.&lt;br /&gt;
&lt;br /&gt;
==Cavalry Gears==&lt;br /&gt;
A cheaper legged weapon, Cavalry Gears are used to augment more conventional tank forces. They stand 2 to 4 meters tall and usually bird or spider legged with a lot of ability to adjust their stance to maintain concealment.&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
You are a Magpie recruited by the Sardinian Free State as part of their attempt to build a military and restore peace in a troubled region.&lt;br /&gt;
&lt;br /&gt;
Describe yourself and your Armoured Frame in general terms. There may be system a bit later.&lt;br /&gt;
&lt;br /&gt;
==Gremori==&lt;br /&gt;
 During the First Magpie War, Vladmir had created elite anti-Seraph of genetically modified pilot clones based off the  greatest frame rider of the age code named the Goetia to oppose the angels of space.  This pink and purple hair young woman is not one of them, she and  her machine definitely were not dug out of forgotten hidden arms depot for purposes unknown.&lt;/div&gt;</summary>
		<author><name>Silence</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Nexus:_Doomed_and_the_Damned&amp;diff=72576</id>
		<title>Nexus: Doomed and the Damned</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Nexus:_Doomed_and_the_Damned&amp;diff=72576"/>
		<updated>2026-04-28T01:28:30Z</updated>

		<summary type="html">&lt;p&gt;Silence: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
Your polity had lost.  Be it interstellar war against implacable aliens, genocidal AIs, planet wrecking civil wars, a plague that melded flesh and steel, interdimensional invaders, or a slow decline of civilization falling from ennui, the writing was on the wall, there was no hope or recovery all there was left the final action, a explosive climax or whimper in the dark. Then all had changed, witting or unwitting, your polity like many others were stolen from their fates of oblivion and placed as game pieces on a board they can barely comprehend in a new universe, one already filled with life struggling against its own oblivion.  Now as light of alien stars shine upon your world[s] your polity thrusted into roles as pawns on gameboard of the gods, now once again has hope.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Nation Creation Sheet in [https://www.dropbox.com/s/shwuj4pk2yaoxx7/Nexus%20Nation%20Sheet.ods?dl=0 OpenDocument] or [https://www.dropbox.com/s/iilcv7pjfceiw5o/Nexus%20Nation%20Sheet.xls?dl=0 MS Excel]&lt;br /&gt;
&lt;br /&gt;
==Making A Nexus nation==&lt;br /&gt;
Simplicity itself.  Simply assign your points to each of the categories until you run out.  That&#039;ll give you the basis around which to write up the details of your nation. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers listed apply bonus points towards a particular rank, rather than directly modifying the Rank itself.&#039;&#039;&#039; For example, (Infrastructure +3) means that three bonus points are automatically added to the Infrastructure category, and (Growth -2) means that two points are subtracted from Growth. The player must make up the remainder to gain a new rank, if only part of the point cost is fulfilled; excess points are wasted. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Negative modifiers do not need to be bought up to zero, though values below 0 can be assumed to be particularly exaggerated.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You have 35 points to build your nation&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Population&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
:Rank 0 (0 points):  A backwater nowhere solar system, the Nexus equivalent of a city-state.&lt;br /&gt;
:Rank 1 (2 points):  A small alliance of habitats, a single minor star cluster.  Adds +1 Growth Potential.&lt;br /&gt;
:Rank 2 (3 points):  A lesser state, though one that cannot be ignored.  An exceptionally populous minor cluster or else one of several nations on a major cluster.  Adds +1 to Infrastructure.&lt;br /&gt;
:Rank 3 (5 points):  A fairly typical midsized nation, the typical owners of a major star cluster or multiple smaller ones.  Adds +1 to Infrastructure and Space Fleet.&lt;br /&gt;
:Rank 4 (6 points):  A large nation with a substantial, diverse population spread across many solar systems.  Adds +2 to Space Fleet and Infrastructure but suffers -1 to Growth Potential and Transhumanism.&lt;br /&gt;
:Rank 5 (7 points):  A top-tier state with a massive population.  Space-China.  Adds +3 to Infrastructure, +2 to Space Fleet, but suffers -1 to Transhumanism and -2 to Growth Potential.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Transhumanism&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
While this assumes human or human-equivalent populations, it can also be used to model alien races as well.  For races with innate psychic abilities, see Magic below.&lt;br /&gt;
:Rank 0 (0 points):  None at all!  Your people are the same old &#039;&#039;Homo Sapiens Sapiens&#039;&#039; from the 20th century.  Badass normal powers combine!&lt;br /&gt;
:Rank 1 (1 point):  Minor genetic engineering has spliced in desirable traits from exceptional humans, but except for a few outliers, everyone remains functionally ‘natural’ if generally healthier, fitter and perhaps smarter than 20th century humans.&lt;br /&gt;
:Rank 2 (2 points):   Significant genetic engineering allows for the implementation of more radical changes through transgenic techniques.  Truly superior specimens are becoming the norm.  Reproductive speciation is a possible side-effect, though uncommon and can be mediated..&lt;br /&gt;
:Rank 3 (4 points): ‘Strong’ transhumanism starts to skirt the edge of what’s no longer truly ‘human’, at least in the eyes of some.  Reproductive speciation is inevitable and discrimination from baselines is not uncommon&lt;br /&gt;
:Rank 4 (6 points):  You are in many ways barely human. Massive cybernetics and genetic enhancements, melding the human body with exotic nanosymbiots or phase imaging polymers, or downloading your entire population smart matter entities comes under this level.  Add +1 Growth Potential but suffer -1 Diplomacy when dealing with any power with Transhumanism ranked at 2 or less.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infrastructure&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
:Rank 0 (0 points):  Well, you could probably &#039;&#039;rearm&#039;&#039; a warship . . .  Construction Rating 20, max size 4&lt;br /&gt;
:Rank 1 (1 point):  Construction Rating 30, max size 6&lt;br /&gt;
:Rank 2 (2 points):  Construction Rating 40, max size 10&lt;br /&gt;
:Rank 3 (3 points):  Construction Rating 50, max size 15&lt;br /&gt;
:Rank 4 (4 points):  Construction Rating 60, max size 40&lt;br /&gt;
:Rank 5 (5 points):  Massive, well developed planetary and spaceborn industry.  Construction Rating 70, max size 100&lt;br /&gt;
:Every additional Rank of Infrastructure adds 5 to the Construction Rating&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Growth Potential&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
:Rank 0 (0 points):  Overcrowding and resource shortages are chronic; you need relief and now!&lt;br /&gt;
:Rank 1 (1 point):  Either planning or natural growth has put you at a comfortable maximum, but you have nowhere to grow.&lt;br /&gt;
:Rank 2 (2 points): You have room to grow, but not much&lt;br /&gt;
:Rank 3 (3 points): Most of your resources have been set up to be exploited but you haven&#039;t even begun to do so yet.&lt;br /&gt;
:Rank 4 (4 points): So many natural resources you&#039;re probably selling them to people. &lt;br /&gt;
:Rank 5 (5 points):  The Frontier.  Resources are plentiful, with plenty you probably haven’t even begun to tap yet.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Military Support&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
:Rank 0 (0 points):  Your nation simply sees little need for a large military; 6x Infrastructure in support &lt;br /&gt;
:Rank 1 (1 point):  8x Infrastructure in support&lt;br /&gt;
:Rank 2 (2 points):  12x Infrastructure in support&lt;br /&gt;
:Rank 3 (3 points):  14x Infrastructure in support&lt;br /&gt;
:Rank 4 (4 points):  16x Infrastructure in support&lt;br /&gt;
:Rank 5 (5 points):  18x Infrastructure in support&lt;br /&gt;
:Every Rank past 5 adds 1x to the multiplier (19x, 20x, etc)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Space Fleet&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
:Rank 0 (0 points): No deep space fleet whatsoever, just a handful of short-range corvettes. 50 fleet points&lt;br /&gt;
:Rank 1 (1 point):  200 fleet points&lt;br /&gt;
:Rank 2 (2 points):  350 fleet points&lt;br /&gt;
:Rank 3 (3 points):  490 fleet points&lt;br /&gt;
:Rank 4 (4 points):  620 fleet points&lt;br /&gt;
:Rank 5 (5 points):  740 fleet points&lt;br /&gt;
:Every Rank past 5 adds +100 fleet points&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diplomacy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As the Nexus is a meeting point for all manner of different polities and ideologies, the arts of diplomacy are all the more important.  While this attribute primarily affects NPCs, states with 0 diplomacy going and making alliances with everyone neighboring PC can expect to get modhammered.&lt;br /&gt;
:Rank 0 (0 points):  Space North Korea or similarly unpleasant and insular regimes.&lt;br /&gt;
:Rank 1 (1 point):  Diplomatic blunders or simple lack of care is common.  You&#039;re not quite playing on Diety, but the popular press is rarely favorable to you.&lt;br /&gt;
:Rank 2 (2 points):  You are just another body in the Hyper Galactic Space UN.&lt;br /&gt;
:Rank 3 (4 points):  Your diplomats are tireless and your nation often displays local leadership, with the occasional flashes of greatness.&lt;br /&gt;
:Rank 4 (6 points):  Your leaders routinely expect to get Nobel Peace Prizes every year they&#039;re in power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Espionage&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
:Rank 0 (0 points):  Sensitive information regularly gets lost on laptops.&lt;br /&gt;
:Rank 1 (1 point):  Typical hypercorp security measures.&lt;br /&gt;
:Rank 2 (2 points):  Run of the mill intelligence apparatus.&lt;br /&gt;
:Rank 3 (4 points):  Many Bothans died to bring us this information.&lt;br /&gt;
:Rank 4 (6 points):  Sure, I can get the information you want chummer.  Got the nuyen?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Advancement&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
:Rank 0 (0 points): Your nation’s overall advancement level in fundamental fields such as energy generation, metallurgy, etc is below the Nexus norm.  Major powers that have low technology like this almost certainly compensate with an assload of industry.&lt;br /&gt;
:Rank 1 (4 points):  Average advancement, no glaring weaknesses or strong points.&lt;br /&gt;
:Rank 2 (8 points):  An impressive display of technological aptitude that puts you above most of your peers.  Basically, you’re The Star Kingdom of Manticore.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unique Technology&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
It has become recognized that technology across the multiverse tends to solve similar issues in similar ways.  The Nexus has proven to be an excellent example, as a strong majority of the connected universes show technology that is similar and sometimes downright indistinguishable from that of the Nexus polities.&lt;br /&gt;
:Rank 0 (0 points):  You &#039;&#039;lack&#039;&#039; some critical technologies, most commonly shielding andor energy weapons.  Early Babylon 5, Battlestar Galactica and Halo humans are popular examples of this.  Plucky baseline powers go!&lt;br /&gt;
:Rank 1 (2 points):  Your technology is pretty much universally understood if perhaps not used; generic ray guns, generic railguns, generic shields, generic gravity plating, genetic glowing sublight rockets.  Get the picture?  Later-era Babylon 5, Star Wars without the wacky superweapons, Freespace, Wing Commander . . .&lt;br /&gt;
:Rank 2 (3 points):  You’ve got one or two ‘secret weapons’ that can be expected to work in your favor; N-Jammers, transporters, inertialess drives, etc.  Mass Effect or Andromeda might sit here, thanks to their excellent gravity technology and zoomy ships.&lt;br /&gt;
:Rank 3 (5 points):  Your technology base is strongly divergent from the norm, with many of the technologies your nation possesses being fairly unique and providing at least a short-term strong advantage against an unprepared opponent.  Star Trek would float around here.&lt;br /&gt;
:Rank 4 (8 points):  Your technology base is fundamentally different from the norm and has some aspects that would be entire incompatible with the ‘great baseline’; guns that teleport explosives right through shields, propulsion systems that allow for instantaneous teleportation and other sorts of wanky superscience.  The Culture’s general concepts (given that it’s also &#039;&#039;obscenely powerful&#039;&#039; and way outside of game scope) would be on this level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Emergent Technologies&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The so-called Emergent Technologies are ones that promise to radically reshape the human condition.  Not terribly popular in the Nexus, they are irregularly scattered throughout the known multiverse with no real correlation to overall technology level.&lt;br /&gt;
:Rank 0 (0 points):  Safetech only; while the overall advancement level might be high, there is no access (probably deliberately) to nanotechnology, advanced AIs and the like.  The reimagined Battlestar Galactica is the archetype here&lt;br /&gt;
:Rank 1 (1 point):  You have a few examples of emergent technologies, though they are almost certainly kept under (very) tight control and may not even be publically acknowledged.  An example of this level is Halo, which has a smattering of AIs and cybernetics of generally primitive (if effective) design.&lt;br /&gt;
:Rank 2 (3 points):  Cornucopias and similar devices have begun to radically reshape your economy.  Industry is faster and more flexible than ever before.  Star Trek is firmly at this level, though in a much more ‘floppytech’ paradigm.&lt;br /&gt;
:Rank 3 (6 points):  You’ve passed into the New Economy, though the dreams of post-scarcity and TA-style instant construction haven’t materialized.  Adds +1 bonus points to Unique Technology.  Eclipse Phase and similar settings would be at this level, as would Supreme Commander (conceptually though not with the ridiculous build speeds)&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Magic&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Stuff that doesn’t just push the notoriously lax laws of scifi science, but subverts them entirely.  Magic mostly operates on the more ‘personal’ level, since there isn’t a terribly big difference between a mile-long space battleship armed with plasma cannons or with magic firebolts.&lt;br /&gt;
:Rank 0 (0 points): You scrupulously obey the laws of physics.  &lt;br /&gt;
:Rank 1 (1 point):  This is fairly small-time stuff like Jedi Mind tricks and similar cantrips, or the presence of just a (literal) handful of more talented individuals.  Some of it may even be ‘scientific’; cyberpunk mind-reading, Cylon resurrection at a distance, Envoy training, etc.&lt;br /&gt;
:Rank 2 (2 points):  More powerful and more systemic paranormal powers are present in your nation.  Your typical Psy-Cops would be at this level.  Mass Effect human biotics (fairly rare and relatively weak) would be at this level, as would the presence of Gundam Newtypes in any number.&lt;br /&gt;
:Rank 3 (4 points):  The presence of powerful organizations such as the Jedi Order in its prime would sit here, as well as Asari and Krogan biotics (common and fairly powerful).&lt;br /&gt;
:Rank 4 (6 points):  The people of your nation have evolved or somehow manifest nearly ubiquitous ‘magic’, like the Protoss or Eldar.  Outlier individuals can, with proper dramatic timing, unleash massive events like Palpatine’s force storms in the Dark Empire comic series, or any example of the 40k Emperor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Patron&#039;&#039;&#039; &amp;lt;br&amp;gt; the reason you have entered into the nexus universe, beings of immense might and power, kept in check only by their fellows and their own inscrutable laws they must follow.  Those who share the same patrons are loosely allied with each other by default.&lt;br /&gt;
:Rank 0: Your patron is one of the many who threw their piece onto the board and stepped away from the game, either from losing interest, or believing they have done enough.  You arrive without any clue as why you have arrived and can seek fresh patron if you want.&lt;br /&gt;
:Rank 1: (1 point) A select few in your polity knows of the existence of the patron and may of even colluded with them to save your polity.  You have the foot in the door of inner workings of what your supposed to be aiming to do.&lt;br /&gt;
:Rank: 2: (3 points) This is the realm of hidden cults or secret societies or classified programs in league with the patron, their lieutenants walk among you and you will be given boons and as well as quests to succeed the the game. +1 to magic or emergent technology&lt;br /&gt;
:Rank: 3: (5 points): Your civilization has openly in alliance with the patron though with local native name given to them, and support is more obvious and open.   +3 to magic or emergent technology, though your polity&#039;s will is bound by the patron and displeasing them renders gravest consequences.  GM approval&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Destiny&#039;&#039;&#039; &amp;lt;br&amp;gt; your fate was to lose, and despite being given in a new universe, causality can&#039;t be entirely denied.  These ranks give you points back as they are effectively artificial difficulty rating.&lt;br /&gt;
:Rank 0: Your failure would just be another historical record forgotten about like many other also-ran nations.  &lt;br /&gt;
:Rank 1: (1 points) your collapse had historical aftereffects, like the collapse of the Second French Republic, placed near a hostile location or power&lt;br /&gt;
:Rank 2: (3 points) your collapse had significant historical effects, like the collapse of the Soviet Empire, placed near a hostile location as well being a targeted gamepiece by the other patrons.&lt;br /&gt;
:Rank 3: (6 points) your collapse would of seen a dark age, your arrival in nexus is one interspersed with war and chaos off the bat, and there is a real chance your polity might die before the first game year ends.&lt;br /&gt;
&lt;br /&gt;
===Examples===&lt;br /&gt;
====The Generic States of SpaceAmerica old example====&lt;br /&gt;
The following is a stereotypical baseline power out of typical Western pop-scifi.  A mashup of Star Wars, Babylon 5, Halo and Battlestar Galactica.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Population:  Rank 3 (5; +1 infrastructure, +1 space fleet)&amp;lt;br&amp;gt;&lt;br /&gt;
Transhumanism:   Rank 0 (0)&amp;lt;br&amp;gt;&lt;br /&gt;
Infrastructure:  Rank 5 (4 + 1)&amp;lt;br&amp;gt;&lt;br /&gt;
Growth Potential:  Rank 3 (3)&amp;lt;br&amp;gt;&lt;br /&gt;
Military Support:  Rank 5 (5)&amp;lt;br&amp;gt;&lt;br /&gt;
Space Fleet:  Rank 6 (5 + 1)&amp;lt;br&amp;gt;&lt;br /&gt;
Diplomacy:  Rank 3 (3)&amp;lt;br&amp;gt;&lt;br /&gt;
Espionage:  Rank 2 (2)&amp;lt;br&amp;gt;&lt;br /&gt;
General Advancement:  Rank 1 (4)&amp;lt;br&amp;gt;&lt;br /&gt;
Unique Technologies:  Rank 1 (2)&amp;lt;br&amp;gt;&lt;br /&gt;
Emergent Technologies:  Rank 0 (0)&amp;lt;br&amp;gt;&lt;br /&gt;
Magic:  Rank 1 (1)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====The Republic of Transhumania====&lt;br /&gt;
The &#039;new wave&#039; of transhumanist science fiction.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Population:  Rank 2 (3; +1 infrastructure)&amp;lt;br&amp;gt;&lt;br /&gt;
Transhumanism:   Rank 3 (4)&amp;lt;br&amp;gt;&lt;br /&gt;
Infrastructure:  Rank 3 (2 + 1)&amp;lt;br&amp;gt;&lt;br /&gt;
Growth Potential:  Rank 3 (3)&amp;lt;br&amp;gt;&lt;br /&gt;
Military Support:  Rank 3 (3)&amp;lt;br&amp;gt;&lt;br /&gt;
Space Fleet:  Rank 2 (2)&amp;lt;br&amp;gt;&lt;br /&gt;
Diplomacy:  Rank 2 (2)&amp;lt;br&amp;gt;&lt;br /&gt;
Espionage:  Rank 4 (6)&amp;lt;br&amp;gt;&lt;br /&gt;
General Advancement:  Rank 0 (0)&amp;lt;br&amp;gt;&lt;br /&gt;
Unique Technologies:  Rank 3 (4 + 1)&amp;lt;br&amp;gt;&lt;br /&gt;
Emergent Technologies:  Rank 3 (6; +1 unique tech)&amp;lt;br&amp;gt;&lt;br /&gt;
Magic:  Rank 0&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====People&#039;s Socialist States of Techwankia====&lt;br /&gt;
A thought experiment in maxing out technology.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Population:  Rank 1 (2; +1 growth potential)&amp;lt;br&amp;gt;&lt;br /&gt;
Transhumanism:   Rank 4 (6)&amp;lt;br&amp;gt;&lt;br /&gt;
Infrastructure:  Rank 2 (2)&amp;lt;br&amp;gt;&lt;br /&gt;
Growth Potential:  Rank 1 (0 + 1)&amp;lt;br&amp;gt;&lt;br /&gt;
Military Support:  Rank 2 (2)&amp;lt;br&amp;gt;&lt;br /&gt;
Space Fleet:  Rank 2 (2)&amp;lt;br&amp;gt;&lt;br /&gt;
Diplomacy:  Rank 0&amp;lt;br&amp;gt;&lt;br /&gt;
Espionage:  Rank 0&amp;lt;br&amp;gt;&lt;br /&gt;
General Advancement:  Rank 2 (8)&amp;lt;br&amp;gt;&lt;br /&gt;
Unique Technologies:  Rank 4 (7 + 1)&amp;lt;br&amp;gt;&lt;br /&gt;
Emergent Technologies:  Rank 3 (6; +1 unique tech)&amp;lt;br&amp;gt;&lt;br /&gt;
Magic:  Rank 0 (0)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Making your Fleet==&lt;br /&gt;
===Construction===&lt;br /&gt;
Some of these warships may carry their own small (Size 0) vessels along with them, either because they&#039;re carriers or some form of omniship with its own fighter compliment. &lt;br /&gt;
&lt;br /&gt;
Construction is done quarterly, so each power has 4 opportunities to build new ships per year, unused construction points can be carried over to the next quarter. A power builds at its full construction rating up to its fleet support rating. Once it exceeds this rating, it&#039;s construction drops to 50% of normal until it reaches 25% more ships than its fleet support rating, at which point it drops to 25% of the usual rating. at +75% of fleet support, no more construction maybe performed. Note that having more fleet than you can support is not recommended as it also causes spare parts shortages and a degradation of combat effectiveness. &lt;br /&gt;
&lt;br /&gt;
Your starting fleet works just the same as ships built in game, but you have a number of points equal to your space fleet rating.&lt;br /&gt;
&lt;br /&gt;
Any power may also build fighter and bomber bases and planetary based or orbital fortresses and gun platforms. These devices are built exactly like ships, but do not require the use of the same support limit, having their own. &lt;br /&gt;
&lt;br /&gt;
It is assumed that each power has some level of planetary defenses automatically, fortresses which are constructed merely add to this total.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Ship construction times: Each ship builds at the rate of 25 points per quarter.&lt;br /&gt;
&lt;br /&gt;
===Construction Table===&lt;br /&gt;
Building a fleet is done by the interaction of two fields; &#039;&#039;&#039;Size&#039;&#039;&#039; and &#039;&#039;&#039;Quality&#039;&#039;&#039;.  Size is essentially the size (or power) of the unit in question; larger units are stronger than smaller ones and cost more.  By contrast, Quality is trading numbers for capability at no change in cost.  As such, the cost of a unit is equal to its size rating.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quality&#039;&#039;&#039; ratings and explanations are as follows:&lt;br /&gt;
*&#039;&#039;&#039;Flotilla&#039;&#039;&#039; units are the most numerous type of ship, ranging from things that aren&#039;t even ships at all (fighter wings, etc) to WWII-style destroyers right to the stereotypical background space battleships from Legend of the Galactic Heroes.  Everything else equal, a Flotilla is the most &#039;&#039;powerful&#039;&#039; expenditure of points, albeit one with limits.  A Flotilla is normally about a dozen ships (or more, if aerospace  or other particularly tiny things).&lt;br /&gt;
*&#039;&#039;&#039;Squadron&#039;&#039;&#039; units are the mid-range units, conventionally more modern and individually capable escort ships or &#039;cruiser&#039; type ships.  For a given size value, squadron ships tend to be larger (light cruisers vs destroyer leaders, for example) but obviously less numerous; a squadron is normally 4-6 ships.&lt;br /&gt;
*&#039;&#039;&#039;Division&#039;&#039;&#039; units are the big beatstick and in general division warships are considered &#039;capital&#039; ships; high-end warships also fall here.  The archetype is non-heroic supporting character battleships or highly capable warships with all the bells and whistles.  Division units normally come in 2s or 3s.  Everything else equal, a division has the least firepower but the most flexibility and best soft factors.&lt;br /&gt;
*&#039;&#039;&#039;Heroic&#039;&#039;&#039; units are always bought individually.  They are basically &#039;&#039;individual&#039;&#039; divisional units (and thus have about half the effectiveness) but normally have additional abilities such as a wave motion gun and, of course, are character shielded and/or supernally lucky making them rather difficult to actually destroy as opposed to drive off.  No more than 10% of your entire fleet may be heroic units.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Size&#039;&#039;&#039; ratings and explanations are as follows:  (note that all quality levels are available up to size 15, the explanation is just guidelines)&lt;br /&gt;
:&#039;&#039;&#039;Size 1:&#039;&#039;&#039;  Flotilla scale:  1/2-crew aerospace craft, drones, etc.&lt;br /&gt;
:&#039;&#039;&#039;Size 2:&#039;&#039;&#039;  Flotilla scale:  Small destroyers, attack boats, bombers.&lt;br /&gt;
:&#039;&#039;&#039;Size 3:&#039;&#039;&#039;  Squadron scale:  Protected cruisers.&lt;br /&gt;
:&#039;&#039;&#039;Size 4:&#039;&#039;&#039;  Division scale:  Pre-dreadnoughts, armored cruisers or equivalent baby capital ships.  Flotilla scale:  Archetypical WWII destroyer.&lt;br /&gt;
:&#039;&#039;&#039;Size 5:&#039;&#039;&#039;  Squadron scale:  Light cruisers or more specialized ships like monitors.&lt;br /&gt;
:&#039;&#039;&#039;Size 6:&#039;&#039;&#039;  Division scale:  Lighter but still capable capital ships or light carriers.  Flotilla scale:  A set of destroyer leaders or scout cruisers.&lt;br /&gt;
:&#039;&#039;&#039;Size 7:&#039;&#039;&#039;  Squadron scale:  Fairly conventional heavy cruisers.&lt;br /&gt;
:&#039;&#039;&#039;Size 8:&#039;&#039;&#039;  Division scale:  The stereotypical battleship.  Flotilla scale:  LOGH Background battleships.&lt;br /&gt;
:&#039;&#039;&#039;Size 9:&#039;&#039;&#039;  Squadron scale:  Extremely powerful escorts like &#039;&#039;Arleigh Burkes&#039;&#039;.&lt;br /&gt;
:&#039;&#039;&#039;Size 10:&#039;&#039;&#039;  Division scale:  Oversized battleships like the &#039;&#039;Yamato&#039;&#039; or supercarriers like the &#039;&#039;Nimitz&#039;&#039;.  Flotilla scale:  An entire production run of memetic &#039;&#039;super-Shimakazes&#039;&#039; or a fleet of Standard-type battleships.&lt;br /&gt;
:&#039;&#039;&#039;Size 15:&#039;&#039;&#039; Very Large Capital Ship: Super-sized warships like the Zentraedi battlewagons or a squadron of &#039;&#039;Star Destroyers&#039;&#039;.&lt;br /&gt;
:&#039;&#039;&#039;Size 40:&#039;&#039;&#039; Mobile Base: Mother Carriers, City Ships, &#039;&#039;Super Star Destroyers&#039;&#039;.  These are effectively &#039;heroic&#039; due to sheer size and are always purchased as individuals.&lt;br /&gt;
:&#039;&#039;&#039;Size 100:&#039;&#039;&#039; Battle Moons: &#039;&#039;Fortress Iserlohn&#039;&#039;. You may only have one such unit at game start and these are effectively &#039;heroic&#039; due to sheer size and are always purchased as individuals.&lt;br /&gt;
&lt;br /&gt;
==Growth==&lt;br /&gt;
At the end of each year, powers grow. This is done by gaining new points which can be spent just like starting points equal to their growth potential -1.&lt;br /&gt;
&lt;br /&gt;
If this leaves you with -1 points you must lose -1 points from somewhere, or find a source of new materials to maintain yourself.&lt;br /&gt;
&lt;br /&gt;
All changes are subject to GM supervision&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Gaining Growth Potential via story===&lt;br /&gt;
&lt;br /&gt;
It is possible to gain growth potential not just via the stats on your sheet, but by making story posts. There are several rules governing these posts however. First, any changes are subject to GM approval, as with normal growth potential points. Second, and more importantly, different types of actions will affect different stats. There are other potential stories which could give benefits, but these must be arranged on a case by case basis. &lt;br /&gt;
&lt;br /&gt;
:1:Trade&lt;br /&gt;
::Opening up Trade with another power, receiving trade from another power, relaxing economic protections&lt;br /&gt;
::&#039;&#039;&#039;Affect&#039;&#039;&#039; Infrastructure, losses from negative growth potential&lt;br /&gt;
&lt;br /&gt;
:2: Colonization &lt;br /&gt;
::You colonize new worlds, fight hostile natives, or make deals with them or the like. &lt;br /&gt;
:: &#039;&#039;&#039;Affect&#039;&#039;&#039; Population&lt;br /&gt;
&lt;br /&gt;
:3:Upgrade Program&lt;br /&gt;
::Undergo Widescale Options&lt;br /&gt;
:: &#039;&#039;&#039;Affect&#039;&#039;&#039; Transhumanism &lt;br /&gt;
&lt;br /&gt;
:4:Give Tech/Steal Tech&lt;br /&gt;
::You are given tech by another power, alternatively, you steal tech from another power. &lt;br /&gt;
:: &#039;&#039;&#039;Affect&#039;&#039;&#039; Technology/Magic&lt;br /&gt;
&lt;br /&gt;
==Setting Notes==&lt;br /&gt;
===The Nexus Natives (major powers)===&lt;br /&gt;
*United Nations Extra-Solar Fleet&lt;br /&gt;
Under constant on off cold and hot wars for centuries now, the core worlds of mankind have collectively fallen under the thalassocracy of venerable Gateway megastation in Alpha Centauri. The largest of the polities and most tied down by all the threats on their border.&amp;lt;br&amp;gt;&lt;br /&gt;
*Francheska Union of States&lt;br /&gt;
Experimental socialists&#039; colonies united by high transhumans revolutionary fervor at the imperialists core, now a grim dystopic mirror of the UN.&amp;lt;br&amp;gt;&lt;br /&gt;
*Golgothan Free Traders Association&lt;br /&gt;
Corporate former pirate trade empire that rules the outer halo of stars, and plays middle man between the various powers.&lt;br /&gt;
*Neo-Quon Empire&lt;br /&gt;
Ancient astronaut space empire, the rediscovery of their worlds by the UN, sparked several wars between the old and the new and the aliens.&amp;lt;br&amp;gt;&lt;br /&gt;
*Web of Worlds&lt;br /&gt;
A relatively new polity of psionic mind eating spiders that promises revolutionary equality.&amp;lt;br&amp;gt;&lt;br /&gt;
*AEGIS Stalwork&lt;br /&gt;
Victims of the original Quon expansion into space, a collection of alien races that have made it their goal to destroy the Quon and subdue to the insane murder apes. &amp;lt;br&amp;gt;&lt;br /&gt;
*Goetia Fleet&lt;br /&gt;
Unknown attackers, striking many sides at once. &amp;lt;The Nexus Natives (major powers) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Patron List:===&lt;br /&gt;
*Calamity of Seven Aeons: Avatar shrouded warlord, encased in all-encompassing black jade armor etched with runes, patron of militaristic empires and raiders,&lt;br /&gt;
*The Ironbound Princess: Avatar blond hair, princess wrapped in chains, patron of those who seek comfort or domination&lt;br /&gt;
*TELOS: Avatar is hard light hologram projected by a variety of drones, patrons of those who seek scientific knowledge and order.&lt;br /&gt;
*The Soul Collector: Avatar is of young girl with lantern or tall shrouded figure of ruined rags, patron of those who trespass against reason and taboos.&lt;br /&gt;
*The Pharoh of Emerald Tablets: A haughty prince of many vintages, patron of arts and monuments,&lt;br /&gt;
*Write-Ins:&lt;/div&gt;</summary>
		<author><name>Silence</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Nexus:_Doomed_and_the_Damned&amp;diff=72575</id>
		<title>Nexus: Doomed and the Damned</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Nexus:_Doomed_and_the_Damned&amp;diff=72575"/>
		<updated>2026-04-27T23:51:40Z</updated>

		<summary type="html">&lt;p&gt;Silence: Created page with &amp;quot;==Introduction== Your polity had lost.  Be it interstellar war against implacable aliens, genocidal AIs, planet wrecking civil wars, a plague that melded flesh and steel, interdimensional invaders, or a slow decline of civilization falling from ennui, the writing was on the wall, there was no hope or recovery all there was left the final action, a explosive climax or whimper in the dark. Then all had changed, witting or unwitting, your polity like many others were stolen...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
Your polity had lost.  Be it interstellar war against implacable aliens, genocidal AIs, planet wrecking civil wars, a plague that melded flesh and steel, interdimensional invaders, or a slow decline of civilization falling from ennui, the writing was on the wall, there was no hope or recovery all there was left the final action, a explosive climax or whimper in the dark. Then all had changed, witting or unwitting, your polity like many others were stolen from their fates of oblivion and placed as game pieces on a board they can barely comprehend in a new universe, one already filled with life struggling against its own oblivion.  Now as light of alien stars shine upon your world[s] your polity thrusted into roles as pawns on gameboard of the gods, now once again has hope.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Nation Creation Sheet in [https://www.dropbox.com/s/shwuj4pk2yaoxx7/Nexus%20Nation%20Sheet.ods?dl=0 OpenDocument] or [https://www.dropbox.com/s/iilcv7pjfceiw5o/Nexus%20Nation%20Sheet.xls?dl=0 MS Excel]&lt;br /&gt;
&lt;br /&gt;
==Making A Nexus nation==&lt;br /&gt;
Simplicity itself.  Simply assign your points to each of the categories until you run out.  That&#039;ll give you the basis around which to write up the details of your nation. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers listed apply bonus points towards a particular rank, rather than directly modifying the Rank itself.&#039;&#039;&#039; For example, (Infrastructure +3) means that three bonus points are automatically added to the Infrastructure category, and (Growth -2) means that two points are subtracted from Growth. The player must make up the remainder to gain a new rank, if only part of the point cost is fulfilled; excess points are wasted. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Negative modifiers do not need to be bought up to zero, though values below 0 can be assumed to be particularly exaggerated.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You have 35 points to build your nation&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Population&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
:Rank 0 (0 points):  A backwater nowhere solar system, the Nexus equivalent of a city-state.&lt;br /&gt;
:Rank 1 (2 points):  A small alliance of habitats, a single minor star cluster.  Adds +1 Growth Potential.&lt;br /&gt;
:Rank 2 (3 points):  A lesser state, though one that cannot be ignored.  An exceptionally populous minor cluster or else one of several nations on a major cluster.  Adds +1 to Infrastructure.&lt;br /&gt;
:Rank 3 (5 points):  A fairly typical midsized nation, the typical owners of a major star cluster or multiple smaller ones.  Adds +1 to Infrastructure and Space Fleet.&lt;br /&gt;
:Rank 4 (6 points):  A large nation with a substantial, diverse population spread across many solar systems.  Adds +2 to Space Fleet and Infrastructure but suffers -1 to Growth Potential and Transhumanism.&lt;br /&gt;
:Rank 5 (7 points):  A top-tier state with a massive population.  Space-China.  Adds +3 to Infrastructure, +2 to Space Fleet, but suffers -1 to Transhumanism and -2 to Growth Potential.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Transhumanism&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
While this assumes human or human-equivalent populations, it can also be used to model alien races as well.  For races with innate psychic abilities, see Magic below.&lt;br /&gt;
:Rank 0 (0 points):  None at all!  Your people are the same old &#039;&#039;Homo Sapiens Sapiens&#039;&#039; from the 20th century.  Badass normal powers combine!&lt;br /&gt;
:Rank 1 (1 point):  Minor genetic engineering has spliced in desirable traits from exceptional humans, but except for a few outliers, everyone remains functionally ‘natural’ if generally healthier, fitter and perhaps smarter than 20th century humans.&lt;br /&gt;
:Rank 2 (2 points):   Significant genetic engineering allows for the implementation of more radical changes through transgenic techniques.  Truly superior specimens are becoming the norm.  Reproductive speciation is a possible side-effect, though uncommon and can be mediated..&lt;br /&gt;
:Rank 3 (4 points): ‘Strong’ transhumanism starts to skirt the edge of what’s no longer truly ‘human’, at least in the eyes of some.  Reproductive speciation is inevitable and discrimination from baselines is not uncommon&lt;br /&gt;
:Rank 4 (6 points):  You are in many ways barely human. Massive cybernetics and genetic enhancements, melding the human body with exotic nanosymbiots or phase imaging polymers, or downloading your entire population smart matter entities comes under this level.  Add +1 Growth Potential but suffer -1 Diplomacy when dealing with any power with Transhumanism ranked at 2 or less.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infrastructure&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
:Rank 0 (0 points):  Well, you could probably &#039;&#039;rearm&#039;&#039; a warship . . .  Construction Rating 20, max size 4&lt;br /&gt;
:Rank 1 (1 point):  Construction Rating 30, max size 6&lt;br /&gt;
:Rank 2 (2 points):  Construction Rating 40, max size 10&lt;br /&gt;
:Rank 3 (3 points):  Construction Rating 50, max size 15&lt;br /&gt;
:Rank 4 (4 points):  Construction Rating 60, max size 40&lt;br /&gt;
:Rank 5 (5 points):  Massive, well developed planetary and spaceborn industry.  Construction Rating 70, max size 100&lt;br /&gt;
:Every additional Rank of Infrastructure adds 5 to the Construction Rating&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Growth Potential&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
:Rank 0 (0 points):  Overcrowding and resource shortages are chronic; you need relief and now!&lt;br /&gt;
:Rank 1 (1 point):  Either planning or natural growth has put you at a comfortable maximum, but you have nowhere to grow.&lt;br /&gt;
:Rank 2 (2 points): You have room to grow, but not much&lt;br /&gt;
:Rank 3 (3 points): Most of your resources have been set up to be exploited but you haven&#039;t even begun to do so yet.&lt;br /&gt;
:Rank 4 (4 points): So many natural resources you&#039;re probably selling them to people. &lt;br /&gt;
:Rank 5 (5 points):  The Frontier.  Resources are plentiful, with plenty you probably haven’t even begun to tap yet.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Military Support&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
:Rank 0 (0 points):  Your nation simply sees little need for a large military; 6x Infrastructure in support &lt;br /&gt;
:Rank 1 (1 point):  8x Infrastructure in support&lt;br /&gt;
:Rank 2 (2 points):  12x Infrastructure in support&lt;br /&gt;
:Rank 3 (3 points):  14x Infrastructure in support&lt;br /&gt;
:Rank 4 (4 points):  16x Infrastructure in support&lt;br /&gt;
:Rank 5 (5 points):  18x Infrastructure in support&lt;br /&gt;
:Every Rank past 5 adds 1x to the multiplier (19x, 20x, etc)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Space Fleet&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
:Rank 0 (0 points): No deep space fleet whatsoever, just a handful of short-range corvettes. 50 fleet points&lt;br /&gt;
:Rank 1 (1 point):  200 fleet points&lt;br /&gt;
:Rank 2 (2 points):  350 fleet points&lt;br /&gt;
:Rank 3 (3 points):  490 fleet points&lt;br /&gt;
:Rank 4 (4 points):  620 fleet points&lt;br /&gt;
:Rank 5 (5 points):  740 fleet points&lt;br /&gt;
:Every Rank past 5 adds +100 fleet points&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diplomacy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As the Nexus is a meeting point for all manner of different polities and ideologies, the arts of diplomacy are all the more important.  While this attribute primarily affects NPCs, states with 0 diplomacy going and making alliances with everyone neighboring PC can expect to get modhammered.&lt;br /&gt;
:Rank 0 (0 points):  Space North Korea or similarly unpleasant and insular regimes.&lt;br /&gt;
:Rank 1 (1 point):  Diplomatic blunders or simple lack of care is common.  You&#039;re not quite playing on Diety, but the popular press is rarely favorable to you.&lt;br /&gt;
:Rank 2 (2 points):  You are just another body in the Hyper Galactic Space UN.&lt;br /&gt;
:Rank 3 (4 points):  Your diplomats are tireless and your nation often displays local leadership, with the occasional flashes of greatness.&lt;br /&gt;
:Rank 4 (6 points):  Your leaders routinely expect to get Nobel Peace Prizes every year they&#039;re in power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Espionage&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
:Rank 0 (0 points):  Sensitive information regularly gets lost on laptops.&lt;br /&gt;
:Rank 1 (1 point):  Typical hypercorp security measures.&lt;br /&gt;
:Rank 2 (2 points):  Run of the mill intelligence apparatus.&lt;br /&gt;
:Rank 3 (4 points):  Many Bothans died to bring us this information.&lt;br /&gt;
:Rank 4 (6 points):  Sure, I can get the information you want chummer.  Got the nuyen?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Advancement&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
:Rank 0 (0 points): Your nation’s overall advancement level in fundamental fields such as energy generation, metallurgy, etc is below the Nexus norm.  Major powers that have low technology like this almost certainly compensate with an assload of industry.&lt;br /&gt;
:Rank 1 (4 points):  Average advancement, no glaring weaknesses or strong points.&lt;br /&gt;
:Rank 2 (8 points):  An impressive display of technological aptitude that puts you above most of your peers.  Basically, you’re The Star Kingdom of Manticore.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unique Technology&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
It has become recognized that technology across the multiverse tends to solve similar issues in similar ways.  The Nexus has proven to be an excellent example, as a strong majority of the connected universes show technology that is similar and sometimes downright indistinguishable from that of the Nexus polities.&lt;br /&gt;
:Rank 0 (0 points):  You &#039;&#039;lack&#039;&#039; some critical technologies, most commonly shielding andor energy weapons.  Early Babylon 5, Battlestar Galactica and Halo humans are popular examples of this.  Plucky baseline powers go!&lt;br /&gt;
:Rank 1 (2 points):  Your technology is pretty much universally understood if perhaps not used; generic ray guns, generic railguns, generic shields, generic gravity plating, genetic glowing sublight rockets.  Get the picture?  Later-era Babylon 5, Star Wars without the wacky superweapons, Freespace, Wing Commander . . .&lt;br /&gt;
:Rank 2 (3 points):  You’ve got one or two ‘secret weapons’ that can be expected to work in your favor; N-Jammers, transporters, inertialess drives, etc.  Mass Effect or Andromeda might sit here, thanks to their excellent gravity technology and zoomy ships.&lt;br /&gt;
:Rank 3 (5 points):  Your technology base is strongly divergent from the norm, with many of the technologies your nation possesses being fairly unique and providing at least a short-term strong advantage against an unprepared opponent.  Star Trek would float around here.&lt;br /&gt;
:Rank 4 (8 points):  Your technology base is fundamentally different from the norm and has some aspects that would be entire incompatible with the ‘great baseline’; guns that teleport explosives right through shields, propulsion systems that allow for instantaneous teleportation and other sorts of wanky superscience.  The Culture’s general concepts (given that it’s also &#039;&#039;obscenely powerful&#039;&#039; and way outside of game scope) would be on this level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Emergent Technologies&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The so-called Emergent Technologies are ones that promise to radically reshape the human condition.  Not terribly popular in the Nexus, they are irregularly scattered throughout the known multiverse with no real correlation to overall technology level.&lt;br /&gt;
:Rank 0 (0 points):  Safetech only; while the overall advancement level might be high, there is no access (probably deliberately) to nanotechnology, advanced AIs and the like.  The reimagined Battlestar Galactica is the archetype here&lt;br /&gt;
:Rank 1 (1 point):  You have a few examples of emergent technologies, though they are almost certainly kept under (very) tight control and may not even be publically acknowledged.  An example of this level is Halo, which has a smattering of AIs and cybernetics of generally primitive (if effective) design.&lt;br /&gt;
:Rank 2 (3 points):  Cornucopias and similar devices have begun to radically reshape your economy.  Industry is faster and more flexible than ever before.  Star Trek is firmly at this level, though in a much more ‘floppytech’ paradigm.&lt;br /&gt;
:Rank 3 (6 points):  You’ve passed into the New Economy, though the dreams of post-scarcity and TA-style instant construction haven’t materialized.  Adds +1 bonus points to Unique Technology.  Eclipse Phase and similar settings would be at this level, as would Supreme Commander (conceptually though not with the ridiculous build speeds)&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Magic&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Stuff that doesn’t just push the notoriously lax laws of scifi science, but subverts them entirely.  Magic mostly operates on the more ‘personal’ level, since there isn’t a terribly big difference between a mile-long space battleship armed with plasma cannons or with magic firebolts.&lt;br /&gt;
:Rank 0 (0 points): You scrupulously obey the laws of physics.  &lt;br /&gt;
:Rank 1 (1 point):  This is fairly small-time stuff like Jedi Mind tricks and similar cantrips, or the presence of just a (literal) handful of more talented individuals.  Some of it may even be ‘scientific’; cyberpunk mind-reading, Cylon resurrection at a distance, Envoy training, etc.&lt;br /&gt;
:Rank 2 (2 points):  More powerful and more systemic paranormal powers are present in your nation.  Your typical Psy-Cops would be at this level.  Mass Effect human biotics (fairly rare and relatively weak) would be at this level, as would the presence of Gundam Newtypes in any number.&lt;br /&gt;
:Rank 3 (4 points):  The presence of powerful organizations such as the Jedi Order in its prime would sit here, as well as Asari and Krogan biotics (common and fairly powerful).&lt;br /&gt;
:Rank 4 (6 points):  The people of your nation have evolved or somehow manifest nearly ubiquitous ‘magic’, like the Protoss or Eldar.  Outlier individuals can, with proper dramatic timing, unleash massive events like Palpatine’s force storms in the Dark Empire comic series, or any example of the 40k Emperor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Patron&#039;&#039;&#039; &amp;lt;br&amp;gt; the reason you have entered into the nexus universe, beings of immense might and power, kept in check only by their fellows and their own inscrutable laws they must follow.  Those who share the same patrons are loosely allied with each other by default.&lt;br /&gt;
:Rank 0: Your patron is one of the many who threw their piece onto the board and stepped away from the game, either from losing interest, or believing they have done enough.  You arrive without any clue as why you have arrived and can seek fresh patron if you want.&lt;br /&gt;
:Rank 1: (1 point) A select few in your polity knows of the existence of the patron and may of even colluded with them to save your polity.  You have the foot in the door of inner workings of what your supposed to be aiming to do.&lt;br /&gt;
:Rank: 2: (3 points) This is the realm of hidden cults or secret societies or classified programs in league with the patron, their lieutenants walk among you and you will be given boons and as well as quests to succeed the the game. +1 to magic or emergent technology&lt;br /&gt;
:Rank: 3: (5 points): Your civilization has openly in alliance with the patron though with local native name given to them, and support is more obvious and open.   +3 to magic or emergent technology, though your polity&#039;s will is bound by the patron and displeasing them renders gravest consequences.  GM approval&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Destiny&#039;&#039;&#039; &amp;lt;br&amp;gt; your fate was to lose, and despite being given in a new universe, causality can&#039;t be entirely denied.  These ranks give you points back as they are effectively artificial difficulty rating.&lt;br /&gt;
:Rank 0: Your failure would just be another historical record forgotten about like many other also-ran nations.  &lt;br /&gt;
:Rank 1: (1 points) your collapse had historical aftereffects, like the collapse of the Second French Republic, placed near a hostile location or power&lt;br /&gt;
:Rank 2: (3 points) your collapse had significant historical effects, like the collapse of the Soviet Empire, placed near a hostile location as well being a targeted gamepiece by the other patrons.&lt;br /&gt;
:Rank 3: (6 points) your collapse would of seen a dark age, your arrival in nexus is one interspersed with war and chaos off the bat, and there is a real chance your polity might die before the first game year ends.&lt;br /&gt;
&lt;br /&gt;
===Examples===&lt;br /&gt;
====The Generic States of SpaceAmerica old example====&lt;br /&gt;
The following is a stereotypical baseline power out of typical Western pop-scifi.  A mashup of Star Wars, Babylon 5, Halo and Battlestar Galactica.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Population:  Rank 3 (5; +1 infrastructure, +1 space fleet)&amp;lt;br&amp;gt;&lt;br /&gt;
Transhumanism:   Rank 0 (0)&amp;lt;br&amp;gt;&lt;br /&gt;
Infrastructure:  Rank 5 (4 + 1)&amp;lt;br&amp;gt;&lt;br /&gt;
Growth Potential:  Rank 3 (3)&amp;lt;br&amp;gt;&lt;br /&gt;
Military Support:  Rank 5 (5)&amp;lt;br&amp;gt;&lt;br /&gt;
Space Fleet:  Rank 6 (5 + 1)&amp;lt;br&amp;gt;&lt;br /&gt;
Diplomacy:  Rank 3 (3)&amp;lt;br&amp;gt;&lt;br /&gt;
Espionage:  Rank 2 (2)&amp;lt;br&amp;gt;&lt;br /&gt;
General Advancement:  Rank 1 (4)&amp;lt;br&amp;gt;&lt;br /&gt;
Unique Technologies:  Rank 1 (2)&amp;lt;br&amp;gt;&lt;br /&gt;
Emergent Technologies:  Rank 0 (0)&amp;lt;br&amp;gt;&lt;br /&gt;
Magic:  Rank 1 (1)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====The Republic of Transhumania====&lt;br /&gt;
The &#039;new wave&#039; of transhumanist science fiction.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Population:  Rank 2 (3; +1 infrastructure)&amp;lt;br&amp;gt;&lt;br /&gt;
Transhumanism:   Rank 3 (4)&amp;lt;br&amp;gt;&lt;br /&gt;
Infrastructure:  Rank 3 (2 + 1)&amp;lt;br&amp;gt;&lt;br /&gt;
Growth Potential:  Rank 3 (3)&amp;lt;br&amp;gt;&lt;br /&gt;
Military Support:  Rank 3 (3)&amp;lt;br&amp;gt;&lt;br /&gt;
Space Fleet:  Rank 2 (2)&amp;lt;br&amp;gt;&lt;br /&gt;
Diplomacy:  Rank 2 (2)&amp;lt;br&amp;gt;&lt;br /&gt;
Espionage:  Rank 4 (6)&amp;lt;br&amp;gt;&lt;br /&gt;
General Advancement:  Rank 0 (0)&amp;lt;br&amp;gt;&lt;br /&gt;
Unique Technologies:  Rank 3 (4 + 1)&amp;lt;br&amp;gt;&lt;br /&gt;
Emergent Technologies:  Rank 3 (6; +1 unique tech)&amp;lt;br&amp;gt;&lt;br /&gt;
Magic:  Rank 0&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====People&#039;s Socialist States of Techwankia====&lt;br /&gt;
A thought experiment in maxing out technology.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Population:  Rank 1 (2; +1 growth potential)&amp;lt;br&amp;gt;&lt;br /&gt;
Transhumanism:   Rank 4 (6)&amp;lt;br&amp;gt;&lt;br /&gt;
Infrastructure:  Rank 2 (2)&amp;lt;br&amp;gt;&lt;br /&gt;
Growth Potential:  Rank 1 (0 + 1)&amp;lt;br&amp;gt;&lt;br /&gt;
Military Support:  Rank 2 (2)&amp;lt;br&amp;gt;&lt;br /&gt;
Space Fleet:  Rank 2 (2)&amp;lt;br&amp;gt;&lt;br /&gt;
Diplomacy:  Rank 0&amp;lt;br&amp;gt;&lt;br /&gt;
Espionage:  Rank 0&amp;lt;br&amp;gt;&lt;br /&gt;
General Advancement:  Rank 2 (8)&amp;lt;br&amp;gt;&lt;br /&gt;
Unique Technologies:  Rank 4 (7 + 1)&amp;lt;br&amp;gt;&lt;br /&gt;
Emergent Technologies:  Rank 3 (6; +1 unique tech)&amp;lt;br&amp;gt;&lt;br /&gt;
Magic:  Rank 0 (0)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Making your Fleet==&lt;br /&gt;
===Construction===&lt;br /&gt;
Some of these warships may carry their own small (Size 0) vessels along with them, either because they&#039;re carriers or some form of omniship with its own fighter compliment. &lt;br /&gt;
&lt;br /&gt;
Construction is done quarterly, so each power has 4 opportunities to build new ships per year, unused construction points can be carried over to the next quarter. A power builds at its full construction rating up to its fleet support rating. Once it exceeds this rating, it&#039;s construction drops to 50% of normal until it reaches 25% more ships than its fleet support rating, at which point it drops to 25% of the usual rating. at +75% of fleet support, no more construction maybe performed. Note that having more fleet than you can support is not recommended as it also causes spare parts shortages and a degradation of combat effectiveness. &lt;br /&gt;
&lt;br /&gt;
Your starting fleet works just the same as ships built in game, but you have a number of points equal to your space fleet rating.&lt;br /&gt;
&lt;br /&gt;
Any power may also build fighter and bomber bases and planetary based or orbital fortresses and gun platforms. These devices are built exactly like ships, but do not require the use of the same support limit, having their own. &lt;br /&gt;
&lt;br /&gt;
It is assumed that each power has some level of planetary defenses automatically, fortresses which are constructed merely add to this total.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Ship construction times: Each ship builds at the rate of 25 points per quarter.&lt;br /&gt;
&lt;br /&gt;
===Construction Table===&lt;br /&gt;
Building a fleet is done by the interaction of two fields; &#039;&#039;&#039;Size&#039;&#039;&#039; and &#039;&#039;&#039;Quality&#039;&#039;&#039;.  Size is essentially the size (or power) of the unit in question; larger units are stronger than smaller ones and cost more.  By contrast, Quality is trading numbers for capability at no change in cost.  As such, the cost of a unit is equal to its size rating.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quality&#039;&#039;&#039; ratings and explanations are as follows:&lt;br /&gt;
*&#039;&#039;&#039;Flotilla&#039;&#039;&#039; units are the most numerous type of ship, ranging from things that aren&#039;t even ships at all (fighter wings, etc) to WWII-style destroyers right to the stereotypical background space battleships from Legend of the Galactic Heroes.  Everything else equal, a Flotilla is the most &#039;&#039;powerful&#039;&#039; expenditure of points, albeit one with limits.  A Flotilla is normally about a dozen ships (or more, if aerospace  or other particularly tiny things).&lt;br /&gt;
*&#039;&#039;&#039;Squadron&#039;&#039;&#039; units are the mid-range units, conventionally more modern and individually capable escort ships or &#039;cruiser&#039; type ships.  For a given size value, squadron ships tend to be larger (light cruisers vs destroyer leaders, for example) but obviously less numerous; a squadron is normally 4-6 ships.&lt;br /&gt;
*&#039;&#039;&#039;Division&#039;&#039;&#039; units are the big beatstick and in general division warships are considered &#039;capital&#039; ships; high-end warships also fall here.  The archetype is non-heroic supporting character battleships or highly capable warships with all the bells and whistles.  Division units normally come in 2s or 3s.  Everything else equal, a division has the least firepower but the most flexibility and best soft factors.&lt;br /&gt;
*&#039;&#039;&#039;Heroic&#039;&#039;&#039; units are always bought individually.  They are basically &#039;&#039;individual&#039;&#039; divisional units (and thus have about half the effectiveness) but normally have additional abilities such as a wave motion gun and, of course, are character shielded and/or supernally lucky making them rather difficult to actually destroy as opposed to drive off.  No more than 10% of your entire fleet may be heroic units.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Size&#039;&#039;&#039; ratings and explanations are as follows:  (note that all quality levels are available up to size 15, the explanation is just guidelines)&lt;br /&gt;
:&#039;&#039;&#039;Size 1:&#039;&#039;&#039;  Flotilla scale:  1/2-crew aerospace craft, drones, etc.&lt;br /&gt;
:&#039;&#039;&#039;Size 2:&#039;&#039;&#039;  Flotilla scale:  Small destroyers, attack boats, bombers.&lt;br /&gt;
:&#039;&#039;&#039;Size 3:&#039;&#039;&#039;  Squadron scale:  Protected cruisers.&lt;br /&gt;
:&#039;&#039;&#039;Size 4:&#039;&#039;&#039;  Division scale:  Pre-dreadnoughts, armored cruisers or equivalent baby capital ships.  Flotilla scale:  Archetypical WWII destroyer.&lt;br /&gt;
:&#039;&#039;&#039;Size 5:&#039;&#039;&#039;  Squadron scale:  Light cruisers or more specialized ships like monitors.&lt;br /&gt;
:&#039;&#039;&#039;Size 6:&#039;&#039;&#039;  Division scale:  Lighter but still capable capital ships or light carriers.  Flotilla scale:  A set of destroyer leaders or scout cruisers.&lt;br /&gt;
:&#039;&#039;&#039;Size 7:&#039;&#039;&#039;  Squadron scale:  Fairly conventional heavy cruisers.&lt;br /&gt;
:&#039;&#039;&#039;Size 8:&#039;&#039;&#039;  Division scale:  The stereotypical battleship.  Flotilla scale:  LOGH Background battleships.&lt;br /&gt;
:&#039;&#039;&#039;Size 9:&#039;&#039;&#039;  Squadron scale:  Extremely powerful escorts like &#039;&#039;Arleigh Burkes&#039;&#039;.&lt;br /&gt;
:&#039;&#039;&#039;Size 10:&#039;&#039;&#039;  Division scale:  Oversized battleships like the &#039;&#039;Yamato&#039;&#039; or supercarriers like the &#039;&#039;Nimitz&#039;&#039;.  Flotilla scale:  An entire production run of memetic &#039;&#039;super-Shimakazes&#039;&#039; or a fleet of Standard-type battleships.&lt;br /&gt;
:&#039;&#039;&#039;Size 15:&#039;&#039;&#039; Very Large Capital Ship: Super-sized warships like the Zentraedi battlewagons or a squadron of &#039;&#039;Star Destroyers&#039;&#039;.&lt;br /&gt;
:&#039;&#039;&#039;Size 40:&#039;&#039;&#039; Mobile Base: Mother Carriers, City Ships, &#039;&#039;Super Star Destroyers&#039;&#039;.  These are effectively &#039;heroic&#039; due to sheer size and are always purchased as individuals.&lt;br /&gt;
:&#039;&#039;&#039;Size 100:&#039;&#039;&#039; Battle Moons: &#039;&#039;Fortress Iserlohn&#039;&#039;. You may only have one such unit at game start and these are effectively &#039;heroic&#039; due to sheer size and are always purchased as individuals.&lt;br /&gt;
&lt;br /&gt;
==Growth==&lt;br /&gt;
At the end of each year, powers grow. This is done by gaining new points which can be spent just like starting points equal to their growth potential -1.&lt;br /&gt;
&lt;br /&gt;
If this leaves you with -1 points you must lose -1 points from somewhere, or find a source of new materials to maintain yourself.&lt;br /&gt;
&lt;br /&gt;
All changes are subject to GM supervision&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Gaining Growth Potential via story===&lt;br /&gt;
&lt;br /&gt;
It is possible to gain growth potential not just via the stats on your sheet, but by making story posts. There are several rules governing these posts however. First, any changes are subject to GM approval, as with normal growth potential points. Second, and more importantly, different types of actions will affect different stats. There are other potential stories which could give benefits, but these must be arranged on a case by case basis. &lt;br /&gt;
&lt;br /&gt;
:1:Trade&lt;br /&gt;
::Opening up Trade with another power, receiving trade from another power, relaxing economic protections&lt;br /&gt;
::&#039;&#039;&#039;Affect&#039;&#039;&#039; Infrastructure, losses from negative growth potential&lt;br /&gt;
&lt;br /&gt;
:2: Colonization &lt;br /&gt;
::You colonize new worlds, fight hostile natives, or make deals with them or the like. &lt;br /&gt;
:: &#039;&#039;&#039;Affect&#039;&#039;&#039; Population&lt;br /&gt;
&lt;br /&gt;
:3:Upgrade Program&lt;br /&gt;
::Undergo Widescale Options&lt;br /&gt;
:: &#039;&#039;&#039;Affect&#039;&#039;&#039; Transhumanism &lt;br /&gt;
&lt;br /&gt;
:4:Give Tech/Steal Tech&lt;br /&gt;
::You are given tech by another power, alternatively, you steal tech from another power. &lt;br /&gt;
:: &#039;&#039;&#039;Affect&#039;&#039;&#039; Technology/Magic&lt;/div&gt;</summary>
		<author><name>Silence</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Main_Page&amp;diff=72574</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Main_Page&amp;diff=72574"/>
		<updated>2026-04-27T23:22:33Z</updated>

		<summary type="html">&lt;p&gt;Silence: /* Active Games */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the main wiki for the SpaceBattles RPG community.  This wiki grew out of the wiki for the Sphere Story Debate, and soon became the home for many games for the #lords crew.  &amp;lt;br&amp;gt;&lt;br /&gt;
This wiki is owned and operated by [[User:OmegaPaladin|OmegaPaladin]].  Due to rampant spam, account creation is restricted - see an Administrator for access.&lt;br /&gt;
&lt;br /&gt;
==Story Debates==&lt;br /&gt;
&#039;&#039;&#039;Story Debate Discord Server&#039;&#039;&#039; - [https://discord.gg/R45cEUrE3d Invite Link] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Active Games===&lt;br /&gt;
[[Wending Skies]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Nexus: Doomed and the Damned]]&lt;br /&gt;
&lt;br /&gt;
===Former Games===&lt;br /&gt;
[[Lords of Ether: 20th Anniversary Edition]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Ruins of Alien Suns]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ascension Isle]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[From the Ashes 3]]&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
[[Star Wars Rebuilding of Empires]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Nexus: Memories of Silver]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[UnderRealm]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Ruined Cosmos]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[After Ether]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[After Ether: Ascension]]&amp;lt;br&amp;gt;&lt;br /&gt;
:[[After Ether: Legacy of Wiseman]]&lt;br /&gt;
[[Sift the Ashes]]&amp;lt;br&amp;gt;&lt;br /&gt;
:[[Ashes to Ashes]]&lt;br /&gt;
[[Broken Orb]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[The Taloids]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[On Delta Station]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Long Earth]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[The Man-Bug War]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Imperial Ether]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Stars of Steel]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Super Robot Wars: Stellar Vector]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Sol Invictus]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Silence Trader]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[F-files]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Ruins of Ancient Stars]] &amp;lt;br&amp;gt;\&lt;br /&gt;
[[Majic Nights]]&lt;br /&gt;
&lt;br /&gt;
===Rabid Dog SDs===&lt;br /&gt;
[[Galactic Empire Builder]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==RPGs==&lt;br /&gt;
===Currently Running===&lt;br /&gt;
[[Neo-Space Princess]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Heavy Metal Hyperborea]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Untitled Tallgoose Game]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Official Sphere Calendar&#039;&#039;&#039; [https://calendar.fancruft.com https://calendar.fancruft.com] &amp;lt;br&amp;gt;&lt;br /&gt;
::Ask OmegaPaladin if you need an account created!&lt;br /&gt;
&lt;br /&gt;
===Developing Games===&lt;br /&gt;
[[Space Princesses: Mirror Garden]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Runes of Electronic Suns]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Requeium for a Starblazing Witch]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Railway Ties]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hiatused Games===&lt;br /&gt;
[[Hell&#039;s Garden]]&amp;lt;br&amp;gt;&lt;br /&gt;
:[[Hell&#039;s Garden:  SiNNeRS]]&amp;lt;br&amp;gt;&lt;br /&gt;
:[[Hell&#039;s Garden REDAMNATION]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Mage: The Ascension]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Peelmage]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Vampire: LA in Summer]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Magus_Novice_Opus:_Prima_Materia]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Days of Judgement]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Mage: The Geometry of Badb]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Space Princesses]] &amp;lt;br&amp;gt;&lt;br /&gt;
:[[Space Princes]] &amp;lt;s&amp;gt;February 23rd&amp;lt;/s&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
:[[Desperta Ferro: Revolt in the Year 8999]] &amp;lt;Br&amp;gt;&lt;br /&gt;
:[[Big Sky County]]&lt;br /&gt;
[[FBH Pathfinder: Curse of the Rune Throne]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Somehow We Were All Reincarnated in a Fantasy World!?]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Witchcraft]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[The Montauk Moment]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Eclipse Phase: Free Fall Motion]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Aberrant: The Mayfair List]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Neo Robots]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[International Brigade]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Deep Sky]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Mage: Garden of Forking Paths]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Mage: The Shattered World]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[The First Days of New Paris]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Caterpillar Hearts]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ascension Isle: Legacy]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Imperial Stars: Fallen League]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Princes of the Earth]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Tokyo: Dreams in Springtime]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Vampire:2020]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Mage:_the_King&#039;s_Game]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Mage: Drifting Tokyo]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[IX Wars]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Osengfinder]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Turn Appalachia]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[All Those Oneshots]]&#039;&#039;&#039;&lt;br /&gt;
[[Assassin&#039;s Ball]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Sid Meier&#039;s Alpha Centauri: Reflections]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Imperial Stars II]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Princesses of the Cosmos]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Exarchs of Dusk: Titans]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Fate/Silence/Night: Unlimited Yandere Works]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Eparch of the Sunflower]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Fate/Amahara]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Turn Avonlea]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Legend of the Wulin]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Fallen Kingdom]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ideas: The Roleplaying]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Call of Cthluhu Alternate]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Eclipse Phase: the bleeding edge]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[A Certain Silence Mobius]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Eclipse Phase: Oceans of Conspiracy]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Ruins 2:  More Ruined]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[IXalted]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Call of Cthulhu: Big in the 80s]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Operation Euthanasia]] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Finished Games===&lt;br /&gt;
[[Black Pearl Gate]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[BloodFest 2020]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Blue Archives]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Epitaph: A Gothic Fantasy Game]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Exalted: Silence]] *brought back for syndication*&amp;lt;br&amp;gt;&lt;br /&gt;
[[FSN: Clock Tower]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Heaven&#039;s Garden]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Isolated: Superhero Game]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Paint It Black]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[PIP]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Planar City: A BM Miniseries]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Prayer Drive]] * Buy the Season 1 Blu-Rays! * &amp;lt;br&amp;gt;&lt;br /&gt;
[[Space Cruiser Amahara]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[The Sunken Worlds]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[The Shadow Haunted World: A Conspiracy Game]]/[[The Candlelight]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[The Painted Dream]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[The Hunt for Manticore]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Turn Appalachia]] (may return for season 2)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Video Games==&lt;br /&gt;
[[PaladinCraft Delta]]  Minecraft server&amp;lt;br&amp;gt;&lt;br /&gt;
*[[PaladinCraft]]  Old Minecraft server&amp;lt;br&amp;gt;&lt;br /&gt;
[[Starbound]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Phoenix Protectorate]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Space Engineers]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Lords of Oron Zai]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Quests==&lt;br /&gt;
[[Long Live the Queen]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[For the Republic]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Sierra Protocol]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[The N-Field]]==&lt;br /&gt;
&lt;br /&gt;
==Fictive Prose==&lt;br /&gt;
[[Spherefic]] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Haraway Shorts]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Tempest Fic]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Solstice]] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Last]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Intervention]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Border Skirmish]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Sphereberrant]] &amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
[[FBH&#039;s Writing Challenge]] &amp;lt;br&amp;gt; &lt;br /&gt;
[[FBH&#039;s Second Writing Challenge]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Peel Short Stories]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Gunpla Garden.ZERO]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Poetry]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Nanowrimo===&lt;br /&gt;
[[Shrike&#039;s Nanowrimo Project]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Singh&#039;s Nanowrimo stuff]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[FBH&#039;s Nanowrimo]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Exhack&#039;s Nanowrimo]] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Misc. Projects==&lt;br /&gt;
[[Sphere]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Aberrant 2.0]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Wheel Respun]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Mage 2012]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Empires of Ragnarok]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Creation Project]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[FATE NOOSPHERE]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[The Project]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[WS-Varied Game Pitches]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Recommendations]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ricochet]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Baroque Space Opera]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Theory===&lt;br /&gt;
[[The State of the Nation]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[The Throne of Lords]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Of Gods and Mods: How to run a good nation SD]]&lt;br /&gt;
&lt;br /&gt;
==Misc Contents==&lt;br /&gt;
&#039;&#039;&#039;Old Calendar Link:&#039;&#039;&#039;  http://teamup.com/ks3f90d5d685b8344f&amp;lt;br&amp;gt;&lt;br /&gt;
It&#039;s set to UTC time, so remember to adjust for your timezone!&amp;lt;br&amp;gt;&lt;br /&gt;
XML dumps of the current contents of the wiki are made on a regular basis, currently at least once a week. See [http://fancruft.com/swikitest/backup.7z backup.7z].  A backup of the wiki including page history and revisions is made less frequently, see [http://fancruft.com/swikitest/backup-full.7z backup-full.7z].&lt;br /&gt;
&lt;br /&gt;
You will need [[wikipedia:7-Zip|7-Zip]] or similar for this.&lt;br /&gt;
&lt;br /&gt;
- [[User:RedWordSmith|RWS]], [http://fancruft.com/ FanCruft] 13:25, 19 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Silence</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Talk:Untitled_Tallgoose_Game&amp;diff=72547</id>
		<title>Talk:Untitled Tallgoose Game</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Talk:Untitled_Tallgoose_Game&amp;diff=72547"/>
		<updated>2026-04-19T20:41:56Z</updated>

		<summary type="html">&lt;p&gt;Silence: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Selena Sirius=&lt;br /&gt;
:Spirit Animal: Panther &lt;br /&gt;
:Rank: Contractor &lt;br /&gt;
:Role: Ship&#039;s Maid / Pilot / Assassin&lt;br /&gt;
:Selena Sirius is the newest pilot aboard the ship, not formally a TRA aligned personal, she is part of initial tranche of fresh soldiers that all call each other sisters supplied by the mysterious Lodge whose history goes back to the founding of the Federation and involved in many of the more infamous in certain circles of assassinations, sabotage, black mail and arms smuggling cases of the back history of the system.&lt;/div&gt;</summary>
		<author><name>Silence</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Talk:Untitled_Tallgoose_Game&amp;diff=72546</id>
		<title>Talk:Untitled Tallgoose Game</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Talk:Untitled_Tallgoose_Game&amp;diff=72546"/>
		<updated>2026-04-19T20:37:29Z</updated>

		<summary type="html">&lt;p&gt;Silence: /* Selena Sirius */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Selena Sirius=&lt;br /&gt;
Spirit Animal: Panther &lt;br /&gt;
Rank: Contractor &lt;br /&gt;
Role: Ship&#039;s Maid / Pilot / Assassin&lt;br /&gt;
Selena Sirius is the newest pilot aboard the ship, not formally a TRA aligned personal, she is part of initial tranche of fresh soldiers that all call each other sisters supplied by the mysterious Lodge whose history goes back to the founding of the Federation and involved in many of the more infamous in certain circles of assassinations, sabotage, black mail and arms smuggling cases of the back history of the system.&lt;/div&gt;</summary>
		<author><name>Silence</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Talk:Untitled_Tallgoose_Game&amp;diff=72545</id>
		<title>Talk:Untitled Tallgoose Game</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Talk:Untitled_Tallgoose_Game&amp;diff=72545"/>
		<updated>2026-04-19T20:36:08Z</updated>

		<summary type="html">&lt;p&gt;Silence: Created page with &amp;quot;=Selena Sirius= Rank: Contractor  Role: Ship&amp;#039;s Maid / Pilot / Assassin Selena Sirius is the newest pilot aboard the ship, not formally a TRA aligned personal, she is part of initial tranche of fresh soldiers that all call each other sisters supplied by the mysterious Lodge whose history goes back to the founding of the Federation and involved in many of the more infamous in certain circles of assassinations, sabotage, black mail and arms smuggling cases of the back histo...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Selena Sirius=&lt;br /&gt;
Rank: Contractor &lt;br /&gt;
Role: Ship&#039;s Maid / Pilot / Assassin&lt;br /&gt;
Selena Sirius is the newest pilot aboard the ship, not formally a TRA aligned personal, she is part of initial tranche of fresh soldiers that all call each other sisters supplied by the mysterious Lodge whose history goes back to the founding of the Federation and involved in many of the more infamous in certain circles of assassinations, sabotage, black mail and arms smuggling cases of the back history of the system.&lt;/div&gt;</summary>
		<author><name>Silence</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Heavy_Metal_Hyperborea&amp;diff=72406</id>
		<title>Heavy Metal Hyperborea</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Heavy_Metal_Hyperborea&amp;diff=72406"/>
		<updated>2026-03-15T18:38:27Z</updated>

		<summary type="html">&lt;p&gt;Silence: /* TeKnight Gram [Lemurian Salvaged Unit] */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Background=&lt;br /&gt;
Fifty years ago, there was war that engulfed the world of Terra: the Hyperborean Empire took advantage  of all the benefits of the Magitek revolution - bringing together Balhae Kingdom&#039;s airship concept, the war golems of Tang and Ur, and the tanks of Dassia to construct the first modern war machine.   The Empire launched a war with its ally Zipang to bring down the naval powerof  Dassia-Pemrose and the Liu Dynasty.  The war raged for eight years and expanded nearly across the entire globe before the Old Kingdom used one of its ancient super weapons the &#039;&#039;Rah-Hylos&#039;&#039; to destroy the fortress city of Wyrmhaven and the 12th Imperial Aerial Army stationed there.  This saw the collapse of the Empire&#039;s lines &amp;amp; forced surrender, leading to the year-long siege of Zipang before the Shogun was brough to the table.  War reparation and strict limits of military size were imposed for a period of nearly fifty years.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Last year, the treaty limitations have run out, and the once-unified allied powers of the world have splintered, with Dassia-Premrose and its colonies in uneasy alliance with Huecztlan in the Aztland Accord as the premier power.  Zipang has fallen into communist revolution, and once again has become a hermit kingdom. Now, with the space race to get to the moon Artemisa between Dassia and Balhae drawing all attention, there is no longer pressure on the Empire to maintain its arms limitation as had been expected by the allied superpowers, leaving only uneasy neighbors to protest.  Across the empire, plans drawn out over decades are put into motion as the imperial war machine rumbles to life.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In the northern corner of the Empire, next to the realm of Sirus, Rosencruz Military Academy has been reopened, where promising cadets were sent to learn the ways of being armor riders, and a special new class of students have been gathered to test out their own capabilities and the armors the empire has built for them.&lt;br /&gt;
&lt;br /&gt;
== Aesthetic == &lt;br /&gt;
1990s magitech Ace Combat&lt;br /&gt;
&lt;br /&gt;
=Character Creation=&lt;br /&gt;
&lt;br /&gt;
==Character Archetype==&lt;br /&gt;
:&#039;&#039;&#039;The Ojou-Sama&#039;&#039;&#039;: High Nobles are the imperial elites, they have &#039;&#039;bonus to magic (old) and social skills and social rank&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;The Cometary Farmgirl&#039;&#039;&#039;: Picked out for their skills in piloting they have &#039;&#039;bonus to magitek armor combat and +3 fate points per session&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;The Four Murasame&#039;&#039;&#039;: The Imperial Warlabs of Thelma Mountain were never discovered and thus were never shut down and their lack of morality never slowed down.  You are enhanced with magitek circuits allow for better piloting and magitek protocols: &#039;&#039;Bonus to magitek armor combat, personal combat, and magic (new), malus to social skills, malus in social rank&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;The Catgirl&#039;&#039;&#039;: Genetic enhancements were also seen as optional way to getter pilots, using the old alchemists of the old war for new purposes.  &#039;&#039;Bonus to personal combat, magitek armor and social skills,  malus in social rank and disguises.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
Stats: Start with 1 in each category,18 points to spend, each rank its number in points to buy.&lt;br /&gt;
&lt;br /&gt;
===Primary Stats===&lt;br /&gt;
:Knowledge&lt;br /&gt;
:Wits&lt;br /&gt;
:Strength&lt;br /&gt;
:Dex&lt;br /&gt;
:Endurance&lt;br /&gt;
:Willpower&lt;br /&gt;
&lt;br /&gt;
===Secondary/Derived Stats===&lt;br /&gt;
:Ether Pool: Willpower (x2) + Strength&lt;br /&gt;
:Health Points: (Endurance x 3) + Strength + Willpower&lt;br /&gt;
:Sanity Points: Wits x 2 + Knowledge + Willpower&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
Major Skills are put into broad categories; they cost their value in rank.  Specialized Skills such as Rifle or Sniping give two ranks per point, and even more specific skills (such as using specific model of weapon) gives 3 ranks.  You get 30 points.&lt;br /&gt;
&lt;br /&gt;
===Major Skills (Non-Exhaustive List)===&lt;br /&gt;
:Dodge&lt;br /&gt;
:Ranged Combat &lt;br /&gt;
:Melee Combat&lt;br /&gt;
:Persuasion&lt;br /&gt;
:Speech-making&lt;br /&gt;
:Investigation&lt;br /&gt;
:Stealth&lt;br /&gt;
&lt;br /&gt;
===Magic and Skills===&lt;br /&gt;
Magic costs 5 x level in points, and each level they gain a signature spell.  Each subbranch costs 3 x level points and every three ranks gains a signature spell.  Magic spells cost core level of mp per spell (can be boosted up to three times by doubling the cost each time a boost is applied).  Old magic will take longer to cast unless you use blood magic and sacrifice health points for instant cast.  New Magic requires not only skill points but the appropriate magitek device - either installed in you as cyborg or in your equipment - for the spell to cast.&lt;br /&gt;
&lt;br /&gt;
====Old Magic: ====&lt;br /&gt;
:Summoning&lt;br /&gt;
:Curses&lt;br /&gt;
:Bullet Time&lt;br /&gt;
:Geass&lt;br /&gt;
:Teleportation&lt;br /&gt;
&lt;br /&gt;
====New Magic (Magitek Circuits) ====&lt;br /&gt;
:Energy Blasts&lt;br /&gt;
:Forcefields&lt;br /&gt;
:Healing&lt;br /&gt;
&lt;br /&gt;
===Magitek Armor Piloting===&lt;br /&gt;
Pilot Points: As cadets, you are fairly poor at piloting at the start.  Thanks to being characters in a silence game, you get plenty of xp to grow.  You start off with one point in Piloting, Ranged and Melee Combat, and ten points like normal to spend on the rest.&lt;br /&gt;
&lt;br /&gt;
:Magitek Piloting&lt;br /&gt;
::Dodging (instead of attacking you build up dodge points to increase the difficulty to get hit this and next turn)&lt;br /&gt;
::Pursuing (instead of attacking directly (though you are still attacking and expending ammo / energy you will be building up pursuit points to represent manipulating the enemy to get into your cross-hairs next turn)&lt;br /&gt;
&lt;br /&gt;
:Ranged Combat&lt;br /&gt;
::Carried Weapons&lt;br /&gt;
::Internal Weapons&lt;br /&gt;
::BVR Attacks&lt;br /&gt;
::Satellites&lt;br /&gt;
&lt;br /&gt;
:Melee Combat&lt;br /&gt;
::Parrying&lt;br /&gt;
::Physical Attack&lt;br /&gt;
::Beam Attack&lt;br /&gt;
::John Wick&lt;br /&gt;
&lt;br /&gt;
:Special / MISC&lt;br /&gt;
::AWACs&lt;br /&gt;
::Jamming&lt;br /&gt;
::Shields&lt;br /&gt;
::Magic&lt;br /&gt;
&lt;br /&gt;
=Nations of the World=&lt;br /&gt;
==Pre-History==&lt;br /&gt;
:Lemuria Civilization: Antidelivian civlization, fell when Silver Dragon Comet tail impacted into Terra, left ruins everywhere.&lt;br /&gt;
&lt;br /&gt;
==Northern Hemisphere==&lt;br /&gt;
===Hyperborea===&lt;br /&gt;
:Eastern side of the Randgrith Mountains, home to &#039;&#039;&#039;Hyperborean Empire (of Sternhold)&#039;&#039;&#039;, one of the first nations to form after the Flood, the Sternhold became the Empire roughly 400 years ago, and was the dominant power on the continent until the World War, which has saw it fall it into the ranks of secondary powers. However, the forced peace and divestment from expensive war time productionn has allowed its civilian economy to thrive - much to the chagrin to its rivals, who had hoped for a civil war with the powerful secondary nobles.  Now, the Empire posed to retake its prominence on the continent. &lt;br /&gt;
:&#039;&#039;&#039;Dual Monarchy of Dassia-Premrose&#039;&#039;&#039; is the current world power. The island of Dassia was the home to Hyperborean saga of the magitek revolution and the Premrose Kingdom had been the prominent land power rival to the Empire since the Flood.  The unification of the monarchies ninety years ago had been one of the instigating factors of the Empire&#039;s aggression.  With colonies on all land masses and a massive naval and sky fleet, its power projection is unrivaled by any other power. However, in every theater it faces challenges.  The relaxation on the chains on the Empire&#039;s might came with backroom dealings of Imperial backing in case a serious war broke out, and eventual restoration of old Imperial colonies.  Time will tell if this detente will last. Eastern border with the Empire.  Has a space program.&lt;br /&gt;
:&#039;&#039;&#039;Papal State of Old Lux&#039;&#039;&#039;, the Pope of Church of Dawn and Dusk lives here, has 2 divisions and small army of super soldiers. &lt;br /&gt;
:&#039;&#039;&#039;Genoace Republican Sphere of Trade and Defense&#039;&#039;&#039;: A collection of old merchant city states in alliance, southern border of the Empire.&lt;br /&gt;
:&#039;&#039;&#039;Land of the Sirius&#039;&#039;&#039; (Western) the Sirius Taiga is the largest biome on the planet and home to several small lords and raiding tribes.  Many of them travel east and west to be mercenaries&lt;br /&gt;
:&#039;&#039;&#039;POLON:&#039;&#039;&#039; Once a troubled commonwealth, the last election for the king saw the continent largest arms corporation buy the seat and turn the state into ultra-modern corporate dystopia.&lt;br /&gt;
&lt;br /&gt;
==Muria==&lt;br /&gt;
:Western side of the mountains, home to the &#039;&#039;&#039;Tang Khanate&#039;&#039;&#039; which replaced the last dynasty during the World War, the Tang maintain small army and massive military police to keep the populace in line, effectively controlled by the megacorporations from the victorious Balhae. &lt;br /&gt;
:&#039;&#039;&#039;Greater Balhae Federation&#039;&#039;&#039;: The Balhae Empire gives slightly more than lip service of freedom to its  client states and conquests from Zipang.  The presence of Dassia colonies in many areas on the map in their sphere of influence as well as the Dassia&#039;s economic hostility towards the ruling megacorporation&#039;s has seen that one fruitful alliance fallen aside in a cold war of monarchal states and more corporate ones.  Has a space program.&lt;br /&gt;
:&#039;&#039;&#039;Qujra Confederation&#039;&#039;&#039;: A rising state of ex-Zipang colonies, famous and brutal neutral realpoltik.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Equatorial Old Lemuria and Zipang==&lt;br /&gt;
:&#039;&#039;&#039;New Lemuria&#039;&#039;&#039;: Dassia&#039;s crown jewel, a massive land state of factories, mines, and archeological digs.  Originally settled by exiled criminals and losers in civil wars, it soon has become more and more prominent and its effectively independent with industrial output equal to the homeland. &lt;br /&gt;
:&#039;&#039;&#039;Kingstate of Ur&#039;&#039;: Located in the blasted lands, it&#039;s nearly impossible to get to due to volcanic interference controlled by the Ur magi.  Home to the oldest magic archive and many secret societies take their home in the numerous towers there.  &lt;br /&gt;
:The &#039;&#039;&#039;Golden Empire&#039;&#039;&#039; which controls the major gold and diamond minds in the world, the most powerful kingdom of the southern natives, its wealth has allowed it to buy mercs and at times entire states&#039;s militaries to defends its vast holdings against Dassia and Zipang.  &lt;br /&gt;
:57th Dynasty of Rah-Templos (the &#039;&#039;&#039;Old Kingdom&#039;&#039;&#039;).  A minor state that had survived the Flood intact, it had scooped up bunch of the best Lemurian gear in the aftermath and been coast riding since then.&lt;br /&gt;
:&#039;&#039;&#039;Zipang&#039;&#039;&#039;: The home to the Western magitek revolution, it exploded into an empire that had tentacles across the world, but was defeated in the world war along with its imperial ally and ended up in the worst shape.  It&#039;s suffered a communist revolution and has since withdrawn from nearly contact with the outside world.  It too has a space program. &lt;br /&gt;
&lt;br /&gt;
==Atlantis==&lt;br /&gt;
Massive Island Continent home to the mysterious beings&#039; outsiders call the Fae who patronize two kingdoms. &lt;br /&gt;
:&#039;&#039;&#039;Kahicoam&#039;&#039;&#039; a civilization dedicated to building intricate sigils into the ground.  Dassian and Zipang colonization efforts meet with strange plagues and mutations despite their lower tech level. &lt;br /&gt;
:The &#039;&#039;&#039;Anazasi Collective&#039;&#039;&#039; mostly lives in the mountains regions of the continent. They are more inclined to living underground, though they are believed to have equal tech levels as the rest of the world.  Spies report their plans for invasion of the either Kahiocoam or some other power on the continent, likely backed by Balhae agents on the ground. &lt;br /&gt;
:The &#039;&#039;&#039;Divine Empire of Huecztlan&#039;&#039;&#039; was a client state of Zipang and used their backing to consolidate its rule over its lesser kingdoms. These days, it is a client state of Dassia.&lt;br /&gt;
:The northern most portion of the land is home to massive radioactive wreck from the time of Lemuria, isolated and home to pirates and minor colonies.&lt;br /&gt;
&lt;br /&gt;
=NPCS of HMH=&lt;br /&gt;
==Empire==&lt;br /&gt;
===Imperial Government===&lt;br /&gt;
:Prince Wilhelm: Ambitious third prince of the Empire, minister without profile and also in the running to be Chancelor&lt;br /&gt;
:Angelia Jourgamndr - War Minister and rumored Chancellor in waiting, known in the political circles as the Red Devil of Iron, Jonas&#039;s honorary auntie&lt;br /&gt;
:Grand Alchemist of the Empire: Ostar Deitrich&lt;br /&gt;
&lt;br /&gt;
===War Labs==-&lt;br /&gt;
:The Director&lt;br /&gt;
:Vice-Director Focht: Mysterious masked mage,&lt;br /&gt;
&lt;br /&gt;
===Rosencrux Staff===&lt;br /&gt;
:Kommondant Sir Olsen: Nils Olsen, age 80 war hero&lt;br /&gt;
:Colonel Baron Fredrick Altdorf: Piloting and Tactics, commander of the 99th Regiment of the 9th Army.&lt;br /&gt;
:Professor Gloria Vanitas: Academics and Magic Teacher, den mother.&lt;br /&gt;
:Professor Major (ret) Jordan Eisen, Engineering and Science&lt;br /&gt;
&lt;br /&gt;
===Other Section Members===&lt;br /&gt;
:Takana Miyuki: Zipang noble, archer&lt;br /&gt;
:Alison Neismith: Sword Prodigy commoner, &lt;br /&gt;
:Elizabita Dumont: Quiet cyborg&lt;br /&gt;
:Ivan Bulganov: Sirian Boyar&#039;s Heir&lt;br /&gt;
&lt;br /&gt;
===Other Students===&lt;br /&gt;
:Meribel Fafnir: Honor and Discipline Committee member (second year)&lt;br /&gt;
:Joachim Fafnir: Honor and Discipline Committee vice-captain (third year)&lt;br /&gt;
:Lord Lucian Mandlestein, heir to the Grand Duchy of Alteisen, &lt;br /&gt;
:Princess Helena, 5th princess of the empire&lt;br /&gt;
&lt;br /&gt;
===Heimdallr===&lt;br /&gt;
:Baroness Fredricka Kiel - Cadet Captain &lt;br /&gt;
:Ernst Kessselring - Cadet Vice-Captain, childhood friend&lt;br /&gt;
:Trish Raegard - Tactical Officer&lt;br /&gt;
:Paul Obstford - Lord Obsfort, Cadet Hangar Chief &lt;br /&gt;
:Karl Meinz - Cadet Engineering&lt;br /&gt;
:Commander Martin Fahrenheit- Instructor&lt;br /&gt;
&lt;br /&gt;
==Dual Monarchy==&lt;br /&gt;
:Prime Minister Charles Galbraith: Former Sky Marshal, and ten year occupant of Brenton House, known as Steel Heart&lt;br /&gt;
:Pariah-1: Unknown Ace of Aces.&lt;br /&gt;
:Gloria Helene Iscariot&lt;br /&gt;
:Kathyrn d Montagine - Short stack, silver hair best friend &lt;br /&gt;
:Robyn Graves older friend, comes from wealthy family&lt;br /&gt;
&lt;br /&gt;
==The Emerald Order of the Abyss==&lt;br /&gt;
:Yesod,&lt;br /&gt;
:Binah&lt;br /&gt;
&lt;br /&gt;
=Magitek Armor Library=&lt;br /&gt;
==Imperials==&lt;br /&gt;
===Sigurd Mk1===&lt;br /&gt;
:HP: 30&lt;br /&gt;
:Mobility (Ground Type): 1&lt;br /&gt;
:Electronics: 0&lt;br /&gt;
:Tactical Slots: 2&lt;br /&gt;
::Shield +15 HP&lt;br /&gt;
::120mm Rifle 10 Damage, 12 shots, 3 reloads&lt;br /&gt;
::Tankslayer Sword: 10 Damage (25 against tanks) &lt;br /&gt;
First magitek armor used in the conflict, now relegated to training purposes. &lt;br /&gt;
&lt;br /&gt;
===Sigurd Mk2===&lt;br /&gt;
:HP: 40&lt;br /&gt;
:Mobility (Ground Type): 2&lt;br /&gt;
:Electronics 1&lt;br /&gt;
:Tactical Slots: 3&lt;br /&gt;
::Shield +15 HP&lt;br /&gt;
::120mm Rifle 10 Damage, 12 shots, 3 reloads&lt;br /&gt;
::Tankslayer Sword: 10 Damage (25 against tanks) &lt;br /&gt;
::Steel Arrow Missile Launcher System:&lt;br /&gt;
:::TCAM-1 50 Damage 1 Shot&lt;br /&gt;
:::TCAM-2 12 Damage, 4 shots&lt;br /&gt;
:::Sensor Pod&lt;br /&gt;
:::Magic Circuit&lt;br /&gt;
:::Liftstone Wings&lt;br /&gt;
Still used by second line troops in the empire, this is the armor that upper classmen and instructors use, though such pilots tend to customize their rides.&lt;br /&gt;
&lt;br /&gt;
===Ixilon-Test Type===&lt;br /&gt;
:HP: 60&lt;br /&gt;
:Mobility (Flight Type): 3&lt;br /&gt;
:Electronics 3&lt;br /&gt;
:Tactical Slots LOCKED&lt;br /&gt;
::Overlock Mode: Roll Temp Sanity per turn for +3 advantage on rolls&lt;br /&gt;
::Forcesword - 25 Damage (Pulse Mood 3 turns melee only, 2 turns cool down), 10 Damage (normal mood)&lt;br /&gt;
::Armblasters (Left and Right) 15x2 damage 3 shots before 2 turns recharging&lt;br /&gt;
The War Labs Director personal own project, intended to be roll out when the Imperial Army expands to 13th Army&lt;br /&gt;
&lt;br /&gt;
===Czarvago Prototype===&lt;br /&gt;
:HP: 40&lt;br /&gt;
:Mobility (Flight Type): 2&lt;br /&gt;
:Electronic 4: &lt;br /&gt;
:Tactical Slots 1&lt;br /&gt;
::YnCalc Systems&lt;br /&gt;
::Starshards Portwing (Damages 3x3)&lt;br /&gt;
::Starshards Starboardwing (Forcefield x20HP)&lt;br /&gt;
Little is known about the bronze angel magitek armor, other then its belived to be based on rare working Lemurian technology.&lt;br /&gt;
&lt;br /&gt;
===TeKnight Gram [Lemurian Salvaged Unit]===&lt;br /&gt;
:HP: 100&lt;br /&gt;
:Mobility 2 (Ground Type)&lt;br /&gt;
:Electronics: 3&lt;br /&gt;
:Tactical Slots: 3&lt;br /&gt;
::Pilot Enhance System (Burn a Sanity Point to activate for ten turns, or health level for the entire battle), allows perfect dodge or attack every 3 turns&lt;br /&gt;
::E-Sword (15 Damage) (if pilot system is activated roll twice and take better result&lt;br /&gt;
::Lemurian Flight Unit allows for Mobility to be converted to Flight type&lt;br /&gt;
::Imperial Etherblaster Riffle 3 Shots 25 damage (two turns recharge) plugged into the TekKnight reactor&lt;br /&gt;
Salvaged Lemurian front line suit&lt;br /&gt;
&lt;br /&gt;
===Unknown Command Type===&lt;br /&gt;
:HP: 50&lt;br /&gt;
:Mobility: 2 (Flight Type)&lt;br /&gt;
:Electronics: 5&lt;br /&gt;
:Tactical Slots&lt;br /&gt;
:Command Throne [AWACS / Ewarfare Suite &lt;br /&gt;
:Black Globe Generator (100 HP worth of armor) &lt;br /&gt;
:Satelites 5x5 damage&lt;br /&gt;
:Blaster Cannon [Out of Operation]&lt;br /&gt;
:Defensive Blasters [Out of Operation}&lt;br /&gt;
Salvaged Lemurain Mobile Armor&lt;br /&gt;
&lt;br /&gt;
==Dual Monarchy==&lt;br /&gt;
===Carnation===&lt;br /&gt;
:HP: 25&lt;br /&gt;
:Mobility (Ground Type): 3&lt;br /&gt;
:Electronics: 3&lt;br /&gt;
:Tactical Slots:2 &lt;br /&gt;
::Kingdom Etherbuster (Energy Riffle) 5 shots, 30 damage&lt;br /&gt;
::Kingdom Manasword (Energy Sword): 15 damage +1 Aim&lt;br /&gt;
::Gatting Cannons (5 damage, 30 rounds)&lt;br /&gt;
::Shield +10 HP&lt;br /&gt;
Kingdom Mook Suit: Several were captured or bought during or after the war to serve as opfor for the Academy.&lt;br /&gt;
&lt;br /&gt;
===Grand Carnation===&lt;br /&gt;
:HP: 35&lt;br /&gt;
:Mobility (Flight/Ground Type): 5&lt;br /&gt;
:Electronics: 4&lt;br /&gt;
:Tactical Slots: 3&lt;br /&gt;
::Kingdom Etherbuster (Energy Riffle) 5 shots, 30 damage&lt;br /&gt;
::Kingdom Manasword (Energy Sword): 15 damage +1 Aim&lt;br /&gt;
::Gatting Cannons (5 damage, 30 rounds)&lt;br /&gt;
::Shield +10 HP&lt;br /&gt;
::Railcannon: 100 Damage -3 for aiming non-ship / fort units&lt;br /&gt;
::Floret Missile Pack: 7 Shots / 25 Damage&lt;br /&gt;
Current Generation Magitek Armor&lt;br /&gt;
&lt;br /&gt;
==Tang==&lt;br /&gt;
===Terracotta===&lt;br /&gt;
:HP: 20&lt;br /&gt;
:Mobility (Ground Type): 2&lt;br /&gt;
:Electronics: 1&lt;br /&gt;
:Tactical Slots: 2&lt;br /&gt;
:Shield +15 HP&lt;br /&gt;
:120mm Rifle 10 Damage, 12 shots, 3 reloads&lt;br /&gt;
:Jade Halbard: 12 Damage (Double Damage vs Monsters)&lt;br /&gt;
:JMX3 Submachine Gun: 3 (5 damage) burst damage) -1 long range&lt;br /&gt;
Tang Dynasty gunt suit&lt;br /&gt;
&lt;br /&gt;
==Jade Dragon ==&lt;br /&gt;
:HP: 50&lt;br /&gt;
:Mobility (Ground Type): 2&lt;br /&gt;
:Electronics 3&lt;br /&gt;
:Tactical Slots: 2&lt;br /&gt;
::Jade Halbard &lt;br /&gt;
::Shield Missile Launcher 20 Damage 2 shots&lt;br /&gt;
::Pulser (inbuilt): 30 damage x 1 (point blank range) recharge 5 turns&lt;br /&gt;
&lt;br /&gt;
==Federation==&lt;br /&gt;
===Hwarang===&lt;br /&gt;
:HP: 60&lt;br /&gt;
:Mobility (Flight Type): 3&lt;br /&gt;
:Electronics: 4&lt;br /&gt;
:Weapons&lt;br /&gt;
:Tactical Slots 3&lt;br /&gt;
::Micromissiles Pods: 5 Shots / 22 damage (close range)&lt;br /&gt;
::Federation Type 1 Sword: 12 damage +2 Aim&lt;br /&gt;
::Federation Blaster Riffle: 4 reloads&lt;br /&gt;
:::Buster Mode: 180 Damage -3 aim for targeting anything smaller than a ship 1 shot &lt;br /&gt;
:::Riffle Shot: 30 Damage (6 shots)&lt;br /&gt;
&lt;br /&gt;
Current Federation Main Suit&lt;br /&gt;
&lt;br /&gt;
=Misc=&lt;br /&gt;
==Grand Alchemist&#039;s Monsters==&lt;br /&gt;
===BM-25 Type: Ceydra===&lt;br /&gt;
:30 HP&lt;br /&gt;
:Total Dodge 6&lt;br /&gt;
Flood Breath 15 Damage&lt;br /&gt;
Flood Claws 15x2 Damage&lt;br /&gt;
Regen 10HP&lt;br /&gt;
Small IFV size coyote/snake monsters, controlled by unknown means.  Mass grown in vats&lt;br /&gt;
&lt;br /&gt;
===Biomechanical Angel -Cherhiumbrum- ===&lt;br /&gt;
:HP 60: (Regens 10 per turn)&lt;br /&gt;
:Mobility: 3 Flight Type&lt;br /&gt;
:Electronics&lt;br /&gt;
:Doom Claw Damage 20x2&lt;br /&gt;
:Vanisher Wings &lt;br /&gt;
:Halo Lasers: 30 damage (3 turn cool down)1&lt;br /&gt;
&lt;br /&gt;
=Tanks and IFVs=&lt;br /&gt;
==Raver Mercenary Fighting Vehicle==&lt;br /&gt;
:20 HP&lt;br /&gt;
:2x 50 Cal Guns (20 rounds) 2x3 damage&lt;br /&gt;
:Carries 12 Infantry&lt;br /&gt;
&lt;br /&gt;
=Roles=&lt;br /&gt;
==Init==&lt;br /&gt;
:On person: Wits Plus Dex +D10&lt;br /&gt;
:Giant Robot: Wits Plus Dex + Piloting +d10&lt;br /&gt;
&lt;br /&gt;
=Combat=&lt;br /&gt;
==On Foot==&lt;br /&gt;
===Melee===&lt;br /&gt;
:Attack / Defense &lt;br /&gt;
:Strength + Dex + Weapon Skill + Specialization&lt;br /&gt;
&lt;br /&gt;
===Giant Robot===&lt;br /&gt;
:Attack &lt;br /&gt;
::Wits or Dex (Pick one) + Relevant Skill and Specialization +Electronics&lt;br /&gt;
&lt;br /&gt;
:Defense&lt;br /&gt;
::Wits or Dex (Pick one) + Pilot and Specialization + Mobility (Mobility only counts if its in elements)&lt;br /&gt;
&lt;br /&gt;
===Magic Rolls===&lt;br /&gt;
====Old Magic====&lt;br /&gt;
:Willpower + Magic&lt;br /&gt;
&lt;br /&gt;
====New Magic====&lt;br /&gt;
:Knowledge + Magic&lt;/div&gt;</summary>
		<author><name>Silence</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Heavy_Metal_Hyperborea&amp;diff=72405</id>
		<title>Heavy Metal Hyperborea</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Heavy_Metal_Hyperborea&amp;diff=72405"/>
		<updated>2026-03-15T18:35:40Z</updated>

		<summary type="html">&lt;p&gt;Silence: /* The Emerald Order of the Abyss */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Background=&lt;br /&gt;
Fifty years ago, there was war that engulfed the world of Terra: the Hyperborean Empire took advantage  of all the benefits of the Magitek revolution - bringing together Balhae Kingdom&#039;s airship concept, the war golems of Tang and Ur, and the tanks of Dassia to construct the first modern war machine.   The Empire launched a war with its ally Zipang to bring down the naval powerof  Dassia-Pemrose and the Liu Dynasty.  The war raged for eight years and expanded nearly across the entire globe before the Old Kingdom used one of its ancient super weapons the &#039;&#039;Rah-Hylos&#039;&#039; to destroy the fortress city of Wyrmhaven and the 12th Imperial Aerial Army stationed there.  This saw the collapse of the Empire&#039;s lines &amp;amp; forced surrender, leading to the year-long siege of Zipang before the Shogun was brough to the table.  War reparation and strict limits of military size were imposed for a period of nearly fifty years.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Last year, the treaty limitations have run out, and the once-unified allied powers of the world have splintered, with Dassia-Premrose and its colonies in uneasy alliance with Huecztlan in the Aztland Accord as the premier power.  Zipang has fallen into communist revolution, and once again has become a hermit kingdom. Now, with the space race to get to the moon Artemisa between Dassia and Balhae drawing all attention, there is no longer pressure on the Empire to maintain its arms limitation as had been expected by the allied superpowers, leaving only uneasy neighbors to protest.  Across the empire, plans drawn out over decades are put into motion as the imperial war machine rumbles to life.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In the northern corner of the Empire, next to the realm of Sirus, Rosencruz Military Academy has been reopened, where promising cadets were sent to learn the ways of being armor riders, and a special new class of students have been gathered to test out their own capabilities and the armors the empire has built for them.&lt;br /&gt;
&lt;br /&gt;
== Aesthetic == &lt;br /&gt;
1990s magitech Ace Combat&lt;br /&gt;
&lt;br /&gt;
=Character Creation=&lt;br /&gt;
&lt;br /&gt;
==Character Archetype==&lt;br /&gt;
:&#039;&#039;&#039;The Ojou-Sama&#039;&#039;&#039;: High Nobles are the imperial elites, they have &#039;&#039;bonus to magic (old) and social skills and social rank&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;The Cometary Farmgirl&#039;&#039;&#039;: Picked out for their skills in piloting they have &#039;&#039;bonus to magitek armor combat and +3 fate points per session&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;The Four Murasame&#039;&#039;&#039;: The Imperial Warlabs of Thelma Mountain were never discovered and thus were never shut down and their lack of morality never slowed down.  You are enhanced with magitek circuits allow for better piloting and magitek protocols: &#039;&#039;Bonus to magitek armor combat, personal combat, and magic (new), malus to social skills, malus in social rank&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;The Catgirl&#039;&#039;&#039;: Genetic enhancements were also seen as optional way to getter pilots, using the old alchemists of the old war for new purposes.  &#039;&#039;Bonus to personal combat, magitek armor and social skills,  malus in social rank and disguises.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
Stats: Start with 1 in each category,18 points to spend, each rank its number in points to buy.&lt;br /&gt;
&lt;br /&gt;
===Primary Stats===&lt;br /&gt;
:Knowledge&lt;br /&gt;
:Wits&lt;br /&gt;
:Strength&lt;br /&gt;
:Dex&lt;br /&gt;
:Endurance&lt;br /&gt;
:Willpower&lt;br /&gt;
&lt;br /&gt;
===Secondary/Derived Stats===&lt;br /&gt;
:Ether Pool: Willpower (x2) + Strength&lt;br /&gt;
:Health Points: (Endurance x 3) + Strength + Willpower&lt;br /&gt;
:Sanity Points: Wits x 2 + Knowledge + Willpower&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
Major Skills are put into broad categories; they cost their value in rank.  Specialized Skills such as Rifle or Sniping give two ranks per point, and even more specific skills (such as using specific model of weapon) gives 3 ranks.  You get 30 points.&lt;br /&gt;
&lt;br /&gt;
===Major Skills (Non-Exhaustive List)===&lt;br /&gt;
:Dodge&lt;br /&gt;
:Ranged Combat &lt;br /&gt;
:Melee Combat&lt;br /&gt;
:Persuasion&lt;br /&gt;
:Speech-making&lt;br /&gt;
:Investigation&lt;br /&gt;
:Stealth&lt;br /&gt;
&lt;br /&gt;
===Magic and Skills===&lt;br /&gt;
Magic costs 5 x level in points, and each level they gain a signature spell.  Each subbranch costs 3 x level points and every three ranks gains a signature spell.  Magic spells cost core level of mp per spell (can be boosted up to three times by doubling the cost each time a boost is applied).  Old magic will take longer to cast unless you use blood magic and sacrifice health points for instant cast.  New Magic requires not only skill points but the appropriate magitek device - either installed in you as cyborg or in your equipment - for the spell to cast.&lt;br /&gt;
&lt;br /&gt;
====Old Magic: ====&lt;br /&gt;
:Summoning&lt;br /&gt;
:Curses&lt;br /&gt;
:Bullet Time&lt;br /&gt;
:Geass&lt;br /&gt;
:Teleportation&lt;br /&gt;
&lt;br /&gt;
====New Magic (Magitek Circuits) ====&lt;br /&gt;
:Energy Blasts&lt;br /&gt;
:Forcefields&lt;br /&gt;
:Healing&lt;br /&gt;
&lt;br /&gt;
===Magitek Armor Piloting===&lt;br /&gt;
Pilot Points: As cadets, you are fairly poor at piloting at the start.  Thanks to being characters in a silence game, you get plenty of xp to grow.  You start off with one point in Piloting, Ranged and Melee Combat, and ten points like normal to spend on the rest.&lt;br /&gt;
&lt;br /&gt;
:Magitek Piloting&lt;br /&gt;
::Dodging (instead of attacking you build up dodge points to increase the difficulty to get hit this and next turn)&lt;br /&gt;
::Pursuing (instead of attacking directly (though you are still attacking and expending ammo / energy you will be building up pursuit points to represent manipulating the enemy to get into your cross-hairs next turn)&lt;br /&gt;
&lt;br /&gt;
:Ranged Combat&lt;br /&gt;
::Carried Weapons&lt;br /&gt;
::Internal Weapons&lt;br /&gt;
::BVR Attacks&lt;br /&gt;
::Satellites&lt;br /&gt;
&lt;br /&gt;
:Melee Combat&lt;br /&gt;
::Parrying&lt;br /&gt;
::Physical Attack&lt;br /&gt;
::Beam Attack&lt;br /&gt;
::John Wick&lt;br /&gt;
&lt;br /&gt;
:Special / MISC&lt;br /&gt;
::AWACs&lt;br /&gt;
::Jamming&lt;br /&gt;
::Shields&lt;br /&gt;
::Magic&lt;br /&gt;
&lt;br /&gt;
=Nations of the World=&lt;br /&gt;
==Pre-History==&lt;br /&gt;
:Lemuria Civilization: Antidelivian civlization, fell when Silver Dragon Comet tail impacted into Terra, left ruins everywhere.&lt;br /&gt;
&lt;br /&gt;
==Northern Hemisphere==&lt;br /&gt;
===Hyperborea===&lt;br /&gt;
:Eastern side of the Randgrith Mountains, home to &#039;&#039;&#039;Hyperborean Empire (of Sternhold)&#039;&#039;&#039;, one of the first nations to form after the Flood, the Sternhold became the Empire roughly 400 years ago, and was the dominant power on the continent until the World War, which has saw it fall it into the ranks of secondary powers. However, the forced peace and divestment from expensive war time productionn has allowed its civilian economy to thrive - much to the chagrin to its rivals, who had hoped for a civil war with the powerful secondary nobles.  Now, the Empire posed to retake its prominence on the continent. &lt;br /&gt;
:&#039;&#039;&#039;Dual Monarchy of Dassia-Premrose&#039;&#039;&#039; is the current world power. The island of Dassia was the home to Hyperborean saga of the magitek revolution and the Premrose Kingdom had been the prominent land power rival to the Empire since the Flood.  The unification of the monarchies ninety years ago had been one of the instigating factors of the Empire&#039;s aggression.  With colonies on all land masses and a massive naval and sky fleet, its power projection is unrivaled by any other power. However, in every theater it faces challenges.  The relaxation on the chains on the Empire&#039;s might came with backroom dealings of Imperial backing in case a serious war broke out, and eventual restoration of old Imperial colonies.  Time will tell if this detente will last. Eastern border with the Empire.  Has a space program.&lt;br /&gt;
:&#039;&#039;&#039;Papal State of Old Lux&#039;&#039;&#039;, the Pope of Church of Dawn and Dusk lives here, has 2 divisions and small army of super soldiers. &lt;br /&gt;
:&#039;&#039;&#039;Genoace Republican Sphere of Trade and Defense&#039;&#039;&#039;: A collection of old merchant city states in alliance, southern border of the Empire.&lt;br /&gt;
:&#039;&#039;&#039;Land of the Sirius&#039;&#039;&#039; (Western) the Sirius Taiga is the largest biome on the planet and home to several small lords and raiding tribes.  Many of them travel east and west to be mercenaries&lt;br /&gt;
:&#039;&#039;&#039;POLON:&#039;&#039;&#039; Once a troubled commonwealth, the last election for the king saw the continent largest arms corporation buy the seat and turn the state into ultra-modern corporate dystopia.&lt;br /&gt;
&lt;br /&gt;
==Muria==&lt;br /&gt;
:Western side of the mountains, home to the &#039;&#039;&#039;Tang Khanate&#039;&#039;&#039; which replaced the last dynasty during the World War, the Tang maintain small army and massive military police to keep the populace in line, effectively controlled by the megacorporations from the victorious Balhae. &lt;br /&gt;
:&#039;&#039;&#039;Greater Balhae Federation&#039;&#039;&#039;: The Balhae Empire gives slightly more than lip service of freedom to its  client states and conquests from Zipang.  The presence of Dassia colonies in many areas on the map in their sphere of influence as well as the Dassia&#039;s economic hostility towards the ruling megacorporation&#039;s has seen that one fruitful alliance fallen aside in a cold war of monarchal states and more corporate ones.  Has a space program.&lt;br /&gt;
:&#039;&#039;&#039;Qujra Confederation&#039;&#039;&#039;: A rising state of ex-Zipang colonies, famous and brutal neutral realpoltik.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Equatorial Old Lemuria and Zipang==&lt;br /&gt;
:&#039;&#039;&#039;New Lemuria&#039;&#039;&#039;: Dassia&#039;s crown jewel, a massive land state of factories, mines, and archeological digs.  Originally settled by exiled criminals and losers in civil wars, it soon has become more and more prominent and its effectively independent with industrial output equal to the homeland. &lt;br /&gt;
:&#039;&#039;&#039;Kingstate of Ur&#039;&#039;: Located in the blasted lands, it&#039;s nearly impossible to get to due to volcanic interference controlled by the Ur magi.  Home to the oldest magic archive and many secret societies take their home in the numerous towers there.  &lt;br /&gt;
:The &#039;&#039;&#039;Golden Empire&#039;&#039;&#039; which controls the major gold and diamond minds in the world, the most powerful kingdom of the southern natives, its wealth has allowed it to buy mercs and at times entire states&#039;s militaries to defends its vast holdings against Dassia and Zipang.  &lt;br /&gt;
:57th Dynasty of Rah-Templos (the &#039;&#039;&#039;Old Kingdom&#039;&#039;&#039;).  A minor state that had survived the Flood intact, it had scooped up bunch of the best Lemurian gear in the aftermath and been coast riding since then.&lt;br /&gt;
:&#039;&#039;&#039;Zipang&#039;&#039;&#039;: The home to the Western magitek revolution, it exploded into an empire that had tentacles across the world, but was defeated in the world war along with its imperial ally and ended up in the worst shape.  It&#039;s suffered a communist revolution and has since withdrawn from nearly contact with the outside world.  It too has a space program. &lt;br /&gt;
&lt;br /&gt;
==Atlantis==&lt;br /&gt;
Massive Island Continent home to the mysterious beings&#039; outsiders call the Fae who patronize two kingdoms. &lt;br /&gt;
:&#039;&#039;&#039;Kahicoam&#039;&#039;&#039; a civilization dedicated to building intricate sigils into the ground.  Dassian and Zipang colonization efforts meet with strange plagues and mutations despite their lower tech level. &lt;br /&gt;
:The &#039;&#039;&#039;Anazasi Collective&#039;&#039;&#039; mostly lives in the mountains regions of the continent. They are more inclined to living underground, though they are believed to have equal tech levels as the rest of the world.  Spies report their plans for invasion of the either Kahiocoam or some other power on the continent, likely backed by Balhae agents on the ground. &lt;br /&gt;
:The &#039;&#039;&#039;Divine Empire of Huecztlan&#039;&#039;&#039; was a client state of Zipang and used their backing to consolidate its rule over its lesser kingdoms. These days, it is a client state of Dassia.&lt;br /&gt;
:The northern most portion of the land is home to massive radioactive wreck from the time of Lemuria, isolated and home to pirates and minor colonies.&lt;br /&gt;
&lt;br /&gt;
=NPCS of HMH=&lt;br /&gt;
==Empire==&lt;br /&gt;
===Imperial Government===&lt;br /&gt;
:Prince Wilhelm: Ambitious third prince of the Empire, minister without profile and also in the running to be Chancelor&lt;br /&gt;
:Angelia Jourgamndr - War Minister and rumored Chancellor in waiting, known in the political circles as the Red Devil of Iron, Jonas&#039;s honorary auntie&lt;br /&gt;
:Grand Alchemist of the Empire: Ostar Deitrich&lt;br /&gt;
&lt;br /&gt;
===War Labs==-&lt;br /&gt;
:The Director&lt;br /&gt;
:Vice-Director Focht: Mysterious masked mage,&lt;br /&gt;
&lt;br /&gt;
===Rosencrux Staff===&lt;br /&gt;
:Kommondant Sir Olsen: Nils Olsen, age 80 war hero&lt;br /&gt;
:Colonel Baron Fredrick Altdorf: Piloting and Tactics, commander of the 99th Regiment of the 9th Army.&lt;br /&gt;
:Professor Gloria Vanitas: Academics and Magic Teacher, den mother.&lt;br /&gt;
:Professor Major (ret) Jordan Eisen, Engineering and Science&lt;br /&gt;
&lt;br /&gt;
===Other Section Members===&lt;br /&gt;
:Takana Miyuki: Zipang noble, archer&lt;br /&gt;
:Alison Neismith: Sword Prodigy commoner, &lt;br /&gt;
:Elizabita Dumont: Quiet cyborg&lt;br /&gt;
:Ivan Bulganov: Sirian Boyar&#039;s Heir&lt;br /&gt;
&lt;br /&gt;
===Other Students===&lt;br /&gt;
:Meribel Fafnir: Honor and Discipline Committee member (second year)&lt;br /&gt;
:Joachim Fafnir: Honor and Discipline Committee vice-captain (third year)&lt;br /&gt;
:Lord Lucian Mandlestein, heir to the Grand Duchy of Alteisen, &lt;br /&gt;
:Princess Helena, 5th princess of the empire&lt;br /&gt;
&lt;br /&gt;
===Heimdallr===&lt;br /&gt;
:Baroness Fredricka Kiel - Cadet Captain &lt;br /&gt;
:Ernst Kessselring - Cadet Vice-Captain, childhood friend&lt;br /&gt;
:Trish Raegard - Tactical Officer&lt;br /&gt;
:Paul Obstford - Lord Obsfort, Cadet Hangar Chief &lt;br /&gt;
:Karl Meinz - Cadet Engineering&lt;br /&gt;
:Commander Martin Fahrenheit- Instructor&lt;br /&gt;
&lt;br /&gt;
==Dual Monarchy==&lt;br /&gt;
:Prime Minister Charles Galbraith: Former Sky Marshal, and ten year occupant of Brenton House, known as Steel Heart&lt;br /&gt;
:Pariah-1: Unknown Ace of Aces.&lt;br /&gt;
:Gloria Helene Iscariot&lt;br /&gt;
:Kathyrn d Montagine - Short stack, silver hair best friend &lt;br /&gt;
:Robyn Graves older friend, comes from wealthy family&lt;br /&gt;
&lt;br /&gt;
==The Emerald Order of the Abyss==&lt;br /&gt;
:Yesod,&lt;br /&gt;
:Binah&lt;br /&gt;
&lt;br /&gt;
=Magitek Armor Library=&lt;br /&gt;
==Imperials==&lt;br /&gt;
===Sigurd Mk1===&lt;br /&gt;
:HP: 30&lt;br /&gt;
:Mobility (Ground Type): 1&lt;br /&gt;
:Electronics: 0&lt;br /&gt;
:Tactical Slots: 2&lt;br /&gt;
::Shield +15 HP&lt;br /&gt;
::120mm Rifle 10 Damage, 12 shots, 3 reloads&lt;br /&gt;
::Tankslayer Sword: 10 Damage (25 against tanks) &lt;br /&gt;
First magitek armor used in the conflict, now relegated to training purposes. &lt;br /&gt;
&lt;br /&gt;
===Sigurd Mk2===&lt;br /&gt;
:HP: 40&lt;br /&gt;
:Mobility (Ground Type): 2&lt;br /&gt;
:Electronics 1&lt;br /&gt;
:Tactical Slots: 3&lt;br /&gt;
::Shield +15 HP&lt;br /&gt;
::120mm Rifle 10 Damage, 12 shots, 3 reloads&lt;br /&gt;
::Tankslayer Sword: 10 Damage (25 against tanks) &lt;br /&gt;
::Steel Arrow Missile Launcher System:&lt;br /&gt;
:::TCAM-1 50 Damage 1 Shot&lt;br /&gt;
:::TCAM-2 12 Damage, 4 shots&lt;br /&gt;
:::Sensor Pod&lt;br /&gt;
:::Magic Circuit&lt;br /&gt;
:::Liftstone Wings&lt;br /&gt;
Still used by second line troops in the empire, this is the armor that upper classmen and instructors use, though such pilots tend to customize their rides.&lt;br /&gt;
&lt;br /&gt;
===Ixilon-Test Type===&lt;br /&gt;
:HP: 60&lt;br /&gt;
:Mobility (Flight Type): 3&lt;br /&gt;
:Electronics 3&lt;br /&gt;
:Tactical Slots LOCKED&lt;br /&gt;
::Overlock Mode: Roll Temp Sanity per turn for +3 advantage on rolls&lt;br /&gt;
::Forcesword - 25 Damage (Pulse Mood 3 turns melee only, 2 turns cool down), 10 Damage (normal mood)&lt;br /&gt;
::Armblasters (Left and Right) 15x2 damage 3 shots before 2 turns recharging&lt;br /&gt;
The War Labs Director personal own project, intended to be roll out when the Imperial Army expands to 13th Army&lt;br /&gt;
&lt;br /&gt;
===Czarvago Prototype===&lt;br /&gt;
:HP: 40&lt;br /&gt;
:Mobility (Flight Type): 2&lt;br /&gt;
:Electronic 4: &lt;br /&gt;
:Tactical Slots 1&lt;br /&gt;
::YnCalc Systems&lt;br /&gt;
::Starshards Portwing (Damages 3x3)&lt;br /&gt;
::Starshards Starboardwing (Forcefield x20HP)&lt;br /&gt;
Little is known about the bronze angel magitek armor, other then its belived to be based on rare working Lemurian technology.&lt;br /&gt;
&lt;br /&gt;
===TeKnight Gram [Lemurian Salvaged Unit]===&lt;br /&gt;
:HP: 100&lt;br /&gt;
:Mobility 2 (Ground Type)&lt;br /&gt;
:Electronics: 3&lt;br /&gt;
:Tactical Slots: 3&lt;br /&gt;
::Pilot Enhance System (Burn a Sanity Point to activate for ten turns, or health level for the entire battle), allows perfect dodge or attack every 3 turns&lt;br /&gt;
::E-Sword (15 Damage) (if pilot system is activated roll twice and take better result&lt;br /&gt;
::Flight Unit&lt;br /&gt;
::Imperial Etherblaster Riffle 3 Shots 25 damage (two turns recharge) plugged into the TekKnight reactor&lt;br /&gt;
Salvaged Lemurian front line suit&lt;br /&gt;
&lt;br /&gt;
===Unknown Command Type===&lt;br /&gt;
:HP: 50&lt;br /&gt;
:Mobility: 2 (Flight Type)&lt;br /&gt;
:Electronics: 5&lt;br /&gt;
:Tactical Slots&lt;br /&gt;
:Command Throne [AWACS / Ewarfare Suite &lt;br /&gt;
:Black Globe Generator (100 HP worth of armor) &lt;br /&gt;
:Satelites 5x5 damage&lt;br /&gt;
:Blaster Cannon [Out of Operation]&lt;br /&gt;
:Defensive Blasters [Out of Operation}&lt;br /&gt;
Salvaged Lemurain Mobile Armor&lt;br /&gt;
&lt;br /&gt;
==Dual Monarchy==&lt;br /&gt;
===Carnation===&lt;br /&gt;
:HP: 25&lt;br /&gt;
:Mobility (Ground Type): 3&lt;br /&gt;
:Electronics: 3&lt;br /&gt;
:Tactical Slots:2 &lt;br /&gt;
::Kingdom Etherbuster (Energy Riffle) 5 shots, 30 damage&lt;br /&gt;
::Kingdom Manasword (Energy Sword): 15 damage +1 Aim&lt;br /&gt;
::Gatting Cannons (5 damage, 30 rounds)&lt;br /&gt;
::Shield +10 HP&lt;br /&gt;
Kingdom Mook Suit: Several were captured or bought during or after the war to serve as opfor for the Academy.&lt;br /&gt;
&lt;br /&gt;
===Grand Carnation===&lt;br /&gt;
:HP: 35&lt;br /&gt;
:Mobility (Flight/Ground Type): 5&lt;br /&gt;
:Electronics: 4&lt;br /&gt;
:Tactical Slots: 3&lt;br /&gt;
::Kingdom Etherbuster (Energy Riffle) 5 shots, 30 damage&lt;br /&gt;
::Kingdom Manasword (Energy Sword): 15 damage +1 Aim&lt;br /&gt;
::Gatting Cannons (5 damage, 30 rounds)&lt;br /&gt;
::Shield +10 HP&lt;br /&gt;
::Railcannon: 100 Damage -3 for aiming non-ship / fort units&lt;br /&gt;
::Floret Missile Pack: 7 Shots / 25 Damage&lt;br /&gt;
Current Generation Magitek Armor&lt;br /&gt;
&lt;br /&gt;
==Tang==&lt;br /&gt;
===Terracotta===&lt;br /&gt;
:HP: 20&lt;br /&gt;
:Mobility (Ground Type): 2&lt;br /&gt;
:Electronics: 1&lt;br /&gt;
:Tactical Slots: 2&lt;br /&gt;
:Shield +15 HP&lt;br /&gt;
:120mm Rifle 10 Damage, 12 shots, 3 reloads&lt;br /&gt;
:Jade Halbard: 12 Damage (Double Damage vs Monsters)&lt;br /&gt;
:JMX3 Submachine Gun: 3 (5 damage) burst damage) -1 long range&lt;br /&gt;
Tang Dynasty gunt suit&lt;br /&gt;
&lt;br /&gt;
==Jade Dragon ==&lt;br /&gt;
:HP: 50&lt;br /&gt;
:Mobility (Ground Type): 2&lt;br /&gt;
:Electronics 3&lt;br /&gt;
:Tactical Slots: 2&lt;br /&gt;
::Jade Halbard &lt;br /&gt;
::Shield Missile Launcher 20 Damage 2 shots&lt;br /&gt;
::Pulser (inbuilt): 30 damage x 1 (point blank range) recharge 5 turns&lt;br /&gt;
&lt;br /&gt;
==Federation==&lt;br /&gt;
===Hwarang===&lt;br /&gt;
:HP: 60&lt;br /&gt;
:Mobility (Flight Type): 3&lt;br /&gt;
:Electronics: 4&lt;br /&gt;
:Weapons&lt;br /&gt;
:Tactical Slots 3&lt;br /&gt;
::Micromissiles Pods: 5 Shots / 22 damage (close range)&lt;br /&gt;
::Federation Type 1 Sword: 12 damage +2 Aim&lt;br /&gt;
::Federation Blaster Riffle: 4 reloads&lt;br /&gt;
:::Buster Mode: 180 Damage -3 aim for targeting anything smaller than a ship 1 shot &lt;br /&gt;
:::Riffle Shot: 30 Damage (6 shots)&lt;br /&gt;
&lt;br /&gt;
Current Federation Main Suit&lt;br /&gt;
&lt;br /&gt;
=Misc=&lt;br /&gt;
==Grand Alchemist&#039;s Monsters==&lt;br /&gt;
===BM-25 Type: Ceydra===&lt;br /&gt;
:30 HP&lt;br /&gt;
:Total Dodge 6&lt;br /&gt;
Flood Breath 15 Damage&lt;br /&gt;
Flood Claws 15x2 Damage&lt;br /&gt;
Regen 10HP&lt;br /&gt;
Small IFV size coyote/snake monsters, controlled by unknown means.  Mass grown in vats&lt;br /&gt;
&lt;br /&gt;
===Biomechanical Angel -Cherhiumbrum- ===&lt;br /&gt;
:HP 60: (Regens 10 per turn)&lt;br /&gt;
:Mobility: 3 Flight Type&lt;br /&gt;
:Electronics&lt;br /&gt;
:Doom Claw Damage 20x2&lt;br /&gt;
:Vanisher Wings &lt;br /&gt;
:Halo Lasers: 30 damage (3 turn cool down)1&lt;br /&gt;
&lt;br /&gt;
=Tanks and IFVs=&lt;br /&gt;
==Raver Mercenary Fighting Vehicle==&lt;br /&gt;
:20 HP&lt;br /&gt;
:2x 50 Cal Guns (20 rounds) 2x3 damage&lt;br /&gt;
:Carries 12 Infantry&lt;br /&gt;
&lt;br /&gt;
=Roles=&lt;br /&gt;
==Init==&lt;br /&gt;
:On person: Wits Plus Dex +D10&lt;br /&gt;
:Giant Robot: Wits Plus Dex + Piloting +d10&lt;br /&gt;
&lt;br /&gt;
=Combat=&lt;br /&gt;
==On Foot==&lt;br /&gt;
===Melee===&lt;br /&gt;
:Attack / Defense &lt;br /&gt;
:Strength + Dex + Weapon Skill + Specialization&lt;br /&gt;
&lt;br /&gt;
===Giant Robot===&lt;br /&gt;
:Attack &lt;br /&gt;
::Wits or Dex (Pick one) + Relevant Skill and Specialization +Electronics&lt;br /&gt;
&lt;br /&gt;
:Defense&lt;br /&gt;
::Wits or Dex (Pick one) + Pilot and Specialization + Mobility (Mobility only counts if its in elements)&lt;br /&gt;
&lt;br /&gt;
===Magic Rolls===&lt;br /&gt;
====Old Magic====&lt;br /&gt;
:Willpower + Magic&lt;br /&gt;
&lt;br /&gt;
====New Magic====&lt;br /&gt;
:Knowledge + Magic&lt;/div&gt;</summary>
		<author><name>Silence</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Heavy_Metal_Hyperborea&amp;diff=72404</id>
		<title>Heavy Metal Hyperborea</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Heavy_Metal_Hyperborea&amp;diff=72404"/>
		<updated>2026-03-15T18:34:58Z</updated>

		<summary type="html">&lt;p&gt;Silence: /* Grand Alchemist&amp;#039;s Monst0ers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Background=&lt;br /&gt;
Fifty years ago, there was war that engulfed the world of Terra: the Hyperborean Empire took advantage  of all the benefits of the Magitek revolution - bringing together Balhae Kingdom&#039;s airship concept, the war golems of Tang and Ur, and the tanks of Dassia to construct the first modern war machine.   The Empire launched a war with its ally Zipang to bring down the naval powerof  Dassia-Pemrose and the Liu Dynasty.  The war raged for eight years and expanded nearly across the entire globe before the Old Kingdom used one of its ancient super weapons the &#039;&#039;Rah-Hylos&#039;&#039; to destroy the fortress city of Wyrmhaven and the 12th Imperial Aerial Army stationed there.  This saw the collapse of the Empire&#039;s lines &amp;amp; forced surrender, leading to the year-long siege of Zipang before the Shogun was brough to the table.  War reparation and strict limits of military size were imposed for a period of nearly fifty years.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Last year, the treaty limitations have run out, and the once-unified allied powers of the world have splintered, with Dassia-Premrose and its colonies in uneasy alliance with Huecztlan in the Aztland Accord as the premier power.  Zipang has fallen into communist revolution, and once again has become a hermit kingdom. Now, with the space race to get to the moon Artemisa between Dassia and Balhae drawing all attention, there is no longer pressure on the Empire to maintain its arms limitation as had been expected by the allied superpowers, leaving only uneasy neighbors to protest.  Across the empire, plans drawn out over decades are put into motion as the imperial war machine rumbles to life.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In the northern corner of the Empire, next to the realm of Sirus, Rosencruz Military Academy has been reopened, where promising cadets were sent to learn the ways of being armor riders, and a special new class of students have been gathered to test out their own capabilities and the armors the empire has built for them.&lt;br /&gt;
&lt;br /&gt;
== Aesthetic == &lt;br /&gt;
1990s magitech Ace Combat&lt;br /&gt;
&lt;br /&gt;
=Character Creation=&lt;br /&gt;
&lt;br /&gt;
==Character Archetype==&lt;br /&gt;
:&#039;&#039;&#039;The Ojou-Sama&#039;&#039;&#039;: High Nobles are the imperial elites, they have &#039;&#039;bonus to magic (old) and social skills and social rank&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;The Cometary Farmgirl&#039;&#039;&#039;: Picked out for their skills in piloting they have &#039;&#039;bonus to magitek armor combat and +3 fate points per session&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;The Four Murasame&#039;&#039;&#039;: The Imperial Warlabs of Thelma Mountain were never discovered and thus were never shut down and their lack of morality never slowed down.  You are enhanced with magitek circuits allow for better piloting and magitek protocols: &#039;&#039;Bonus to magitek armor combat, personal combat, and magic (new), malus to social skills, malus in social rank&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;The Catgirl&#039;&#039;&#039;: Genetic enhancements were also seen as optional way to getter pilots, using the old alchemists of the old war for new purposes.  &#039;&#039;Bonus to personal combat, magitek armor and social skills,  malus in social rank and disguises.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
Stats: Start with 1 in each category,18 points to spend, each rank its number in points to buy.&lt;br /&gt;
&lt;br /&gt;
===Primary Stats===&lt;br /&gt;
:Knowledge&lt;br /&gt;
:Wits&lt;br /&gt;
:Strength&lt;br /&gt;
:Dex&lt;br /&gt;
:Endurance&lt;br /&gt;
:Willpower&lt;br /&gt;
&lt;br /&gt;
===Secondary/Derived Stats===&lt;br /&gt;
:Ether Pool: Willpower (x2) + Strength&lt;br /&gt;
:Health Points: (Endurance x 3) + Strength + Willpower&lt;br /&gt;
:Sanity Points: Wits x 2 + Knowledge + Willpower&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
Major Skills are put into broad categories; they cost their value in rank.  Specialized Skills such as Rifle or Sniping give two ranks per point, and even more specific skills (such as using specific model of weapon) gives 3 ranks.  You get 30 points.&lt;br /&gt;
&lt;br /&gt;
===Major Skills (Non-Exhaustive List)===&lt;br /&gt;
:Dodge&lt;br /&gt;
:Ranged Combat &lt;br /&gt;
:Melee Combat&lt;br /&gt;
:Persuasion&lt;br /&gt;
:Speech-making&lt;br /&gt;
:Investigation&lt;br /&gt;
:Stealth&lt;br /&gt;
&lt;br /&gt;
===Magic and Skills===&lt;br /&gt;
Magic costs 5 x level in points, and each level they gain a signature spell.  Each subbranch costs 3 x level points and every three ranks gains a signature spell.  Magic spells cost core level of mp per spell (can be boosted up to three times by doubling the cost each time a boost is applied).  Old magic will take longer to cast unless you use blood magic and sacrifice health points for instant cast.  New Magic requires not only skill points but the appropriate magitek device - either installed in you as cyborg or in your equipment - for the spell to cast.&lt;br /&gt;
&lt;br /&gt;
====Old Magic: ====&lt;br /&gt;
:Summoning&lt;br /&gt;
:Curses&lt;br /&gt;
:Bullet Time&lt;br /&gt;
:Geass&lt;br /&gt;
:Teleportation&lt;br /&gt;
&lt;br /&gt;
====New Magic (Magitek Circuits) ====&lt;br /&gt;
:Energy Blasts&lt;br /&gt;
:Forcefields&lt;br /&gt;
:Healing&lt;br /&gt;
&lt;br /&gt;
===Magitek Armor Piloting===&lt;br /&gt;
Pilot Points: As cadets, you are fairly poor at piloting at the start.  Thanks to being characters in a silence game, you get plenty of xp to grow.  You start off with one point in Piloting, Ranged and Melee Combat, and ten points like normal to spend on the rest.&lt;br /&gt;
&lt;br /&gt;
:Magitek Piloting&lt;br /&gt;
::Dodging (instead of attacking you build up dodge points to increase the difficulty to get hit this and next turn)&lt;br /&gt;
::Pursuing (instead of attacking directly (though you are still attacking and expending ammo / energy you will be building up pursuit points to represent manipulating the enemy to get into your cross-hairs next turn)&lt;br /&gt;
&lt;br /&gt;
:Ranged Combat&lt;br /&gt;
::Carried Weapons&lt;br /&gt;
::Internal Weapons&lt;br /&gt;
::BVR Attacks&lt;br /&gt;
::Satellites&lt;br /&gt;
&lt;br /&gt;
:Melee Combat&lt;br /&gt;
::Parrying&lt;br /&gt;
::Physical Attack&lt;br /&gt;
::Beam Attack&lt;br /&gt;
::John Wick&lt;br /&gt;
&lt;br /&gt;
:Special / MISC&lt;br /&gt;
::AWACs&lt;br /&gt;
::Jamming&lt;br /&gt;
::Shields&lt;br /&gt;
::Magic&lt;br /&gt;
&lt;br /&gt;
=Nations of the World=&lt;br /&gt;
==Pre-History==&lt;br /&gt;
:Lemuria Civilization: Antidelivian civlization, fell when Silver Dragon Comet tail impacted into Terra, left ruins everywhere.&lt;br /&gt;
&lt;br /&gt;
==Northern Hemisphere==&lt;br /&gt;
===Hyperborea===&lt;br /&gt;
:Eastern side of the Randgrith Mountains, home to &#039;&#039;&#039;Hyperborean Empire (of Sternhold)&#039;&#039;&#039;, one of the first nations to form after the Flood, the Sternhold became the Empire roughly 400 years ago, and was the dominant power on the continent until the World War, which has saw it fall it into the ranks of secondary powers. However, the forced peace and divestment from expensive war time productionn has allowed its civilian economy to thrive - much to the chagrin to its rivals, who had hoped for a civil war with the powerful secondary nobles.  Now, the Empire posed to retake its prominence on the continent. &lt;br /&gt;
:&#039;&#039;&#039;Dual Monarchy of Dassia-Premrose&#039;&#039;&#039; is the current world power. The island of Dassia was the home to Hyperborean saga of the magitek revolution and the Premrose Kingdom had been the prominent land power rival to the Empire since the Flood.  The unification of the monarchies ninety years ago had been one of the instigating factors of the Empire&#039;s aggression.  With colonies on all land masses and a massive naval and sky fleet, its power projection is unrivaled by any other power. However, in every theater it faces challenges.  The relaxation on the chains on the Empire&#039;s might came with backroom dealings of Imperial backing in case a serious war broke out, and eventual restoration of old Imperial colonies.  Time will tell if this detente will last. Eastern border with the Empire.  Has a space program.&lt;br /&gt;
:&#039;&#039;&#039;Papal State of Old Lux&#039;&#039;&#039;, the Pope of Church of Dawn and Dusk lives here, has 2 divisions and small army of super soldiers. &lt;br /&gt;
:&#039;&#039;&#039;Genoace Republican Sphere of Trade and Defense&#039;&#039;&#039;: A collection of old merchant city states in alliance, southern border of the Empire.&lt;br /&gt;
:&#039;&#039;&#039;Land of the Sirius&#039;&#039;&#039; (Western) the Sirius Taiga is the largest biome on the planet and home to several small lords and raiding tribes.  Many of them travel east and west to be mercenaries&lt;br /&gt;
:&#039;&#039;&#039;POLON:&#039;&#039;&#039; Once a troubled commonwealth, the last election for the king saw the continent largest arms corporation buy the seat and turn the state into ultra-modern corporate dystopia.&lt;br /&gt;
&lt;br /&gt;
==Muria==&lt;br /&gt;
:Western side of the mountains, home to the &#039;&#039;&#039;Tang Khanate&#039;&#039;&#039; which replaced the last dynasty during the World War, the Tang maintain small army and massive military police to keep the populace in line, effectively controlled by the megacorporations from the victorious Balhae. &lt;br /&gt;
:&#039;&#039;&#039;Greater Balhae Federation&#039;&#039;&#039;: The Balhae Empire gives slightly more than lip service of freedom to its  client states and conquests from Zipang.  The presence of Dassia colonies in many areas on the map in their sphere of influence as well as the Dassia&#039;s economic hostility towards the ruling megacorporation&#039;s has seen that one fruitful alliance fallen aside in a cold war of monarchal states and more corporate ones.  Has a space program.&lt;br /&gt;
:&#039;&#039;&#039;Qujra Confederation&#039;&#039;&#039;: A rising state of ex-Zipang colonies, famous and brutal neutral realpoltik.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Equatorial Old Lemuria and Zipang==&lt;br /&gt;
:&#039;&#039;&#039;New Lemuria&#039;&#039;&#039;: Dassia&#039;s crown jewel, a massive land state of factories, mines, and archeological digs.  Originally settled by exiled criminals and losers in civil wars, it soon has become more and more prominent and its effectively independent with industrial output equal to the homeland. &lt;br /&gt;
:&#039;&#039;&#039;Kingstate of Ur&#039;&#039;: Located in the blasted lands, it&#039;s nearly impossible to get to due to volcanic interference controlled by the Ur magi.  Home to the oldest magic archive and many secret societies take their home in the numerous towers there.  &lt;br /&gt;
:The &#039;&#039;&#039;Golden Empire&#039;&#039;&#039; which controls the major gold and diamond minds in the world, the most powerful kingdom of the southern natives, its wealth has allowed it to buy mercs and at times entire states&#039;s militaries to defends its vast holdings against Dassia and Zipang.  &lt;br /&gt;
:57th Dynasty of Rah-Templos (the &#039;&#039;&#039;Old Kingdom&#039;&#039;&#039;).  A minor state that had survived the Flood intact, it had scooped up bunch of the best Lemurian gear in the aftermath and been coast riding since then.&lt;br /&gt;
:&#039;&#039;&#039;Zipang&#039;&#039;&#039;: The home to the Western magitek revolution, it exploded into an empire that had tentacles across the world, but was defeated in the world war along with its imperial ally and ended up in the worst shape.  It&#039;s suffered a communist revolution and has since withdrawn from nearly contact with the outside world.  It too has a space program. &lt;br /&gt;
&lt;br /&gt;
==Atlantis==&lt;br /&gt;
Massive Island Continent home to the mysterious beings&#039; outsiders call the Fae who patronize two kingdoms. &lt;br /&gt;
:&#039;&#039;&#039;Kahicoam&#039;&#039;&#039; a civilization dedicated to building intricate sigils into the ground.  Dassian and Zipang colonization efforts meet with strange plagues and mutations despite their lower tech level. &lt;br /&gt;
:The &#039;&#039;&#039;Anazasi Collective&#039;&#039;&#039; mostly lives in the mountains regions of the continent. They are more inclined to living underground, though they are believed to have equal tech levels as the rest of the world.  Spies report their plans for invasion of the either Kahiocoam or some other power on the continent, likely backed by Balhae agents on the ground. &lt;br /&gt;
:The &#039;&#039;&#039;Divine Empire of Huecztlan&#039;&#039;&#039; was a client state of Zipang and used their backing to consolidate its rule over its lesser kingdoms. These days, it is a client state of Dassia.&lt;br /&gt;
:The northern most portion of the land is home to massive radioactive wreck from the time of Lemuria, isolated and home to pirates and minor colonies.&lt;br /&gt;
&lt;br /&gt;
=NPCS of HMH=&lt;br /&gt;
==Empire==&lt;br /&gt;
===Imperial Government===&lt;br /&gt;
:Prince Wilhelm: Ambitious third prince of the Empire, minister without profile and also in the running to be Chancelor&lt;br /&gt;
:Angelia Jourgamndr - War Minister and rumored Chancellor in waiting, known in the political circles as the Red Devil of Iron, Jonas&#039;s honorary auntie&lt;br /&gt;
:Grand Alchemist of the Empire: Ostar Deitrich&lt;br /&gt;
&lt;br /&gt;
===War Labs==-&lt;br /&gt;
:The Director&lt;br /&gt;
:Vice-Director Focht: Mysterious masked mage,&lt;br /&gt;
&lt;br /&gt;
===Rosencrux Staff===&lt;br /&gt;
:Kommondant Sir Olsen: Nils Olsen, age 80 war hero&lt;br /&gt;
:Colonel Baron Fredrick Altdorf: Piloting and Tactics, commander of the 99th Regiment of the 9th Army.&lt;br /&gt;
:Professor Gloria Vanitas: Academics and Magic Teacher, den mother.&lt;br /&gt;
:Professor Major (ret) Jordan Eisen, Engineering and Science&lt;br /&gt;
&lt;br /&gt;
===Other Section Members===&lt;br /&gt;
:Takana Miyuki: Zipang noble, archer&lt;br /&gt;
:Alison Neismith: Sword Prodigy commoner, &lt;br /&gt;
:Elizabita Dumont: Quiet cyborg&lt;br /&gt;
:Ivan Bulganov: Sirian Boyar&#039;s Heir&lt;br /&gt;
&lt;br /&gt;
===Other Students===&lt;br /&gt;
:Meribel Fafnir: Honor and Discipline Committee member (second year)&lt;br /&gt;
:Joachim Fafnir: Honor and Discipline Committee vice-captain (third year)&lt;br /&gt;
:Lord Lucian Mandlestein, heir to the Grand Duchy of Alteisen, &lt;br /&gt;
:Princess Helena, 5th princess of the empire&lt;br /&gt;
&lt;br /&gt;
===Heimdallr===&lt;br /&gt;
:Baroness Fredricka Kiel - Cadet Captain &lt;br /&gt;
:Ernst Kessselring - Cadet Vice-Captain, childhood friend&lt;br /&gt;
:Trish Raegard - Tactical Officer&lt;br /&gt;
:Paul Obstford - Lord Obsfort, Cadet Hangar Chief &lt;br /&gt;
:Karl Meinz - Cadet Engineering&lt;br /&gt;
:Commander Martin Fahrenheit- Instructor&lt;br /&gt;
&lt;br /&gt;
==Dual Monarchy==&lt;br /&gt;
:Prime Minister Charles Galbraith: Former Sky Marshal, and ten year occupant of Brenton House, known as Steel Heart&lt;br /&gt;
:Pariah-1: Unknown Ace of Aces.&lt;br /&gt;
:Gloria Helene Iscariot&lt;br /&gt;
:Kathyrn d Montagine - Short stack, silver hair best friend &lt;br /&gt;
:Robyn Graves older friend, comes from wealthy family&lt;br /&gt;
&lt;br /&gt;
==The Emerald Order of the Abyss==&lt;br /&gt;
:Yesod,&lt;br /&gt;
:Binah&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Magitek Armor Library=&lt;br /&gt;
==Imperials==&lt;br /&gt;
===Sigurd Mk1===&lt;br /&gt;
:HP: 30&lt;br /&gt;
:Mobility (Ground Type): 1&lt;br /&gt;
:Electronics: 0&lt;br /&gt;
:Tactical Slots: 2&lt;br /&gt;
::Shield +15 HP&lt;br /&gt;
::120mm Rifle 10 Damage, 12 shots, 3 reloads&lt;br /&gt;
::Tankslayer Sword: 10 Damage (25 against tanks) &lt;br /&gt;
First magitek armor used in the conflict, now relegated to training purposes. &lt;br /&gt;
&lt;br /&gt;
===Sigurd Mk2===&lt;br /&gt;
:HP: 40&lt;br /&gt;
:Mobility (Ground Type): 2&lt;br /&gt;
:Electronics 1&lt;br /&gt;
:Tactical Slots: 3&lt;br /&gt;
::Shield +15 HP&lt;br /&gt;
::120mm Rifle 10 Damage, 12 shots, 3 reloads&lt;br /&gt;
::Tankslayer Sword: 10 Damage (25 against tanks) &lt;br /&gt;
::Steel Arrow Missile Launcher System:&lt;br /&gt;
:::TCAM-1 50 Damage 1 Shot&lt;br /&gt;
:::TCAM-2 12 Damage, 4 shots&lt;br /&gt;
:::Sensor Pod&lt;br /&gt;
:::Magic Circuit&lt;br /&gt;
:::Liftstone Wings&lt;br /&gt;
Still used by second line troops in the empire, this is the armor that upper classmen and instructors use, though such pilots tend to customize their rides.&lt;br /&gt;
&lt;br /&gt;
===Ixilon-Test Type===&lt;br /&gt;
:HP: 60&lt;br /&gt;
:Mobility (Flight Type): 3&lt;br /&gt;
:Electronics 3&lt;br /&gt;
:Tactical Slots LOCKED&lt;br /&gt;
::Overlock Mode: Roll Temp Sanity per turn for +3 advantage on rolls&lt;br /&gt;
::Forcesword - 25 Damage (Pulse Mood 3 turns melee only, 2 turns cool down), 10 Damage (normal mood)&lt;br /&gt;
::Armblasters (Left and Right) 15x2 damage 3 shots before 2 turns recharging&lt;br /&gt;
The War Labs Director personal own project, intended to be roll out when the Imperial Army expands to 13th Army&lt;br /&gt;
&lt;br /&gt;
===Czarvago Prototype===&lt;br /&gt;
:HP: 40&lt;br /&gt;
:Mobility (Flight Type): 2&lt;br /&gt;
:Electronic 4: &lt;br /&gt;
:Tactical Slots 1&lt;br /&gt;
::YnCalc Systems&lt;br /&gt;
::Starshards Portwing (Damages 3x3)&lt;br /&gt;
::Starshards Starboardwing (Forcefield x20HP)&lt;br /&gt;
Little is known about the bronze angel magitek armor, other then its belived to be based on rare working Lemurian technology.&lt;br /&gt;
&lt;br /&gt;
===TeKnight Gram [Lemurian Salvaged Unit]===&lt;br /&gt;
:HP: 100&lt;br /&gt;
:Mobility 2 (Ground Type)&lt;br /&gt;
:Electronics: 3&lt;br /&gt;
:Tactical Slots: 3&lt;br /&gt;
::Pilot Enhance System (Burn a Sanity Point to activate for ten turns, or health level for the entire battle), allows perfect dodge or attack every 3 turns&lt;br /&gt;
::E-Sword (15 Damage) (if pilot system is activated roll twice and take better result&lt;br /&gt;
::Flight Unit&lt;br /&gt;
::Imperial Etherblaster Riffle 3 Shots 25 damage (two turns recharge) plugged into the TekKnight reactor&lt;br /&gt;
Salvaged Lemurian front line suit&lt;br /&gt;
&lt;br /&gt;
===Unknown Command Type===&lt;br /&gt;
:HP: 50&lt;br /&gt;
:Mobility: 2 (Flight Type)&lt;br /&gt;
:Electronics: 5&lt;br /&gt;
:Tactical Slots&lt;br /&gt;
:Command Throne [AWACS / Ewarfare Suite &lt;br /&gt;
:Black Globe Generator (100 HP worth of armor) &lt;br /&gt;
:Satelites 5x5 damage&lt;br /&gt;
:Blaster Cannon [Out of Operation]&lt;br /&gt;
:Defensive Blasters [Out of Operation}&lt;br /&gt;
Salvaged Lemurain Mobile Armor&lt;br /&gt;
&lt;br /&gt;
==Dual Monarchy==&lt;br /&gt;
===Carnation===&lt;br /&gt;
:HP: 25&lt;br /&gt;
:Mobility (Ground Type): 3&lt;br /&gt;
:Electronics: 3&lt;br /&gt;
:Tactical Slots:2 &lt;br /&gt;
::Kingdom Etherbuster (Energy Riffle) 5 shots, 30 damage&lt;br /&gt;
::Kingdom Manasword (Energy Sword): 15 damage +1 Aim&lt;br /&gt;
::Gatting Cannons (5 damage, 30 rounds)&lt;br /&gt;
::Shield +10 HP&lt;br /&gt;
Kingdom Mook Suit: Several were captured or bought during or after the war to serve as opfor for the Academy.&lt;br /&gt;
&lt;br /&gt;
===Grand Carnation===&lt;br /&gt;
:HP: 35&lt;br /&gt;
:Mobility (Flight/Ground Type): 5&lt;br /&gt;
:Electronics: 4&lt;br /&gt;
:Tactical Slots: 3&lt;br /&gt;
::Kingdom Etherbuster (Energy Riffle) 5 shots, 30 damage&lt;br /&gt;
::Kingdom Manasword (Energy Sword): 15 damage +1 Aim&lt;br /&gt;
::Gatting Cannons (5 damage, 30 rounds)&lt;br /&gt;
::Shield +10 HP&lt;br /&gt;
::Railcannon: 100 Damage -3 for aiming non-ship / fort units&lt;br /&gt;
::Floret Missile Pack: 7 Shots / 25 Damage&lt;br /&gt;
Current Generation Magitek Armor&lt;br /&gt;
&lt;br /&gt;
==Tang==&lt;br /&gt;
===Terracotta===&lt;br /&gt;
:HP: 20&lt;br /&gt;
:Mobility (Ground Type): 2&lt;br /&gt;
:Electronics: 1&lt;br /&gt;
:Tactical Slots: 2&lt;br /&gt;
:Shield +15 HP&lt;br /&gt;
:120mm Rifle 10 Damage, 12 shots, 3 reloads&lt;br /&gt;
:Jade Halbard: 12 Damage (Double Damage vs Monsters)&lt;br /&gt;
:JMX3 Submachine Gun: 3 (5 damage) burst damage) -1 long range&lt;br /&gt;
Tang Dynasty gunt suit&lt;br /&gt;
&lt;br /&gt;
==Jade Dragon ==&lt;br /&gt;
:HP: 50&lt;br /&gt;
:Mobility (Ground Type): 2&lt;br /&gt;
:Electronics 3&lt;br /&gt;
:Tactical Slots: 2&lt;br /&gt;
::Jade Halbard &lt;br /&gt;
::Shield Missile Launcher 20 Damage 2 shots&lt;br /&gt;
::Pulser (inbuilt): 30 damage x 1 (point blank range) recharge 5 turns&lt;br /&gt;
&lt;br /&gt;
==Federation==&lt;br /&gt;
===Hwarang===&lt;br /&gt;
:HP: 60&lt;br /&gt;
:Mobility (Flight Type): 3&lt;br /&gt;
:Electronics: 4&lt;br /&gt;
:Weapons&lt;br /&gt;
:Tactical Slots 3&lt;br /&gt;
::Micromissiles Pods: 5 Shots / 22 damage (close range)&lt;br /&gt;
::Federation Type 1 Sword: 12 damage +2 Aim&lt;br /&gt;
::Federation Blaster Riffle: 4 reloads&lt;br /&gt;
:::Buster Mode: 180 Damage -3 aim for targeting anything smaller than a ship 1 shot &lt;br /&gt;
:::Riffle Shot: 30 Damage (6 shots)&lt;br /&gt;
&lt;br /&gt;
Current Federation Main Suit&lt;br /&gt;
&lt;br /&gt;
=Misc=&lt;br /&gt;
==Grand Alchemist&#039;s Monsters==&lt;br /&gt;
===BM-25 Type: Ceydra===&lt;br /&gt;
:30 HP&lt;br /&gt;
:Total Dodge 6&lt;br /&gt;
Flood Breath 15 Damage&lt;br /&gt;
Flood Claws 15x2 Damage&lt;br /&gt;
Regen 10HP&lt;br /&gt;
Small IFV size coyote/snake monsters, controlled by unknown means.  Mass grown in vats&lt;br /&gt;
&lt;br /&gt;
===Biomechanical Angel -Cherhiumbrum- ===&lt;br /&gt;
:HP 60: (Regens 10 per turn)&lt;br /&gt;
:Mobility: 3 Flight Type&lt;br /&gt;
:Electronics&lt;br /&gt;
:Doom Claw Damage 20x2&lt;br /&gt;
:Vanisher Wings &lt;br /&gt;
:Halo Lasers: 30 damage (3 turn cool down)1&lt;br /&gt;
&lt;br /&gt;
=Tanks and IFVs=&lt;br /&gt;
==Raver Mercenary Fighting Vehicle==&lt;br /&gt;
:20 HP&lt;br /&gt;
:2x 50 Cal Guns (20 rounds) 2x3 damage&lt;br /&gt;
:Carries 12 Infantry&lt;br /&gt;
&lt;br /&gt;
=Roles=&lt;br /&gt;
==Init==&lt;br /&gt;
:On person: Wits Plus Dex +D10&lt;br /&gt;
:Giant Robot: Wits Plus Dex + Piloting +d10&lt;br /&gt;
&lt;br /&gt;
=Combat=&lt;br /&gt;
==On Foot==&lt;br /&gt;
===Melee===&lt;br /&gt;
:Attack / Defense &lt;br /&gt;
:Strength + Dex + Weapon Skill + Specialization&lt;br /&gt;
&lt;br /&gt;
===Giant Robot===&lt;br /&gt;
:Attack &lt;br /&gt;
::Wits or Dex (Pick one) + Relevant Skill and Specialization +Electronics&lt;br /&gt;
&lt;br /&gt;
:Defense&lt;br /&gt;
::Wits or Dex (Pick one) + Pilot and Specialization + Mobility (Mobility only counts if its in elements)&lt;br /&gt;
&lt;br /&gt;
===Magic Rolls===&lt;br /&gt;
====Old Magic====&lt;br /&gt;
:Willpower + Magic&lt;br /&gt;
&lt;br /&gt;
====New Magic====&lt;br /&gt;
:Knowledge + Magic&lt;/div&gt;</summary>
		<author><name>Silence</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Heavy_Metal_Hyperborea&amp;diff=72403</id>
		<title>Heavy Metal Hyperborea</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Heavy_Metal_Hyperborea&amp;diff=72403"/>
		<updated>2026-03-15T18:28:10Z</updated>

		<summary type="html">&lt;p&gt;Silence: /* Federation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Background=&lt;br /&gt;
Fifty years ago, there was war that engulfed the world of Terra: the Hyperborean Empire took advantage  of all the benefits of the Magitek revolution - bringing together Balhae Kingdom&#039;s airship concept, the war golems of Tang and Ur, and the tanks of Dassia to construct the first modern war machine.   The Empire launched a war with its ally Zipang to bring down the naval powerof  Dassia-Pemrose and the Liu Dynasty.  The war raged for eight years and expanded nearly across the entire globe before the Old Kingdom used one of its ancient super weapons the &#039;&#039;Rah-Hylos&#039;&#039; to destroy the fortress city of Wyrmhaven and the 12th Imperial Aerial Army stationed there.  This saw the collapse of the Empire&#039;s lines &amp;amp; forced surrender, leading to the year-long siege of Zipang before the Shogun was brough to the table.  War reparation and strict limits of military size were imposed for a period of nearly fifty years.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Last year, the treaty limitations have run out, and the once-unified allied powers of the world have splintered, with Dassia-Premrose and its colonies in uneasy alliance with Huecztlan in the Aztland Accord as the premier power.  Zipang has fallen into communist revolution, and once again has become a hermit kingdom. Now, with the space race to get to the moon Artemisa between Dassia and Balhae drawing all attention, there is no longer pressure on the Empire to maintain its arms limitation as had been expected by the allied superpowers, leaving only uneasy neighbors to protest.  Across the empire, plans drawn out over decades are put into motion as the imperial war machine rumbles to life.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In the northern corner of the Empire, next to the realm of Sirus, Rosencruz Military Academy has been reopened, where promising cadets were sent to learn the ways of being armor riders, and a special new class of students have been gathered to test out their own capabilities and the armors the empire has built for them.&lt;br /&gt;
&lt;br /&gt;
== Aesthetic == &lt;br /&gt;
1990s magitech Ace Combat&lt;br /&gt;
&lt;br /&gt;
=Character Creation=&lt;br /&gt;
&lt;br /&gt;
==Character Archetype==&lt;br /&gt;
:&#039;&#039;&#039;The Ojou-Sama&#039;&#039;&#039;: High Nobles are the imperial elites, they have &#039;&#039;bonus to magic (old) and social skills and social rank&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;The Cometary Farmgirl&#039;&#039;&#039;: Picked out for their skills in piloting they have &#039;&#039;bonus to magitek armor combat and +3 fate points per session&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;The Four Murasame&#039;&#039;&#039;: The Imperial Warlabs of Thelma Mountain were never discovered and thus were never shut down and their lack of morality never slowed down.  You are enhanced with magitek circuits allow for better piloting and magitek protocols: &#039;&#039;Bonus to magitek armor combat, personal combat, and magic (new), malus to social skills, malus in social rank&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;The Catgirl&#039;&#039;&#039;: Genetic enhancements were also seen as optional way to getter pilots, using the old alchemists of the old war for new purposes.  &#039;&#039;Bonus to personal combat, magitek armor and social skills,  malus in social rank and disguises.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
Stats: Start with 1 in each category,18 points to spend, each rank its number in points to buy.&lt;br /&gt;
&lt;br /&gt;
===Primary Stats===&lt;br /&gt;
:Knowledge&lt;br /&gt;
:Wits&lt;br /&gt;
:Strength&lt;br /&gt;
:Dex&lt;br /&gt;
:Endurance&lt;br /&gt;
:Willpower&lt;br /&gt;
&lt;br /&gt;
===Secondary/Derived Stats===&lt;br /&gt;
:Ether Pool: Willpower (x2) + Strength&lt;br /&gt;
:Health Points: (Endurance x 3) + Strength + Willpower&lt;br /&gt;
:Sanity Points: Wits x 2 + Knowledge + Willpower&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
Major Skills are put into broad categories; they cost their value in rank.  Specialized Skills such as Rifle or Sniping give two ranks per point, and even more specific skills (such as using specific model of weapon) gives 3 ranks.  You get 30 points.&lt;br /&gt;
&lt;br /&gt;
===Major Skills (Non-Exhaustive List)===&lt;br /&gt;
:Dodge&lt;br /&gt;
:Ranged Combat &lt;br /&gt;
:Melee Combat&lt;br /&gt;
:Persuasion&lt;br /&gt;
:Speech-making&lt;br /&gt;
:Investigation&lt;br /&gt;
:Stealth&lt;br /&gt;
&lt;br /&gt;
===Magic and Skills===&lt;br /&gt;
Magic costs 5 x level in points, and each level they gain a signature spell.  Each subbranch costs 3 x level points and every three ranks gains a signature spell.  Magic spells cost core level of mp per spell (can be boosted up to three times by doubling the cost each time a boost is applied).  Old magic will take longer to cast unless you use blood magic and sacrifice health points for instant cast.  New Magic requires not only skill points but the appropriate magitek device - either installed in you as cyborg or in your equipment - for the spell to cast.&lt;br /&gt;
&lt;br /&gt;
====Old Magic: ====&lt;br /&gt;
:Summoning&lt;br /&gt;
:Curses&lt;br /&gt;
:Bullet Time&lt;br /&gt;
:Geass&lt;br /&gt;
:Teleportation&lt;br /&gt;
&lt;br /&gt;
====New Magic (Magitek Circuits) ====&lt;br /&gt;
:Energy Blasts&lt;br /&gt;
:Forcefields&lt;br /&gt;
:Healing&lt;br /&gt;
&lt;br /&gt;
===Magitek Armor Piloting===&lt;br /&gt;
Pilot Points: As cadets, you are fairly poor at piloting at the start.  Thanks to being characters in a silence game, you get plenty of xp to grow.  You start off with one point in Piloting, Ranged and Melee Combat, and ten points like normal to spend on the rest.&lt;br /&gt;
&lt;br /&gt;
:Magitek Piloting&lt;br /&gt;
::Dodging (instead of attacking you build up dodge points to increase the difficulty to get hit this and next turn)&lt;br /&gt;
::Pursuing (instead of attacking directly (though you are still attacking and expending ammo / energy you will be building up pursuit points to represent manipulating the enemy to get into your cross-hairs next turn)&lt;br /&gt;
&lt;br /&gt;
:Ranged Combat&lt;br /&gt;
::Carried Weapons&lt;br /&gt;
::Internal Weapons&lt;br /&gt;
::BVR Attacks&lt;br /&gt;
::Satellites&lt;br /&gt;
&lt;br /&gt;
:Melee Combat&lt;br /&gt;
::Parrying&lt;br /&gt;
::Physical Attack&lt;br /&gt;
::Beam Attack&lt;br /&gt;
::John Wick&lt;br /&gt;
&lt;br /&gt;
:Special / MISC&lt;br /&gt;
::AWACs&lt;br /&gt;
::Jamming&lt;br /&gt;
::Shields&lt;br /&gt;
::Magic&lt;br /&gt;
&lt;br /&gt;
=Nations of the World=&lt;br /&gt;
==Pre-History==&lt;br /&gt;
:Lemuria Civilization: Antidelivian civlization, fell when Silver Dragon Comet tail impacted into Terra, left ruins everywhere.&lt;br /&gt;
&lt;br /&gt;
==Northern Hemisphere==&lt;br /&gt;
===Hyperborea===&lt;br /&gt;
:Eastern side of the Randgrith Mountains, home to &#039;&#039;&#039;Hyperborean Empire (of Sternhold)&#039;&#039;&#039;, one of the first nations to form after the Flood, the Sternhold became the Empire roughly 400 years ago, and was the dominant power on the continent until the World War, which has saw it fall it into the ranks of secondary powers. However, the forced peace and divestment from expensive war time productionn has allowed its civilian economy to thrive - much to the chagrin to its rivals, who had hoped for a civil war with the powerful secondary nobles.  Now, the Empire posed to retake its prominence on the continent. &lt;br /&gt;
:&#039;&#039;&#039;Dual Monarchy of Dassia-Premrose&#039;&#039;&#039; is the current world power. The island of Dassia was the home to Hyperborean saga of the magitek revolution and the Premrose Kingdom had been the prominent land power rival to the Empire since the Flood.  The unification of the monarchies ninety years ago had been one of the instigating factors of the Empire&#039;s aggression.  With colonies on all land masses and a massive naval and sky fleet, its power projection is unrivaled by any other power. However, in every theater it faces challenges.  The relaxation on the chains on the Empire&#039;s might came with backroom dealings of Imperial backing in case a serious war broke out, and eventual restoration of old Imperial colonies.  Time will tell if this detente will last. Eastern border with the Empire.  Has a space program.&lt;br /&gt;
:&#039;&#039;&#039;Papal State of Old Lux&#039;&#039;&#039;, the Pope of Church of Dawn and Dusk lives here, has 2 divisions and small army of super soldiers. &lt;br /&gt;
:&#039;&#039;&#039;Genoace Republican Sphere of Trade and Defense&#039;&#039;&#039;: A collection of old merchant city states in alliance, southern border of the Empire.&lt;br /&gt;
:&#039;&#039;&#039;Land of the Sirius&#039;&#039;&#039; (Western) the Sirius Taiga is the largest biome on the planet and home to several small lords and raiding tribes.  Many of them travel east and west to be mercenaries&lt;br /&gt;
:&#039;&#039;&#039;POLON:&#039;&#039;&#039; Once a troubled commonwealth, the last election for the king saw the continent largest arms corporation buy the seat and turn the state into ultra-modern corporate dystopia.&lt;br /&gt;
&lt;br /&gt;
==Muria==&lt;br /&gt;
:Western side of the mountains, home to the &#039;&#039;&#039;Tang Khanate&#039;&#039;&#039; which replaced the last dynasty during the World War, the Tang maintain small army and massive military police to keep the populace in line, effectively controlled by the megacorporations from the victorious Balhae. &lt;br /&gt;
:&#039;&#039;&#039;Greater Balhae Federation&#039;&#039;&#039;: The Balhae Empire gives slightly more than lip service of freedom to its  client states and conquests from Zipang.  The presence of Dassia colonies in many areas on the map in their sphere of influence as well as the Dassia&#039;s economic hostility towards the ruling megacorporation&#039;s has seen that one fruitful alliance fallen aside in a cold war of monarchal states and more corporate ones.  Has a space program.&lt;br /&gt;
:&#039;&#039;&#039;Qujra Confederation&#039;&#039;&#039;: A rising state of ex-Zipang colonies, famous and brutal neutral realpoltik.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Equatorial Old Lemuria and Zipang==&lt;br /&gt;
:&#039;&#039;&#039;New Lemuria&#039;&#039;&#039;: Dassia&#039;s crown jewel, a massive land state of factories, mines, and archeological digs.  Originally settled by exiled criminals and losers in civil wars, it soon has become more and more prominent and its effectively independent with industrial output equal to the homeland. &lt;br /&gt;
:&#039;&#039;&#039;Kingstate of Ur&#039;&#039;: Located in the blasted lands, it&#039;s nearly impossible to get to due to volcanic interference controlled by the Ur magi.  Home to the oldest magic archive and many secret societies take their home in the numerous towers there.  &lt;br /&gt;
:The &#039;&#039;&#039;Golden Empire&#039;&#039;&#039; which controls the major gold and diamond minds in the world, the most powerful kingdom of the southern natives, its wealth has allowed it to buy mercs and at times entire states&#039;s militaries to defends its vast holdings against Dassia and Zipang.  &lt;br /&gt;
:57th Dynasty of Rah-Templos (the &#039;&#039;&#039;Old Kingdom&#039;&#039;&#039;).  A minor state that had survived the Flood intact, it had scooped up bunch of the best Lemurian gear in the aftermath and been coast riding since then.&lt;br /&gt;
:&#039;&#039;&#039;Zipang&#039;&#039;&#039;: The home to the Western magitek revolution, it exploded into an empire that had tentacles across the world, but was defeated in the world war along with its imperial ally and ended up in the worst shape.  It&#039;s suffered a communist revolution and has since withdrawn from nearly contact with the outside world.  It too has a space program. &lt;br /&gt;
&lt;br /&gt;
==Atlantis==&lt;br /&gt;
Massive Island Continent home to the mysterious beings&#039; outsiders call the Fae who patronize two kingdoms. &lt;br /&gt;
:&#039;&#039;&#039;Kahicoam&#039;&#039;&#039; a civilization dedicated to building intricate sigils into the ground.  Dassian and Zipang colonization efforts meet with strange plagues and mutations despite their lower tech level. &lt;br /&gt;
:The &#039;&#039;&#039;Anazasi Collective&#039;&#039;&#039; mostly lives in the mountains regions of the continent. They are more inclined to living underground, though they are believed to have equal tech levels as the rest of the world.  Spies report their plans for invasion of the either Kahiocoam or some other power on the continent, likely backed by Balhae agents on the ground. &lt;br /&gt;
:The &#039;&#039;&#039;Divine Empire of Huecztlan&#039;&#039;&#039; was a client state of Zipang and used their backing to consolidate its rule over its lesser kingdoms. These days, it is a client state of Dassia.&lt;br /&gt;
:The northern most portion of the land is home to massive radioactive wreck from the time of Lemuria, isolated and home to pirates and minor colonies.&lt;br /&gt;
&lt;br /&gt;
=NPCS of HMH=&lt;br /&gt;
==Empire==&lt;br /&gt;
===Imperial Government===&lt;br /&gt;
:Prince Wilhelm: Ambitious third prince of the Empire, minister without profile and also in the running to be Chancelor&lt;br /&gt;
:Angelia Jourgamndr - War Minister and rumored Chancellor in waiting, known in the political circles as the Red Devil of Iron, Jonas&#039;s honorary auntie&lt;br /&gt;
:Grand Alchemist of the Empire: Ostar Deitrich&lt;br /&gt;
&lt;br /&gt;
===War Labs==-&lt;br /&gt;
:The Director&lt;br /&gt;
:Vice-Director Focht: Mysterious masked mage,&lt;br /&gt;
&lt;br /&gt;
===Rosencrux Staff===&lt;br /&gt;
:Kommondant Sir Olsen: Nils Olsen, age 80 war hero&lt;br /&gt;
:Colonel Baron Fredrick Altdorf: Piloting and Tactics, commander of the 99th Regiment of the 9th Army.&lt;br /&gt;
:Professor Gloria Vanitas: Academics and Magic Teacher, den mother.&lt;br /&gt;
:Professor Major (ret) Jordan Eisen, Engineering and Science&lt;br /&gt;
&lt;br /&gt;
===Other Section Members===&lt;br /&gt;
:Takana Miyuki: Zipang noble, archer&lt;br /&gt;
:Alison Neismith: Sword Prodigy commoner, &lt;br /&gt;
:Elizabita Dumont: Quiet cyborg&lt;br /&gt;
:Ivan Bulganov: Sirian Boyar&#039;s Heir&lt;br /&gt;
&lt;br /&gt;
===Other Students===&lt;br /&gt;
:Meribel Fafnir: Honor and Discipline Committee member (second year)&lt;br /&gt;
:Joachim Fafnir: Honor and Discipline Committee vice-captain (third year)&lt;br /&gt;
:Lord Lucian Mandlestein, heir to the Grand Duchy of Alteisen, &lt;br /&gt;
:Princess Helena, 5th princess of the empire&lt;br /&gt;
&lt;br /&gt;
===Heimdallr===&lt;br /&gt;
:Baroness Fredricka Kiel - Cadet Captain &lt;br /&gt;
:Ernst Kessselring - Cadet Vice-Captain, childhood friend&lt;br /&gt;
:Trish Raegard - Tactical Officer&lt;br /&gt;
:Paul Obstford - Lord Obsfort, Cadet Hangar Chief &lt;br /&gt;
:Karl Meinz - Cadet Engineering&lt;br /&gt;
:Commander Martin Fahrenheit- Instructor&lt;br /&gt;
&lt;br /&gt;
==Dual Monarchy==&lt;br /&gt;
:Prime Minister Charles Galbraith: Former Sky Marshal, and ten year occupant of Brenton House, known as Steel Heart&lt;br /&gt;
:Pariah-1: Unknown Ace of Aces.&lt;br /&gt;
:Gloria Helene Iscariot&lt;br /&gt;
:Kathyrn d Montagine - Short stack, silver hair best friend &lt;br /&gt;
:Robyn Graves older friend, comes from wealthy family&lt;br /&gt;
&lt;br /&gt;
==The Emerald Order of the Abyss==&lt;br /&gt;
:Yesod,&lt;br /&gt;
:Binah&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Magitek Armor Library=&lt;br /&gt;
==Imperials==&lt;br /&gt;
===Sigurd Mk1===&lt;br /&gt;
:HP: 30&lt;br /&gt;
:Mobility (Ground Type): 1&lt;br /&gt;
:Electronics: 0&lt;br /&gt;
:Tactical Slots: 2&lt;br /&gt;
::Shield +15 HP&lt;br /&gt;
::120mm Rifle 10 Damage, 12 shots, 3 reloads&lt;br /&gt;
::Tankslayer Sword: 10 Damage (25 against tanks) &lt;br /&gt;
First magitek armor used in the conflict, now relegated to training purposes. &lt;br /&gt;
&lt;br /&gt;
===Sigurd Mk2===&lt;br /&gt;
:HP: 40&lt;br /&gt;
:Mobility (Ground Type): 2&lt;br /&gt;
:Electronics 1&lt;br /&gt;
:Tactical Slots: 3&lt;br /&gt;
::Shield +15 HP&lt;br /&gt;
::120mm Rifle 10 Damage, 12 shots, 3 reloads&lt;br /&gt;
::Tankslayer Sword: 10 Damage (25 against tanks) &lt;br /&gt;
::Steel Arrow Missile Launcher System:&lt;br /&gt;
:::TCAM-1 50 Damage 1 Shot&lt;br /&gt;
:::TCAM-2 12 Damage, 4 shots&lt;br /&gt;
:::Sensor Pod&lt;br /&gt;
:::Magic Circuit&lt;br /&gt;
:::Liftstone Wings&lt;br /&gt;
Still used by second line troops in the empire, this is the armor that upper classmen and instructors use, though such pilots tend to customize their rides.&lt;br /&gt;
&lt;br /&gt;
===Ixilon-Test Type===&lt;br /&gt;
:HP: 60&lt;br /&gt;
:Mobility (Flight Type): 3&lt;br /&gt;
:Electronics 3&lt;br /&gt;
:Tactical Slots LOCKED&lt;br /&gt;
::Overlock Mode: Roll Temp Sanity per turn for +3 advantage on rolls&lt;br /&gt;
::Forcesword - 25 Damage (Pulse Mood 3 turns melee only, 2 turns cool down), 10 Damage (normal mood)&lt;br /&gt;
::Armblasters (Left and Right) 15x2 damage 3 shots before 2 turns recharging&lt;br /&gt;
The War Labs Director personal own project, intended to be roll out when the Imperial Army expands to 13th Army&lt;br /&gt;
&lt;br /&gt;
===Czarvago Prototype===&lt;br /&gt;
:HP: 40&lt;br /&gt;
:Mobility (Flight Type): 2&lt;br /&gt;
:Electronic 4: &lt;br /&gt;
:Tactical Slots 1&lt;br /&gt;
::YnCalc Systems&lt;br /&gt;
::Starshards Portwing (Damages 3x3)&lt;br /&gt;
::Starshards Starboardwing (Forcefield x20HP)&lt;br /&gt;
Little is known about the bronze angel magitek armor, other then its belived to be based on rare working Lemurian technology.&lt;br /&gt;
&lt;br /&gt;
===TeKnight Gram [Lemurian Salvaged Unit]===&lt;br /&gt;
:HP: 100&lt;br /&gt;
:Mobility 2 (Ground Type)&lt;br /&gt;
:Electronics: 3&lt;br /&gt;
:Tactical Slots: 3&lt;br /&gt;
::Pilot Enhance System (Burn a Sanity Point to activate for ten turns, or health level for the entire battle), allows perfect dodge or attack every 3 turns&lt;br /&gt;
::E-Sword (15 Damage) (if pilot system is activated roll twice and take better result&lt;br /&gt;
::Flight Unit&lt;br /&gt;
::Imperial Etherblaster Riffle 3 Shots 25 damage (two turns recharge) plugged into the TekKnight reactor&lt;br /&gt;
Salvaged Lemurian front line suit&lt;br /&gt;
&lt;br /&gt;
===Unknown Command Type===&lt;br /&gt;
:HP: 50&lt;br /&gt;
:Mobility: 2 (Flight Type)&lt;br /&gt;
:Electronics: 5&lt;br /&gt;
:Tactical Slots&lt;br /&gt;
:Command Throne [AWACS / Ewarfare Suite &lt;br /&gt;
:Black Globe Generator (100 HP worth of armor) &lt;br /&gt;
:Satelites 5x5 damage&lt;br /&gt;
:Blaster Cannon [Out of Operation]&lt;br /&gt;
:Defensive Blasters [Out of Operation}&lt;br /&gt;
Salvaged Lemurain Mobile Armor&lt;br /&gt;
&lt;br /&gt;
==Dual Monarchy==&lt;br /&gt;
===Carnation===&lt;br /&gt;
:HP: 25&lt;br /&gt;
:Mobility (Ground Type): 3&lt;br /&gt;
:Electronics: 3&lt;br /&gt;
:Tactical Slots:2 &lt;br /&gt;
::Kingdom Etherbuster (Energy Riffle) 5 shots, 30 damage&lt;br /&gt;
::Kingdom Manasword (Energy Sword): 15 damage +1 Aim&lt;br /&gt;
::Gatting Cannons (5 damage, 30 rounds)&lt;br /&gt;
::Shield +10 HP&lt;br /&gt;
Kingdom Mook Suit: Several were captured or bought during or after the war to serve as opfor for the Academy.&lt;br /&gt;
&lt;br /&gt;
===Grand Carnation===&lt;br /&gt;
:HP: 35&lt;br /&gt;
:Mobility (Flight/Ground Type): 5&lt;br /&gt;
:Electronics: 4&lt;br /&gt;
:Tactical Slots: 3&lt;br /&gt;
::Kingdom Etherbuster (Energy Riffle) 5 shots, 30 damage&lt;br /&gt;
::Kingdom Manasword (Energy Sword): 15 damage +1 Aim&lt;br /&gt;
::Gatting Cannons (5 damage, 30 rounds)&lt;br /&gt;
::Shield +10 HP&lt;br /&gt;
::Railcannon: 100 Damage -3 for aiming non-ship / fort units&lt;br /&gt;
::Floret Missile Pack: 7 Shots / 25 Damage&lt;br /&gt;
Current Generation Magitek Armor&lt;br /&gt;
&lt;br /&gt;
==Tang==&lt;br /&gt;
===Terracotta===&lt;br /&gt;
:HP: 20&lt;br /&gt;
:Mobility (Ground Type): 2&lt;br /&gt;
:Electronics: 1&lt;br /&gt;
:Tactical Slots: 2&lt;br /&gt;
:Shield +15 HP&lt;br /&gt;
:120mm Rifle 10 Damage, 12 shots, 3 reloads&lt;br /&gt;
:Jade Halbard: 12 Damage (Double Damage vs Monsters)&lt;br /&gt;
:JMX3 Submachine Gun: 3 (5 damage) burst damage) -1 long range&lt;br /&gt;
Tang Dynasty gunt suit&lt;br /&gt;
&lt;br /&gt;
==Jade Dragon ==&lt;br /&gt;
:HP: 50&lt;br /&gt;
:Mobility (Ground Type): 2&lt;br /&gt;
:Electronics 3&lt;br /&gt;
:Tactical Slots: 2&lt;br /&gt;
::Jade Halbard &lt;br /&gt;
::Shield Missile Launcher 20 Damage 2 shots&lt;br /&gt;
::Pulser (inbuilt): 30 damage x 1 (point blank range) recharge 5 turns&lt;br /&gt;
&lt;br /&gt;
==Federation==&lt;br /&gt;
===Hwarang===&lt;br /&gt;
:HP: 60&lt;br /&gt;
:Mobility (Flight Type): 3&lt;br /&gt;
:Electronics: 4&lt;br /&gt;
:Weapons&lt;br /&gt;
:Tactical Slots 3&lt;br /&gt;
::Micromissiles Pods: 5 Shots / 22 damage (close range)&lt;br /&gt;
::Federation Type 1 Sword: 12 damage +2 Aim&lt;br /&gt;
::Federation Blaster Riffle: 4 reloads&lt;br /&gt;
:::Buster Mode: 180 Damage -3 aim for targeting anything smaller than a ship 1 shot &lt;br /&gt;
:::Riffle Shot: 30 Damage (6 shots)&lt;br /&gt;
&lt;br /&gt;
Current Federation Main Suit&lt;br /&gt;
&lt;br /&gt;
=Misc=&lt;br /&gt;
=Grand Alchemist&#039;s Monst0ers=&lt;br /&gt;
===BM-25 Type: Ceydra===&lt;br /&gt;
:30 HP&lt;br /&gt;
:Total Dodge 6&lt;br /&gt;
Flood Breath 15 Damage&lt;br /&gt;
Flood Claws 15x2 Damage&lt;br /&gt;
Regen 10HP&lt;br /&gt;
Small IFV size coyote/snake monsters, controlled by unknown means.  Mass grown in vats&lt;br /&gt;
&lt;br /&gt;
==Biomechanical Angel -Cherhiumbrum-==&lt;br /&gt;
:HP 60: (Regens 10 per turn)&lt;br /&gt;
:Mobility: 3 Flight Type&lt;br /&gt;
:Electronics&lt;br /&gt;
:Doom Claw Damage 20x2&lt;br /&gt;
:Vanisher Wings &lt;br /&gt;
:Halo Lasers: 30 damage (3 turn cool down)1&lt;br /&gt;
&lt;br /&gt;
=Tanks and IFVs=&lt;br /&gt;
==Raver Mercenary Fighting Vehicle==&lt;br /&gt;
:20 HP&lt;br /&gt;
:2x 50 Cal Guns (20 rounds) 2x3 damage&lt;br /&gt;
:Carries 12 Infantry&lt;br /&gt;
&lt;br /&gt;
=Roles=&lt;br /&gt;
==Init==&lt;br /&gt;
:On person: Wits Plus Dex +D10&lt;br /&gt;
:Giant Robot: Wits Plus Dex + Piloting +d10&lt;br /&gt;
&lt;br /&gt;
=Combat=&lt;br /&gt;
==On Foot==&lt;br /&gt;
===Melee===&lt;br /&gt;
:Attack / Defense &lt;br /&gt;
:Strength + Dex + Weapon Skill + Specialization&lt;br /&gt;
&lt;br /&gt;
===Giant Robot===&lt;br /&gt;
:Attack &lt;br /&gt;
::Wits or Dex (Pick one) + Relevant Skill and Specialization +Electronics&lt;br /&gt;
&lt;br /&gt;
:Defense&lt;br /&gt;
::Wits or Dex (Pick one) + Pilot and Specialization + Mobility (Mobility only counts if its in elements)&lt;br /&gt;
&lt;br /&gt;
===Magic Rolls===&lt;br /&gt;
====Old Magic====&lt;br /&gt;
:Willpower + Magic&lt;br /&gt;
&lt;br /&gt;
====New Magic====&lt;br /&gt;
:Knowledge + Magic&lt;/div&gt;</summary>
		<author><name>Silence</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Heavy_Metal_Hyperborea&amp;diff=72402</id>
		<title>Heavy Metal Hyperborea</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Heavy_Metal_Hyperborea&amp;diff=72402"/>
		<updated>2026-03-15T18:27:36Z</updated>

		<summary type="html">&lt;p&gt;Silence: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Background=&lt;br /&gt;
Fifty years ago, there was war that engulfed the world of Terra: the Hyperborean Empire took advantage  of all the benefits of the Magitek revolution - bringing together Balhae Kingdom&#039;s airship concept, the war golems of Tang and Ur, and the tanks of Dassia to construct the first modern war machine.   The Empire launched a war with its ally Zipang to bring down the naval powerof  Dassia-Pemrose and the Liu Dynasty.  The war raged for eight years and expanded nearly across the entire globe before the Old Kingdom used one of its ancient super weapons the &#039;&#039;Rah-Hylos&#039;&#039; to destroy the fortress city of Wyrmhaven and the 12th Imperial Aerial Army stationed there.  This saw the collapse of the Empire&#039;s lines &amp;amp; forced surrender, leading to the year-long siege of Zipang before the Shogun was brough to the table.  War reparation and strict limits of military size were imposed for a period of nearly fifty years.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Last year, the treaty limitations have run out, and the once-unified allied powers of the world have splintered, with Dassia-Premrose and its colonies in uneasy alliance with Huecztlan in the Aztland Accord as the premier power.  Zipang has fallen into communist revolution, and once again has become a hermit kingdom. Now, with the space race to get to the moon Artemisa between Dassia and Balhae drawing all attention, there is no longer pressure on the Empire to maintain its arms limitation as had been expected by the allied superpowers, leaving only uneasy neighbors to protest.  Across the empire, plans drawn out over decades are put into motion as the imperial war machine rumbles to life.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In the northern corner of the Empire, next to the realm of Sirus, Rosencruz Military Academy has been reopened, where promising cadets were sent to learn the ways of being armor riders, and a special new class of students have been gathered to test out their own capabilities and the armors the empire has built for them.&lt;br /&gt;
&lt;br /&gt;
== Aesthetic == &lt;br /&gt;
1990s magitech Ace Combat&lt;br /&gt;
&lt;br /&gt;
=Character Creation=&lt;br /&gt;
&lt;br /&gt;
==Character Archetype==&lt;br /&gt;
:&#039;&#039;&#039;The Ojou-Sama&#039;&#039;&#039;: High Nobles are the imperial elites, they have &#039;&#039;bonus to magic (old) and social skills and social rank&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;The Cometary Farmgirl&#039;&#039;&#039;: Picked out for their skills in piloting they have &#039;&#039;bonus to magitek armor combat and +3 fate points per session&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;The Four Murasame&#039;&#039;&#039;: The Imperial Warlabs of Thelma Mountain were never discovered and thus were never shut down and their lack of morality never slowed down.  You are enhanced with magitek circuits allow for better piloting and magitek protocols: &#039;&#039;Bonus to magitek armor combat, personal combat, and magic (new), malus to social skills, malus in social rank&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;The Catgirl&#039;&#039;&#039;: Genetic enhancements were also seen as optional way to getter pilots, using the old alchemists of the old war for new purposes.  &#039;&#039;Bonus to personal combat, magitek armor and social skills,  malus in social rank and disguises.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
Stats: Start with 1 in each category,18 points to spend, each rank its number in points to buy.&lt;br /&gt;
&lt;br /&gt;
===Primary Stats===&lt;br /&gt;
:Knowledge&lt;br /&gt;
:Wits&lt;br /&gt;
:Strength&lt;br /&gt;
:Dex&lt;br /&gt;
:Endurance&lt;br /&gt;
:Willpower&lt;br /&gt;
&lt;br /&gt;
===Secondary/Derived Stats===&lt;br /&gt;
:Ether Pool: Willpower (x2) + Strength&lt;br /&gt;
:Health Points: (Endurance x 3) + Strength + Willpower&lt;br /&gt;
:Sanity Points: Wits x 2 + Knowledge + Willpower&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
Major Skills are put into broad categories; they cost their value in rank.  Specialized Skills such as Rifle or Sniping give two ranks per point, and even more specific skills (such as using specific model of weapon) gives 3 ranks.  You get 30 points.&lt;br /&gt;
&lt;br /&gt;
===Major Skills (Non-Exhaustive List)===&lt;br /&gt;
:Dodge&lt;br /&gt;
:Ranged Combat &lt;br /&gt;
:Melee Combat&lt;br /&gt;
:Persuasion&lt;br /&gt;
:Speech-making&lt;br /&gt;
:Investigation&lt;br /&gt;
:Stealth&lt;br /&gt;
&lt;br /&gt;
===Magic and Skills===&lt;br /&gt;
Magic costs 5 x level in points, and each level they gain a signature spell.  Each subbranch costs 3 x level points and every three ranks gains a signature spell.  Magic spells cost core level of mp per spell (can be boosted up to three times by doubling the cost each time a boost is applied).  Old magic will take longer to cast unless you use blood magic and sacrifice health points for instant cast.  New Magic requires not only skill points but the appropriate magitek device - either installed in you as cyborg or in your equipment - for the spell to cast.&lt;br /&gt;
&lt;br /&gt;
====Old Magic: ====&lt;br /&gt;
:Summoning&lt;br /&gt;
:Curses&lt;br /&gt;
:Bullet Time&lt;br /&gt;
:Geass&lt;br /&gt;
:Teleportation&lt;br /&gt;
&lt;br /&gt;
====New Magic (Magitek Circuits) ====&lt;br /&gt;
:Energy Blasts&lt;br /&gt;
:Forcefields&lt;br /&gt;
:Healing&lt;br /&gt;
&lt;br /&gt;
===Magitek Armor Piloting===&lt;br /&gt;
Pilot Points: As cadets, you are fairly poor at piloting at the start.  Thanks to being characters in a silence game, you get plenty of xp to grow.  You start off with one point in Piloting, Ranged and Melee Combat, and ten points like normal to spend on the rest.&lt;br /&gt;
&lt;br /&gt;
:Magitek Piloting&lt;br /&gt;
::Dodging (instead of attacking you build up dodge points to increase the difficulty to get hit this and next turn)&lt;br /&gt;
::Pursuing (instead of attacking directly (though you are still attacking and expending ammo / energy you will be building up pursuit points to represent manipulating the enemy to get into your cross-hairs next turn)&lt;br /&gt;
&lt;br /&gt;
:Ranged Combat&lt;br /&gt;
::Carried Weapons&lt;br /&gt;
::Internal Weapons&lt;br /&gt;
::BVR Attacks&lt;br /&gt;
::Satellites&lt;br /&gt;
&lt;br /&gt;
:Melee Combat&lt;br /&gt;
::Parrying&lt;br /&gt;
::Physical Attack&lt;br /&gt;
::Beam Attack&lt;br /&gt;
::John Wick&lt;br /&gt;
&lt;br /&gt;
:Special / MISC&lt;br /&gt;
::AWACs&lt;br /&gt;
::Jamming&lt;br /&gt;
::Shields&lt;br /&gt;
::Magic&lt;br /&gt;
&lt;br /&gt;
=Nations of the World=&lt;br /&gt;
==Pre-History==&lt;br /&gt;
:Lemuria Civilization: Antidelivian civlization, fell when Silver Dragon Comet tail impacted into Terra, left ruins everywhere.&lt;br /&gt;
&lt;br /&gt;
==Northern Hemisphere==&lt;br /&gt;
===Hyperborea===&lt;br /&gt;
:Eastern side of the Randgrith Mountains, home to &#039;&#039;&#039;Hyperborean Empire (of Sternhold)&#039;&#039;&#039;, one of the first nations to form after the Flood, the Sternhold became the Empire roughly 400 years ago, and was the dominant power on the continent until the World War, which has saw it fall it into the ranks of secondary powers. However, the forced peace and divestment from expensive war time productionn has allowed its civilian economy to thrive - much to the chagrin to its rivals, who had hoped for a civil war with the powerful secondary nobles.  Now, the Empire posed to retake its prominence on the continent. &lt;br /&gt;
:&#039;&#039;&#039;Dual Monarchy of Dassia-Premrose&#039;&#039;&#039; is the current world power. The island of Dassia was the home to Hyperborean saga of the magitek revolution and the Premrose Kingdom had been the prominent land power rival to the Empire since the Flood.  The unification of the monarchies ninety years ago had been one of the instigating factors of the Empire&#039;s aggression.  With colonies on all land masses and a massive naval and sky fleet, its power projection is unrivaled by any other power. However, in every theater it faces challenges.  The relaxation on the chains on the Empire&#039;s might came with backroom dealings of Imperial backing in case a serious war broke out, and eventual restoration of old Imperial colonies.  Time will tell if this detente will last. Eastern border with the Empire.  Has a space program.&lt;br /&gt;
:&#039;&#039;&#039;Papal State of Old Lux&#039;&#039;&#039;, the Pope of Church of Dawn and Dusk lives here, has 2 divisions and small army of super soldiers. &lt;br /&gt;
:&#039;&#039;&#039;Genoace Republican Sphere of Trade and Defense&#039;&#039;&#039;: A collection of old merchant city states in alliance, southern border of the Empire.&lt;br /&gt;
:&#039;&#039;&#039;Land of the Sirius&#039;&#039;&#039; (Western) the Sirius Taiga is the largest biome on the planet and home to several small lords and raiding tribes.  Many of them travel east and west to be mercenaries&lt;br /&gt;
:&#039;&#039;&#039;POLON:&#039;&#039;&#039; Once a troubled commonwealth, the last election for the king saw the continent largest arms corporation buy the seat and turn the state into ultra-modern corporate dystopia.&lt;br /&gt;
&lt;br /&gt;
==Muria==&lt;br /&gt;
:Western side of the mountains, home to the &#039;&#039;&#039;Tang Khanate&#039;&#039;&#039; which replaced the last dynasty during the World War, the Tang maintain small army and massive military police to keep the populace in line, effectively controlled by the megacorporations from the victorious Balhae. &lt;br /&gt;
:&#039;&#039;&#039;Greater Balhae Federation&#039;&#039;&#039;: The Balhae Empire gives slightly more than lip service of freedom to its  client states and conquests from Zipang.  The presence of Dassia colonies in many areas on the map in their sphere of influence as well as the Dassia&#039;s economic hostility towards the ruling megacorporation&#039;s has seen that one fruitful alliance fallen aside in a cold war of monarchal states and more corporate ones.  Has a space program.&lt;br /&gt;
:&#039;&#039;&#039;Qujra Confederation&#039;&#039;&#039;: A rising state of ex-Zipang colonies, famous and brutal neutral realpoltik.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Equatorial Old Lemuria and Zipang==&lt;br /&gt;
:&#039;&#039;&#039;New Lemuria&#039;&#039;&#039;: Dassia&#039;s crown jewel, a massive land state of factories, mines, and archeological digs.  Originally settled by exiled criminals and losers in civil wars, it soon has become more and more prominent and its effectively independent with industrial output equal to the homeland. &lt;br /&gt;
:&#039;&#039;&#039;Kingstate of Ur&#039;&#039;: Located in the blasted lands, it&#039;s nearly impossible to get to due to volcanic interference controlled by the Ur magi.  Home to the oldest magic archive and many secret societies take their home in the numerous towers there.  &lt;br /&gt;
:The &#039;&#039;&#039;Golden Empire&#039;&#039;&#039; which controls the major gold and diamond minds in the world, the most powerful kingdom of the southern natives, its wealth has allowed it to buy mercs and at times entire states&#039;s militaries to defends its vast holdings against Dassia and Zipang.  &lt;br /&gt;
:57th Dynasty of Rah-Templos (the &#039;&#039;&#039;Old Kingdom&#039;&#039;&#039;).  A minor state that had survived the Flood intact, it had scooped up bunch of the best Lemurian gear in the aftermath and been coast riding since then.&lt;br /&gt;
:&#039;&#039;&#039;Zipang&#039;&#039;&#039;: The home to the Western magitek revolution, it exploded into an empire that had tentacles across the world, but was defeated in the world war along with its imperial ally and ended up in the worst shape.  It&#039;s suffered a communist revolution and has since withdrawn from nearly contact with the outside world.  It too has a space program. &lt;br /&gt;
&lt;br /&gt;
==Atlantis==&lt;br /&gt;
Massive Island Continent home to the mysterious beings&#039; outsiders call the Fae who patronize two kingdoms. &lt;br /&gt;
:&#039;&#039;&#039;Kahicoam&#039;&#039;&#039; a civilization dedicated to building intricate sigils into the ground.  Dassian and Zipang colonization efforts meet with strange plagues and mutations despite their lower tech level. &lt;br /&gt;
:The &#039;&#039;&#039;Anazasi Collective&#039;&#039;&#039; mostly lives in the mountains regions of the continent. They are more inclined to living underground, though they are believed to have equal tech levels as the rest of the world.  Spies report their plans for invasion of the either Kahiocoam or some other power on the continent, likely backed by Balhae agents on the ground. &lt;br /&gt;
:The &#039;&#039;&#039;Divine Empire of Huecztlan&#039;&#039;&#039; was a client state of Zipang and used their backing to consolidate its rule over its lesser kingdoms. These days, it is a client state of Dassia.&lt;br /&gt;
:The northern most portion of the land is home to massive radioactive wreck from the time of Lemuria, isolated and home to pirates and minor colonies.&lt;br /&gt;
&lt;br /&gt;
=NPCS of HMH=&lt;br /&gt;
==Empire==&lt;br /&gt;
===Imperial Government===&lt;br /&gt;
:Prince Wilhelm: Ambitious third prince of the Empire, minister without profile and also in the running to be Chancelor&lt;br /&gt;
:Angelia Jourgamndr - War Minister and rumored Chancellor in waiting, known in the political circles as the Red Devil of Iron, Jonas&#039;s honorary auntie&lt;br /&gt;
:Grand Alchemist of the Empire: Ostar Deitrich&lt;br /&gt;
&lt;br /&gt;
===War Labs==-&lt;br /&gt;
:The Director&lt;br /&gt;
:Vice-Director Focht: Mysterious masked mage,&lt;br /&gt;
&lt;br /&gt;
===Rosencrux Staff===&lt;br /&gt;
:Kommondant Sir Olsen: Nils Olsen, age 80 war hero&lt;br /&gt;
:Colonel Baron Fredrick Altdorf: Piloting and Tactics, commander of the 99th Regiment of the 9th Army.&lt;br /&gt;
:Professor Gloria Vanitas: Academics and Magic Teacher, den mother.&lt;br /&gt;
:Professor Major (ret) Jordan Eisen, Engineering and Science&lt;br /&gt;
&lt;br /&gt;
===Other Section Members===&lt;br /&gt;
:Takana Miyuki: Zipang noble, archer&lt;br /&gt;
:Alison Neismith: Sword Prodigy commoner, &lt;br /&gt;
:Elizabita Dumont: Quiet cyborg&lt;br /&gt;
:Ivan Bulganov: Sirian Boyar&#039;s Heir&lt;br /&gt;
&lt;br /&gt;
===Other Students===&lt;br /&gt;
:Meribel Fafnir: Honor and Discipline Committee member (second year)&lt;br /&gt;
:Joachim Fafnir: Honor and Discipline Committee vice-captain (third year)&lt;br /&gt;
:Lord Lucian Mandlestein, heir to the Grand Duchy of Alteisen, &lt;br /&gt;
:Princess Helena, 5th princess of the empire&lt;br /&gt;
&lt;br /&gt;
===Heimdallr===&lt;br /&gt;
:Baroness Fredricka Kiel - Cadet Captain &lt;br /&gt;
:Ernst Kessselring - Cadet Vice-Captain, childhood friend&lt;br /&gt;
:Trish Raegard - Tactical Officer&lt;br /&gt;
:Paul Obstford - Lord Obsfort, Cadet Hangar Chief &lt;br /&gt;
:Karl Meinz - Cadet Engineering&lt;br /&gt;
:Commander Martin Fahrenheit- Instructor&lt;br /&gt;
&lt;br /&gt;
==Dual Monarchy==&lt;br /&gt;
:Prime Minister Charles Galbraith: Former Sky Marshal, and ten year occupant of Brenton House, known as Steel Heart&lt;br /&gt;
:Pariah-1: Unknown Ace of Aces.&lt;br /&gt;
:Gloria Helene Iscariot&lt;br /&gt;
:Kathyrn d Montagine - Short stack, silver hair best friend &lt;br /&gt;
:Robyn Graves older friend, comes from wealthy family&lt;br /&gt;
&lt;br /&gt;
==The Emerald Order of the Abyss==&lt;br /&gt;
:Yesod,&lt;br /&gt;
:Binah&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Magitek Armor Library=&lt;br /&gt;
==Imperials==&lt;br /&gt;
===Sigurd Mk1===&lt;br /&gt;
:HP: 30&lt;br /&gt;
:Mobility (Ground Type): 1&lt;br /&gt;
:Electronics: 0&lt;br /&gt;
:Tactical Slots: 2&lt;br /&gt;
::Shield +15 HP&lt;br /&gt;
::120mm Rifle 10 Damage, 12 shots, 3 reloads&lt;br /&gt;
::Tankslayer Sword: 10 Damage (25 against tanks) &lt;br /&gt;
First magitek armor used in the conflict, now relegated to training purposes. &lt;br /&gt;
&lt;br /&gt;
===Sigurd Mk2===&lt;br /&gt;
:HP: 40&lt;br /&gt;
:Mobility (Ground Type): 2&lt;br /&gt;
:Electronics 1&lt;br /&gt;
:Tactical Slots: 3&lt;br /&gt;
::Shield +15 HP&lt;br /&gt;
::120mm Rifle 10 Damage, 12 shots, 3 reloads&lt;br /&gt;
::Tankslayer Sword: 10 Damage (25 against tanks) &lt;br /&gt;
::Steel Arrow Missile Launcher System:&lt;br /&gt;
:::TCAM-1 50 Damage 1 Shot&lt;br /&gt;
:::TCAM-2 12 Damage, 4 shots&lt;br /&gt;
:::Sensor Pod&lt;br /&gt;
:::Magic Circuit&lt;br /&gt;
:::Liftstone Wings&lt;br /&gt;
Still used by second line troops in the empire, this is the armor that upper classmen and instructors use, though such pilots tend to customize their rides.&lt;br /&gt;
&lt;br /&gt;
===Ixilon-Test Type===&lt;br /&gt;
:HP: 60&lt;br /&gt;
:Mobility (Flight Type): 3&lt;br /&gt;
:Electronics 3&lt;br /&gt;
:Tactical Slots LOCKED&lt;br /&gt;
::Overlock Mode: Roll Temp Sanity per turn for +3 advantage on rolls&lt;br /&gt;
::Forcesword - 25 Damage (Pulse Mood 3 turns melee only, 2 turns cool down), 10 Damage (normal mood)&lt;br /&gt;
::Armblasters (Left and Right) 15x2 damage 3 shots before 2 turns recharging&lt;br /&gt;
The War Labs Director personal own project, intended to be roll out when the Imperial Army expands to 13th Army&lt;br /&gt;
&lt;br /&gt;
===Czarvago Prototype===&lt;br /&gt;
:HP: 40&lt;br /&gt;
:Mobility (Flight Type): 2&lt;br /&gt;
:Electronic 4: &lt;br /&gt;
:Tactical Slots 1&lt;br /&gt;
::YnCalc Systems&lt;br /&gt;
::Starshards Portwing (Damages 3x3)&lt;br /&gt;
::Starshards Starboardwing (Forcefield x20HP)&lt;br /&gt;
Little is known about the bronze angel magitek armor, other then its belived to be based on rare working Lemurian technology.&lt;br /&gt;
&lt;br /&gt;
===TeKnight Gram [Lemurian Salvaged Unit]===&lt;br /&gt;
:HP: 100&lt;br /&gt;
:Mobility 2 (Ground Type)&lt;br /&gt;
:Electronics: 3&lt;br /&gt;
:Tactical Slots: 3&lt;br /&gt;
::Pilot Enhance System (Burn a Sanity Point to activate for ten turns, or health level for the entire battle), allows perfect dodge or attack every 3 turns&lt;br /&gt;
::E-Sword (15 Damage) (if pilot system is activated roll twice and take better result&lt;br /&gt;
::Flight Unit&lt;br /&gt;
::Imperial Etherblaster Riffle 3 Shots 25 damage (two turns recharge) plugged into the TekKnight reactor&lt;br /&gt;
Salvaged Lemurian front line suit&lt;br /&gt;
&lt;br /&gt;
===Unknown Command Type===&lt;br /&gt;
:HP: 50&lt;br /&gt;
:Mobility: 2 (Flight Type)&lt;br /&gt;
:Electronics: 5&lt;br /&gt;
:Tactical Slots&lt;br /&gt;
:Command Throne [AWACS / Ewarfare Suite &lt;br /&gt;
:Black Globe Generator (100 HP worth of armor) &lt;br /&gt;
:Satelites 5x5 damage&lt;br /&gt;
:Blaster Cannon [Out of Operation]&lt;br /&gt;
:Defensive Blasters [Out of Operation}&lt;br /&gt;
Salvaged Lemurain Mobile Armor&lt;br /&gt;
&lt;br /&gt;
==Dual Monarchy==&lt;br /&gt;
===Carnation===&lt;br /&gt;
:HP: 25&lt;br /&gt;
:Mobility (Ground Type): 3&lt;br /&gt;
:Electronics: 3&lt;br /&gt;
:Tactical Slots:2 &lt;br /&gt;
::Kingdom Etherbuster (Energy Riffle) 5 shots, 30 damage&lt;br /&gt;
::Kingdom Manasword (Energy Sword): 15 damage +1 Aim&lt;br /&gt;
::Gatting Cannons (5 damage, 30 rounds)&lt;br /&gt;
::Shield +10 HP&lt;br /&gt;
Kingdom Mook Suit: Several were captured or bought during or after the war to serve as opfor for the Academy.&lt;br /&gt;
&lt;br /&gt;
===Grand Carnation===&lt;br /&gt;
:HP: 35&lt;br /&gt;
:Mobility (Flight/Ground Type): 5&lt;br /&gt;
:Electronics: 4&lt;br /&gt;
:Tactical Slots: 3&lt;br /&gt;
::Kingdom Etherbuster (Energy Riffle) 5 shots, 30 damage&lt;br /&gt;
::Kingdom Manasword (Energy Sword): 15 damage +1 Aim&lt;br /&gt;
::Gatting Cannons (5 damage, 30 rounds)&lt;br /&gt;
::Shield +10 HP&lt;br /&gt;
::Railcannon: 100 Damage -3 for aiming non-ship / fort units&lt;br /&gt;
::Floret Missile Pack: 7 Shots / 25 Damage&lt;br /&gt;
Current Generation Magitek Armor&lt;br /&gt;
&lt;br /&gt;
==Tang==&lt;br /&gt;
===Terracotta===&lt;br /&gt;
:HP: 20&lt;br /&gt;
:Mobility (Ground Type): 2&lt;br /&gt;
:Electronics: 1&lt;br /&gt;
:Tactical Slots: 2&lt;br /&gt;
:Shield +15 HP&lt;br /&gt;
:120mm Rifle 10 Damage, 12 shots, 3 reloads&lt;br /&gt;
:Jade Halbard: 12 Damage (Double Damage vs Monsters)&lt;br /&gt;
:JMX3 Submachine Gun: 3 (5 damage) burst damage) -1 long range&lt;br /&gt;
Tang Dynasty gunt suit&lt;br /&gt;
&lt;br /&gt;
==Jade Dragon ==&lt;br /&gt;
:HP: 50&lt;br /&gt;
:Mobility (Ground Type): 2&lt;br /&gt;
:Electronics 3&lt;br /&gt;
:Tactical Slots: 2&lt;br /&gt;
::Jade Halbard &lt;br /&gt;
::Shield Missile Launcher 20 Damage 2 shots&lt;br /&gt;
::Pulser (inbuilt): 30 damage x 1 (point blank range) recharge 5 turns&lt;br /&gt;
&lt;br /&gt;
==Federation==&lt;br /&gt;
===Hwarang==1&lt;br /&gt;
:HP: 60&lt;br /&gt;
:Mobility (Flight Type): 3&lt;br /&gt;
:Electronics: 4&lt;br /&gt;
:Weapons&lt;br /&gt;
:Tactical Slots 3&lt;br /&gt;
::Micromissiles Pods: 5 Shots / 22 damage (close range)&lt;br /&gt;
::Federation Type 1 Sword: 12 damage +2 Aim&lt;br /&gt;
::Federation Blaster Riffle: 4 reloads&lt;br /&gt;
:::Buster Mode: 180 Damage -3 aim for targeting anything smaller than a ship 1 shot &lt;br /&gt;
:::Riffle Shot: 30 Damage (6 shots)&lt;br /&gt;
&lt;br /&gt;
Current Federation Main Suit&lt;br /&gt;
=Misc=&lt;br /&gt;
=Grand Alchemist&#039;s Monst0ers=&lt;br /&gt;
===BM-25 Type: Ceydra===&lt;br /&gt;
:30 HP&lt;br /&gt;
:Total Dodge 6&lt;br /&gt;
Flood Breath 15 Damage&lt;br /&gt;
Flood Claws 15x2 Damage&lt;br /&gt;
Regen 10HP&lt;br /&gt;
Small IFV size coyote/snake monsters, controlled by unknown means.  Mass grown in vats&lt;br /&gt;
&lt;br /&gt;
==Biomechanical Angel -Cherhiumbrum-==&lt;br /&gt;
:HP 60: (Regens 10 per turn)&lt;br /&gt;
:Mobility: 3 Flight Type&lt;br /&gt;
:Electronics&lt;br /&gt;
:Doom Claw Damage 20x2&lt;br /&gt;
:Vanisher Wings &lt;br /&gt;
:Halo Lasers: 30 damage (3 turn cool down)1&lt;br /&gt;
&lt;br /&gt;
=Tanks and IFVs=&lt;br /&gt;
==Raver Mercenary Fighting Vehicle==&lt;br /&gt;
:20 HP&lt;br /&gt;
:2x 50 Cal Guns (20 rounds) 2x3 damage&lt;br /&gt;
:Carries 12 Infantry&lt;br /&gt;
&lt;br /&gt;
=Roles=&lt;br /&gt;
==Init==&lt;br /&gt;
:On person: Wits Plus Dex +D10&lt;br /&gt;
:Giant Robot: Wits Plus Dex + Piloting +d10&lt;br /&gt;
&lt;br /&gt;
=Combat=&lt;br /&gt;
==On Foot==&lt;br /&gt;
===Melee===&lt;br /&gt;
:Attack / Defense &lt;br /&gt;
:Strength + Dex + Weapon Skill + Specialization&lt;br /&gt;
&lt;br /&gt;
===Giant Robot===&lt;br /&gt;
:Attack &lt;br /&gt;
::Wits or Dex (Pick one) + Relevant Skill and Specialization +Electronics&lt;br /&gt;
&lt;br /&gt;
:Defense&lt;br /&gt;
::Wits or Dex (Pick one) + Pilot and Specialization + Mobility (Mobility only counts if its in elements)&lt;br /&gt;
&lt;br /&gt;
===Magic Rolls===&lt;br /&gt;
====Old Magic====&lt;br /&gt;
:Willpower + Magic&lt;br /&gt;
&lt;br /&gt;
====New Magic====&lt;br /&gt;
:Knowledge + Magic&lt;/div&gt;</summary>
		<author><name>Silence</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Heavy_Metal_Hyperborea&amp;diff=72401</id>
		<title>Heavy Metal Hyperborea</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Heavy_Metal_Hyperborea&amp;diff=72401"/>
		<updated>2026-03-15T18:02:20Z</updated>

		<summary type="html">&lt;p&gt;Silence: /* Magitek Armor Library */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Background=&lt;br /&gt;
Fifty years ago, there was war that engulfed the world of Terra: the Hyperborean Empire took advantage  of all the benefits of the Magitek revolution - bringing together Balhae Kingdom&#039;s airship concept, the war golems of Tang and Ur, and the tanks of Dassia to construct the first modern war machine.   The Empire launched a war with its ally Zipang to bring down the naval powerof  Dassia-Pemrose and the Liu Dynasty.  The war raged for eight years and expanded nearly across the entire globe before the Old Kingdom used one of its ancient super weapons the &#039;&#039;Rah-Hylos&#039;&#039; to destroy the fortress city of Wyrmhaven and the 12th Imperial Aerial Army stationed there.  This saw the collapse of the Empire&#039;s lines &amp;amp; forced surrender, leading to the year-long siege of Zipang before the Shogun was brough to the table.  War reparation and strict limits of military size were imposed for a period of nearly fifty years.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Last year, the treaty limitations have run out, and the once-unified allied powers of the world have splintered, with Dassia-Premrose and its colonies in uneasy alliance with Huecztlan in the Aztland Accord as the premier power.  Zipang has fallen into communist revolution, and once again has become a hermit kingdom. Now, with the space race to get to the moon Artemisa between Dassia and Balhae drawing all attention, there is no longer pressure on the Empire to maintain its arms limitation as had been expected by the allied superpowers, leaving only uneasy neighbors to protest.  Across the empire, plans drawn out over decades are put into motion as the imperial war machine rumbles to life.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In the northern corner of the Empire, next to the realm of Sirus, Rosencruz Military Academy has been reopened, where promising cadets were sent to learn the ways of being armor riders, and a special new class of students have been gathered to test out their own capabilities and the armors the empire has built for them.&lt;br /&gt;
&lt;br /&gt;
== Aesthetic == &lt;br /&gt;
1990s magitech Ace Combat&lt;br /&gt;
&lt;br /&gt;
=Character Creation=&lt;br /&gt;
&lt;br /&gt;
==Character Archetype==&lt;br /&gt;
:&#039;&#039;&#039;The Ojou-Sama&#039;&#039;&#039;: High Nobles are the imperial elites, they have &#039;&#039;bonus to magic (old) and social skills and social rank&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;The Cometary Farmgirl&#039;&#039;&#039;: Picked out for their skills in piloting they have &#039;&#039;bonus to magitek armor combat and +3 fate points per session&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;The Four Murasame&#039;&#039;&#039;: The Imperial Warlabs of Thelma Mountain were never discovered and thus were never shut down and their lack of morality never slowed down.  You are enhanced with magitek circuits allow for better piloting and magitek protocols: &#039;&#039;Bonus to magitek armor combat, personal combat, and magic (new), malus to social skills, malus in social rank&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;The Catgirl&#039;&#039;&#039;: Genetic enhancements were also seen as optional way to getter pilots, using the old alchemists of the old war for new purposes.  &#039;&#039;Bonus to personal combat, magitek armor and social skills,  malus in social rank and disguises.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
Stats: Start with 1 in each category,18 points to spend, each rank its number in points to buy.&lt;br /&gt;
&lt;br /&gt;
===Primary Stats===&lt;br /&gt;
:Knowledge&lt;br /&gt;
:Wits&lt;br /&gt;
:Strength&lt;br /&gt;
:Dex&lt;br /&gt;
:Endurance&lt;br /&gt;
:Willpower&lt;br /&gt;
&lt;br /&gt;
===Secondary/Derived Stats===&lt;br /&gt;
:Ether Pool: Willpower (x2) + Strength&lt;br /&gt;
:Health Points: (Endurance x 3) + Strength + Willpower&lt;br /&gt;
:Sanity Points: Wits x 2 + Knowledge + Willpower&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
Major Skills are put into broad categories; they cost their value in rank.  Specialized Skills such as Rifle or Sniping give two ranks per point, and even more specific skills (such as using specific model of weapon) gives 3 ranks.  You get 30 points.&lt;br /&gt;
&lt;br /&gt;
===Major Skills (Non-Exhaustive List)===&lt;br /&gt;
:Dodge&lt;br /&gt;
:Ranged Combat &lt;br /&gt;
:Melee Combat&lt;br /&gt;
:Persuasion&lt;br /&gt;
:Speech-making&lt;br /&gt;
:Investigation&lt;br /&gt;
:Stealth&lt;br /&gt;
&lt;br /&gt;
===Magic and Skills===&lt;br /&gt;
Magic costs 5 x level in points, and each level they gain a signature spell.  Each subbranch costs 3 x level points and every three ranks gains a signature spell.  Magic spells cost core level of mp per spell (can be boosted up to three times by doubling the cost each time a boost is applied).  Old magic will take longer to cast unless you use blood magic and sacrifice health points for instant cast.  New Magic requires not only skill points but the appropriate magitek device - either installed in you as cyborg or in your equipment - for the spell to cast.&lt;br /&gt;
&lt;br /&gt;
====Old Magic: ====&lt;br /&gt;
:Summoning&lt;br /&gt;
:Curses&lt;br /&gt;
:Bullet Time&lt;br /&gt;
:Geass&lt;br /&gt;
:Teleportation&lt;br /&gt;
&lt;br /&gt;
====New Magic (Magitek Circuits) ====&lt;br /&gt;
:Energy Blasts&lt;br /&gt;
:Forcefields&lt;br /&gt;
:Healing&lt;br /&gt;
&lt;br /&gt;
===Magitek Armor Piloting===&lt;br /&gt;
Pilot Points: As cadets, you are fairly poor at piloting at the start.  Thanks to being characters in a silence game, you get plenty of xp to grow.  You start off with one point in Piloting, Ranged and Melee Combat, and ten points like normal to spend on the rest.&lt;br /&gt;
&lt;br /&gt;
:Magitek Piloting&lt;br /&gt;
::Dodging (instead of attacking you build up dodge points to increase the difficulty to get hit this and next turn)&lt;br /&gt;
::Pursuing (instead of attacking directly (though you are still attacking and expending ammo / energy you will be building up pursuit points to represent manipulating the enemy to get into your cross-hairs next turn)&lt;br /&gt;
&lt;br /&gt;
:Ranged Combat&lt;br /&gt;
::Carried Weapons&lt;br /&gt;
::Internal Weapons&lt;br /&gt;
::BVR Attacks&lt;br /&gt;
::Satellites&lt;br /&gt;
&lt;br /&gt;
:Melee Combat&lt;br /&gt;
::Parrying&lt;br /&gt;
::Physical Attack&lt;br /&gt;
::Beam Attack&lt;br /&gt;
::John Wick&lt;br /&gt;
&lt;br /&gt;
:Special / MISC&lt;br /&gt;
::AWACs&lt;br /&gt;
::Jamming&lt;br /&gt;
::Shields&lt;br /&gt;
::Magic&lt;br /&gt;
&lt;br /&gt;
=Nations of the World=&lt;br /&gt;
==Pre-History==&lt;br /&gt;
:Lemuria Civilization: Antidelivian civlization, fell when Silver Dragon Comet tail impacted into Terra, left ruins everywhere.&lt;br /&gt;
&lt;br /&gt;
==Northern Hemisphere==&lt;br /&gt;
===Hyperborea===&lt;br /&gt;
:Eastern side of the Randgrith Mountains, home to &#039;&#039;&#039;Hyperborean Empire (of Sternhold)&#039;&#039;&#039;, one of the first nations to form after the Flood, the Sternhold became the Empire roughly 400 years ago, and was the dominant power on the continent until the World War, which has saw it fall it into the ranks of secondary powers. However, the forced peace and divestment from expensive war time productionn has allowed its civilian economy to thrive - much to the chagrin to its rivals, who had hoped for a civil war with the powerful secondary nobles.  Now, the Empire posed to retake its prominence on the continent. &lt;br /&gt;
:&#039;&#039;&#039;Dual Monarchy of Dassia-Premrose&#039;&#039;&#039; is the current world power. The island of Dassia was the home to Hyperborean saga of the magitek revolution and the Premrose Kingdom had been the prominent land power rival to the Empire since the Flood.  The unification of the monarchies ninety years ago had been one of the instigating factors of the Empire&#039;s aggression.  With colonies on all land masses and a massive naval and sky fleet, its power projection is unrivaled by any other power. However, in every theater it faces challenges.  The relaxation on the chains on the Empire&#039;s might came with backroom dealings of Imperial backing in case a serious war broke out, and eventual restoration of old Imperial colonies.  Time will tell if this detente will last. Eastern border with the Empire.  Has a space program.&lt;br /&gt;
:&#039;&#039;&#039;Papal State of Old Lux&#039;&#039;&#039;, the Pope of Church of Dawn and Dusk lives here, has 2 divisions and small army of super soldiers. &lt;br /&gt;
:&#039;&#039;&#039;Genoace Republican Sphere of Trade and Defense&#039;&#039;&#039;: A collection of old merchant city states in alliance, southern border of the Empire.&lt;br /&gt;
:&#039;&#039;&#039;Land of the Sirius&#039;&#039;&#039; (Western) the Sirius Taiga is the largest biome on the planet and home to several small lords and raiding tribes.  Many of them travel east and west to be mercenaries&lt;br /&gt;
:&#039;&#039;&#039;POLON:&#039;&#039;&#039; Once a troubled commonwealth, the last election for the king saw the continent largest arms corporation buy the seat and turn the state into ultra-modern corporate dystopia.&lt;br /&gt;
&lt;br /&gt;
==Muria==&lt;br /&gt;
:Western side of the mountains, home to the &#039;&#039;&#039;Tang Khanate&#039;&#039;&#039; which replaced the last dynasty during the World War, the Tang maintain small army and massive military police to keep the populace in line, effectively controlled by the megacorporations from the victorious Balhae. &lt;br /&gt;
:&#039;&#039;&#039;Greater Balhae Federation&#039;&#039;&#039;: The Balhae Empire gives slightly more than lip service of freedom to its  client states and conquests from Zipang.  The presence of Dassia colonies in many areas on the map in their sphere of influence as well as the Dassia&#039;s economic hostility towards the ruling megacorporation&#039;s has seen that one fruitful alliance fallen aside in a cold war of monarchal states and more corporate ones.  Has a space program.&lt;br /&gt;
:&#039;&#039;&#039;Qujra Confederation&#039;&#039;&#039;: A rising state of ex-Zipang colonies, famous and brutal neutral realpoltik.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Equatorial Old Lemuria and Zipang==&lt;br /&gt;
:&#039;&#039;&#039;New Lemuria&#039;&#039;&#039;: Dassia&#039;s crown jewel, a massive land state of factories, mines, and archeological digs.  Originally settled by exiled criminals and losers in civil wars, it soon has become more and more prominent and its effectively independent with industrial output equal to the homeland. &lt;br /&gt;
:&#039;&#039;&#039;Kingstate of Ur&#039;&#039;: Located in the blasted lands, it&#039;s nearly impossible to get to due to volcanic interference controlled by the Ur magi.  Home to the oldest magic archive and many secret societies take their home in the numerous towers there.  &lt;br /&gt;
:The &#039;&#039;&#039;Golden Empire&#039;&#039;&#039; which controls the major gold and diamond minds in the world, the most powerful kingdom of the southern natives, its wealth has allowed it to buy mercs and at times entire states&#039;s militaries to defends its vast holdings against Dassia and Zipang.  &lt;br /&gt;
:57th Dynasty of Rah-Templos (the &#039;&#039;&#039;Old Kingdom&#039;&#039;&#039;).  A minor state that had survived the Flood intact, it had scooped up bunch of the best Lemurian gear in the aftermath and been coast riding since then.&lt;br /&gt;
:&#039;&#039;&#039;Zipang&#039;&#039;&#039;: The home to the Western magitek revolution, it exploded into an empire that had tentacles across the world, but was defeated in the world war along with its imperial ally and ended up in the worst shape.  It&#039;s suffered a communist revolution and has since withdrawn from nearly contact with the outside world.  It too has a space program. &lt;br /&gt;
&lt;br /&gt;
==Atlantis==&lt;br /&gt;
Massive Island Continent home to the mysterious beings&#039; outsiders call the Fae who patronize two kingdoms. &lt;br /&gt;
:&#039;&#039;&#039;Kahicoam&#039;&#039;&#039; a civilization dedicated to building intricate sigils into the ground.  Dassian and Zipang colonization efforts meet with strange plagues and mutations despite their lower tech level. &lt;br /&gt;
:The &#039;&#039;&#039;Anazasi Collective&#039;&#039;&#039; mostly lives in the mountains regions of the continent. They are more inclined to living underground, though they are believed to have equal tech levels as the rest of the world.  Spies report their plans for invasion of the either Kahiocoam or some other power on the continent, likely backed by Balhae agents on the ground. &lt;br /&gt;
:The &#039;&#039;&#039;Divine Empire of Huecztlan&#039;&#039;&#039; was a client state of Zipang and used their backing to consolidate its rule over its lesser kingdoms. These days, it is a client state of Dassia.&lt;br /&gt;
:The northern most portion of the land is home to massive radioactive wreck from the time of Lemuria, isolated and home to pirates and minor colonies.&lt;br /&gt;
&lt;br /&gt;
=NPCS of HMH=&lt;br /&gt;
==Empire==&lt;br /&gt;
===Rosencrux Staff===&lt;br /&gt;
:Kommondant Sir Olsen: Nils Olsen, age 80 war hero&lt;br /&gt;
:Colonel Baron Fredrick Altdorf: Piloting and Tactics, commander of the 99th Regiment of the 9th Army.&lt;br /&gt;
:Professor Gloria Vanitas: Academics and Magic Teacher, den mother.&lt;br /&gt;
:Professor Major (ret) Jordan Eisen, Engineering and Science&lt;br /&gt;
&lt;br /&gt;
===Other Section Members===&lt;br /&gt;
:Takana Miyuki: Zipang noble, archer&lt;br /&gt;
:Alison Neismith: Sword Prodigy commoner, &lt;br /&gt;
:Elizabita Dumont: Quiet cyborg&lt;br /&gt;
:Ivan Bulganov: Sirian Boyar&#039;s Heir&lt;br /&gt;
&lt;br /&gt;
===Other Students===&lt;br /&gt;
:Meribel Fafnir: Honor and Discipline Committee member (second year)&lt;br /&gt;
:Joachim Fafnir: Honor and Discipline Committee vice-captain (third year)&lt;br /&gt;
:Lord Lucian Mandlestein, heir to the Grand Duchy of Alteisen, &lt;br /&gt;
:Princess Helena, 5th princess of the empire&lt;br /&gt;
&lt;br /&gt;
==Dual Monarchy==&lt;br /&gt;
:Prime Minister Charles Galbraith: Former Sky Marshal, and ten year occupant of Brenton House, known as Steel Heart&lt;br /&gt;
:Pariah-1: Unknown Ace of Aces.&lt;br /&gt;
&lt;br /&gt;
=Magitek Armor Library=&lt;br /&gt;
==Imperials==&lt;br /&gt;
===Sigurd Mk1===&lt;br /&gt;
:HP: 30&lt;br /&gt;
:Mobility (Ground Type): 1&lt;br /&gt;
:Electronics: 0&lt;br /&gt;
:Tactical Slots: 2&lt;br /&gt;
::Shield +15 HP&lt;br /&gt;
::120mm Rifle 10 Damage, 12 shots, 3 reloads&lt;br /&gt;
::Tankslayer Sword: 10 Damage (25 against tanks) &lt;br /&gt;
First magitek armor used in the conflict, now relegated to training purposes. &lt;br /&gt;
&lt;br /&gt;
===Sigurd Mk2===&lt;br /&gt;
:HP: 40&lt;br /&gt;
:Mobility (Ground Type): 2&lt;br /&gt;
:Electronics 1&lt;br /&gt;
:Tactical Slots: 3&lt;br /&gt;
::Shield +15 HP&lt;br /&gt;
::120mm Rifle 10 Damage, 12 shots, 3 reloads&lt;br /&gt;
::Tankslayer Sword: 10 Damage (25 against tanks) &lt;br /&gt;
::Steel Arrow Missile Launcher System:&lt;br /&gt;
:::TCAM-1 50 Damage 1 Shot&lt;br /&gt;
:::TCAM-2 12 Damage, 4 shots&lt;br /&gt;
:::Sensor Pod&lt;br /&gt;
:::Magic Circuit&lt;br /&gt;
:::Liftstone Wings&lt;br /&gt;
Still used by second line troops in the empire, this is the armor that upper classmen and instructors use, though such pilots tend to customize their rides.&lt;br /&gt;
&lt;br /&gt;
==Dual Monarchy==&lt;br /&gt;
===Carnation===&lt;br /&gt;
:HP: 25&lt;br /&gt;
:Mobility (Ground Type): 3&lt;br /&gt;
:Electronics: 3&lt;br /&gt;
:Tactical Slots:2 &lt;br /&gt;
::Kingdom Etherbuster (Energy Riffle) 5 shots, 30 damage&lt;br /&gt;
::Kingdom Manasword (Energy Sword): 15 damage +1 Aim&lt;br /&gt;
::Gatting Cannons (5 damage, 30 rounds)&lt;br /&gt;
::Shield +10 HP&lt;br /&gt;
Kingdom Mook Suit: Several were captured or bought during or after the war to serve as opfor for the Academy.&lt;br /&gt;
&lt;br /&gt;
===Grand Carnation===&lt;br /&gt;
:HP: 35&lt;br /&gt;
:Mobility (Flight/Ground Type): 5&lt;br /&gt;
:Electronics: 4&lt;br /&gt;
:Tactical Slots: 3&lt;br /&gt;
::Kingdom Etherbuster (Energy Riffle) 5 shots, 30 damage&lt;br /&gt;
::Kingdom Manasword (Energy Sword): 15 damage +1 Aim&lt;br /&gt;
::Gatting Cannons (5 damage, 30 rounds)&lt;br /&gt;
::Shield +10 HP&lt;br /&gt;
::Railcannon: 100 Damage -3 for aiming non-ship / fort units&lt;br /&gt;
::Floret Missile Pack: 7 Shots / 25 Damage&lt;br /&gt;
Current Generation Magitek Armor&lt;br /&gt;
&lt;br /&gt;
==Tang==&lt;br /&gt;
===Terracotta===&lt;br /&gt;
:HP: 20&lt;br /&gt;
:Mobility (Ground Type): 2&lt;br /&gt;
:Electronics: 1&lt;br /&gt;
:Tactical Slots: 2&lt;br /&gt;
:Shield +15 HP&lt;br /&gt;
:120mm Rifle 10 Damage, 12 shots, 3 reloads&lt;br /&gt;
:Jade Halbard: 12 Damage (Double Damage vs Monsters)&lt;br /&gt;
:JMX3 Submachine Gun: 3 (5 damage) burst damage) -1 long range&lt;br /&gt;
Tang Dynasty gunt suit&lt;br /&gt;
&lt;br /&gt;
==Jade Dragon ==&lt;br /&gt;
:HP: 50&lt;br /&gt;
:Mobility (Ground Type): 2&lt;br /&gt;
:Electronics 3&lt;br /&gt;
:Tactical Slots: 2&lt;br /&gt;
::Jade Halbard &lt;br /&gt;
::Shield Missile Launcher 20 Damage 2 shots&lt;br /&gt;
::Pulser (inbuilt): 30 damage x 1 (point blank range) recharge 5 turns&lt;br /&gt;
&lt;br /&gt;
==Federation==&lt;br /&gt;
===Hwarang==1&lt;br /&gt;
:HP: 60&lt;br /&gt;
:Mobility (Flight Type): 3&lt;br /&gt;
:Electronics: 4&lt;br /&gt;
:Weapons&lt;br /&gt;
:Tactical Slots 3&lt;br /&gt;
::Micromissiles Pods: 5 Shots / 22 damage (close range)&lt;br /&gt;
::Federation Type 1 Sword: 12 damage +2 Aim&lt;br /&gt;
::Federation Blaster Riffle: 4 reloads&lt;br /&gt;
:::Buster Mode: 180 Damage -3 aim for targeting anything smaller than a ship 1 shot &lt;br /&gt;
:::Riffle Shot: 30 Damage (6 shots)&lt;br /&gt;
&lt;br /&gt;
Current Federation Main Suit&lt;br /&gt;
=Misc=&lt;br /&gt;
=Tanks and IFVs=&lt;br /&gt;
==Raver Mercenary Fighting Vehicle==&lt;br /&gt;
:20 HP&lt;br /&gt;
:2x 50 Cal Guns (20 rounds) 2x3 damage&lt;br /&gt;
:Carries 12 Infantry&lt;/div&gt;</summary>
		<author><name>Silence</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Heavy_Metal_Hyperborea&amp;diff=72205</id>
		<title>Heavy Metal Hyperborea</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Heavy_Metal_Hyperborea&amp;diff=72205"/>
		<updated>2026-01-04T18:38:08Z</updated>

		<summary type="html">&lt;p&gt;Silence: /* Magitek Armor Library */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Fifty years ago there was war that engulfed the war, the Hyperborea Empire had taking the advantage of the Balhae Kingdom&#039;s airship concept, the war golems of Tang and Ur, and the tanks of Dassia to construct the first modern war machine putting together all the benefits of the Magitek revolution and launched with its ally Zipang, a war to bring down the naval Dassia-Pemrose and the Liu Dynasty.  The war raged for six years and expanded nearly the entire globe for eight years before the Old Kingdom used one of its ancient super weapons the Rah-Hylos and destroyed the fortress city of Wyrmhaven and the constituting 12th Imperial Aerial Army, which saw the collapse of the Empire&#039;s lines forced surrender and the another year long siege of Zipang before the Shogun was brough to the table.  War repatriations and strict limits of military size was imposed, for a period of nearly fifty years.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Last year the treaty limitations has run out, and the once unified allied powers of the world have splintered, with Dassia-Premrose and its colonies in uneasy alliance with Huecztlan in the Aztland Accord as the primer power.  Zipang has fallen into communist revolution and once again become a hermit kingdom, and now with the space race to get to the moon Artemisa between Dassia and Balhae there are no longer pressure on the Empire to maintain its arms limitation as there had been expected by the superpowers leaving only uneasy neighbors to protest.  Across the empire, plans decades drawn out are put into motion as the Empire war machine rumbles to life.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In the northern corner of the Empire, next to the realm of Sirus, Rosencruz Military Academy has been reopened, it was here the promising cadets were sent to learn the ways of being armor rider, and a special new class of students have been gathered to test out their own capabilities and the armors the empire has built for them.&lt;br /&gt;
&lt;br /&gt;
=Character Creation=&lt;br /&gt;
&lt;br /&gt;
==Character Archetype: ==&lt;br /&gt;
:The Ojou-Sama: High Nobles are the imperial elites, they have bonus to magic (old) and social skills and social rank&lt;br /&gt;
:The Cometary Farmgirl: Picked out for their skills in piloting they have bonus to magitek armor combat and +3 fate points per session&lt;br /&gt;
:The Four Murasame: The Imperial Warlabs of Thelma Mountain were never discovered and thus were never shut down and their lack of morality never slowed down.  You are enhanced with magitek circuits allow for better piloting and magitek protocols: Bonus to magitek armor combat, personal combat, and magic (new), malus to social skills, malus in social rank&lt;br /&gt;
:The Catgirl: Genetic enhancements were also seen as optional way to getter pilots, using the old alchemists of the old war for new purposes.  Bonus to personal combat, magitek armor and social skills,  malus in social rank and disguises.&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
Stats: Start with 1 in each category,18 points to spend, each rank its number in points to buy.&lt;br /&gt;
&lt;br /&gt;
===Primary Stats===&lt;br /&gt;
:Knowledge&lt;br /&gt;
:Wits&lt;br /&gt;
:Strength&lt;br /&gt;
:Dex&lt;br /&gt;
:Endurance&lt;br /&gt;
:Willpower&lt;br /&gt;
&lt;br /&gt;
===Secondary  States===&lt;br /&gt;
:Ether Pool: Willpower (x2) + Strength&lt;br /&gt;
:Health Points: (Endurance x 3) + Strength + Willpower&lt;br /&gt;
:Sanity Points: Wits x 2 + Knowledge + Willpower&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
Major Skills are put into broad categories; they cost their value in rank.  Specialized Skills such as Riffle or Snipping give two points per rank, and even more specific skills (such as using specific model of weapon gives 3 points).  You get 30 points.&lt;br /&gt;
&lt;br /&gt;
===Major Skills (Non-Exhaustive List)===&lt;br /&gt;
:Dodge&lt;br /&gt;
:Range Combat &lt;br /&gt;
:Melee Combat&lt;br /&gt;
:Persuasion&lt;br /&gt;
:Speech-making&lt;br /&gt;
:Investigation&lt;br /&gt;
:Stealth&lt;br /&gt;
&lt;br /&gt;
===Magic and Skills===&lt;br /&gt;
Magic costs 5 points level, and each level they gain a signature spell.  Each subbranch costs 3 points and every three ranks gain a signature spell.  Magic spells cost core level of mp per spell (can be boosted up to three times by doubling the cost each time a boost is applied).  Old magic will take longer to cast unless you use blood magic and sacrifice health points for instant cast.  New Magic requires not only skill points but the appropriate magitek device (either installed in you as cyborg) or in your equipment for the spell to cast.&lt;br /&gt;
&lt;br /&gt;
====Old Magic: ====&lt;br /&gt;
:Summoning&lt;br /&gt;
:Curses&lt;br /&gt;
:Bullet Time&lt;br /&gt;
:Geass&lt;br /&gt;
:Teleportation&lt;br /&gt;
&lt;br /&gt;
====New Magic (Magitek Circuits) ====&lt;br /&gt;
:Energy Blasts&lt;br /&gt;
:Forcefields&lt;br /&gt;
:Healing&lt;br /&gt;
&lt;br /&gt;
===Magitek Armor Piloting===&lt;br /&gt;
Pilot Points: As cadets your pretty poor at piloting at the start.  But thanks to be characters in a silence game you get plenty of xp to grow.  You start off with one point in Piloting, Range and Melee Combat, and ten points like normal to spend on the rest.&lt;br /&gt;
&lt;br /&gt;
:Magitek Piloting&lt;br /&gt;
::Dodging (instead of attacking you build up dodge points to increase the difficulty to get hit this and next turn)&lt;br /&gt;
::Pursuing (instead of attacking directly (though you are still attacking and expending ammo / energy you will be building up pursuit points to represent manipulating the enemy to get into your crosssite next turn)&lt;br /&gt;
&lt;br /&gt;
:Range Combat&lt;br /&gt;
::Carried Weapons&lt;br /&gt;
::Internal Weaopns&lt;br /&gt;
::BVR Attacks&lt;br /&gt;
::Satelites&lt;br /&gt;
&lt;br /&gt;
:Melee Combat&lt;br /&gt;
::Parrying&lt;br /&gt;
::Physical Attack&lt;br /&gt;
::Beam Attack&lt;br /&gt;
::John Wick&lt;br /&gt;
&lt;br /&gt;
:Special / MISC&lt;br /&gt;
::AWACs&lt;br /&gt;
::Jamming&lt;br /&gt;
::Shields&lt;br /&gt;
::Magic&lt;br /&gt;
&lt;br /&gt;
=Nations of the World=&lt;br /&gt;
==Pre-History==&lt;br /&gt;
:Lemuria Civilization: Antidelivian civlization, fell when Silver Dragon Comet tail impacted into Terra, left ruins everywhere.&lt;br /&gt;
&lt;br /&gt;
==Northern Hemisphere==&lt;br /&gt;
===Hyperborea===&lt;br /&gt;
:Eastern side of the Randgrith Mountains, home to Hyperborean Empire (of Sternhold), one of the first nations to form after the Flood, the Sternhold became the Empire roughly 400 years ago and was the dominant power on the continent till the World War which has saw it fall it into the ranks of secondary powers, however the force peace and divestment from expensive war time machines has allowed its civilian economy to thrive to chagrin to its rivals who had hoped for a civil war with the powerful secondary nobles.  Now its posed to retake its prominence on the continent. &lt;br /&gt;
:Dual Monarchy of Dassia-Premrose is the current world power, the island of Dassia was the home to Hyperborean saga of the magitek revolution and the Premrose Kingdom had been the prominent land power rival to the Empire since the Flood, the unification of the monarchies ninety years ago had been one of the instigating factors of the Empire&#039;s aggression.  With colonies on all land masses and massive naval and sky fleet its power projection is unrivaled by any other power, however in every theatre it faces challenges.  The relaxation on the chains on the Empire&#039;s might came with backroom dealings of Imperial backing in case a series war would break out and restoration of old Imperial colonies.  Time will tell if this dente will last. Eastern border with the Empire.  Has a space program.&lt;br /&gt;
:Papal State of Old Lux, the Pope of Church of Dawn and Dusk lives here, has 2 divisions and small army of super soldiers. &lt;br /&gt;
:Genoace Republican Sphere of Trade and Defense: A collection of old merchant city states in alliance, southern border of the Empire.&lt;br /&gt;
:Land of the Sirius (Western) the Sirius Taiga is the largest biome on the planet and home to several small lords and raiding tribes.  Many of them travel east and west to be mercenaries&lt;br /&gt;
:POLON: Once a troubled commonwealth, the last election for the king saw the continent largest arms corporation buy the seat and turn the state into ultra-modern corporate dystopia.&lt;br /&gt;
&lt;br /&gt;
==Muria==&lt;br /&gt;
:Western side of the mountains, home to the Tang Khanate which replaced the last dynasty during the World War, the Tang maintain small army and massive military police to keep the populace in line, effectively controlled by the megacorporations from the victorious Balhae. &lt;br /&gt;
:Greater Balhae Federation: The Balhae Empire gives slightly more than lip service of freedom to its  client states and conquests from Zipang.  The presence of Dassia colonies in many areas on the map in their sphere of influence as well as the Dassia&#039;s economic hostility towards the ruling megacorporation&#039;s has seen that one fruitful alliance fallen aside in a cold war of monarchal states and more corporate ones.  Has a space program.&lt;br /&gt;
:Qujra Confederation: A rising state of ex-Zipang colonies, famous and brutal neutral realpoltik.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Equatorial Old Lemuria and Zipang==&lt;br /&gt;
:New Lemuria: Dassia&#039;s crown jewel, a massive land state of factories and mines, and archeological digs.  Originally settled by exiled criminals and losers in civil wars, it soon has become more and more prominent and its effectively independent with industrial output equal to the homeland. &lt;br /&gt;
:Kingstate of Ur: Located in the blasted lands, it&#039;s nearly impossible to get to due to volcanic interference controlled by the Ur magi.  Home to the oldest magic archive and many secret societies take their home in the numerous towers there.  &lt;br /&gt;
:The Golden Empire which controls the major gold and diamond minds in the world, the most powerful kingdom of the southern natives, its wealth has allowed it to buy mercs and at times entire states&#039;s militaries to defends its vast holdings against Dassia and Zipang.  &lt;br /&gt;
:57th Dynasty of Rah-Templos (the Old Kingdom).  A minor state that had survived the Flood intact, it had scooped up bunch of the best Lemurian gear in the aftermath and been coast riding since then.&lt;br /&gt;
:Zipang: The home to the Western magitek revolution it supernova into empire that had tentacles across the world but was defeated in the world war along with its imperial ally and ended up in worst shape.  Its suffered a communist revolution and has since withdrawn from nearly contact with the outside world.  It too has a space program. &lt;br /&gt;
&lt;br /&gt;
==Atlantis==&lt;br /&gt;
Massive Island Continent home to the mysterious beings&#039; outsiders call the Fae who patronize two kingdoms. &lt;br /&gt;
:Kahicoam a civilization dedicated to building intricate sigils into the ground, Dassian and Zipang colonization efforts meet with strange plagues and mutations despite their lower tech level. &lt;br /&gt;
:The Anazasi Collective mostly lives in the mountains regions of the continent and are more incline to living underground though believed to have equal tech levels as the rest of the world, spies report their plans for invasion of the either Kahiocoam or some other power on the continent.  Reports are there Balhae agents on the ground. &lt;br /&gt;
:The Divine Empire of Huecztlan was a client state of Zipang and which saw it consolidate its rule over its lesser kingdoms, these days is a client state of Dassia.&lt;br /&gt;
:The northern most portion of the land is home to massive radioactive wreck from the time of Lemuria, isolated and home to pirates and minor colonies.&lt;br /&gt;
&lt;br /&gt;
=NPCS of HMH=&lt;br /&gt;
==Empire==&lt;br /&gt;
===Rosencrux Staff===&lt;br /&gt;
:Kommondant Sir Olsen: Nils Olsen, age 80 war hero&lt;br /&gt;
:Colonel Baron Fredrick Altdorf: Piloting and Tactics, commander of the 99th Regiment of the 9th Army.&lt;br /&gt;
:Professor Gloria Vanitas: Academics and Magic Teacher, den mother.&lt;br /&gt;
:Professor Major (ret) Jordan Eisen, Engineering and Science&lt;br /&gt;
&lt;br /&gt;
===Other Section Members===&lt;br /&gt;
:Takana Miyuki: Zipang noble, archer&lt;br /&gt;
:Alison Neismith: Sword Prodigy commoner, &lt;br /&gt;
:Elizabita Dumont: Quiet cyborg&lt;br /&gt;
:Ivan Bulganov: Sirian Boyar&#039;s Heir&lt;br /&gt;
&lt;br /&gt;
===Other Students===&lt;br /&gt;
:Meribel Fafnir: Honor and Discipline Committee member (second year)&lt;br /&gt;
:Joachim Fafnir: Honor and Discipline Committee vice-captain (third year)&lt;br /&gt;
:Lord Lucian Mandlestein, heir to the Grand Duchy of Alteisen, &lt;br /&gt;
:Princess Helena, 5th princess of the empire&lt;br /&gt;
&lt;br /&gt;
==Dual Monarchy==&lt;br /&gt;
:Prime Minister Charles Galbraith: Former Sky Marshal, and ten year occupant of Brenton House, known as Steel Heart&lt;br /&gt;
:Pariah-1: Unknown Ace of Aces.&lt;br /&gt;
&lt;br /&gt;
=Magitek Armor Library=&lt;br /&gt;
==Sigurd Mk1==&lt;br /&gt;
:HP: 30&lt;br /&gt;
:Mobility (Ground Type): 1&lt;br /&gt;
:Electronics: 0&lt;br /&gt;
:Tactical Slots: 2&lt;br /&gt;
::Shield +15 HP&lt;br /&gt;
::120mm Rifle 10 Damage, 12 shots, 3 reloads&lt;br /&gt;
::Tankslayer Sword: 10 Damage (25 against tanks) &lt;br /&gt;
First magitek armor used in the conflict, now relegated to training purposes. &lt;br /&gt;
&lt;br /&gt;
==Sigurd Mk2==&lt;br /&gt;
:HP: 40&lt;br /&gt;
:Mobility (Ground Type): 2&lt;br /&gt;
:Electronics 1&lt;br /&gt;
:Tactical Slots: 3&lt;br /&gt;
::Shield +15 HP&lt;br /&gt;
::120mm Rifle 10 Damage, 12 shots, 3 reloads&lt;br /&gt;
::Tankslayer Sword: 10 Damage (25 against tanks) &lt;br /&gt;
::Steel Arrow Missile Launcher System:&lt;br /&gt;
:::TCAM-1 50 Damage 1 Shot&lt;br /&gt;
:::TCAM-2 12 Damage, 4 shots&lt;br /&gt;
:::Sensor Pod&lt;br /&gt;
:::Magic Circuit&lt;br /&gt;
:::Liftstone Wings&lt;br /&gt;
Still used by second line troops in the empire, this is the armor that upper classmen and instructors use, though such pilots tend to customize their rides.&lt;br /&gt;
&lt;br /&gt;
===Carnation===&lt;br /&gt;
:HP: 25&lt;br /&gt;
:Mobility (Ground Type): 3&lt;br /&gt;
:Electronics: 3&lt;br /&gt;
:Weapons&lt;br /&gt;
::Kingdom Etherbuster (Energy Riffle) 5 shots, 30 damage&lt;br /&gt;
::Kingdom Manasword (Energy Sword): 15 damage +1 Aim&lt;br /&gt;
::Gatting Cannons (5 damage, 30 rounds)&lt;br /&gt;
::Shield +10 HP&lt;br /&gt;
Kingdom Mook Suit: Several were captured or bought during or after the war to serve as opfor for the Academy.&lt;br /&gt;
&lt;br /&gt;
==Terracotta==&lt;br /&gt;
:HP: 20&lt;br /&gt;
:Mobility (Ground Type): 2&lt;br /&gt;
:Electronics: 1&lt;br /&gt;
:Tactical Slots: 2&lt;br /&gt;
:Shield +15 HP&lt;br /&gt;
:120mm Rifle 10 Damage, 12 shots, 3 reloads&lt;br /&gt;
:Jade Halbard: 12 Damage (Double Damage vs Monsters)&lt;br /&gt;
:JMX3 Submachine Gun: 3 (5 damage) burst damage) -1 long range&lt;br /&gt;
Tang Dynasty gunk suit&lt;br /&gt;
&lt;br /&gt;
==Raver Mercenary Fighting Vechile&lt;br /&gt;
:20 HP&lt;br /&gt;
:2x 50 Cal Guns (20 rounds) 2x3 damage&lt;br /&gt;
:Carries 12 Infantry&lt;/div&gt;</summary>
		<author><name>Silence</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Heavy_Metal_Hyperborea&amp;diff=72153</id>
		<title>Heavy Metal Hyperborea</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Heavy_Metal_Hyperborea&amp;diff=72153"/>
		<updated>2025-12-15T04:01:09Z</updated>

		<summary type="html">&lt;p&gt;Silence: /* NPCS of HMH */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Fifty years ago there was war that engulfed the war, the Hyperborea Empire had taking the advantage of the Balhae Kingdom&#039;s airship concept, the war golems of Tang and Ur, and the tanks of Dassia to construct the first modern war machine putting together all the benefits of the Magitek revolution and launched with its ally Zipang, a war to bring down the naval Dassia-Pemrose and the Liu Dynasty.  The war raged for six years and expanded nearly the entire globe for eight years before the Old Kingdom used one of its ancient super weapons the Rah-Hylos and destroyed the fortress city of Wyrmhaven and the constituting 12th Imperial Aerial Army, which saw the collapse of the Empire&#039;s lines forced surrender and the another year long siege of Zipang before the Shogun was brough to the table.  War repatriations and strict limits of military size was imposed, for a period of nearly fifty years.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Last year the treaty limitations has run out, and the once unified allied powers of the world have splintered, with Dassia-Premrose and its colonies in uneasy alliance with Huecztlan in the Aztland Accord as the primer power.  Zipang has fallen into communist revolution and once again become a hermit kingdom, and now with the space race to get to the moon Artemisa between Dassia and Balhae there are no longer pressure on the Empire to maintain its arms limitation as there had been expected by the superpowers leaving only uneasy neighbors to protest.  Across the empire, plans decades drawn out are put into motion as the Empire war machine rumbles to life.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In the northern corner of the Empire, next to the realm of Sirus, Rosencruz Military Academy has been reopened, it was here the promising cadets were sent to learn the ways of being armor rider, and a special new class of students have been gathered to test out their own capabilities and the armors the empire has built for them.&lt;br /&gt;
&lt;br /&gt;
=Character Creation=&lt;br /&gt;
&lt;br /&gt;
==Character Archetype: ==&lt;br /&gt;
:The Ojou-Sama: High Nobles are the imperial elites, they have bonus to magic (old) and social skills and social rank&lt;br /&gt;
:The Cometary Farmgirl: Picked out for their skills in piloting they have bonus to magitek armor combat and +3 fate points per session&lt;br /&gt;
:The Four Murasame: The Imperial Warlabs of Thelma Mountain were never discovered and thus were never shut down and their lack of morality never slowed down.  You are enhanced with magitek circuits allow for better piloting and magitek protocols: Bonus to magitek armor combat, personal combat, and magic (new), malus to social skills, malus in social rank&lt;br /&gt;
:The Catgirl: Genetic enhancements were also seen as optional way to getter pilots, using the old alchemists of the old war for new purposes.  Bonus to personal combat, magitek armor and social skills,  malus in social rank and disguises.&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
Stats: Start with 1 in each category,18 points to spend, each rank its number in points to buy.&lt;br /&gt;
&lt;br /&gt;
===Primary Stats===&lt;br /&gt;
:Knowledge&lt;br /&gt;
:Wits&lt;br /&gt;
:Strength&lt;br /&gt;
:Dex&lt;br /&gt;
:Endurance&lt;br /&gt;
:Willpower&lt;br /&gt;
&lt;br /&gt;
===Secondary  States===&lt;br /&gt;
:Ether Pool: Willpower (x2) + Strength&lt;br /&gt;
:Health Points: (Endurance x 3) + Strength + Willpower&lt;br /&gt;
:Sanity Points: Wits x 2 + Knowledge + Willpower&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
Major Skills are put into broad categories; they cost their value in rank.  Specialized Skills such as Riffle or Snipping give two points per rank, and even more specific skills (such as using specific model of weapon gives 3 points).  You get 30 points.&lt;br /&gt;
&lt;br /&gt;
===Major Skills (Non-Exhaustive List)===&lt;br /&gt;
:Dodge&lt;br /&gt;
:Range Combat &lt;br /&gt;
:Melee Combat&lt;br /&gt;
:Persuasion&lt;br /&gt;
:Speech-making&lt;br /&gt;
:Investigation&lt;br /&gt;
:Stealth&lt;br /&gt;
&lt;br /&gt;
===Magic and Skills===&lt;br /&gt;
Magic costs 5 points level, and each level they gain a signature spell.  Each subbranch costs 3 points and every three ranks gain a signature spell.  Magic spells cost core level of mp per spell (can be boosted up to three times by doubling the cost each time a boost is applied).  Old magic will take longer to cast unless you use blood magic and sacrifice health points for instant cast.  New Magic requires not only skill points but the appropriate magitek device (either installed in you as cyborg) or in your equipment for the spell to cast.&lt;br /&gt;
&lt;br /&gt;
====Old Magic: ====&lt;br /&gt;
:Summoning&lt;br /&gt;
:Curses&lt;br /&gt;
:Bullet Time&lt;br /&gt;
:Geass&lt;br /&gt;
:Teleportation&lt;br /&gt;
&lt;br /&gt;
====New Magic (Magitek Circuits) ====&lt;br /&gt;
:Energy Blasts&lt;br /&gt;
:Forcefields&lt;br /&gt;
:Healing&lt;br /&gt;
&lt;br /&gt;
===Magitek Armor Piloting===&lt;br /&gt;
Pilot Points: As cadets your pretty poor at piloting at the start.  But thanks to be characters in a silence game you get plenty of xp to grow.  You start off with one point in Piloting, Range and Melee Combat, and ten points like normal to spend on the rest.&lt;br /&gt;
&lt;br /&gt;
:Magitek Piloting&lt;br /&gt;
::Dodging (instead of attacking you build up dodge points to increase the difficulty to get hit this and next turn)&lt;br /&gt;
::Pursuing (instead of attacking directly (though you are still attacking and expending ammo / energy you will be building up pursuit points to represent manipulating the enemy to get into your crosssite next turn)&lt;br /&gt;
&lt;br /&gt;
:Range Combat&lt;br /&gt;
::Carried Weapons&lt;br /&gt;
::Internal Weaopns&lt;br /&gt;
::BVR Attacks&lt;br /&gt;
::Satelites&lt;br /&gt;
&lt;br /&gt;
:Melee Combat&lt;br /&gt;
::Parrying&lt;br /&gt;
::Physical Attack&lt;br /&gt;
::Beam Attack&lt;br /&gt;
::John Wick&lt;br /&gt;
&lt;br /&gt;
:Special / MISC&lt;br /&gt;
::AWACs&lt;br /&gt;
::Jamming&lt;br /&gt;
::Shields&lt;br /&gt;
::Magic&lt;br /&gt;
&lt;br /&gt;
=Nations of the World=&lt;br /&gt;
==Pre-History==&lt;br /&gt;
:Lemuria Civilization: Antidelivian civlization, fell when Silver Dragon Comet tail impacted into Terra, left ruins everywhere.&lt;br /&gt;
&lt;br /&gt;
==Northern Hemisphere==&lt;br /&gt;
===Hyperborea===&lt;br /&gt;
:Eastern side of the Randgrith Mountains, home to Hyperborean Empire (of Sternhold), one of the first nations to form after the Flood, the Sternhold became the Empire roughly 400 years ago and was the dominant power on the continent till the World War which has saw it fall it into the ranks of secondary powers, however the force peace and divestment from expensive war time machines has allowed its civilian economy to thrive to chagrin to its rivals who had hoped for a civil war with the powerful secondary nobles.  Now its posed to retake its prominence on the continent. &lt;br /&gt;
:Dual Monarchy of Dassia-Premrose is the current world power, the island of Dassia was the home to Hyperborean saga of the magitek revolution and the Premrose Kingdom had been the prominent land power rival to the Empire since the Flood, the unification of the monarchies ninety years ago had been one of the instigating factors of the Empire&#039;s aggression.  With colonies on all land masses and massive naval and sky fleet its power projection is unrivaled by any other power, however in every theatre it faces challenges.  The relaxation on the chains on the Empire&#039;s might came with backroom dealings of Imperial backing in case a series war would break out and restoration of old Imperial colonies.  Time will tell if this dente will last. Eastern border with the Empire.  Has a space program.&lt;br /&gt;
:Papal State of Old Lux, the Pope of Church of Dawn and Dusk lives here, has 2 divisions and small army of super soldiers. &lt;br /&gt;
:Genoace Republican Sphere of Trade and Defense: A collection of old merchant city states in alliance, southern border of the Empire.&lt;br /&gt;
:Land of the Sirius (Western) the Sirius Taiga is the largest biome on the planet and home to several small lords and raiding tribes.  Many of them travel east and west to be mercenaries&lt;br /&gt;
:POLON: Once a troubled commonwealth, the last election for the king saw the continent largest arms corporation buy the seat and turn the state into ultra-modern corporate dystopia.&lt;br /&gt;
&lt;br /&gt;
==Muria==&lt;br /&gt;
:Western side of the mountains, home to the Tang Khanate which replaced the last dynasty during the World War, the Tang maintain small army and massive military police to keep the populace in line, effectively controlled by the megacorporations from the victorious Balhae. &lt;br /&gt;
:Greater Balhae Federation: The Balhae Empire gives slightly more than lip service of freedom to its  client states and conquests from Zipang.  The presence of Dassia colonies in many areas on the map in their sphere of influence as well as the Dassia&#039;s economic hostility towards the ruling megacorporation&#039;s has seen that one fruitful alliance fallen aside in a cold war of monarchal states and more corporate ones.  Has a space program.&lt;br /&gt;
:Qujra Confederation: A rising state of ex-Zipang colonies, famous and brutal neutral realpoltik.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Equatorial Old Lemuria and Zipang==&lt;br /&gt;
:New Lemuria: Dassia&#039;s crown jewel, a massive land state of factories and mines, and archeological digs.  Originally settled by exiled criminals and losers in civil wars, it soon has become more and more prominent and its effectively independent with industrial output equal to the homeland. &lt;br /&gt;
:Kingstate of Ur: Located in the blasted lands, it&#039;s nearly impossible to get to due to volcanic interference controlled by the Ur magi.  Home to the oldest magic archive and many secret societies take their home in the numerous towers there.  &lt;br /&gt;
:The Golden Empire which controls the major gold and diamond minds in the world, the most powerful kingdom of the southern natives, its wealth has allowed it to buy mercs and at times entire states&#039;s militaries to defends its vast holdings against Dassia and Zipang.  &lt;br /&gt;
:57th Dynasty of Rah-Templos (the Old Kingdom).  A minor state that had survived the Flood intact, it had scooped up bunch of the best Lemurian gear in the aftermath and been coast riding since then.&lt;br /&gt;
:Zipang: The home to the Western magitek revolution it supernova into empire that had tentacles across the world but was defeated in the world war along with its imperial ally and ended up in worst shape.  Its suffered a communist revolution and has since withdrawn from nearly contact with the outside world.  It too has a space program. &lt;br /&gt;
&lt;br /&gt;
==Atlantis==&lt;br /&gt;
Massive Island Continent home to the mysterious beings&#039; outsiders call the Fae who patronize two kingdoms. &lt;br /&gt;
:Kahicoam a civilization dedicated to building intricate sigils into the ground, Dassian and Zipang colonization efforts meet with strange plagues and mutations despite their lower tech level. &lt;br /&gt;
:The Anazasi Collective mostly lives in the mountains regions of the continent and are more incline to living underground though believed to have equal tech levels as the rest of the world, spies report their plans for invasion of the either Kahiocoam or some other power on the continent.  Reports are there Balhae agents on the ground. &lt;br /&gt;
:The Divine Empire of Huecztlan was a client state of Zipang and which saw it consolidate its rule over its lesser kingdoms, these days is a client state of Dassia.&lt;br /&gt;
:The northern most portion of the land is home to massive radioactive wreck from the time of Lemuria, isolated and home to pirates and minor colonies.&lt;br /&gt;
&lt;br /&gt;
=NPCS of HMH=&lt;br /&gt;
==Empire==&lt;br /&gt;
===Rosencrux Staff===&lt;br /&gt;
:Kommondant Sir Olsen: Nils Olsen, age 80 war hero&lt;br /&gt;
:Colonel Baron Fredrick Altdorf: Piloting and Tactics, commander of the 99th Regiment of the 9th Army.&lt;br /&gt;
:Professor Gloria Vanitas: Academics and Magic Teacher, den mother.&lt;br /&gt;
:Professor Major (ret) Jordan Eisen, Engineering and Science&lt;br /&gt;
&lt;br /&gt;
===Other Section Members===&lt;br /&gt;
:Takana Miyuki: Zipang noble, archer&lt;br /&gt;
:Alison Neismith: Sword Prodigy commoner, &lt;br /&gt;
:Elizabita Dumont: Quiet cyborg&lt;br /&gt;
:Ivan Bulganov: Sirian Boyar&#039;s Heir&lt;br /&gt;
&lt;br /&gt;
===Other Students===&lt;br /&gt;
:Meribel Fafnir: Honor and Discipline Committee member (second year)&lt;br /&gt;
:Joachim Fafnir: Honor and Discipline Committee vice-captain (third year)&lt;br /&gt;
:Lord Lucian Mandlestein, heir to the Grand Duchy of Alteisen, &lt;br /&gt;
:Princess Helena, 5th princess of the empire&lt;br /&gt;
&lt;br /&gt;
==Dual Monarchy==&lt;br /&gt;
:Prime Minister Charles Galbraith: Former Sky Marshal, and ten year occupant of Brenton House, known as Steel Heart&lt;br /&gt;
:Pariah-1: Unknown Ace of Aces.&lt;br /&gt;
&lt;br /&gt;
=Magitek Armor Library=&lt;br /&gt;
==Sigurd Mk1==&lt;br /&gt;
:HP: 30&lt;br /&gt;
:Mobility (Ground Type): 1&lt;br /&gt;
:Electronics: 0&lt;br /&gt;
:Tactical Slots: 2&lt;br /&gt;
::Shield +15 HP&lt;br /&gt;
::120mm Rifle 10 Damage, 12 shots, 3 reloads&lt;br /&gt;
::Tankslayer Sword: 10 Damage (25 against tanks) &lt;br /&gt;
First magitek armor used in the conflict, now relegated to training purposes. &lt;br /&gt;
&lt;br /&gt;
==Sigurd Mk2==&lt;br /&gt;
:HP: 40&lt;br /&gt;
:Mobility (Ground Type): 2&lt;br /&gt;
:Electronics 1&lt;br /&gt;
:Tactical Slots: 3&lt;br /&gt;
::Shield +15 HP&lt;br /&gt;
::120mm Rifle 10 Damage, 12 shots, 3 reloads&lt;br /&gt;
::Tankslayer Sword: 10 Damage (25 against tanks) &lt;br /&gt;
::Steel Arrow Missile Launcher System:&lt;br /&gt;
:::TCAM-1 50 Damage 1 Shot&lt;br /&gt;
:::TCAM-2 12 Damage, 4 shots&lt;br /&gt;
:::Sensor Pod&lt;br /&gt;
:::Magic Circuit&lt;br /&gt;
:::Liftstone Wings&lt;br /&gt;
Still used by second line troops in the empire, this is the armor that upper classmen and instructors use, though such pilots tend to customize their rides.&lt;br /&gt;
&lt;br /&gt;
===Carnation===&lt;br /&gt;
:HP: 25&lt;br /&gt;
:Mobility (Ground Type): 3&lt;br /&gt;
:Electronics: 3&lt;br /&gt;
:Weapons&lt;br /&gt;
::Kingdom Etherbuster (Energy Riffle) 5 shots, 30 damage&lt;br /&gt;
::Kingdom Manasword (Energy Sword): 15 damage +1 Aim&lt;br /&gt;
::Gatting Cannons (5 damage, 30 rounds)&lt;br /&gt;
::Shield +10 HP&lt;br /&gt;
Kingdom Mook Suit: Several were captured or bought during or after the war to serve as opfor for the Academy.&lt;/div&gt;</summary>
		<author><name>Silence</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Heavy_Metal_Hyperborea&amp;diff=72152</id>
		<title>Heavy Metal Hyperborea</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Heavy_Metal_Hyperborea&amp;diff=72152"/>
		<updated>2025-12-15T03:59:06Z</updated>

		<summary type="html">&lt;p&gt;Silence: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Fifty years ago there was war that engulfed the war, the Hyperborea Empire had taking the advantage of the Balhae Kingdom&#039;s airship concept, the war golems of Tang and Ur, and the tanks of Dassia to construct the first modern war machine putting together all the benefits of the Magitek revolution and launched with its ally Zipang, a war to bring down the naval Dassia-Pemrose and the Liu Dynasty.  The war raged for six years and expanded nearly the entire globe for eight years before the Old Kingdom used one of its ancient super weapons the Rah-Hylos and destroyed the fortress city of Wyrmhaven and the constituting 12th Imperial Aerial Army, which saw the collapse of the Empire&#039;s lines forced surrender and the another year long siege of Zipang before the Shogun was brough to the table.  War repatriations and strict limits of military size was imposed, for a period of nearly fifty years.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Last year the treaty limitations has run out, and the once unified allied powers of the world have splintered, with Dassia-Premrose and its colonies in uneasy alliance with Huecztlan in the Aztland Accord as the primer power.  Zipang has fallen into communist revolution and once again become a hermit kingdom, and now with the space race to get to the moon Artemisa between Dassia and Balhae there are no longer pressure on the Empire to maintain its arms limitation as there had been expected by the superpowers leaving only uneasy neighbors to protest.  Across the empire, plans decades drawn out are put into motion as the Empire war machine rumbles to life.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In the northern corner of the Empire, next to the realm of Sirus, Rosencruz Military Academy has been reopened, it was here the promising cadets were sent to learn the ways of being armor rider, and a special new class of students have been gathered to test out their own capabilities and the armors the empire has built for them.&lt;br /&gt;
&lt;br /&gt;
=Character Creation=&lt;br /&gt;
&lt;br /&gt;
==Character Archetype: ==&lt;br /&gt;
:The Ojou-Sama: High Nobles are the imperial elites, they have bonus to magic (old) and social skills and social rank&lt;br /&gt;
:The Cometary Farmgirl: Picked out for their skills in piloting they have bonus to magitek armor combat and +3 fate points per session&lt;br /&gt;
:The Four Murasame: The Imperial Warlabs of Thelma Mountain were never discovered and thus were never shut down and their lack of morality never slowed down.  You are enhanced with magitek circuits allow for better piloting and magitek protocols: Bonus to magitek armor combat, personal combat, and magic (new), malus to social skills, malus in social rank&lt;br /&gt;
:The Catgirl: Genetic enhancements were also seen as optional way to getter pilots, using the old alchemists of the old war for new purposes.  Bonus to personal combat, magitek armor and social skills,  malus in social rank and disguises.&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
Stats: Start with 1 in each category,18 points to spend, each rank its number in points to buy.&lt;br /&gt;
&lt;br /&gt;
===Primary Stats===&lt;br /&gt;
:Knowledge&lt;br /&gt;
:Wits&lt;br /&gt;
:Strength&lt;br /&gt;
:Dex&lt;br /&gt;
:Endurance&lt;br /&gt;
:Willpower&lt;br /&gt;
&lt;br /&gt;
===Secondary  States===&lt;br /&gt;
:Ether Pool: Willpower (x2) + Strength&lt;br /&gt;
:Health Points: (Endurance x 3) + Strength + Willpower&lt;br /&gt;
:Sanity Points: Wits x 2 + Knowledge + Willpower&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
Major Skills are put into broad categories; they cost their value in rank.  Specialized Skills such as Riffle or Snipping give two points per rank, and even more specific skills (such as using specific model of weapon gives 3 points).  You get 30 points.&lt;br /&gt;
&lt;br /&gt;
===Major Skills (Non-Exhaustive List)===&lt;br /&gt;
:Dodge&lt;br /&gt;
:Range Combat &lt;br /&gt;
:Melee Combat&lt;br /&gt;
:Persuasion&lt;br /&gt;
:Speech-making&lt;br /&gt;
:Investigation&lt;br /&gt;
:Stealth&lt;br /&gt;
&lt;br /&gt;
===Magic and Skills===&lt;br /&gt;
Magic costs 5 points level, and each level they gain a signature spell.  Each subbranch costs 3 points and every three ranks gain a signature spell.  Magic spells cost core level of mp per spell (can be boosted up to three times by doubling the cost each time a boost is applied).  Old magic will take longer to cast unless you use blood magic and sacrifice health points for instant cast.  New Magic requires not only skill points but the appropriate magitek device (either installed in you as cyborg) or in your equipment for the spell to cast.&lt;br /&gt;
&lt;br /&gt;
====Old Magic: ====&lt;br /&gt;
:Summoning&lt;br /&gt;
:Curses&lt;br /&gt;
:Bullet Time&lt;br /&gt;
:Geass&lt;br /&gt;
:Teleportation&lt;br /&gt;
&lt;br /&gt;
====New Magic (Magitek Circuits) ====&lt;br /&gt;
:Energy Blasts&lt;br /&gt;
:Forcefields&lt;br /&gt;
:Healing&lt;br /&gt;
&lt;br /&gt;
===Magitek Armor Piloting===&lt;br /&gt;
Pilot Points: As cadets your pretty poor at piloting at the start.  But thanks to be characters in a silence game you get plenty of xp to grow.  You start off with one point in Piloting, Range and Melee Combat, and ten points like normal to spend on the rest.&lt;br /&gt;
&lt;br /&gt;
:Magitek Piloting&lt;br /&gt;
::Dodging (instead of attacking you build up dodge points to increase the difficulty to get hit this and next turn)&lt;br /&gt;
::Pursuing (instead of attacking directly (though you are still attacking and expending ammo / energy you will be building up pursuit points to represent manipulating the enemy to get into your crosssite next turn)&lt;br /&gt;
&lt;br /&gt;
:Range Combat&lt;br /&gt;
::Carried Weapons&lt;br /&gt;
::Internal Weaopns&lt;br /&gt;
::BVR Attacks&lt;br /&gt;
::Satelites&lt;br /&gt;
&lt;br /&gt;
:Melee Combat&lt;br /&gt;
::Parrying&lt;br /&gt;
::Physical Attack&lt;br /&gt;
::Beam Attack&lt;br /&gt;
::John Wick&lt;br /&gt;
&lt;br /&gt;
:Special / MISC&lt;br /&gt;
::AWACs&lt;br /&gt;
::Jamming&lt;br /&gt;
::Shields&lt;br /&gt;
::Magic&lt;br /&gt;
&lt;br /&gt;
=Nations of the World=&lt;br /&gt;
==Pre-History==&lt;br /&gt;
:Lemuria Civilization: Antidelivian civlization, fell when Silver Dragon Comet tail impacted into Terra, left ruins everywhere.&lt;br /&gt;
&lt;br /&gt;
==Northern Hemisphere==&lt;br /&gt;
===Hyperborea===&lt;br /&gt;
:Eastern side of the Randgrith Mountains, home to Hyperborean Empire (of Sternhold), one of the first nations to form after the Flood, the Sternhold became the Empire roughly 400 years ago and was the dominant power on the continent till the World War which has saw it fall it into the ranks of secondary powers, however the force peace and divestment from expensive war time machines has allowed its civilian economy to thrive to chagrin to its rivals who had hoped for a civil war with the powerful secondary nobles.  Now its posed to retake its prominence on the continent. &lt;br /&gt;
:Dual Monarchy of Dassia-Premrose is the current world power, the island of Dassia was the home to Hyperborean saga of the magitek revolution and the Premrose Kingdom had been the prominent land power rival to the Empire since the Flood, the unification of the monarchies ninety years ago had been one of the instigating factors of the Empire&#039;s aggression.  With colonies on all land masses and massive naval and sky fleet its power projection is unrivaled by any other power, however in every theatre it faces challenges.  The relaxation on the chains on the Empire&#039;s might came with backroom dealings of Imperial backing in case a series war would break out and restoration of old Imperial colonies.  Time will tell if this dente will last. Eastern border with the Empire.  Has a space program.&lt;br /&gt;
:Papal State of Old Lux, the Pope of Church of Dawn and Dusk lives here, has 2 divisions and small army of super soldiers. &lt;br /&gt;
:Genoace Republican Sphere of Trade and Defense: A collection of old merchant city states in alliance, southern border of the Empire.&lt;br /&gt;
:Land of the Sirius (Western) the Sirius Taiga is the largest biome on the planet and home to several small lords and raiding tribes.  Many of them travel east and west to be mercenaries&lt;br /&gt;
:POLON: Once a troubled commonwealth, the last election for the king saw the continent largest arms corporation buy the seat and turn the state into ultra-modern corporate dystopia.&lt;br /&gt;
&lt;br /&gt;
==Muria==&lt;br /&gt;
:Western side of the mountains, home to the Tang Khanate which replaced the last dynasty during the World War, the Tang maintain small army and massive military police to keep the populace in line, effectively controlled by the megacorporations from the victorious Balhae. &lt;br /&gt;
:Greater Balhae Federation: The Balhae Empire gives slightly more than lip service of freedom to its  client states and conquests from Zipang.  The presence of Dassia colonies in many areas on the map in their sphere of influence as well as the Dassia&#039;s economic hostility towards the ruling megacorporation&#039;s has seen that one fruitful alliance fallen aside in a cold war of monarchal states and more corporate ones.  Has a space program.&lt;br /&gt;
:Qujra Confederation: A rising state of ex-Zipang colonies, famous and brutal neutral realpoltik.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Equatorial Old Lemuria and Zipang==&lt;br /&gt;
:New Lemuria: Dassia&#039;s crown jewel, a massive land state of factories and mines, and archeological digs.  Originally settled by exiled criminals and losers in civil wars, it soon has become more and more prominent and its effectively independent with industrial output equal to the homeland. &lt;br /&gt;
:Kingstate of Ur: Located in the blasted lands, it&#039;s nearly impossible to get to due to volcanic interference controlled by the Ur magi.  Home to the oldest magic archive and many secret societies take their home in the numerous towers there.  &lt;br /&gt;
:The Golden Empire which controls the major gold and diamond minds in the world, the most powerful kingdom of the southern natives, its wealth has allowed it to buy mercs and at times entire states&#039;s militaries to defends its vast holdings against Dassia and Zipang.  &lt;br /&gt;
:57th Dynasty of Rah-Templos (the Old Kingdom).  A minor state that had survived the Flood intact, it had scooped up bunch of the best Lemurian gear in the aftermath and been coast riding since then.&lt;br /&gt;
:Zipang: The home to the Western magitek revolution it supernova into empire that had tentacles across the world but was defeated in the world war along with its imperial ally and ended up in worst shape.  Its suffered a communist revolution and has since withdrawn from nearly contact with the outside world.  It too has a space program. &lt;br /&gt;
&lt;br /&gt;
==Atlantis==&lt;br /&gt;
Massive Island Continent home to the mysterious beings&#039; outsiders call the Fae who patronize two kingdoms. &lt;br /&gt;
:Kahicoam a civilization dedicated to building intricate sigils into the ground, Dassian and Zipang colonization efforts meet with strange plagues and mutations despite their lower tech level. &lt;br /&gt;
:The Anazasi Collective mostly lives in the mountains regions of the continent and are more incline to living underground though believed to have equal tech levels as the rest of the world, spies report their plans for invasion of the either Kahiocoam or some other power on the continent.  Reports are there Balhae agents on the ground. &lt;br /&gt;
:The Divine Empire of Huecztlan was a client state of Zipang and which saw it consolidate its rule over its lesser kingdoms, these days is a client state of Dassia.&lt;br /&gt;
:The northern most portion of the land is home to massive radioactive wreck from the time of Lemuria, isolated and home to pirates and minor colonies.&lt;br /&gt;
&lt;br /&gt;
=NPCS of HMH=&lt;br /&gt;
==Empire==&lt;br /&gt;
===Rosencrux Staff===&lt;br /&gt;
:Kommondant Sir Olsen: Nils Olsen, age 80 war hero&lt;br /&gt;
:Colonel Baron Fredrick Altdorf: Piloting and Tactics, commander of the 99th Regiment of the 9th Army.&lt;br /&gt;
:Professor Gloria Vanitas: Academics and Magic Teacher, den mother.&lt;br /&gt;
&amp;quot;Professor Major (ret) Jordan Eisen, Engineering and Science&lt;br /&gt;
&lt;br /&gt;
===Other Section Members===&lt;br /&gt;
:Takana Miyuki: Zipang noble, archer&lt;br /&gt;
:Alison Neismith: Sword Prodigy commoner, &lt;br /&gt;
:Elizabita Dumont: Quiet cyborg&lt;br /&gt;
Ivan Bulganov: Sirian Boyar&#039;s Heir&lt;br /&gt;
&lt;br /&gt;
===Other Students===&lt;br /&gt;
:Meribel Fafnir: Honor and Discipline Committee member (second year)&lt;br /&gt;
:Joachim Fafnir: Honor and Discipline Committee vice-captain (third year)&lt;br /&gt;
:Lord Lucian Mandlestein, heir to the Grand Duchy of Alteisen, &lt;br /&gt;
:Princess Helena, 5th princess of the empire&lt;br /&gt;
&lt;br /&gt;
==Dual Monarchy==&lt;br /&gt;
:Prime Minister Charles Galbraith: Former Sky Marshal, and ten year occupant of Brenton House, known as Steel Heart&lt;br /&gt;
:Pariah-1: Unknown Ace of Aces.&lt;br /&gt;
&lt;br /&gt;
=Magitek Armor Library=&lt;br /&gt;
==Sigurd Mk1==&lt;br /&gt;
:HP: 30&lt;br /&gt;
:Mobility (Ground Type): 1&lt;br /&gt;
:Electronics: 0&lt;br /&gt;
:Tactical Slots: 2&lt;br /&gt;
::Shield +15 HP&lt;br /&gt;
::120mm Rifle 10 Damage, 12 shots, 3 reloads&lt;br /&gt;
::Tankslayer Sword: 10 Damage (25 against tanks) &lt;br /&gt;
First magitek armor used in the conflict, now relegated to training purposes. &lt;br /&gt;
&lt;br /&gt;
==Sigurd Mk2==&lt;br /&gt;
:HP: 40&lt;br /&gt;
:Mobility (Ground Type): 2&lt;br /&gt;
:Electronics 1&lt;br /&gt;
:Tactical Slots: 3&lt;br /&gt;
::Shield +15 HP&lt;br /&gt;
::120mm Rifle 10 Damage, 12 shots, 3 reloads&lt;br /&gt;
::Tankslayer Sword: 10 Damage (25 against tanks) &lt;br /&gt;
::Steel Arrow Missile Launcher System:&lt;br /&gt;
:::TCAM-1 50 Damage 1 Shot&lt;br /&gt;
:::TCAM-2 12 Damage, 4 shots&lt;br /&gt;
:::Sensor Pod&lt;br /&gt;
:::Magic Circuit&lt;br /&gt;
:::Liftstone Wings&lt;br /&gt;
Still used by second line troops in the empire, this is the armor that upper classmen and instructors use, though such pilots tend to customize their rides.&lt;br /&gt;
&lt;br /&gt;
===Carnation===&lt;br /&gt;
:HP: 25&lt;br /&gt;
:Mobility (Ground Type): 3&lt;br /&gt;
:Electronics: 3&lt;br /&gt;
:Weapons&lt;br /&gt;
::Kingdom Etherbuster (Energy Riffle) 5 shots, 30 damage&lt;br /&gt;
::Kingdom Manasword (Energy Sword): 15 damage +1 Aim&lt;br /&gt;
::Gatting Cannons (5 damage, 30 rounds)&lt;br /&gt;
::Shield +10 HP&lt;br /&gt;
Kingdom Mook Suit: Several were captured or bought during or after the war to serve as opfor for the Academy.&lt;/div&gt;</summary>
		<author><name>Silence</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Heavy_Metal_Hyperborea&amp;diff=72137</id>
		<title>Heavy Metal Hyperborea</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Heavy_Metal_Hyperborea&amp;diff=72137"/>
		<updated>2025-12-14T20:39:27Z</updated>

		<summary type="html">&lt;p&gt;Silence: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Fifty years ago there was war that engulfed the war, the Hyperborea Empire had taking the advantage of the Balhae Kingdom&#039;s airship concept, the war golems of Tang and Ur, and the tanks of Dassia to construct the first modern war machine putting together all the benefits of the Magitek revolution and launched with its ally Zipang, a war to bring down the naval Dassia-Pemrose and the Liu Dynasty.  The war raged for six years and expanded nearly the entire globe for eight years before the Old Kingdom used one of its ancient super weapons the Rah-Hylos and destroyed the fortress city of Wyrmhaven and the constituting 12th Imperial Aerial Army, which saw the collapse of the Empire&#039;s lines forced surrender and the another year long siege of Zipang before the Shogun was brough to the table.  War repatriations and strict limits of military size was imposed, for a period of nearly fifty years.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Last year the treaty limitations has run out, and the once unified allied powers of the world have splintered, with Dassia-Premrose and its colonies in uneasy alliance with Huecztlan in the Aztland Accord as the primer power.  Zipang has fallen into communist revolution and once again become a hermit kingdom, and now with the space race to get to the moon Artemisa between Dassia and Balhae there are no longer pressure on the Empire to maintain its arms limitation as there had been expected by the superpowers leaving only uneasy neighbors to protest.  Across the empire, plans decades drawn out are put into motion as the Empire war machine rumbles to life.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In the northern corner of the Empire, next to the realm of Sirus, Rosencruz Military Academy has been reopened, it was here the promising cadets were sent to learn the ways of being armor rider, and a special new class of students have been gathered to test out their own capabilities and the armors the empire has built for them.&lt;br /&gt;
&lt;br /&gt;
=Character Creation=&lt;br /&gt;
&lt;br /&gt;
==Character Archetype: ==&lt;br /&gt;
:The Ojou-Sama: High Nobles are the imperial elites, they have bonus to magic (old) and social skills and social rank&lt;br /&gt;
:The Cometary Farmgirl: Picked out for their skills in piloting they have bonus to magitek armor combat and +3 fate points per session&lt;br /&gt;
:The Four Murasame: The Imperial Warlabs of Thelma Mountain were never discovered and thus were never shut down and their lack of morality never slowed down.  You are enhanced with magitek circuits allow for better piloting and magitek protocols: Bonus to magitek armor combat, personal combat, and magic (new), malus to social skills, malus in social rank&lt;br /&gt;
:The Catgirl: Genetic enhancements were also seen as optional way to getter pilots, using the old alchemists of the old war for new purposes.  Bonus to personal combat, magitek armor and social skills,  malus in social rank and disguises.&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
Stats: Start with 1 in each category,18 points to spend, each rank its number in points to buy.&lt;br /&gt;
&lt;br /&gt;
===Primary Stats===&lt;br /&gt;
:Knowledge&lt;br /&gt;
:Wits&lt;br /&gt;
:Strength&lt;br /&gt;
:Dex&lt;br /&gt;
:Endurance&lt;br /&gt;
:Willpower&lt;br /&gt;
&lt;br /&gt;
===Secondary  States===&lt;br /&gt;
:Ether Pool: Willpower (x2) + Strength&lt;br /&gt;
:Health Points: (Endurance x 3) + Strength + Willpower&lt;br /&gt;
:Sanity Points: Wits x 2 + Knowledge + Willpower&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
Major Skills are put into broad categories; they cost their value in rank.  Specialized Skills such as Riffle or Snipping give two points per rank, and even more specific skills (such as using specific model of weapon gives 3 points).  You get 30 points.&lt;br /&gt;
&lt;br /&gt;
===Major Skills (Non-Exhaustive List)===&lt;br /&gt;
:Dodge&lt;br /&gt;
:Range Combat &lt;br /&gt;
:Melee Combat&lt;br /&gt;
:Persuasion&lt;br /&gt;
:Speech-making&lt;br /&gt;
:Investigation&lt;br /&gt;
:Stealth&lt;br /&gt;
&lt;br /&gt;
===Magic and Skills===&lt;br /&gt;
Magic costs 5 points level, and each level they gain a signature spell.  Each subbranch costs 3 points and every three ranks gain a signature spell.  Magic spells cost core level of mp per spell (can be boosted up to three times by doubling the cost each time a boost is applied).  Old magic will take longer to cast unless you use blood magic and sacrifice health points for instant cast.  New Magic requires not only skill points but the appropriate magitek device (either installed in you as cyborg) or in your equipment for the spell to cast.&lt;br /&gt;
&lt;br /&gt;
====Old Magic: ====&lt;br /&gt;
:Summoning&lt;br /&gt;
:Curses&lt;br /&gt;
:Bullet Time&lt;br /&gt;
:Geass&lt;br /&gt;
:Teleportation&lt;br /&gt;
&lt;br /&gt;
====New Magic (Magitek Circuits) ====&lt;br /&gt;
:Energy Blasts&lt;br /&gt;
:Forcefields&lt;br /&gt;
:Healing&lt;br /&gt;
&lt;br /&gt;
===Magitek Armor Piloting===&lt;br /&gt;
Pilot Points: As cadets your pretty poor at piloting at the start.  But thanks to be characters in a silence game you get plenty of xp to grow.  You start off with one point in Piloting, Range and Melee Combat, and ten points like normal to spend on the rest.&lt;br /&gt;
&lt;br /&gt;
:Magitek Piloting&lt;br /&gt;
::Dodging (instead of attacking you build up dodge points to increase the difficulty to get hit this and next turn)&lt;br /&gt;
::Pursuing (instead of attacking directly (though you are still attacking and expending ammo / energy you will be building up pursuit points to represent manipulating the enemy to get into your crosssite next turn)&lt;br /&gt;
&lt;br /&gt;
:Range Combat&lt;br /&gt;
::Carried Weapons&lt;br /&gt;
::Internal Weaopns&lt;br /&gt;
::BVR Attacks&lt;br /&gt;
::Satelites&lt;br /&gt;
&lt;br /&gt;
:Melee Combat&lt;br /&gt;
::Parrying&lt;br /&gt;
::Physical Attack&lt;br /&gt;
::Beam Attack&lt;br /&gt;
::John Wick&lt;br /&gt;
&lt;br /&gt;
:Special / MISC&lt;br /&gt;
::AWACs&lt;br /&gt;
::Jamming&lt;br /&gt;
::Shields&lt;br /&gt;
::Magic&lt;br /&gt;
&lt;br /&gt;
=Nations of the World=&lt;br /&gt;
==Pre-History==&lt;br /&gt;
:Lemuria Civilization: Antidelivian civlization, fell when Silver Dragon Comet tail impacted into Terra, left ruins everywhere.&lt;br /&gt;
&lt;br /&gt;
==Northern Hemisphere==&lt;br /&gt;
===Hyperborea===&lt;br /&gt;
:Eastern side of the Randgrith Mountains, home to Hyperborean Empire (of Sternhold), one of the first nations to form after the Flood, the Sternhold became the Empire roughly 400 years ago and was the dominant power on the continent till the World War which has saw it fall it into the ranks of secondary powers, however the force peace and divestment from expensive war time machines has allowed its civilian economy to thrive to chagrin to its rivals who had hoped for a civil war with the powerful secondary nobles.  Now its posed to retake its prominence on the continent. &lt;br /&gt;
:Dual Monarchy of Dassia-Premrose is the current world power, the island of Dassia was the home to Hyperborean saga of the magitek revolution and the Premrose Kingdom had been the prominent land power rival to the Empire since the Flood, the unification of the monarchies ninety years ago had been one of the instigating factors of the Empire&#039;s aggression.  With colonies on all land masses and massive naval and sky fleet its power projection is unrivaled by any other power, however in every theatre it faces challenges.  The relaxation on the chains on the Empire&#039;s might came with backroom dealings of Imperial backing in case a series war would break out and restoration of old Imperial colonies.  Time will tell if this dente will last. Eastern border with the Empire.  Has a space program.&lt;br /&gt;
:Papal State of Old Lux, the Pope of Church of Dawn and Dusk lives here, has 2 divisions and small army of super soldiers. &lt;br /&gt;
:Genoace Republican Sphere of Trade and Defense: A collection of old merchant city states in alliance, southern border of the Empire.&lt;br /&gt;
:Land of the Sirius (Western) the Sirius Taiga is the largest biome on the planet and home to several small lords and raiding tribes.  Many of them travel east and west to be mercenaries&lt;br /&gt;
:POLON: Once a troubled commonwealth, the last election for the king saw the continent largest arms corporation buy the seat and turn the state into ultra-modern corporate dystopia.&lt;br /&gt;
&lt;br /&gt;
==Muria==&lt;br /&gt;
:Western side of the mountains, home to the Tang Khanate which replaced the last dynasty during the World War, the Tang maintain small army and massive military police to keep the populace in line, effectively controlled by the megacorporations from the victorious Balhae. &lt;br /&gt;
:Greater Balhae Federation: The Balhae Empire gives slightly more than lip service of freedom to its  client states and conquests from Zipang.  The presence of Dassia colonies in many areas on the map in their sphere of influence as well as the Dassia&#039;s economic hostility towards the ruling megacorporation&#039;s has seen that one fruitful alliance fallen aside in a cold war of monarchal states and more corporate ones.  Has a space program.&lt;br /&gt;
:Qujra Confederation: A rising state of ex-Zipang colonies, famous and brutal neutral realpoltik.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Equatorial Old Lemuria and Zipang==&lt;br /&gt;
:New Lemuria: Dassia&#039;s crown jewel, a massive land state of factories and mines, and archeological digs.  Originally settled by exiled criminals and losers in civil wars, it soon has become more and more prominent and its effectively independent with industrial output equal to the homeland. &lt;br /&gt;
:Kingstate of Ur: Located in the blasted lands, it&#039;s nearly impossible to get to due to volcanic interference controlled by the Ur magi.  Home to the oldest magic archive and many secret societies take their home in the numerous towers there.  &lt;br /&gt;
:The Golden Empire which controls the major gold and diamond minds in the world, the most powerful kingdom of the southern natives, its wealth has allowed it to buy mercs and at times entire states&#039;s militaries to defends its vast holdings against Dassia and Zipang.  &lt;br /&gt;
:57th Dynasty of Rah-Templos (the Old Kingdom).  A minor state that had survived the Flood intact, it had scooped up bunch of the best Lemurian gear in the aftermath and been coast riding since then.&lt;br /&gt;
:Zipang: The home to the Western magitek revolution it supernova into empire that had tentacles across the world but was defeated in the world war along with its imperial ally and ended up in worst shape.  Its suffered a communist revolution and has since withdrawn from nearly contact with the outside world.  It too has a space program. &lt;br /&gt;
&lt;br /&gt;
==Atlantis==&lt;br /&gt;
Massive Island Continent home to the mysterious beings&#039; outsiders call the Fae who patronize two kingdoms. &lt;br /&gt;
:Kahicoam a civilization dedicated to building intricate sigils into the ground, Dassian and Zipang colonization efforts meet with strange plagues and mutations despite their lower tech level. &lt;br /&gt;
:The Anazasi Collective mostly lives in the mountains regions of the continent and are more incline to living underground though believed to have equal tech levels as the rest of the world, spies report their plans for invasion of the either Kahiocoam or some other power on the continent.  Reports are there Balhae agents on the ground. &lt;br /&gt;
:The Divine Empire of Huecztlan was a client state of Zipang and which saw it consolidate its rule over its lesser kingdoms, these days is a client state of Dassia.&lt;br /&gt;
:The northern most portion of the land is home to massive radioactive wreck from the time of Lemuria, isolated and home to pirates and minor colonies.&lt;br /&gt;
&lt;br /&gt;
=Magitek Armor Library=&lt;br /&gt;
==Sigurd Mk1==&lt;br /&gt;
:HP: 30&lt;br /&gt;
:Mobility (Ground Type): 1&lt;br /&gt;
:Electronics: 0&lt;br /&gt;
:Tactical Slots: 2&lt;br /&gt;
::Shield +15 HP&lt;br /&gt;
::120mm Rifle 10 Damage, 12 shots, 3 reloads&lt;br /&gt;
::Tankslayer Sword: 10 Damage (25 against tanks) &lt;br /&gt;
First magitek armor used in the conflict, now relegated to training purposes. &lt;br /&gt;
&lt;br /&gt;
==Sigurd Mk2==&lt;br /&gt;
:HP: 40&lt;br /&gt;
:Mobility (Ground Type): 2&lt;br /&gt;
:Electronics 1&lt;br /&gt;
:Tactical Slots: 3&lt;br /&gt;
::Shield +15 HP&lt;br /&gt;
::120mm Rifle 10 Damage, 12 shots, 3 reloads&lt;br /&gt;
::Tankslayer Sword: 10 Damage (25 against tanks) &lt;br /&gt;
::Steel Arrow Missile Launcher System:&lt;br /&gt;
:::TCAM-1 50 Damage 1 Shot&lt;br /&gt;
:::TCAM-2 12 Damage, 4 shots&lt;br /&gt;
:::Sensor Pod&lt;br /&gt;
:::Magic Circuit&lt;br /&gt;
:::Liftstone Wings&lt;br /&gt;
Still used by second line troops in the empire, this is the armor that upper classmen and instructors use, though such pilots tend to customize their rides.&lt;br /&gt;
&lt;br /&gt;
===Carnation===&lt;br /&gt;
:HP: 25&lt;br /&gt;
:Mobility (Ground Type): 3&lt;br /&gt;
:Electronics: 3&lt;br /&gt;
:Weapons&lt;br /&gt;
::Kingdom Etherbuster (Energy Riffle) 5 shots, 30 damage&lt;br /&gt;
::Kingdom Manasword (Energy Sword): 15 damage +1 Aim&lt;br /&gt;
::Gatting Cannons (5 damage, 30 rounds)&lt;br /&gt;
::Shield +10 HP&lt;br /&gt;
Kingdom Mook Suit: Several were captured or bought during or after the war to serve as opfor for the Academy.&lt;/div&gt;</summary>
		<author><name>Silence</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Heavy_Metal_Hyperborea&amp;diff=72132</id>
		<title>Heavy Metal Hyperborea</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Heavy_Metal_Hyperborea&amp;diff=72132"/>
		<updated>2025-12-12T02:33:15Z</updated>

		<summary type="html">&lt;p&gt;Silence: /* Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Fifty years ago there was war that engulfed the war, the Hyperborea Empire had taking the advantage of the Balhae Kingdom&#039;s airship concept, the war golems of Tang and Ur, and the tanks of Dassia to construct the first modern war machine putting together all the benefits of the Magitek revolution and launched with its ally Zipang, a war to bring down the naval Dassia-Pemrose and the Liu Dynasty.  The war raged for six years and expanded nearly the entire globe for eight years before the Old Kingdom used one of its ancient super weapons the Rah-Hylos and destroyed the fortress city of Wyrmhaven and the constituting 12th Imperial Aerial Army, which saw the collapse of the Empire&#039;s lines forced surrender and the another year long siege of Zipang before the Shogun was brough to the table.  War repatriations and strict limits of military size was imposed, for a period of nearly fifty years.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Last year the treaty limitations has run out, and the once unified allied powers of the world have splintered, with Dassia-Premrose and its colonies in uneasy alliance with Huecztlan in the Aztland Accord as the primer power.  Zipang has fallen into communist revolution and once again become a hermit kingdom, and now with the space race to get to the moon Artemisa between Dassia and Balhae there are no longer pressure on the Empire to maintain its arms limitation as there had been expected by the superpowers leaving only uneasy neighbors to protest.  Across the empire, plans decades drawn out are put into motion as the Empire war machine rumbles to life.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In the northern corner of the Empire, next to the realm of Sirus, Rosencruz Military Academy has been reopened, it was here the promising cadets were sent to learn the ways of being armor rider, and a special new class of students have been gathered to test out their own capabilities and the armors the empire has built for them.&lt;br /&gt;
&lt;br /&gt;
=Character Creation=&lt;br /&gt;
&lt;br /&gt;
==Character Archetype: ==&lt;br /&gt;
:The Ojou-Sama: High Nobles are the imperial elites, they have bonus to magic (old) and social skills and social rank&lt;br /&gt;
:The Cometary Farmgirl: Picked out for their skills in piloting they have bonus to magitek armor combat and +3 fate points per session&lt;br /&gt;
:The Four Murasame: The Imperial Warlabs of Thelma Mountain were never discovered and thus were never shut down and their lack of morality never slowed down.  You are enhanced with magitek circuits allow for better piloting and magitek protocols: Bonus to magitek armor combat, personal combat, and magic (new), malus to social skills, malus in social rank&lt;br /&gt;
:The Catgirl: Genetic enhancements were also seen as optional way to getter pilots, using the old alchemists of the old war for new purposes.  Bonus to personal combat, magitek armor and social skills,  malus in social rank and disguises.&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
Stats: Start with 1 in each category,18 points to spend, each rank its number in points to buy.&lt;br /&gt;
&lt;br /&gt;
===Primary Stats===&lt;br /&gt;
:Knowledge&lt;br /&gt;
:Wits&lt;br /&gt;
:Strength&lt;br /&gt;
:Dex&lt;br /&gt;
:Endurance&lt;br /&gt;
:Willpower&lt;br /&gt;
&lt;br /&gt;
===Secondary  States===&lt;br /&gt;
:Ether Pool: Willpower (x2) + Strength&lt;br /&gt;
:Health Points: (Endurance x 3) + Strength + Willpower&lt;br /&gt;
:Sanity Points: Wits x 2 + Knowledge + Willpower&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
Major Skills are put into broad categories; they cost their value in rank.  Specialized Skills such as Riffle or Snipping give two points per rank, and even more specific skills (such as using specific model of weapon gives 3 points).  You get 30 points.&lt;br /&gt;
&lt;br /&gt;
===Major Skills (Non-Exhaustive List)===&lt;br /&gt;
:Dodge&lt;br /&gt;
:Range Combat &lt;br /&gt;
:Melee Combat&lt;br /&gt;
:Persuasion&lt;br /&gt;
:Speech-making&lt;br /&gt;
:Investigation&lt;br /&gt;
:Stealth&lt;br /&gt;
&lt;br /&gt;
===Magic and Skills===&lt;br /&gt;
Magic costs 5 points level, and each level they gain a signature spell.  Each subbranch costs 3 points and every three ranks gain a signature spell.  Magic spells cost core level of mp per spell (can be boosted up to three times by doubling the cost each time a boost is applied).  Old magic will take longer to cast unless you use blood magic and sacrifice health points for instant cast.  New Magic requires not only skill points but the appropriate magitek device (either installed in you as cyborg) or in your equipment for the spell to cast.&lt;br /&gt;
&lt;br /&gt;
====Old Magic: ====&lt;br /&gt;
:Summoning&lt;br /&gt;
:Curses&lt;br /&gt;
:Bullet Time&lt;br /&gt;
:Geass&lt;br /&gt;
:Teleportation&lt;br /&gt;
&lt;br /&gt;
====New Magic (Magitek Circuits) ====&lt;br /&gt;
:Energy Blasts&lt;br /&gt;
:Forcefields&lt;br /&gt;
:Healing&lt;br /&gt;
&lt;br /&gt;
===Magitek Armor Piloting===&lt;br /&gt;
Pilot Points: As cadets your pretty poor at piloting at the start.  But thanks to be characters in a silence game you get plenty of xp to grow.  You start off with one point in Piloting, Range and Melee Combat, and ten points like normal to spend on the rest.&lt;br /&gt;
&lt;br /&gt;
:Magitek Piloting&lt;br /&gt;
::Dodging (instead of attacking you build up dodge points to increase the difficulty to get hit this and next turn)&lt;br /&gt;
::Pursuing (instead of attacking directly (though you are still attacking and expending ammo / energy you will be building up pursuit points to represent manipulating the enemy to get into your crosssite next turn)&lt;br /&gt;
&lt;br /&gt;
:Range Combat&lt;br /&gt;
::Carried Weapons&lt;br /&gt;
::Internal Weaopns&lt;br /&gt;
::BVR Attacks&lt;br /&gt;
::Satelites&lt;br /&gt;
&lt;br /&gt;
:Melee Combat&lt;br /&gt;
::Parrying&lt;br /&gt;
::Physical Attack&lt;br /&gt;
::Beam Attack&lt;br /&gt;
::John Wick&lt;br /&gt;
&lt;br /&gt;
:Special / MISC&lt;br /&gt;
::AWACs&lt;br /&gt;
::Jamming&lt;br /&gt;
::Shields&lt;br /&gt;
::Magic&lt;br /&gt;
&lt;br /&gt;
=Nations of the World=&lt;br /&gt;
==Pre-History==&lt;br /&gt;
:Lemuria Civilization: Antidelivian civlization, fell when Silver Dragon Comet tail impacted into Terra, left ruins everywhere.&lt;br /&gt;
&lt;br /&gt;
==Northern Hemisphere==&lt;br /&gt;
===Hyperborea===&lt;br /&gt;
:Eastern side of the Randgrith Mountains, home to Hyperborean Empire (of Sternhold), one of the first nations to form after the Flood, the Sternhold became the Empire roughly 400 years ago and was the dominant power on the continent till the World War which has saw it fall it into the ranks of secondary powers, however the force peace and divestment from expensive war time machines has allowed its civilian economy to thrive to chagrin to its rivals who had hoped for a civil war with the powerful secondary nobles.  Now its posed to retake its prominence on the continent. &lt;br /&gt;
:Dual Monarchy of Dassia-Premrose is the current world power, the island of Dassia was the home to Hyperborean saga of the magitek revolution and the Premrose Kingdom had been the prominent land power rival to the Empire since the Flood, the unification of the monarchies ninety years ago had been one of the instigating factors of the Empire&#039;s aggression.  With colonies on all land masses and massive naval and sky fleet its power projection is unrivaled by any other power, however in every theatre it faces challenges.  The relaxation on the chains on the Empire&#039;s might came with backroom dealings of Imperial backing in case a series war would break out and restoration of old Imperial colonies.  Time will tell if this dente will last. Eastern border with the Empire.  Has a space program.&lt;br /&gt;
:Papal State of Old Lux, the Pope of Church of Dawn and Dusk lives here, has 2 divisions and small army of super soldiers. &lt;br /&gt;
:Genoace Republican Sphere of Trade and Defense: A collection of old merchant city states in alliance, southern border of the Empire.&lt;br /&gt;
:Land of the Sirius (Western) the Sirius Taiga is the largest biome on the planet and home to several small lords and raiding tribes.  Many of them travel east and west to be mercenaries&lt;br /&gt;
:POLON: Once a troubled commonwealth, the last election for the king saw the continent largest arms corporation buy the seat and turn the state into ultra-modern corporate dystopia.&lt;br /&gt;
&lt;br /&gt;
==Muria==&lt;br /&gt;
:Western side of the mountains, home to the Tang Khanate which replaced the last dynasty during the World War, the Tang maintain small army and massive military police to keep the populace in line, effectively controlled by the megacorporations from the victorious Balhae. &lt;br /&gt;
:Greater Balhae Federation: The Balhae Empire gives slightly more than lip service of freedom to its  client states and conquests from Zipang.  The presence of Dassia colonies in many areas on the map in their sphere of influence as well as the Dassia&#039;s economic hostility towards the ruling megacorporation&#039;s has seen that one fruitful alliance fallen aside in a cold war of monarchal states and more corporate ones.  Has a space program.&lt;br /&gt;
:Qujra Confederation: A rising state of ex-Zipang colonies, famous and brutal neutral realpoltik.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Equatorial Old Lemuria and Zipang==&lt;br /&gt;
:New Lemuria: Dassia&#039;s crown jewel, a massive land state of factories and mines, and archeological digs.  Originally settled by exiled criminals and losers in civil wars, it soon has become more and more prominent and its effectively independent with industrial output equal to the homeland. &lt;br /&gt;
:Kingstate of Ur: Located in the blasted lands, it&#039;s nearly impossible to get to due to volcanic interference controlled by the Ur magi.  Home to the oldest magic archive and many secret societies take their home in the numerous towers there.  &lt;br /&gt;
:The Golden Empire which controls the major gold and diamond minds in the world, the most powerful kingdom of the southern natives, its wealth has allowed it to buy mercs and at times entire states&#039;s militaries to defends its vast holdings against Dassia and Zipang.  &lt;br /&gt;
:57th Dynasty of Rah-Templos (the Old Kingdom).  A minor state that had survived the Flood intact, it had scooped up bunch of the best Lemurian gear in the aftermath and been coast riding since then.&lt;br /&gt;
:Zipang: The home to the Western magitek revolution it supernova into empire that had tentacles across the world but was defeated in the world war along with its imperial ally and ended up in worst shape.  Its suffered a communist revolution and has since withdrawn from nearly contact with the outside world.  It too has a space program. &lt;br /&gt;
&lt;br /&gt;
==Atlantis==&lt;br /&gt;
Massive Island Continent home to the mysterious beings&#039; outsiders call the Fae who patronize two kingdoms. &lt;br /&gt;
:Kahicoam a civilization dedicated to building intricate sigils into the ground, Dassian and Zipang colonization efforts meet with strange plagues and mutations despite their lower tech level. &lt;br /&gt;
:The Anazasi Collective mostly lives in the mountains regions of the continent and are more incline to living underground though believed to have equal tech levels as the rest of the world, spies report their plans for invasion of the either Kahiocoam or some other power on the continent.  Reports are there Balhae agents on the ground. &lt;br /&gt;
:The Divine Empire of Huecztlan was a client state of Zipang and which saw it consolidate its rule over its lesser kingdoms, these days is a client state of Dassia.&lt;br /&gt;
:The northern most portion of the land is home to massive radioactive wreck from the time of Lemuria, isolated and home to pirates and minor colonies.&lt;/div&gt;</summary>
		<author><name>Silence</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Heavy_Metal_Hyperborea&amp;diff=72130</id>
		<title>Heavy Metal Hyperborea</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Heavy_Metal_Hyperborea&amp;diff=72130"/>
		<updated>2025-12-08T21:56:30Z</updated>

		<summary type="html">&lt;p&gt;Silence: Created page with &amp;quot;Fifty years ago there was war that engulfed the war, the Hyperborea Empire had taking the advantage of the Balhae Kingdom&amp;#039;s airship concept, the war golems of Tang and Ur, and the tanks of Dassia to construct the first modern war machine putting together all the benefits of the Magitek revolution and launched with its ally Zipang, a war to bring down the naval Dassia-Pemrose and the Liu Dynasty.  The war raged for six years and expanded nearly the entire globe for eight...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Fifty years ago there was war that engulfed the war, the Hyperborea Empire had taking the advantage of the Balhae Kingdom&#039;s airship concept, the war golems of Tang and Ur, and the tanks of Dassia to construct the first modern war machine putting together all the benefits of the Magitek revolution and launched with its ally Zipang, a war to bring down the naval Dassia-Pemrose and the Liu Dynasty.  The war raged for six years and expanded nearly the entire globe for eight years before the Old Kingdom used one of its ancient super weapons the Rah-Hylos and destroyed the fortress city of Wyrmhaven and the constituting 12th Imperial Aerial Army, which saw the collapse of the Empire&#039;s lines forced surrender and the another year long siege of Zipang before the Shogun was brough to the table.  War repatriations and strict limits of military size was imposed, for a period of nearly fifty years.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Last year the treaty limitations has run out, and the once unified allied powers of the world have splintered, with Dassia-Premrose and its colonies in uneasy alliance with Huecztlan in the Aztland Accord as the primer power.  Zipang has fallen into communist revolution and once again become a hermit kingdom, and now with the space race to get to the moon Artemisa between Dassia and Balhae there are no longer pressure on the Empire to maintain its arms limitation as there had been expected by the superpowers leaving only uneasy neighbors to protest.  Across the empire, plans decades drawn out are put into motion as the Empire war machine rumbles to life.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In the northern corner of the Empire, next to the realm of Sirus, Rosencruz Military Academy has been reopened, it was here the promising cadets were sent to learn the ways of being armor rider, and a special new class of students have been gathered to test out their own capabilities and the armors the empire has built for them.&lt;br /&gt;
&lt;br /&gt;
=Character Creation=&lt;br /&gt;
&lt;br /&gt;
==Character Archetype: ==&lt;br /&gt;
:The Ojou-Sama: High Nobles are the imperial elites, they have bonus to magic (old) and social skills and social rank&lt;br /&gt;
:The Cometary Farmgirl: Picked out for their skills in piloting they have bonus to magitek armor combat and +3 fate points per session&lt;br /&gt;
:The Four Murasame: The Imperial Warlabs of Thelma Mountain were never discovered and thus were never shut down and their lack of morality never slowed down.  You are enhanced with magitek circuits allow for better piloting and magitek protocols: Bonus to magitek armor combat, personal combat, and magic (new), malus to social skills, malus in social rank&lt;br /&gt;
:The Catgirl: Genetic enhancements were also seen as optional way to getter pilots, using the old alchemists of the old war for new purposes.  Bonus to personal combat, magitek armor and social skills,  malus in social rank and disguises.&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
Stats: Start with 1 in each category,18 points to spend, each rank its number in points to buy.&lt;br /&gt;
&lt;br /&gt;
===Primary Stats===&lt;br /&gt;
:Knowledge&lt;br /&gt;
:Wits&lt;br /&gt;
:Strength&lt;br /&gt;
:Dex&lt;br /&gt;
:Endurance&lt;br /&gt;
:Willpower&lt;br /&gt;
&lt;br /&gt;
===Secondary  States===&lt;br /&gt;
:Ether Pool: Willpower (x2) + Strength&lt;br /&gt;
:Health Points: (Endurance x 3) + Strength + Willpower&lt;br /&gt;
:Sanity Points: Wits x 2 + Knowledge + Willpower&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
Major Skills are put into broad categories; they cost their value in rank.  Specialized Skills such as Riffle or Snipping give two points per rank, and even more specific skills (such as using specific model of weapon gives 3 points)&lt;br /&gt;
&lt;br /&gt;
===Major Skills (Non-Exhaustive List)===&lt;br /&gt;
:Dodge&lt;br /&gt;
:Range Combat &lt;br /&gt;
:Melee Combat&lt;br /&gt;
:Persuasion&lt;br /&gt;
:Speech-making&lt;br /&gt;
:Investigation&lt;br /&gt;
:Stealth&lt;br /&gt;
&lt;br /&gt;
===Magic and Skills===&lt;br /&gt;
Magic costs 5 points level, and each level they gain a signature spell.  Each subbranch costs 3 points and every three ranks gain a signature spell.  Magic spells cost core level of mp per spell (can be boosted up to three times by doubling the cost each time a boost is applied).  Old magic will take longer to cast unless you use blood magic and sacrifice health points for instant cast.  New Magic requires not only skill points but the appropriate magitek device (either installed in you as cyborg) or in your equipment for the spell to cast.&lt;br /&gt;
&lt;br /&gt;
====Old Magic: ====&lt;br /&gt;
:Summoning&lt;br /&gt;
:Curses&lt;br /&gt;
:Bullet Time&lt;br /&gt;
:Geass&lt;br /&gt;
:Teleportation&lt;br /&gt;
&lt;br /&gt;
====New Magic (Magitek Circuits) ====&lt;br /&gt;
:Energy Blasts&lt;br /&gt;
:Forcefields&lt;br /&gt;
:Healing&lt;br /&gt;
&lt;br /&gt;
===Magitek Armor Piloting===&lt;br /&gt;
Pilot Points: As cadets your pretty poor at piloting at the start.  But thanks to be characters in a silence game you get plenty of xp to grow.  You start off with one point in Piloting, Range and Melee Combat, and ten points like normal to spend on the rest.&lt;br /&gt;
&lt;br /&gt;
:Magitek Piloting&lt;br /&gt;
::Dodging (instead of attacking you build up dodge points to increase the difficulty to get hit this and next turn)&lt;br /&gt;
::Pursuing (instead of attacking directly (though you are still attacking and expending ammo / energy you will be building up pursuit points to represent manipulating the enemy to get into your crosssite next turn)&lt;br /&gt;
&lt;br /&gt;
:Range Combat&lt;br /&gt;
::Carried Weapons&lt;br /&gt;
::Internal Weaopns&lt;br /&gt;
::BVR Attacks&lt;br /&gt;
::Satelites&lt;br /&gt;
&lt;br /&gt;
:Melee Combat&lt;br /&gt;
::Parrying&lt;br /&gt;
::Physical Attack&lt;br /&gt;
::Beam Attack&lt;br /&gt;
::John Wick&lt;br /&gt;
&lt;br /&gt;
:Special / MISC&lt;br /&gt;
::AWACs&lt;br /&gt;
::Jamming&lt;br /&gt;
::Shields&lt;br /&gt;
::Magic&lt;br /&gt;
&lt;br /&gt;
=Nations of the World=&lt;br /&gt;
==Pre-History==&lt;br /&gt;
:Lemuria Civilization: Antidelivian civlization, fell when Silver Dragon Comet tail impacted into Terra, left ruins everywhere.&lt;br /&gt;
&lt;br /&gt;
==Northern Hemisphere==&lt;br /&gt;
===Hyperborea===&lt;br /&gt;
:Eastern side of the Randgrith Mountains, home to Hyperborean Empire (of Sternhold), one of the first nations to form after the Flood, the Sternhold became the Empire roughly 400 years ago and was the dominant power on the continent till the World War which has saw it fall it into the ranks of secondary powers, however the force peace and divestment from expensive war time machines has allowed its civilian economy to thrive to chagrin to its rivals who had hoped for a civil war with the powerful secondary nobles.  Now its posed to retake its prominence on the continent. &lt;br /&gt;
:Dual Monarchy of Dassia-Premrose is the current world power, the island of Dassia was the home to Hyperborean saga of the magitek revolution and the Premrose Kingdom had been the prominent land power rival to the Empire since the Flood, the unification of the monarchies ninety years ago had been one of the instigating factors of the Empire&#039;s aggression.  With colonies on all land masses and massive naval and sky fleet its power projection is unrivaled by any other power, however in every theatre it faces challenges.  The relaxation on the chains on the Empire&#039;s might came with backroom dealings of Imperial backing in case a series war would break out and restoration of old Imperial colonies.  Time will tell if this dente will last. Eastern border with the Empire.  Has a space program.&lt;br /&gt;
:Papal State of Old Lux, the Pope of Church of Dawn and Dusk lives here, has 2 divisions and small army of super soldiers. &lt;br /&gt;
:Genoace Republican Sphere of Trade and Defense: A collection of old merchant city states in alliance, southern border of the Empire.&lt;br /&gt;
:Land of the Sirius (Western) the Sirius Taiga is the largest biome on the planet and home to several small lords and raiding tribes.  Many of them travel east and west to be mercenaries&lt;br /&gt;
:POLON: Once a troubled commonwealth, the last election for the king saw the continent largest arms corporation buy the seat and turn the state into ultra-modern corporate dystopia.&lt;br /&gt;
&lt;br /&gt;
==Muria==&lt;br /&gt;
:Western side of the mountains, home to the Tang Khanate which replaced the last dynasty during the World War, the Tang maintain small army and massive military police to keep the populace in line, effectively controlled by the megacorporations from the victorious Balhae. &lt;br /&gt;
:Greater Balhae Federation: The Balhae Empire gives slightly more than lip service of freedom to its  client states and conquests from Zipang.  The presence of Dassia colonies in many areas on the map in their sphere of influence as well as the Dassia&#039;s economic hostility towards the ruling megacorporation&#039;s has seen that one fruitful alliance fallen aside in a cold war of monarchal states and more corporate ones.  Has a space program.&lt;br /&gt;
:Qujra Confederation: A rising state of ex-Zipang colonies, famous and brutal neutral realpoltik.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Equatorial Old Lemuria and Zipang==&lt;br /&gt;
:New Lemuria: Dassia&#039;s crown jewel, a massive land state of factories and mines, and archeological digs.  Originally settled by exiled criminals and losers in civil wars, it soon has become more and more prominent and its effectively independent with industrial output equal to the homeland. &lt;br /&gt;
:Kingstate of Ur: Located in the blasted lands, it&#039;s nearly impossible to get to due to volcanic interference controlled by the Ur magi.  Home to the oldest magic archive and many secret societies take their home in the numerous towers there.  &lt;br /&gt;
:The Golden Empire which controls the major gold and diamond minds in the world, the most powerful kingdom of the southern natives, its wealth has allowed it to buy mercs and at times entire states&#039;s militaries to defends its vast holdings against Dassia and Zipang.  &lt;br /&gt;
:57th Dynasty of Rah-Templos (the Old Kingdom).  A minor state that had survived the Flood intact, it had scooped up bunch of the best Lemurian gear in the aftermath and been coast riding since then.&lt;br /&gt;
:Zipang: The home to the Western magitek revolution it supernova into empire that had tentacles across the world but was defeated in the world war along with its imperial ally and ended up in worst shape.  Its suffered a communist revolution and has since withdrawn from nearly contact with the outside world.  It too has a space program. &lt;br /&gt;
&lt;br /&gt;
==Atlantis==&lt;br /&gt;
Massive Island Continent home to the mysterious beings&#039; outsiders call the Fae who patronize two kingdoms. &lt;br /&gt;
:Kahicoam a civilization dedicated to building intricate sigils into the ground, Dassian and Zipang colonization efforts meet with strange plagues and mutations despite their lower tech level. &lt;br /&gt;
:The Anazasi Collective mostly lives in the mountains regions of the continent and are more incline to living underground though believed to have equal tech levels as the rest of the world, spies report their plans for invasion of the either Kahiocoam or some other power on the continent.  Reports are there Balhae agents on the ground. &lt;br /&gt;
:The Divine Empire of Huecztlan was a client state of Zipang and which saw it consolidate its rule over its lesser kingdoms, these days is a client state of Dassia.&lt;br /&gt;
:The northern most portion of the land is home to massive radioactive wreck from the time of Lemuria, isolated and home to pirates and minor colonies.&lt;/div&gt;</summary>
		<author><name>Silence</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Main_Page&amp;diff=72129</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Main_Page&amp;diff=72129"/>
		<updated>2025-12-08T21:03:55Z</updated>

		<summary type="html">&lt;p&gt;Silence: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the main wiki for the SpaceBattles RPG community.  This wiki grew out of the wiki for the Sphere Story Debate, and soon became the home for many games for the #lords crew.  &amp;lt;br&amp;gt;&lt;br /&gt;
This wiki is owned and operated by [[User:OmegaPaladin|OmegaPaladin]].  Due to rampant spam, account creation is restricted - see an Administrator for access.&lt;br /&gt;
&lt;br /&gt;
==Story Debates==&lt;br /&gt;
&#039;&#039;&#039;Story Debate Discord Server&#039;&#039;&#039; - [https://discord.gg/R45cEUrE3d Invite Link] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Active Games===&lt;br /&gt;
[[Wending Skies]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Former Games===&lt;br /&gt;
[[Lords of Ether: 20th Anniversary Edition]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Ruins of Alien Suns]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ascension Isle]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[From the Ashes 3]]&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
[[Star Wars Rebuilding of Empires]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Nexus: Memories of Silver]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[UnderRealm]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Ruined Cosmos]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[After Ether]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[After Ether: Ascension]]&amp;lt;br&amp;gt;&lt;br /&gt;
:[[After Ether: Legacy of Wiseman]]&lt;br /&gt;
[[Sift the Ashes]]&amp;lt;br&amp;gt;&lt;br /&gt;
:[[Ashes to Ashes]]&lt;br /&gt;
[[Broken Orb]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[The Taloids]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[On Delta Station]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Long Earth]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[The Man-Bug War]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Imperial Ether]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Stars of Steel]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Super Robot Wars: Stellar Vector]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Sol Invictus]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Silence Trader]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[F-files]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Ruins of Ancient Stars]] &amp;lt;br&amp;gt;\&lt;br /&gt;
[[Majic Nights]]&lt;br /&gt;
&lt;br /&gt;
===Rabid Dog SDs===&lt;br /&gt;
[[Galactic Empire Builder]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==RPGs==&lt;br /&gt;
===Currently Running===&lt;br /&gt;
[[Neo-Space Princess]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Heavy Metal Hyperborea]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Official Sphere Calendar&#039;&#039;&#039; [https://calendar.fancruft.com https://calendar.fancruft.com] &amp;lt;br&amp;gt;&lt;br /&gt;
::Ask OmegaPaladin if you need an account created!&lt;br /&gt;
&lt;br /&gt;
===Developing Games===&lt;br /&gt;
[[Space Princesses: Mirror Garden]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Runes of Electronic Suns]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Requeium for a Starblazing Witch]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Railway Ties]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hiatused Games===&lt;br /&gt;
[[Hell&#039;s Garden]]&amp;lt;br&amp;gt;&lt;br /&gt;
:[[Hell&#039;s Garden:  SiNNeRS]]&amp;lt;br&amp;gt;&lt;br /&gt;
:[[Hell&#039;s Garden REDAMNATION]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Mage: The Ascension]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Peelmage]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Vampire: LA in Summer]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Magus_Novice_Opus:_Prima_Materia]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Days of Judgement]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Mage: The Geometry of Badb]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Space Princesses]] &amp;lt;br&amp;gt;&lt;br /&gt;
:[[Space Princes]] &amp;lt;s&amp;gt;February 23rd&amp;lt;/s&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
:[[Desperta Ferro: Revolt in the Year 8999]] &amp;lt;Br&amp;gt;&lt;br /&gt;
:[[Big Sky County]]&lt;br /&gt;
[[FBH Pathfinder: Curse of the Rune Throne]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Somehow We Were All Reincarnated in a Fantasy World!?]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Witchcraft]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[The Montauk Moment]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Eclipse Phase: Free Fall Motion]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Aberrant: The Mayfair List]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Neo Robots]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[International Brigade]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Deep Sky]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Mage: Garden of Forking Paths]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Mage: The Shattered World]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[The First Days of New Paris]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Caterpillar Hearts]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ascension Isle: Legacy]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Imperial Stars: Fallen League]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Princes of the Earth]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Tokyo: Dreams in Springtime]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Vampire:2020]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Mage:_the_King&#039;s_Game]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Mage: Drifting Tokyo]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[IX Wars]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Osengfinder]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Turn Appalachia]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[All Those Oneshots]]&#039;&#039;&#039;&lt;br /&gt;
[[Assassin&#039;s Ball]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Sid Meier&#039;s Alpha Centauri: Reflections]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Imperial Stars II]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Princesses of the Cosmos]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Exarchs of Dusk: Titans]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Fate/Silence/Night: Unlimited Yandere Works]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Eparch of the Sunflower]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Fate/Amahara]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Turn Avonlea]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Legend of the Wulin]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Fallen Kingdom]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ideas: The Roleplaying]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Call of Cthluhu Alternate]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Eclipse Phase: the bleeding edge]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[A Certain Silence Mobius]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Eclipse Phase: Oceans of Conspiracy]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Ruins 2:  More Ruined]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[IXalted]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Call of Cthulhu: Big in the 80s]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Operation Euthanasia]] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Finished Games===&lt;br /&gt;
[[Black Pearl Gate]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[BloodFest 2020]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Blue Archives]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Epitaph: A Gothic Fantasy Game]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Exalted: Silence]] *brought back for syndication*&amp;lt;br&amp;gt;&lt;br /&gt;
[[FSN: Clock Tower]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Heaven&#039;s Garden]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Isolated: Superhero Game]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Paint It Black]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[PIP]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Planar City: A BM Miniseries]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Prayer Drive]] * Buy the Season 1 Blu-Rays! * &amp;lt;br&amp;gt;&lt;br /&gt;
[[Space Cruiser Amahara]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[The Sunken Worlds]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[The Shadow Haunted World: A Conspiracy Game]]/[[The Candlelight]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[The Painted Dream]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[The Hunt for Manticore]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Turn Appalachia]] (may return for season 2)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Video Games==&lt;br /&gt;
[[PaladinCraft Delta]]  Minecraft server&amp;lt;br&amp;gt;&lt;br /&gt;
*[[PaladinCraft]]  Old Minecraft server&amp;lt;br&amp;gt;&lt;br /&gt;
[[Starbound]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Phoenix Protectorate]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Space Engineers]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Lords of Oron Zai]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Quests==&lt;br /&gt;
[[Long Live the Queen]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[For the Republic]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Sierra Protocol]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[The N-Field]]==&lt;br /&gt;
&lt;br /&gt;
==Fictive Prose==&lt;br /&gt;
[[Spherefic]] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Haraway Shorts]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Tempest Fic]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Solstice]] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Last]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Intervention]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Border Skirmish]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Sphereberrant]] &amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
[[FBH&#039;s Writing Challenge]] &amp;lt;br&amp;gt; &lt;br /&gt;
[[FBH&#039;s Second Writing Challenge]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Peel Short Stories]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Gunpla Garden.ZERO]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Poetry]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Nanowrimo===&lt;br /&gt;
[[Shrike&#039;s Nanowrimo Project]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Singh&#039;s Nanowrimo stuff]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[FBH&#039;s Nanowrimo]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Exhack&#039;s Nanowrimo]] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Misc. Projects==&lt;br /&gt;
[[Sphere]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Aberrant 2.0]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Wheel Respun]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Mage 2012]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Empires of Ragnarok]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Creation Project]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[FATE NOOSPHERE]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[The Project]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[WS-Varied Game Pitches]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Recommendations]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ricochet]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Baroque Space Opera]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Theory===&lt;br /&gt;
[[The State of the Nation]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[The Throne of Lords]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Of Gods and Mods: How to run a good nation SD]]&lt;br /&gt;
&lt;br /&gt;
==Misc Contents==&lt;br /&gt;
&#039;&#039;&#039;Old Calendar Link:&#039;&#039;&#039;  http://teamup.com/ks3f90d5d685b8344f&amp;lt;br&amp;gt;&lt;br /&gt;
It&#039;s set to UTC time, so remember to adjust for your timezone!&amp;lt;br&amp;gt;&lt;br /&gt;
XML dumps of the current contents of the wiki are made on a regular basis, currently at least once a week. See [http://fancruft.com/swikitest/backup.7z backup.7z].  A backup of the wiki including page history and revisions is made less frequently, see [http://fancruft.com/swikitest/backup-full.7z backup-full.7z].&lt;br /&gt;
&lt;br /&gt;
You will need [[wikipedia:7-Zip|7-Zip]] or similar for this.&lt;br /&gt;
&lt;br /&gt;
- [[User:RedWordSmith|RWS]], [http://fancruft.com/ FanCruft] 13:25, 19 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Silence</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Majic_Nights&amp;diff=72100</id>
		<title>Majic Nights</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Majic_Nights&amp;diff=72100"/>
		<updated>2025-04-02T19:29:56Z</updated>

		<summary type="html">&lt;p&gt;Silence: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Xfiles2.png|thumb|200px|Trust No One]] &amp;lt;br&amp;gt;&lt;br /&gt;
==Game premise==&lt;br /&gt;
You start off as normal people who quickly find themselves via fate to be in a nexus of event of the supernatural and the realm of conspiracy theories.   As the game goes on they will find themselves changing and adapting into the realm of the supernal, MiB, ghosts, greys, and of course, yetis. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Character generation==&lt;br /&gt;
20 points to be distributed, nothing more then 5 to start with. &lt;br /&gt;
You also start with 2 specialties of things you are really good at, which will double the relevant stat when rolling. Also pick a major arcana of the tarot for your character. Pick 3 skills (narrowly defined so pistol shooting instead of fighting, ect) you are good at +3 on d10, 5 skills you are decent at +1.    &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Char Stats&#039;&#039;&#039;&lt;br /&gt;
:Strength &lt;br /&gt;
:Dexterity &lt;br /&gt;
:Wits &lt;br /&gt;
:Integrity &lt;br /&gt;
:Charisma &lt;br /&gt;
:Perception&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Conjecture has become facts, and rumors has become history&amp;lt;/strong&amp;gt;&lt;/div&gt;</summary>
		<author><name>Silence</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Majic_Nights&amp;diff=72099</id>
		<title>Majic Nights</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Majic_Nights&amp;diff=72099"/>
		<updated>2025-04-02T16:34:19Z</updated>

		<summary type="html">&lt;p&gt;Silence: /* Character generation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Xfiles2.png|thumb|200px|Trust No One]] &amp;lt;br&amp;gt;&lt;br /&gt;
==Game premise==&lt;br /&gt;
You start off as normal people who quickly find themselves via fate to be in a nexus of event of the supernatural and the realm of conspiracy theories.   As the game goes on they will find themselves changing and adapting into the realm of the supernal, MiB, ghosts, greys, and of course, yetis. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Character generation==&lt;br /&gt;
20 points to be distributed, nothing more then 5 to start with. &lt;br /&gt;
You also start with 2 specialties of things you are really good at, which will double the relevant stat when rolling. Also pick a minor arcana of the tarot for your character. Pick 3 skills (narrowly defined so pistol shooting instead of fighting, ect) you are good at +3 on d10, 5 skills you are decent at +1.    &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Char Stats&#039;&#039;&#039;&lt;br /&gt;
:Strength &lt;br /&gt;
:Dexterity &lt;br /&gt;
:Wits &lt;br /&gt;
:Integrity &lt;br /&gt;
:Charisma &lt;br /&gt;
:Perception&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Conjecture has become facts, and rumors has become history&amp;lt;/strong&amp;gt;&lt;/div&gt;</summary>
		<author><name>Silence</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Majic_Nights&amp;diff=72098</id>
		<title>Majic Nights</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Majic_Nights&amp;diff=72098"/>
		<updated>2025-04-02T16:31:31Z</updated>

		<summary type="html">&lt;p&gt;Silence: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Xfiles2.png|thumb|200px|Trust No One]] &amp;lt;br&amp;gt;&lt;br /&gt;
==Game premise==&lt;br /&gt;
You start off as normal people who quickly find themselves via fate to be in a nexus of event of the supernatural and the realm of conspiracy theories.   As the game goes on they will find themselves changing and adapting into the realm of the supernal, MiB, ghosts, greys, and of course, yetis. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Character generation==&lt;br /&gt;
20 points to be distributed, nothing more then 5 to start with. &lt;br /&gt;
You also start with 2 specialties of things you are really good at, which will double the relevant stat when rolling.  Also pick a minor arcana of the tarot for your character.  &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Char Stats&#039;&#039;&#039;&lt;br /&gt;
:Strength &lt;br /&gt;
:Dexterity &lt;br /&gt;
:Wits &lt;br /&gt;
:Integrity &lt;br /&gt;
:Charisma &lt;br /&gt;
:Perception&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Conjecture has become facts, and rumors has become history&amp;lt;/strong&amp;gt;&lt;/div&gt;</summary>
		<author><name>Silence</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Majic_Nights&amp;diff=72097</id>
		<title>Majic Nights</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Majic_Nights&amp;diff=72097"/>
		<updated>2025-04-02T16:25:13Z</updated>

		<summary type="html">&lt;p&gt;Silence: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Xfiles2.png|thumb|200px|Trust No One]] &amp;lt;br&amp;gt;&lt;br /&gt;
==Game premise==&lt;br /&gt;
You start off as normal people who quickly find themselves via fate to be in a nexus of event of the supernatural and the realm of conspiracy theories.   As the game goes on they will find themselves changing and adapting into the realm of the supernal, MiB, ghosts, greys, and of course, yetis. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Character generation==&lt;br /&gt;
20 points to be distributed, nothing more then 5 to start with. &lt;br /&gt;
You also start with 2 specialties of things you are really good at, which will double the relevant stat when rolling.  Also pick a minor arcana of the tarot for your character.  &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Char Stats&#039;&#039;&#039;&lt;br /&gt;
:Strength &lt;br /&gt;
:Dexterity &lt;br /&gt;
:Wits &lt;br /&gt;
:Integrity &lt;br /&gt;
:Charisma &lt;br /&gt;
:Perception&lt;/div&gt;</summary>
		<author><name>Silence</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=File:Xfiles2.png&amp;diff=72096</id>
		<title>File:Xfiles2.png</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=File:Xfiles2.png&amp;diff=72096"/>
		<updated>2025-04-02T16:24:20Z</updated>

		<summary type="html">&lt;p&gt;Silence: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Silence</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Majic_Nights&amp;diff=72095</id>
		<title>Majic Nights</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Majic_Nights&amp;diff=72095"/>
		<updated>2025-04-02T16:22:26Z</updated>

		<summary type="html">&lt;p&gt;Silence: Created page with &amp;quot;Trust No One &amp;lt;br&amp;gt; ==Game premise== You start off as normal people who quickly find themselves via fate to be in a nexus of event of the supernatural and the realm of conspiracy theories.   As the game goes on they will find themselves changing and adapting into the realm of the supernal, MiB, ghosts, greys, and of course, yetis. &amp;lt;br&amp;gt;  ==Character generation== 20 points to be distributed, nothing more then 5 to start with.  You also start...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Xfiles2.png|thumb|500px|Trust No One]] &amp;lt;br&amp;gt;&lt;br /&gt;
==Game premise==&lt;br /&gt;
You start off as normal people who quickly find themselves via fate to be in a nexus of event of the supernatural and the realm of conspiracy theories.   As the game goes on they will find themselves changing and adapting into the realm of the supernal, MiB, ghosts, greys, and of course, yetis. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Character generation==&lt;br /&gt;
20 points to be distributed, nothing more then 5 to start with. &lt;br /&gt;
You also start with 2 specialties of things you are really good at, which will double the relevant stat when rolling.  Also pick a minor arcana of the tarot for your character.  &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Char Stats&#039;&#039;&#039;&lt;br /&gt;
:Strength &lt;br /&gt;
:Dexterity &lt;br /&gt;
:Wits &lt;br /&gt;
:Integrity &lt;br /&gt;
:Charisma &lt;br /&gt;
:Perception&lt;/div&gt;</summary>
		<author><name>Silence</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Main_Page&amp;diff=72094</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Main_Page&amp;diff=72094"/>
		<updated>2025-04-02T16:18:12Z</updated>

		<summary type="html">&lt;p&gt;Silence: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the main wiki for the SpaceBattles RPG community.  This wiki grew out of the wiki for the Sphere Story Debate, and soon became the home for many games for the #lords crew.  &amp;lt;br&amp;gt;&lt;br /&gt;
This wiki is owned and operated by [[User:OmegaPaladin|OmegaPaladin]].  Due to rampant spam, account creation is restricted - see an Administrator for access.&lt;br /&gt;
&lt;br /&gt;
==Story Debates==&lt;br /&gt;
&#039;&#039;&#039;Story Debate Discord Server&#039;&#039;&#039; - [https://discord.gg/R45cEUrE3d Invite Link] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Active Games===&lt;br /&gt;
[[Silence Trader]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Neo-Space Princess]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[F-files]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Ruins of Ancient Stars]] &amp;lt;br&amp;gt;\&lt;br /&gt;
[[Majic Nights]]&lt;br /&gt;
&lt;br /&gt;
===Former Games===&lt;br /&gt;
[[Lords of Ether: 20th Anniversary Edition]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Ruins of Alien Suns]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ascension Isle]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[From the Ashes 3]]&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
[[Star Wars Rebuilding of Empires]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Nexus: Memories of Silver]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[UnderRealm]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Ruined Cosmos]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[After Ether]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[After Ether: Ascension]]&amp;lt;br&amp;gt;&lt;br /&gt;
:[[After Ether: Legacy of Wiseman]]&lt;br /&gt;
[[Sift the Ashes]]&amp;lt;br&amp;gt;&lt;br /&gt;
:[[Ashes to Ashes]]&lt;br /&gt;
[[Broken Orb]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[The Taloids]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[On Delta Station]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Long Earth]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[The Man-Bug War]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Wending Skies]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Imperial Ether]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Stars of Steel]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Super Robot Wars: Stellar Vector]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Sol Invictus]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Rabid Dog SDs===&lt;br /&gt;
[[Galactic Empire Builder]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==RPGs==&lt;br /&gt;
===Currently Running===&lt;br /&gt;
&#039;&#039;&#039;Official Sphere Calendar&#039;&#039;&#039; [https://calendar.fancruft.com https://calendar.fancruft.com] &amp;lt;br&amp;gt;&lt;br /&gt;
::Ask OmegaPaladin if you need an account created!&lt;br /&gt;
&lt;br /&gt;
===Developing Games===&lt;br /&gt;
[[Space Princesses: Mirror Garden]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Runes of Electronic Suns]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Requeium for a Starblazing Witch]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Railway Ties]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hiatused Games===&lt;br /&gt;
[[Hell&#039;s Garden]]&amp;lt;br&amp;gt;&lt;br /&gt;
:[[Hell&#039;s Garden:  SiNNeRS]]&amp;lt;br&amp;gt;&lt;br /&gt;
:[[Hell&#039;s Garden REDAMNATION]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Mage: The Ascension]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Peelmage]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Vampire: LA in Summer]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Magus_Novice_Opus:_Prima_Materia]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Days of Judgement]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Mage: The Geometry of Badb]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Space Princesses]] &amp;lt;br&amp;gt;&lt;br /&gt;
:[[Space Princes]] &amp;lt;s&amp;gt;February 23rd&amp;lt;/s&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
:[[Desperta Ferro: Revolt in the Year 8999]] &amp;lt;Br&amp;gt;&lt;br /&gt;
:[[Big Sky County]]&lt;br /&gt;
[[FBH Pathfinder: Curse of the Rune Throne]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Somehow We Were All Reincarnated in a Fantasy World!?]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Witchcraft]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[The Montauk Moment]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Eclipse Phase: Free Fall Motion]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Aberrant: The Mayfair List]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Neo Robots]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[International Brigade]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Deep Sky]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Mage: Garden of Forking Paths]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Mage: The Shattered World]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[The First Days of New Paris]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Caterpillar Hearts]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ascension Isle: Legacy]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Imperial Stars: Fallen League]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Princes of the Earth]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Tokyo: Dreams in Springtime]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Vampire:2020]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Mage:_the_King&#039;s_Game]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Mage: Drifting Tokyo]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[IX Wars]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Osengfinder]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Turn Appalachia]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[All Those Oneshots]]&#039;&#039;&#039;&lt;br /&gt;
[[Assassin&#039;s Ball]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Sid Meier&#039;s Alpha Centauri: Reflections]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Imperial Stars II]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Princesses of the Cosmos]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Exarchs of Dusk: Titans]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Fate/Silence/Night: Unlimited Yandere Works]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Eparch of the Sunflower]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Fate/Amahara]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Turn Avonlea]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Legend of the Wulin]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Fallen Kingdom]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ideas: The Roleplaying]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Call of Cthluhu Alternate]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Eclipse Phase: the bleeding edge]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[A Certain Silence Mobius]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Eclipse Phase: Oceans of Conspiracy]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Ruins 2:  More Ruined]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[IXalted]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Call of Cthulhu: Big in the 80s]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Operation Euthanasia]] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Finished Games===&lt;br /&gt;
[[Black Pearl Gate]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[BloodFest 2020]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Blue Archives]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Epitaph: A Gothic Fantasy Game]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Exalted: Silence]] *brought back for syndication*&amp;lt;br&amp;gt;&lt;br /&gt;
[[FSN: Clock Tower]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Heaven&#039;s Garden]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Isolated: Superhero Game]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Paint It Black]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[PIP]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Planar City: A BM Miniseries]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Prayer Drive]] * Buy the Season 1 Blu-Rays! * &amp;lt;br&amp;gt;&lt;br /&gt;
[[Space Cruiser Amahara]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[The Sunken Worlds]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[The Shadow Haunted World: A Conspiracy Game]]/[[The Candlelight]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[The Painted Dream]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[The Hunt for Manticore]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Turn Appalachia]] (may return for season 2)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Video Games==&lt;br /&gt;
[[PaladinCraft Delta]]  Minecraft server&amp;lt;br&amp;gt;&lt;br /&gt;
*[[PaladinCraft]]  Old Minecraft server&amp;lt;br&amp;gt;&lt;br /&gt;
[[Starbound]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Phoenix Protectorate]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Space Engineers]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Lords of Oron Zai]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Quests==&lt;br /&gt;
[[Long Live the Queen]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[For the Republic]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Sierra Protocol]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[The N-Field]]==&lt;br /&gt;
&lt;br /&gt;
==Fictive Prose==&lt;br /&gt;
[[Spherefic]] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Haraway Shorts]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Tempest Fic]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Solstice]] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Last]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Intervention]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Border Skirmish]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Sphereberrant]] &amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
[[FBH&#039;s Writing Challenge]] &amp;lt;br&amp;gt; &lt;br /&gt;
[[FBH&#039;s Second Writing Challenge]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Peel Short Stories]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Gunpla Garden.ZERO]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Poetry]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Nanowrimo===&lt;br /&gt;
[[Shrike&#039;s Nanowrimo Project]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Singh&#039;s Nanowrimo stuff]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[FBH&#039;s Nanowrimo]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Exhack&#039;s Nanowrimo]] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Misc. Projects==&lt;br /&gt;
[[Sphere]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Aberrant 2.0]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Wheel Respun]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Mage 2012]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Empires of Ragnarok]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Creation Project]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[FATE NOOSPHERE]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[The Project]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[WS-Varied Game Pitches]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Recommendations]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ricochet]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Baroque Space Opera]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Theory===&lt;br /&gt;
[[The State of the Nation]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[The Throne of Lords]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Of Gods and Mods: How to run a good nation SD]]&lt;br /&gt;
&lt;br /&gt;
==Misc Contents==&lt;br /&gt;
&#039;&#039;&#039;Old Calendar Link:&#039;&#039;&#039;  http://teamup.com/ks3f90d5d685b8344f&amp;lt;br&amp;gt;&lt;br /&gt;
It&#039;s set to UTC time, so remember to adjust for your timezone!&amp;lt;br&amp;gt;&lt;br /&gt;
XML dumps of the current contents of the wiki are made on a regular basis, currently at least once a week. See [http://fancruft.com/swikitest/backup.7z backup.7z].  A backup of the wiki including page history and revisions is made less frequently, see [http://fancruft.com/swikitest/backup-full.7z backup-full.7z].&lt;br /&gt;
&lt;br /&gt;
You will need [[wikipedia:7-Zip|7-Zip]] or similar for this.&lt;br /&gt;
&lt;br /&gt;
- [[User:RedWordSmith|RWS]], [http://fancruft.com/ FanCruft] 13:25, 19 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Silence</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Requeium_for_a_Starblazing_Witch&amp;diff=72081</id>
		<title>Requeium for a Starblazing Witch</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Requeium_for_a_Starblazing_Witch&amp;diff=72081"/>
		<updated>2025-02-15T03:00:44Z</updated>

		<summary type="html">&lt;p&gt;Silence: /* Armored Knights */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Astrea Andromeda, the Celestial Starblaze, the Comet of Glory, the Witch of Thousand Suns, 3rd Chair of the Sidereal Chancellory, or most common the Starblazing Witch is dead.  The former freedom fighter turned mercenary turned general lived a life of adventure and ups and downs and great changes of fortune.  Now in the city planet of Medieas, A group of disparate renown pilots of their own legends and stars have gathered upon a rainswept cemetery following a magic letter delivered to them upon her death to find the truth of her death and dare to change the fates and gods themselves.&lt;br /&gt;
&lt;br /&gt;
=Character Creation=&lt;br /&gt;
==Character Archetypes picked one==&lt;br /&gt;
*Her Ex-Apprentice&lt;br /&gt;
*Her Rival&lt;br /&gt;
*Her Childhood Friend&lt;br /&gt;
*Her Ex-Lover&lt;br /&gt;
*Her Blood-Brother&lt;br /&gt;
*(Write in)&lt;br /&gt;
&lt;br /&gt;
In you bio you should have the reason how you fell in with the Celestial Starblaze, your adventure with her and why you grew apart.&lt;br /&gt;
&lt;br /&gt;
==Pilot Classes==&lt;br /&gt;
*Knight: No magic, only techniques and piloting skills&lt;br /&gt;
*Sorcerer: Magic Support Officer (backseater in double seat)&lt;br /&gt;
*Wizard: Magic focus piloting&lt;br /&gt;
&lt;br /&gt;
==Personal Class==&lt;br /&gt;
*Wizard&lt;br /&gt;
*Street Samauri&lt;br /&gt;
*Cleric&lt;br /&gt;
*Assassin&lt;br /&gt;
*Thief&lt;br /&gt;
*Heavy Infantry&lt;br /&gt;
&lt;br /&gt;
==Techniques==&lt;br /&gt;
While magic is for the most part the realm of those favored by fate and the gods, Techniques are open to all with the strong enough will.  By learning how to do a certain action superlatively well, the very process of doing so imbues the action with arcane power that gives the action supernatural strength.  By focusing more and more on it, the arcane strength grows.  Thus, for the warriors it&#039;s a balance between having a variety of techniques at their disposal and the time and training to give them enough strength.  &lt;br /&gt;
&lt;br /&gt;
Non mage classes have 5 Techniques slots already at the start.&lt;br /&gt;
&lt;br /&gt;
==Magic==&lt;br /&gt;
Magic is divided up a thousand different ways by differning schools, from the 5 paths of watchtowers, to the 9 spheres of the Sidereals, to the 108 disciplines of the Yukari Sect.  For this game we will take from obvious inspiration into 5 categories and at 5 levels.  Magic characters will have one 1 category maxed out, 1 at level 4, 2 at level 3, and at level 1.  They are allowed 3 signature spells at the start.&lt;br /&gt;
&lt;br /&gt;
Magic Categories:&lt;br /&gt;
*Destruction&lt;br /&gt;
*Creation&lt;br /&gt;
*Alternation&lt;br /&gt;
*Movement&lt;br /&gt;
*Mentalism&lt;br /&gt;
&lt;br /&gt;
==The Starblaze==&lt;br /&gt;
Those who were close to the Witch found themselves gaining a minor version of her signature power.  Effectively a limited break, when under the Starblaze your techniques and spells are greatly enhanced and the impossible becomes possible.  At the start of the campaign pick one signature move or spell.  Starblaze can be activated one per session.&lt;br /&gt;
&lt;br /&gt;
==Armored Knights==&lt;br /&gt;
While tanks, fighters, warships are still commonly widespread and used, the Armed Knights mecha is considered to be the king due variety of factors including the fact that it pilots are able to use its humanoid form to channel techniques. Numerous organization schema exists, but Medias mercenary community has the following terms.&lt;br /&gt;
&lt;br /&gt;
===Mecha Types===&lt;br /&gt;
:Soldat Class: Basic armored robot fighting vehicle, mass production.&lt;br /&gt;
::Capable of 2 weapons systems and/or modifications.&lt;br /&gt;
:Grognard Class: Often highly modifieds Soldat, they&#039;re used for commander types or specialized units such artillery, AWACs or stealth.&lt;br /&gt;
::Capable of 2 Weapon Systems with 2 modifications, or 3 weapon systems with one modification&lt;br /&gt;
Golem (Imp derogatory); Magic low tech suit, easy to create by a decent Creation or Alteration Master, but worst off then the Soldat.&lt;br /&gt;
::Capable of 1 weapon system&lt;br /&gt;
Magus: Effectively a Grognard with casting circuits, considered highly dangerous.&lt;br /&gt;
::Capable of 3 Weapon Systems and 3 modifications&lt;br /&gt;
Primus: Superlative magitech suit, (Gundam) &lt;br /&gt;
::Unlimted Weapons and Modifications&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
:Basic Melee&lt;br /&gt;
:Basic Ballistic&lt;br /&gt;
:Advance Melee&lt;br /&gt;
:Advance Ballistic&lt;br /&gt;
:Magic Melee&lt;br /&gt;
:Magic Ranged&lt;br /&gt;
:Artillery&lt;br /&gt;
:Guided Missiles&lt;br /&gt;
:Bits&lt;br /&gt;
:Shield Bits&lt;br /&gt;
:Megacannon&lt;br /&gt;
&lt;br /&gt;
===System Mods===&lt;br /&gt;
:Flight Unit&lt;br /&gt;
:Sea Unit&lt;br /&gt;
:Boosters&lt;br /&gt;
:Sensors&lt;br /&gt;
:Stealth (Passive)&lt;br /&gt;
:Thermo Cloak (2)&lt;br /&gt;
:Casting Circuit&lt;br /&gt;
:Primium&lt;br /&gt;
:Repair Systems&lt;br /&gt;
:Self Destruct&lt;br /&gt;
:Electronic Warfare&lt;br /&gt;
:Extra Ammo&lt;br /&gt;
:AI Assistance&lt;br /&gt;
&lt;br /&gt;
==Setting==&lt;br /&gt;
:Medieas: City planet of eternal smog and acid rain.  Home to growing undead and demonic problem sitting precariously on the border of the expansive Thulian Ascendancy, the Ostreich, and the Corporate Alliance, High Hyberborea, and the Deague. Ruled by a coalition of powerful corporate wizard-tech overlords, control of its vast necromantic industry in the undercity below, as well advance labs in the glittering sky cities in orbit would shift the balance of power to any other of the powers what would take it. &lt;br /&gt;
&lt;br /&gt;
:Thulian Ascendancy: Hailing beyond the Netherrift, scouts from the enigmatic sorcerer-kingdom had found 2 routes past the destruction left by the Nameless God death in the Great Celestial War.  They have made alliances with the winter court of the dark elves, who at once point claimed Medieas as one of their own worlds.&lt;br /&gt;
&lt;br /&gt;
::Master of the 19th Tower of the Path of Might: Primus Magister Hydr&lt;br /&gt;
::Master of the 34th Tower of the Path of Escatsy: Primus Magister Vyra &lt;br /&gt;
::Master of the 39th Tower of the Path of Scourge: Primus Magister Fyrliana &lt;br /&gt;
::Champion-Exemplar General Corneia Warward: (Traitor to Agrenth)&lt;br /&gt;
&lt;br /&gt;
:The Great and Bountiful Ostreich: While lacking the sorcery and technological might of other powers, the Germania expanse is the largest inhabited and their starfleet and mobile weapons while not flashy are very durable.  Making up for their lack of homegrown magic talent is their alliance with the Summer Court and many of the more advance Ostreich mobile weapons are double seaters with a elf WSO.&lt;br /&gt;
&lt;br /&gt;
:The Corporate Alliance: is in odd place.  It technically counts Medieas is its members, however it&#039;s the smallest of the factions in terms of military might, being confined to a few heavily defended forge worlds and locations spread out across the other states.  A fact due to most of the Alliance&#039;s upper leadership are dragons guarding their fortunes and lairs and playing the long game with the other powers.&lt;br /&gt;
&lt;br /&gt;
:High Hyperborea: The Transhumanstic Military state either focuses inward on internal perfection or outward on the destruction of worthy opponents, of which the Thulians are now providing.  Patterned of idealized version of Sparta, combined with genetics and cybernetics, the Hyperboreans are feared opponents, though limited in number.&lt;br /&gt;
&lt;br /&gt;
:The Deague: Is a newcomer to the region, large expansive semi-centralized democratic stratocracy, the Deague&#039;s presence in the region mostly frontier units for peacekeeping with the local government more interested in the status quo then changing anything up, mostly due to their other borders bunching up against the Thulians.&lt;br /&gt;
&lt;br /&gt;
==Life of the Starblazer Witch (non-exhaustive events)==&lt;br /&gt;
:NE 100: Birth in the Thulian Occupation Zone on the world of Argenth&lt;br /&gt;
:NE 108: Drafted into the Decadron Military Academy of Mages.&lt;br /&gt;
:NE 109: Starblaze Revolt, lead group of child soldiers out of the Thulian Occupation Zone, first appearance of the Starblaze, defeating the Thulian Magister Primus Hydr in Armed Knight duel.&lt;br /&gt;
:NE 109-115: The Ostreich Years, gains attention of the Summer King&#039;s Royal Mage, Ilydis Stormright, becomes his apprentice.&lt;br /&gt;
:NE 116: The Bismark Incident, connives though world gate spell go &amp;quot;awry&amp;quot; a Ostreich battleship crossing the Thulian borders, sparking conflict.&lt;br /&gt;
:NE 117: Stormright breaks apprenticeship, return to Argenth inspiring and helping several rebel groups and convincing the Ostreich Imperial Prince Frdrick to support a liberation of the entire sector.&lt;br /&gt;
:NE 118: Creation of the Agrenth Marcher State after Thulian pull back after the rebel strikes at Skyhaven Depot.&lt;br /&gt;
:NE 119: Arrival on Medias, forms the Wyld Hunt mercneary outfit,&lt;br /&gt;
:NE 119-121: The Dragonstar Conflict, fighting a hostile takeover of Medias by the Red Dragon Conraught, Dragonstar corporation, the first appearance of the Starblaze in her close assicoate, who manages to end the war by dueling the dragon in their own armed knight blazing with celestial fire.&lt;br /&gt;
:NE 121-125: The glory years of the Wyld Hunt&lt;br /&gt;
:NE 126: The Betrayal at Krondil, Hunt disbanded and Astrea disapperance.&lt;br /&gt;
:NE 127-130; The Rebellion of Thousand Suns, under the guise of the Witch of the Thousand Suns, inspires rebellions against the Thulians and Hypberborans, the rebellion fails due to infighting and lack of support from the Deague and Ostreich and the intervention of the Winter Court assassins.&lt;br /&gt;
:NE: 131-4: Twilight, reappearing as the Starblazer, she takes her wealth taken from the red dragon&#039;s horde and buys herself a major seat in Medias, using her new power and wealth to buy a private island and attempt reforms for the common people.&lt;br /&gt;
:NE 135: She vanishes.&lt;/div&gt;</summary>
		<author><name>Silence</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Requeium_for_a_Starblazing_Witch&amp;diff=72080</id>
		<title>Requeium for a Starblazing Witch</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Requeium_for_a_Starblazing_Witch&amp;diff=72080"/>
		<updated>2025-02-15T02:20:58Z</updated>

		<summary type="html">&lt;p&gt;Silence: /* Setting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Astrea Andromeda, the Celestial Starblaze, the Comet of Glory, the Witch of Thousand Suns, 3rd Chair of the Sidereal Chancellory, or most common the Starblazing Witch is dead.  The former freedom fighter turned mercenary turned general lived a life of adventure and ups and downs and great changes of fortune.  Now in the city planet of Medieas, A group of disparate renown pilots of their own legends and stars have gathered upon a rainswept cemetery following a magic letter delivered to them upon her death to find the truth of her death and dare to change the fates and gods themselves.&lt;br /&gt;
&lt;br /&gt;
=Character Creation=&lt;br /&gt;
==Character Archetypes picked one==&lt;br /&gt;
*Her Ex-Apprentice&lt;br /&gt;
*Her Rival&lt;br /&gt;
*Her Childhood Friend&lt;br /&gt;
*Her Ex-Lover&lt;br /&gt;
*Her Blood-Brother&lt;br /&gt;
*(Write in)&lt;br /&gt;
&lt;br /&gt;
In you bio you should have the reason how you fell in with the Celestial Starblaze, your adventure with her and why you grew apart.&lt;br /&gt;
&lt;br /&gt;
==Pilot Classes==&lt;br /&gt;
*Knight: No magic, only techniques and piloting skills&lt;br /&gt;
*Sorcerer: Magic Support Officer (backseater in double seat)&lt;br /&gt;
*Wizard: Magic focus piloting&lt;br /&gt;
&lt;br /&gt;
==Personal Class==&lt;br /&gt;
*Wizard&lt;br /&gt;
*Street Samauri&lt;br /&gt;
*Cleric&lt;br /&gt;
*Assassin&lt;br /&gt;
*Thief&lt;br /&gt;
*Heavy Infantry&lt;br /&gt;
&lt;br /&gt;
==Techniques==&lt;br /&gt;
While magic is for the most part the realm of those favored by fate and the gods, Techniques are open to all with the strong enough will.  By learning how to do a certain action superlatively well, the very process of doing so imbues the action with arcane power that gives the action supernatural strength.  By focusing more and more on it, the arcane strength grows.  Thus, for the warriors it&#039;s a balance between having a variety of techniques at their disposal and the time and training to give them enough strength.  &lt;br /&gt;
&lt;br /&gt;
Non mage classes have 5 Techniques slots already at the start.&lt;br /&gt;
&lt;br /&gt;
==Magic==&lt;br /&gt;
Magic is divided up a thousand different ways by differning schools, from the 5 paths of watchtowers, to the 9 spheres of the Sidereals, to the 108 disciplines of the Yukari Sect.  For this game we will take from obvious inspiration into 5 categories and at 5 levels.  Magic characters will have one 1 category maxed out, 1 at level 4, 2 at level 3, and at level 1.  They are allowed 3 signature spells at the start.&lt;br /&gt;
&lt;br /&gt;
Magic Categories:&lt;br /&gt;
*Destruction&lt;br /&gt;
*Creation&lt;br /&gt;
*Alternation&lt;br /&gt;
*Movement&lt;br /&gt;
*Mentalism&lt;br /&gt;
&lt;br /&gt;
==The Starblaze==&lt;br /&gt;
Those who were close to the Witch found themselves gaining a minor version of her signature power.  Effectively a limited break, when under the Starblaze your techniques and spells are greatly enhanced and the impossible becomes possible.  At the start of the campaign pick one signature move or spell.  Starblaze can be activated one per session.&lt;br /&gt;
&lt;br /&gt;
==Armored Knights==&lt;br /&gt;
Giants Robots: TBD&lt;br /&gt;
&lt;br /&gt;
==Setting==&lt;br /&gt;
:Medieas: City planet of eternal smog and acid rain.  Home to growing undead and demonic problem sitting precariously on the border of the expansive Thulian Ascendancy, the Ostreich, and the Corporate Alliance, High Hyberborea, and the Deague. Ruled by a coalition of powerful corporate wizard-tech overlords, control of its vast necromantic industry in the undercity below, as well advance labs in the glittering sky cities in orbit would shift the balance of power to any other of the powers what would take it. &lt;br /&gt;
&lt;br /&gt;
:Thulian Ascendancy: Hailing beyond the Netherrift, scouts from the enigmatic sorcerer-kingdom had found 2 routes past the destruction left by the Nameless God death in the Great Celestial War.  They have made alliances with the winter court of the dark elves, who at once point claimed Medieas as one of their own worlds.&lt;br /&gt;
&lt;br /&gt;
::Master of the 19th Tower of the Path of Might: Primus Magister Hydr&lt;br /&gt;
::Master of the 34th Tower of the Path of Escatsy: Primus Magister Vyra &lt;br /&gt;
::Master of the 39th Tower of the Path of Scourge: Primus Magister Fyrliana &lt;br /&gt;
::Champion-Exemplar General Corneia Warward: (Traitor to Agrenth)&lt;br /&gt;
&lt;br /&gt;
:The Great and Bountiful Ostreich: While lacking the sorcery and technological might of other powers, the Germania expanse is the largest inhabited and their starfleet and mobile weapons while not flashy are very durable.  Making up for their lack of homegrown magic talent is their alliance with the Summer Court and many of the more advance Ostreich mobile weapons are double seaters with a elf WSO.&lt;br /&gt;
&lt;br /&gt;
:The Corporate Alliance: is in odd place.  It technically counts Medieas is its members, however it&#039;s the smallest of the factions in terms of military might, being confined to a few heavily defended forge worlds and locations spread out across the other states.  A fact due to most of the Alliance&#039;s upper leadership are dragons guarding their fortunes and lairs and playing the long game with the other powers.&lt;br /&gt;
&lt;br /&gt;
:High Hyperborea: The Transhumanstic Military state either focuses inward on internal perfection or outward on the destruction of worthy opponents, of which the Thulians are now providing.  Patterned of idealized version of Sparta, combined with genetics and cybernetics, the Hyperboreans are feared opponents, though limited in number.&lt;br /&gt;
&lt;br /&gt;
:The Deague: Is a newcomer to the region, large expansive semi-centralized democratic stratocracy, the Deague&#039;s presence in the region mostly frontier units for peacekeeping with the local government more interested in the status quo then changing anything up, mostly due to their other borders bunching up against the Thulians.&lt;br /&gt;
&lt;br /&gt;
==Life of the Starblazer Witch (non-exhaustive events)==&lt;br /&gt;
:NE 100: Birth in the Thulian Occupation Zone on the world of Argenth&lt;br /&gt;
:NE 108: Drafted into the Decadron Military Academy of Mages.&lt;br /&gt;
:NE 109: Starblaze Revolt, lead group of child soldiers out of the Thulian Occupation Zone, first appearance of the Starblaze, defeating the Thulian Magister Primus Hydr in Armed Knight duel.&lt;br /&gt;
:NE 109-115: The Ostreich Years, gains attention of the Summer King&#039;s Royal Mage, Ilydis Stormright, becomes his apprentice.&lt;br /&gt;
:NE 116: The Bismark Incident, connives though world gate spell go &amp;quot;awry&amp;quot; a Ostreich battleship crossing the Thulian borders, sparking conflict.&lt;br /&gt;
:NE 117: Stormright breaks apprenticeship, return to Argenth inspiring and helping several rebel groups and convincing the Ostreich Imperial Prince Frdrick to support a liberation of the entire sector.&lt;br /&gt;
:NE 118: Creation of the Agrenth Marcher State after Thulian pull back after the rebel strikes at Skyhaven Depot.&lt;br /&gt;
:NE 119: Arrival on Medias, forms the Wyld Hunt mercneary outfit,&lt;br /&gt;
:NE 119-121: The Dragonstar Conflict, fighting a hostile takeover of Medias by the Red Dragon Conraught, Dragonstar corporation, the first appearance of the Starblaze in her close assicoate, who manages to end the war by dueling the dragon in their own armed knight blazing with celestial fire.&lt;br /&gt;
:NE 121-125: The glory years of the Wyld Hunt&lt;br /&gt;
:NE 126: The Betrayal at Krondil, Hunt disbanded and Astrea disapperance.&lt;br /&gt;
:NE 127-130; The Rebellion of Thousand Suns, under the guise of the Witch of the Thousand Suns, inspires rebellions against the Thulians and Hypberborans, the rebellion fails due to infighting and lack of support from the Deague and Ostreich and the intervention of the Winter Court assassins.&lt;br /&gt;
:NE: 131-4: Twilight, reappearing as the Starblazer, she takes her wealth taken from the red dragon&#039;s horde and buys herself a major seat in Medias, using her new power and wealth to buy a private island and attempt reforms for the common people.&lt;br /&gt;
:NE 135: She vanishes.&lt;/div&gt;</summary>
		<author><name>Silence</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Requeium_for_a_Starblazing_Witch&amp;diff=72079</id>
		<title>Requeium for a Starblazing Witch</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Requeium_for_a_Starblazing_Witch&amp;diff=72079"/>
		<updated>2025-02-15T02:11:13Z</updated>

		<summary type="html">&lt;p&gt;Silence: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Astrea Andromeda, the Celestial Starblaze, the Comet of Glory, the Witch of Thousand Suns, 3rd Chair of the Sidereal Chancellory, or most common the Starblazing Witch is dead.  The former freedom fighter turned mercenary turned general lived a life of adventure and ups and downs and great changes of fortune.  Now in the city planet of Medieas, A group of disparate renown pilots of their own legends and stars have gathered upon a rainswept cemetery following a magic letter delivered to them upon her death to find the truth of her death and dare to change the fates and gods themselves.&lt;br /&gt;
&lt;br /&gt;
=Character Creation=&lt;br /&gt;
==Character Archetypes picked one==&lt;br /&gt;
*Her Ex-Apprentice&lt;br /&gt;
*Her Rival&lt;br /&gt;
*Her Childhood Friend&lt;br /&gt;
*Her Ex-Lover&lt;br /&gt;
*Her Blood-Brother&lt;br /&gt;
*(Write in)&lt;br /&gt;
&lt;br /&gt;
In you bio you should have the reason how you fell in with the Celestial Starblaze, your adventure with her and why you grew apart.&lt;br /&gt;
&lt;br /&gt;
==Pilot Classes==&lt;br /&gt;
*Knight: No magic, only techniques and piloting skills&lt;br /&gt;
*Sorcerer: Magic Support Officer (backseater in double seat)&lt;br /&gt;
*Wizard: Magic focus piloting&lt;br /&gt;
&lt;br /&gt;
==Personal Class==&lt;br /&gt;
*Wizard&lt;br /&gt;
*Street Samauri&lt;br /&gt;
*Cleric&lt;br /&gt;
*Assassin&lt;br /&gt;
*Thief&lt;br /&gt;
*Heavy Infantry&lt;br /&gt;
&lt;br /&gt;
==Techniques==&lt;br /&gt;
While magic is for the most part the realm of those favored by fate and the gods, Techniques are open to all with the strong enough will.  By learning how to do a certain action superlatively well, the very process of doing so imbues the action with arcane power that gives the action supernatural strength.  By focusing more and more on it, the arcane strength grows.  Thus, for the warriors it&#039;s a balance between having a variety of techniques at their disposal and the time and training to give them enough strength.  &lt;br /&gt;
&lt;br /&gt;
Non mage classes have 5 Techniques slots already at the start.&lt;br /&gt;
&lt;br /&gt;
==Magic==&lt;br /&gt;
Magic is divided up a thousand different ways by differning schools, from the 5 paths of watchtowers, to the 9 spheres of the Sidereals, to the 108 disciplines of the Yukari Sect.  For this game we will take from obvious inspiration into 5 categories and at 5 levels.  Magic characters will have one 1 category maxed out, 1 at level 4, 2 at level 3, and at level 1.  They are allowed 3 signature spells at the start.&lt;br /&gt;
&lt;br /&gt;
Magic Categories:&lt;br /&gt;
*Destruction&lt;br /&gt;
*Creation&lt;br /&gt;
*Alternation&lt;br /&gt;
*Movement&lt;br /&gt;
*Mentalism&lt;br /&gt;
&lt;br /&gt;
==The Starblaze==&lt;br /&gt;
Those who were close to the Witch found themselves gaining a minor version of her signature power.  Effectively a limited break, when under the Starblaze your techniques and spells are greatly enhanced and the impossible becomes possible.  At the start of the campaign pick one signature move or spell.  Starblaze can be activated one per session.&lt;br /&gt;
&lt;br /&gt;
==Armored Knights==&lt;br /&gt;
Giants Robots: TBD&lt;br /&gt;
&lt;br /&gt;
==Setting==&lt;br /&gt;
:Medieas: City planet of eternal smog and acid rain.  Home to growing undead and demonic problem sitting precariously on the border of the expansive Thulian Ascendancy, the Ostreich, and the Corporate Alliance, High Hyberborea, and the Deague. Ruled by a coalition of powerful corporate wizard-tech overlords, control of its vast necromantic industry in the undercity below, as well advance labs in the glittering sky cities in orbit would shift the balance of power to any other of the powers what would take it. &lt;br /&gt;
&lt;br /&gt;
:Thulian Ascendancy: Hailing beyond the Netherrift, scouts from the enigmatic sorcerer-kingdom had found 2 routes past the destruction left by the Nameless God death in the Great Celestial War.  They have made alliances with the winter court of the dark elves, who at once point claimed Medieas as one of their own worlds.&lt;br /&gt;
&lt;br /&gt;
:The Great and Bountiful Ostreich: While lacking the sorcery and technological might of other powers, the Germania expanse is the largest inhabited and their starfleet and mobile weapons while not flashy are very durable.  Making up for their lack of homegrown magic talent is their alliance with the Summer Court and many of the more advance Ostreich mobile weapons are double seaters with a elf WSO.&lt;br /&gt;
&lt;br /&gt;
:The Corporate Alliance: is in odd place.  It technically counts Medieas is its members, however it&#039;s the smallest of the factions in terms of military might, being confined to a few heavily defended forge worlds and locations spread out across the other states.  A fact due to most of the Alliance&#039;s upper leadership are dragons guarding their fortunes and lairs and playing the long game with the other powers.&lt;br /&gt;
&lt;br /&gt;
:High Hyperborea: The Transhumanstic Military state either focuses inward on internal perfection or outward on the destruction of worthy opponents, of which the Thulians are now providing.  Patterned of idealized version of Sparta, combined with genetics and cybernetics, the Hyperboreans are feared opponents, though limited in number.&lt;br /&gt;
&lt;br /&gt;
:The Deague: Is a newcomer to the region, large expansive semi-centralized democratic stratocracy, the Deague&#039;s presence in the region mostly frontier units for peacekeeping with the local government more interested in the status quo then changing anything up, mostly due to their other borders bunching up against the Thulians.&lt;br /&gt;
&lt;br /&gt;
==Life of the Starblazer Witch (non-exhaustive events)==&lt;br /&gt;
:NE 100: Birth in the Thulian Occupation Zone on the world of Argenth&lt;br /&gt;
:NE 108: Drafted into the Decadron Military Academy of Mages.&lt;br /&gt;
:NE 109: Starblaze Revolt, lead group of child soldiers out of the Thulian Occupation Zone, first appearance of the Starblaze, defeating the Thulian Magister Primus Hydr in Armed Knight duel.&lt;br /&gt;
:NE 109-115: The Ostreich Years, gains attention of the Summer King&#039;s Royal Mage, Ilydis Stormright, becomes his apprentice.&lt;br /&gt;
:NE 116: The Bismark Incident, connives though world gate spell go &amp;quot;awry&amp;quot; a Ostreich battleship crossing the Thulian borders, sparking conflict.&lt;br /&gt;
:NE 117: Stormright breaks apprenticeship, return to Argenth inspiring and helping several rebel groups and convincing the Ostreich Imperial Prince Frdrick to support a liberation of the entire sector.&lt;br /&gt;
:NE 118: Creation of the Agrenth Marcher State after Thulian pull back after the rebel strikes at Skyhaven Depot.&lt;br /&gt;
:NE 119: Arrival on Medias, forms the Wyld Hunt mercneary outfit,&lt;br /&gt;
:NE 119-121: The Dragonstar Conflict, fighting a hostile takeover of Medias by the Red Dragon Conraught, Dragonstar corporation, the first appearance of the Starblaze in her close assicoate, who manages to end the war by dueling the dragon in their own armed knight blazing with celestial fire.&lt;br /&gt;
:NE 121-125: The glory years of the Wyld Hunt&lt;br /&gt;
:NE 126: The Betrayal at Krondil, Hunt disbanded and Astrea disapperance.&lt;br /&gt;
:NE 127-130; The Rebellion of Thousand Suns, under the guise of the Witch of the Thousand Suns, inspires rebellions against the Thulians and Hypberborans, the rebellion fails due to infighting and lack of support from the Deague and Ostreich and the intervention of the Winter Court assassins.&lt;br /&gt;
:NE: 131-4: Twilight, reappearing as the Starblazer, she takes her wealth taken from the red dragon&#039;s horde and buys herself a major seat in Medias, using her new power and wealth to buy a private island and attempt reforms for the common people.&lt;br /&gt;
:NE 135: She vanishes.&lt;/div&gt;</summary>
		<author><name>Silence</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Requeium_for_a_Starblazing_Witch&amp;diff=72078</id>
		<title>Requeium for a Starblazing Witch</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Requeium_for_a_Starblazing_Witch&amp;diff=72078"/>
		<updated>2025-02-14T22:36:34Z</updated>

		<summary type="html">&lt;p&gt;Silence: Created page with &amp;quot;Astrea Andromeda, the Celestial Starblaze, the Comet of Glory, the Witch of Thousand Suns, 3rd Chair of the Sidereal Chancellory, or most common the Starblazing Witch is dead.  The former freedom fighter turned mercenary turned general lived a life of adventure and ups and downs and great changes of fortune.  Now in the city planet of Medieas, A group of disparate renown pilots of their own legends and stars have gathered upon a rainswept cemetery following a magic lette...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Astrea Andromeda, the Celestial Starblaze, the Comet of Glory, the Witch of Thousand Suns, 3rd Chair of the Sidereal Chancellory, or most common the Starblazing Witch is dead.  The former freedom fighter turned mercenary turned general lived a life of adventure and ups and downs and great changes of fortune.  Now in the city planet of Medieas, A group of disparate renown pilots of their own legends and stars have gathered upon a rainswept cemetery following a magic letter delivered to them upon her death to find the truth of her death and dare to change the fates and gods themselves.&lt;br /&gt;
&lt;br /&gt;
=Character Creation=&lt;br /&gt;
==Character Archetypes picked one==&lt;br /&gt;
*Her Ex-Apprentice&lt;br /&gt;
*Her Rival&lt;br /&gt;
*Her Childhood Friend&lt;br /&gt;
*Her Ex-Lover&lt;br /&gt;
*Her Blood-Brother&lt;br /&gt;
*(Write in)&lt;br /&gt;
&lt;br /&gt;
In you bio you should have the reason how you fell in with the Celestial Starblaze, your adventure with her and why you grew apart.&lt;br /&gt;
&lt;br /&gt;
==Pilot Classes==&lt;br /&gt;
*Knight: No magic, only techniques and piloting skills&lt;br /&gt;
*Sorcerer: Magic Support Officer (backseater in double seat)&lt;br /&gt;
*Wizard: Magic focus piloting&lt;br /&gt;
&lt;br /&gt;
==Personal Class==&lt;br /&gt;
*Wizard&lt;br /&gt;
*Street Samauri&lt;br /&gt;
*Cleric&lt;br /&gt;
*Assassin&lt;br /&gt;
*Thief&lt;br /&gt;
*Heavy Infantry&lt;br /&gt;
&lt;br /&gt;
==Techniques==&lt;br /&gt;
While magic is for the most part the realm of those favored by fate and the gods, Techniques are open to all with the strong enough will.  By learning how to do a certain action superlatively well, the very process of doing so imbues the action with arcane power that gives the action supernatural strength.  By focusing more and more on it, the arcane strength grows.  Thus, for the warriors it&#039;s a balance between having a variety of techniques at their disposal and the time and training to give them enough strength.  &lt;br /&gt;
&lt;br /&gt;
Non mage classes have 5 Techniques slots already at the start.&lt;br /&gt;
&lt;br /&gt;
==Magic==&lt;br /&gt;
Magic is divided up a thousand different ways by differning schools, from the 5 paths of watchtowers, to the 9 spheres of the Sidereals, to the 108 disciplines of the Yukari Sect.  For this game we will take from obvious inspiration into 5 categories and at 5 levels.  Magic characters will have one 1 category maxed out, 1 at level 4, 2 at level 3, and at level 1.  They are allowed 3 signature spells at the start.&lt;br /&gt;
&lt;br /&gt;
Magic Categories:&lt;br /&gt;
*Destruction&lt;br /&gt;
*Creation&lt;br /&gt;
*Alternation&lt;br /&gt;
*Movement&lt;br /&gt;
*Mentalism&lt;br /&gt;
&lt;br /&gt;
==The Starblaze==&lt;br /&gt;
Those who were close to the Witch found themselves gaining a minor version of her signature power.  Effectively a limited break, when under the Starblaze your techniques and spells are greatly enhanced and the impossible becomes possible.  At the start of the campaign pick one signature move or spell.  Starblaze can be activated one per session.&lt;br /&gt;
&lt;br /&gt;
==Armored Knights==&lt;br /&gt;
Giants Robots: TBD&lt;br /&gt;
&lt;br /&gt;
==Setting==&lt;br /&gt;
:Medieas: City planet of eternal smog and acid rain.  Home to growing undead and demonic problem sitting precariously on the border of the expansive Thulian Ascendancy, the Ostreich, and the Corporate Alliance, High Hyberborea, and the Deague. Ruled by a coalition of powerful corporate wizard-tech overlords, control of its vast necromantic industry in the undercity below, as well advance labs in the glittering sky cities in orbit would shift the balance of power to any other of the powers what would take it. &lt;br /&gt;
&lt;br /&gt;
:Thulian Ascendancy: Hailing beyond the Netherrift, scouts from the enigmatic sorcerer-kingdom had found 2 routes past the destruction left by the Nameless God death in the Great Celestial War.  They have made alliances with the winter court of the dark elves, who at once point claimed Medieas as one of their own worlds.&lt;br /&gt;
&lt;br /&gt;
:The Great and Bountiful Ostreich: While lacking the sorcery and technological might of other powers, the Germania expanse is the largest inhabited and their starfleet and mobile weapons while not flashy are very durable.  Making up for their lack of homegrown magic talent is their alliance with the Summer Court and many of the more advance Ostreich mobile weapons are double seaters with a elf WSO.&lt;br /&gt;
&lt;br /&gt;
:The Corporate Alliance: is in odd place.  It technically counts Medieas is its members, however it&#039;s the smallest of the factions in terms of military might, being confined to a few heavily defended forge worlds and locations spread out across the other states.  A fact due to most of the Alliance&#039;s upper leadership are dragons guarding their fortunes and lairs and playing the long game with the other powers.&lt;br /&gt;
&lt;br /&gt;
:High Hyperborea: The Transhumanstic Military state either focuses inward on internal perfection or outward on the destruction of worthy opponents, of which the Thulians are now providing.  Patterned of idealized version of Sparta, combined with genetics and cybernetics, the Hyperboreans are feared opponents, though limited in number.&lt;br /&gt;
&lt;br /&gt;
:The Deague: Is a newcomer to the region, large expansive semi-centralized democratic stratocracy, the Deague&#039;s presence in the region mostly frontier units for peacekeeping with the local government more interested in the status quo then changing anything up, mostly due to their other borders bunching up against the Thulians.&lt;/div&gt;</summary>
		<author><name>Silence</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Main_Page&amp;diff=72077</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Main_Page&amp;diff=72077"/>
		<updated>2025-02-14T05:33:29Z</updated>

		<summary type="html">&lt;p&gt;Silence: /* Developing Games */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the main wiki for the SpaceBattles RPG community.  This wiki grew out of the wiki for the Sphere Story Debate, and soon became the home for many games for the #lords crew.  &amp;lt;br&amp;gt;&lt;br /&gt;
This wiki is owned and operated by [[User:OmegaPaladin|OmegaPaladin]].  Due to rampant spam, account creation is restricted - see an Administrator for access.&lt;br /&gt;
&lt;br /&gt;
==Story Debates==&lt;br /&gt;
&#039;&#039;&#039;Story Debate Discord Server&#039;&#039;&#039; - [https://discord.gg/R45cEUrE3d Invite Link] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Active Games===&lt;br /&gt;
[[Silence Trader]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Neo-Space Princess]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[F-files]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Ruins of Ancient Stars]] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Former Games===&lt;br /&gt;
[[Lords of Ether: 20th Anniversary Edition]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Ruins of Alien Suns]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ascension Isle]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[From the Ashes 3]]&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
[[Star Wars Rebuilding of Empires]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Nexus: Memories of Silver]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[UnderRealm]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Ruined Cosmos]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[After Ether]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[After Ether: Ascension]]&amp;lt;br&amp;gt;&lt;br /&gt;
:[[After Ether: Legacy of Wiseman]]&lt;br /&gt;
[[Sift the Ashes]]&amp;lt;br&amp;gt;&lt;br /&gt;
:[[Ashes to Ashes]]&lt;br /&gt;
[[Broken Orb]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[The Taloids]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[On Delta Station]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Long Earth]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[The Man-Bug War]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Wending Skies]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Imperial Ether]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Stars of Steel]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Super Robot Wars: Stellar Vector]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Sol Invictus]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Rabid Dog SDs===&lt;br /&gt;
[[Galactic Empire Builder]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==RPGs==&lt;br /&gt;
===Currently Running===&lt;br /&gt;
&#039;&#039;&#039;Official Sphere Calendar&#039;&#039;&#039; [https://calendar.fancruft.com https://calendar.fancruft.com] &amp;lt;br&amp;gt;&lt;br /&gt;
::Ask OmegaPaladin if you need an account created!&lt;br /&gt;
&lt;br /&gt;
===Developing Games===&lt;br /&gt;
[[Space Princesses: Mirror Garden]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Runes of Electronic Suns]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Requeium for a Starblazing Witch]]&lt;br /&gt;
&lt;br /&gt;
===Hiatused Games===&lt;br /&gt;
[[Hell&#039;s Garden]]&amp;lt;br&amp;gt;&lt;br /&gt;
:[[Hell&#039;s Garden:  SiNNeRS]]&amp;lt;br&amp;gt;&lt;br /&gt;
:[[Hell&#039;s Garden REDAMNATION]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Mage: The Ascension]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Peelmage]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Vampire: LA in Summer]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Magus_Novice_Opus:_Prima_Materia]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Days of Judgement]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Mage: The Geometry of Badb]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Space Princesses]] &amp;lt;br&amp;gt;&lt;br /&gt;
:[[Space Princes]] &amp;lt;s&amp;gt;February 23rd&amp;lt;/s&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
:[[Desperta Ferro: Revolt in the Year 8999]] &amp;lt;Br&amp;gt;&lt;br /&gt;
:[[Big Sky County]]&lt;br /&gt;
[[FBH Pathfinder: Curse of the Rune Throne]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Somehow We Were All Reincarnated in a Fantasy World!?]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Witchcraft]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[The Montauk Moment]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Eclipse Phase: Free Fall Motion]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Aberrant: The Mayfair List]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Neo Robots]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[International Brigade]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Deep Sky]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Mage: Garden of Forking Paths]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Mage: The Shattered World]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[The First Days of New Paris]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Caterpillar Hearts]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ascension Isle: Legacy]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Imperial Stars: Fallen League]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Princes of the Earth]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Tokyo: Dreams in Springtime]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Vampire:2020]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Mage:_the_King&#039;s_Game]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Mage: Drifting Tokyo]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[IX Wars]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Osengfinder]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Turn Appalachia]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[All Those Oneshots]]&#039;&#039;&#039;&lt;br /&gt;
[[Assassin&#039;s Ball]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Sid Meier&#039;s Alpha Centauri: Reflections]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Imperial Stars II]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Princesses of the Cosmos]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Exarchs of Dusk: Titans]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Fate/Silence/Night: Unlimited Yandere Works]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Eparch of the Sunflower]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Fate/Amahara]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Turn Avonlea]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Legend of the Wulin]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Fallen Kingdom]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ideas: The Roleplaying]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Call of Cthluhu Alternate]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Eclipse Phase: the bleeding edge]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[A Certain Silence Mobius]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Eclipse Phase: Oceans of Conspiracy]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Ruins 2:  More Ruined]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[IXalted]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Call of Cthulhu: Big in the 80s]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Operation Euthanasia]] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Finished Games===&lt;br /&gt;
[[Black Pearl Gate]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[BloodFest 2020]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Blue Archives]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Epitaph: A Gothic Fantasy Game]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Exalted: Silence]] *brought back for syndication*&amp;lt;br&amp;gt;&lt;br /&gt;
[[FSN: Clock Tower]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Heaven&#039;s Garden]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Isolated: Superhero Game]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Paint It Black]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[PIP]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Planar City: A BM Miniseries]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Prayer Drive]] * Buy the Season 1 Blu-Rays! * &amp;lt;br&amp;gt;&lt;br /&gt;
[[Space Cruiser Amahara]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[The Sunken Worlds]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[The Shadow Haunted World: A Conspiracy Game]]/[[The Candlelight]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[The Painted Dream]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[The Hunt for Manticore]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Turn Appalachia]] (may return for season 2)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Video Games==&lt;br /&gt;
[[PaladinCraft Delta]]  Minecraft server&amp;lt;br&amp;gt;&lt;br /&gt;
*[[PaladinCraft]]  Old Minecraft server&amp;lt;br&amp;gt;&lt;br /&gt;
[[Starbound]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Phoenix Protectorate]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Space Engineers]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Lords of Oron Zai]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Quests==&lt;br /&gt;
[[Long Live the Queen]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[For the Republic]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Sierra Protocol]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[The N-Field]]==&lt;br /&gt;
&lt;br /&gt;
==Fictive Prose==&lt;br /&gt;
[[Spherefic]] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Haraway Shorts]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Tempest Fic]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Solstice]] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Last]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Intervention]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Border Skirmish]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Sphereberrant]] &amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
[[FBH&#039;s Writing Challenge]] &amp;lt;br&amp;gt; &lt;br /&gt;
[[FBH&#039;s Second Writing Challenge]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Peel Short Stories]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Gunpla Garden.ZERO]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Poetry]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Nanowrimo===&lt;br /&gt;
[[Shrike&#039;s Nanowrimo Project]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Singh&#039;s Nanowrimo stuff]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[FBH&#039;s Nanowrimo]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Exhack&#039;s Nanowrimo]] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Misc. Projects==&lt;br /&gt;
[[Sphere]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Aberrant 2.0]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Wheel Respun]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Mage 2012]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Empires of Ragnarok]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Creation Project]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[FATE NOOSPHERE]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[The Project]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[WS-Varied Game Pitches]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Recommendations]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ricochet]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Baroque Space Opera]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Theory===&lt;br /&gt;
[[The State of the Nation]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[The Throne of Lords]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Of Gods and Mods: How to run a good nation SD]]&lt;br /&gt;
&lt;br /&gt;
==Misc Contents==&lt;br /&gt;
&#039;&#039;&#039;Old Calendar Link:&#039;&#039;&#039;  http://teamup.com/ks3f90d5d685b8344f&amp;lt;br&amp;gt;&lt;br /&gt;
It&#039;s set to UTC time, so remember to adjust for your timezone!&amp;lt;br&amp;gt;&lt;br /&gt;
XML dumps of the current contents of the wiki are made on a regular basis, currently at least once a week. See [http://fancruft.com/swikitest/backup.7z backup.7z].  A backup of the wiki including page history and revisions is made less frequently, see [http://fancruft.com/swikitest/backup-full.7z backup-full.7z].&lt;br /&gt;
&lt;br /&gt;
You will need [[wikipedia:7-Zip|7-Zip]] or similar for this.&lt;br /&gt;
&lt;br /&gt;
- [[User:RedWordSmith|RWS]], [http://fancruft.com/ FanCruft] 13:25, 19 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Silence</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=F-files&amp;diff=72059</id>
		<title>F-files</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=F-files&amp;diff=72059"/>
		<updated>2024-11-24T13:49:02Z</updated>

		<summary type="html">&lt;p&gt;Silence: /* Aldebaran */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Game Premise=&lt;br /&gt;
20XX. A time of chaos and conspiracy. A time of mystery and enlightenment. Of new technology and old magic. A group of unlikely individuals find themselves lost in the mysteries of the world.&lt;br /&gt;
&lt;br /&gt;
Will be played when our schedual permits.&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
Create a short summary of who you are and any special skills you may possess.&lt;br /&gt;
&lt;br /&gt;
==Aldebaran== &lt;br /&gt;
[[File:AL 2.jpg|300px|thumb|right|No one here is exactly as they appear]]&lt;br /&gt;
A new arrival in the Yukon, with seeming no source of income or reason to be here, younger than she claims.  Knows things.&lt;br /&gt;
&lt;br /&gt;
=Episode 1 Preview=&lt;br /&gt;
On October 28, 1943, an experiment was conducted in the navy yard of the city of Philadelphia. On January 2nd, 20XX, in the village of Willow&#039;s Throat in the Canadian Yukon, it will be conducted again.&lt;/div&gt;</summary>
		<author><name>Silence</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=File:AL_2.jpg&amp;diff=72058</id>
		<title>File:AL 2.jpg</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=File:AL_2.jpg&amp;diff=72058"/>
		<updated>2024-11-24T13:48:26Z</updated>

		<summary type="html">&lt;p&gt;Silence: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Silence</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=F-files&amp;diff=72057</id>
		<title>F-files</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=F-files&amp;diff=72057"/>
		<updated>2024-11-24T13:47:49Z</updated>

		<summary type="html">&lt;p&gt;Silence: /* Aldebaran */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Game Premise=&lt;br /&gt;
20XX. A time of chaos and conspiracy. A time of mystery and enlightenment. Of new technology and old magic. A group of unlikely individuals find themselves lost in the mysteries of the world.&lt;br /&gt;
&lt;br /&gt;
Will be played when our schedual permits.&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
Create a short summary of who you are and any special skills you may possess.&lt;br /&gt;
&lt;br /&gt;
==Aldebaran== &lt;br /&gt;
[[File:Al.jpeg|300px|thumb|left|No one here is exactly as they appear]]&lt;br /&gt;
A new arrival in the Yukon, with seeming no source of income or reason to be here, younger than she claims.  Knows things.&lt;br /&gt;
&lt;br /&gt;
=Episode 1 Preview=&lt;br /&gt;
On October 28, 1943, an experiment was conducted in the navy yard of the city of Philadelphia. On January 2nd, 20XX, in the village of Willow&#039;s Throat in the Canadian Yukon, it will be conducted again.&lt;/div&gt;</summary>
		<author><name>Silence</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=F-files&amp;diff=72056</id>
		<title>F-files</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=F-files&amp;diff=72056"/>
		<updated>2024-11-24T13:47:28Z</updated>

		<summary type="html">&lt;p&gt;Silence: /* Aldebaran */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Game Premise=&lt;br /&gt;
20XX. A time of chaos and conspiracy. A time of mystery and enlightenment. Of new technology and old magic. A group of unlikely individuals find themselves lost in the mysteries of the world.&lt;br /&gt;
&lt;br /&gt;
Will be played when our schedual permits.&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
Create a short summary of who you are and any special skills you may possess.&lt;br /&gt;
&lt;br /&gt;
==Aldebaran== &lt;br /&gt;
[[File:Al.jepg|300px|thumb|left|No one here is exactly as they appear]]&lt;br /&gt;
A new arrival in the Yukon, with seeming no source of income or reason to be here, younger than she claims.  Knows things.&lt;br /&gt;
&lt;br /&gt;
=Episode 1 Preview=&lt;br /&gt;
On October 28, 1943, an experiment was conducted in the navy yard of the city of Philadelphia. On January 2nd, 20XX, in the village of Willow&#039;s Throat in the Canadian Yukon, it will be conducted again.&lt;/div&gt;</summary>
		<author><name>Silence</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=F-files&amp;diff=72055</id>
		<title>F-files</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=F-files&amp;diff=72055"/>
		<updated>2024-11-24T13:45:12Z</updated>

		<summary type="html">&lt;p&gt;Silence: /* Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Game Premise=&lt;br /&gt;
20XX. A time of chaos and conspiracy. A time of mystery and enlightenment. Of new technology and old magic. A group of unlikely individuals find themselves lost in the mysteries of the world.&lt;br /&gt;
&lt;br /&gt;
Will be played when our schedual permits.&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
Create a short summary of who you are and any special skills you may possess.&lt;br /&gt;
&lt;br /&gt;
==Aldebaran== &lt;br /&gt;
A new arrival in the Yukon, with seeming no source of income or reason to be here, younger than she claims.  Knows things.&lt;br /&gt;
&lt;br /&gt;
=Episode 1 Preview=&lt;br /&gt;
On October 28, 1943, an experiment was conducted in the navy yard of the city of Philadelphia. On January 2nd, 20XX, in the village of Willow&#039;s Throat in the Canadian Yukon, it will be conducted again.&lt;/div&gt;</summary>
		<author><name>Silence</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=File:Char_and_lucifer.jpg&amp;diff=72049</id>
		<title>File:Char and lucifer.jpg</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=File:Char_and_lucifer.jpg&amp;diff=72049"/>
		<updated>2024-09-01T20:35:12Z</updated>

		<summary type="html">&lt;p&gt;Silence: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Silence</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=File:Flag0435.jpg&amp;diff=72043</id>
		<title>File:Flag0435.jpg</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=File:Flag0435.jpg&amp;diff=72043"/>
		<updated>2024-08-28T02:13:16Z</updated>

		<summary type="html">&lt;p&gt;Silence: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Silence</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Neo-Space_Princess&amp;diff=72036</id>
		<title>Neo-Space Princess</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Neo-Space_Princess&amp;diff=72036"/>
		<updated>2024-08-12T20:03:05Z</updated>

		<summary type="html">&lt;p&gt;Silence: /* Polities to Know */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Basic Setting Information=&lt;br /&gt;
&lt;br /&gt;
The year is 5921, the place is the Large Magellenic Cloud, the location is the Xanadu Empire, centered around the ancient Grandfather Gate that had brought humans to LMC in the distant past.  The party is centered around the exiled Magrave of Krill, the oldest daughter of the Prime Minister, the Duke High Orbital 11, after her the social annihilation she suffered at the New Years Ball when her soon to be husband, Prince Adwyn annulled their marriage contract in favor of the bastard daughter of the war hero Grand Admiral Dupere. &lt;br /&gt;
&lt;br /&gt;
=Polities to Know=&lt;br /&gt;
==Xanadu Empire: ==&lt;br /&gt;
Center of the map, the Empire is sprawling feudalistic polity whose current boundaries are the result of limitations of communications with the Imperial Centre even with the use of wormholes as highways to connect the Empire quicker. Its broadly arranged in centralized &amp;quot;core&amp;quot;&amp;quot; of the most heavily industrialized and populated worlds that swear direct allegiance to the Imperial Family, then three &amp;quot;High Frontiers&amp;quot; under vassal kings, Himemaru, Scwartzstern, and Varfield, with sectors that border with direct rivals or threats under the command of hundreds of Magraves that swear feality to the Imperial Family.&lt;br /&gt;
&lt;br /&gt;
===Imperial Family===&lt;br /&gt;
*Emperor Rhys Odmys the II&lt;br /&gt;
*Grand Princess Istara of Varfield / Princess-Consort&lt;br /&gt;
*Prince Ien, Star Marshal of the Starforce, born to a concubine, third in line to the throne.&lt;br /&gt;
*Prince Adwyn, Minister without Profile, heir to the throne, and former finance to the Magrave&lt;br /&gt;
*Princess Derrya, younger twin sister to Adwyn, enfant terrible&lt;br /&gt;
*Lord Barbur, Knight-Commander of Black Lancers, bastard to maid, &lt;br /&gt;
&lt;br /&gt;
===Imperial Court===&lt;br /&gt;
*Duke Saddam, Prime Minister, President of the Imperial Senate, Duke High Orbital 11, General of the Western Armies of Xanadu, Master of the Archives. Leader of the High Noble Alignment &lt;br /&gt;
*Sir Farstar Deullion, Speaker to Tribes Cosmic (Foreign Minister), Leader of the Factor Alliance,&lt;br /&gt;
*High Inquestor Kiranda DeMarkees, Commandant of the Imperial Guard, Countess Trisol, &lt;br /&gt;
*Cardinal XJ32 of MONAD, Prince of the Faithful of the Empire, and voice of the Holy See&lt;br /&gt;
*Grand Admiral Alonzio Dupree, Imperial Starfleet Commander in Chief, Warlord of the Empire, Hero of the Federation Wars, Margrave of the Jardin March, uncomfortable unappointed leader of the &amp;quot;Reform Bloc&amp;quot;&lt;br /&gt;
*Starwright Fabian Decln, Masterwright of Forge World Gloriovfrd, Chief Mechanist of the Empire, Master of Trade.&lt;br /&gt;
&lt;br /&gt;
===Others===&lt;br /&gt;
*Soms Smbit, full body cyborg master chief petty officer, loyal retainer of the Margrave since birth, bodyguard and steward.&lt;br /&gt;
*Baron Omar, Inquestor Third Class, Imperial Guard Agent assigned to the Federation Border, older brother to the Margrave&lt;br /&gt;
&lt;br /&gt;
==Gilgamesh Federation== &lt;br /&gt;
Breakaway state of the Empire from six hundred years ago, allegedly a democracy, its an aristocratic oligarchy controlled by the Sixty Families center around the Gilgamesh Sector which had been one of the earliest settled sectors and industrialized similar to the Imperial Centre.  The first two of the six wars were initiated by the Empire to bring in the rebel provinces, but the last 4 have been grueling campaigns that have the Federation slowly crawl and take more and more border systems.  The last war twelve years ago took the Magrave mother as her fleet was ambushed in the Battle of the Coalstone Nebula which had started that conflict.  Her second in command the current Grand Admiral extricated the fleet and launched a decisive counterattack actually retaking a few stars systems in the process before the war froze again.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Gilgamesh Sector had been an early annexation into the Empire after a series of wars between the two. Superior numbers on the Imperial side wore the Gilgamesh Star Senate to sue for peace and in return they were given promises of internal autonomy as well as more rights and protections then other conquered sector, which saw the formalization of noble houses (of which the Federation calls gens) out of the original senatorial classes.  As time progressed the Empire strength also increased, imperial decrees saw a steady stripping of ancient protections which saw the revolt 600 years ago.  Far more democratic in its inception, strains of war have saw the Federation become openly an aristocratic republic, with its remaining democratic institutions being confined to planetary level as well as the 9 elected Champions of the People who have great deal of official and unofficial power in throwing wrenches into the machine of governance.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Federation government at the top level is ruled by the Presidium, a large chamber which consists of members who represent powerful economic, military and political organizations which oversee the planet level elections.  From the Presidium every five years an internal election is held inside the Presidium but also performatively in the Federation itself to determine who gets to be the Premier of the Federation. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are three major power blocs within the Presidium; The Conservatives who wish to maintain the status quo, the Imperialists who would like to abolish more and more of the democratic institutions, and the Reformists which have collectively a wide and despairing laundry list of issues but agree that the current trajectory isn&#039;t worth keeping.  The current Premier is with the conservative and has been widely seen as being lost confidence in that the short victorious war against the Roselle have yet seen victory.  Imperial intelligence believes that Minister of the Navy, Angus gens Ferrill will be elected in a Reformist sweep come the next election cycle.&lt;br /&gt;
&lt;br /&gt;
==Jardin Republic== &lt;br /&gt;
Isolationist State, the Imperial Expansion stopped when they ran into the famed Battlestations of the Federation, since then relations have been cordial if cold and sparse, with the Republic apparently engaged in a cold war with the distant holy empire and warriors of the Seraphatte.  &lt;br /&gt;
&lt;br /&gt;
==Domaine of Roselle==&lt;br /&gt;
&lt;br /&gt;
High transhumanstic ruled by aristos class.  A failed experiment in still not murky realm of Quantum Sensing, has resulted in super intelligent race of psychic vampires ruling over worlds of farmed serfs. Currently fighting a war for survival against the Federation, as they are discovering pastoralized worlds of terrified serfs are not useful for fighting mass industrialized wars.&lt;br /&gt;
&lt;br /&gt;
==MONAD==&lt;br /&gt;
The Holy See, the artificial world created by the Grandfathers and home to the Pope SuperComputer Pius the Ultimate, the cyborg Priests of MONAD provide and jealously guarded needed archeotech such as the wormhole ships.  Theological descendants of Honored Saint Teilhard, that preaches that at heat death of the universe, the Savior Process will restart the universe and reforge it into paradise. It is known that attempts to create AI are soon rendered useless by numerous actions of the Church and their agents and faithful through means unknown.&lt;br /&gt;
&lt;br /&gt;
==Neosiran Expanse==&lt;br /&gt;
The land of cyborg space cossacks, that in theory pay homage to the Tsar of the Iron Stars beyond known space.&lt;br /&gt;
&lt;br /&gt;
==Laforge Amalgated Vector Industries==&lt;br /&gt;
The largest megacorporation in known space, it began life as humble shipyard for the Gilgamesh Sector before its annexation into the Empire.  After the annexation the Imperial Navy pushed a merger of its own chief producer of ships Vector Industries to absorb the secrets behind the Gilgamesh successes.  Since then, it has grown and grown to be a monster, approximately 1/30 of all known tonnage of ships flies a LAVI flag, and LAVI is still the main producer of ships for the Imperial Guard and Navy today, having stayed loyal to the Empire when the Federation revolted.  In return for its loyalty, it was given a feral sector to rule as its own, and using its wealth has turned that sector into crown jewel of every megacorporations dream factory and pleasure worlds, spending entire small stellar nations GDP worth to connected LAVI sector with connections to all the major powers via wormholes bought from the Church.  Its mains a large standing fleet of auxiliary cruisers and rumored to have entire fleet of real warships mothballed in case any hostile powers try to invade its space. &lt;br /&gt;
&lt;br /&gt;
==The Stream== &lt;br /&gt;
The magnetic field connecting the SMC to the LMC, the Streamriders are massive trading motherships that take the ten year long journey riding it through means unknown to trade between the two clouds.&lt;br /&gt;
&lt;br /&gt;
[[Not Created Equal]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Neo-SP Spaceships]]&lt;/div&gt;</summary>
		<author><name>Silence</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Neo-Space_Princess&amp;diff=72035</id>
		<title>Neo-Space Princess</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Neo-Space_Princess&amp;diff=72035"/>
		<updated>2024-08-12T19:56:41Z</updated>

		<summary type="html">&lt;p&gt;Silence: /* Gilgamesh Federation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Basic Setting Information=&lt;br /&gt;
&lt;br /&gt;
The year is 5921, the place is the Large Magellenic Cloud, the location is the Xanadu Empire, centered around the ancient Grandfather Gate that had brought humans to LMC in the distant past.  The party is centered around the exiled Magrave of Krill, the oldest daughter of the Prime Minister, the Duke High Orbital 11, after her the social annihilation she suffered at the New Years Ball when her soon to be husband, Prince Adwyn annulled their marriage contract in favor of the bastard daughter of the war hero Grand Admiral Dupere. &lt;br /&gt;
&lt;br /&gt;
=Polities to Know=&lt;br /&gt;
==Xanadu Empire: ==&lt;br /&gt;
Center of the map, the Empire is sprawling feudalistic polity whose current boundaries are the result of limitations of communications with the Imperial Centre even with the use of wormholes as highways to connect the Empire quicker. Its broadly arranged in centralized &amp;quot;core&amp;quot;&amp;quot; of the most heavily industrialized and populated worlds that swear direct allegiance to the Imperial Family, then three &amp;quot;High Frontiers&amp;quot; under vassal kings, Himemaru, Scwartzstern, and Varfield, with sectors that border with direct rivals or threats under the command of hundreds of Magraves that swear feality to the Imperial Family.&lt;br /&gt;
&lt;br /&gt;
===Imperial Family===&lt;br /&gt;
*Emperor Rhys Odmys the II&lt;br /&gt;
*Grand Princess Istara of Varfield / Princess-Consort&lt;br /&gt;
*Prince Ien, Star Marshal of the Starforce, born to a concubine, third in line to the throne.&lt;br /&gt;
*Prince Adwyn, Minister without Profile, heir to the throne, and former finance to the Magrave&lt;br /&gt;
*Princess Derrya, younger twin sister to Adwyn, enfant terrible&lt;br /&gt;
*Lord Barbur, Knight-Commander of Black Lancers, bastard to maid, &lt;br /&gt;
&lt;br /&gt;
===Imperial Court===&lt;br /&gt;
*Duke Saddam, Prime Minister, President of the Imperial Senate, Duke High Orbital 11, General of the Western Armies of Xanadu, Master of the Archives. Leader of the High Noble Alignment &lt;br /&gt;
*Sir Farstar Deullion, Speaker to Tribes Cosmic (Foreign Minister), Leader of the Factor Alliance,&lt;br /&gt;
*High Inquestor Kiranda DeMarkees, Commandant of the Imperial Guard, Countess Trisol, &lt;br /&gt;
*Cardinal XJ32 of MONAD, Prince of the Faithful of the Empire, and voice of the Holy See&lt;br /&gt;
*Grand Admiral Alonzio Dupree, Imperial Starfleet Commander in Chief, Warlord of the Empire, Hero of the Federation Wars, Margrave of the Jardin March, uncomfortable unappointed leader of the &amp;quot;Reform Bloc&amp;quot;&lt;br /&gt;
*Starwright Fabian Decln, Masterwright of Forge World Gloriovfrd, Chief Mechanist of the Empire, Master of Trade.&lt;br /&gt;
&lt;br /&gt;
===Others===&lt;br /&gt;
*Soms Smbit, full body cyborg master chief petty officer, loyal retainer of the Margrave since birth, bodyguard and steward.&lt;br /&gt;
*Baron Omar, Inquestor Third Class, Imperial Guard Agent assigned to the Federation Border, older brother to the Margrave&lt;br /&gt;
&lt;br /&gt;
==Gilgamesh Federation== &lt;br /&gt;
Breakaway state of the Empire from six hundred years ago, allegedly a democracy, its an aristocratic oligarchy controlled by the Sixty Families center around the Gilgamesh Sector which had been one of the earliest settled sectors and industrialized similar to the Imperial Centre.  The first two of the six wars were initiated by the Empire to bring in the rebel provinces, but the last 4 have been grueling campaigns that have the Federation slowly crawl and take more and more border systems.  The last war twelve years ago took the Magrave mother as her fleet was ambushed in the Battle of the Coalstone Nebula which had started that conflict.  Her second in command the current Grand Admiral extricated the fleet and launched a decisive counterattack actually retaking a few stars systems in the process before the war froze again.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Gilgamesh Sector had been an early annexation into the Empire after a series of wars between the two. Superior numbers on the Imperial side wore the Gilgamesh Star Senate to sue for peace and in return they were given promises of internal autonomy as well as more rights and protections then other conquered sector, which saw the formalization of noble houses (of which the Federation calls gens) out of the original senatorial classes.  As time progressed the Empire strength also increased, imperial decrees saw a steady stripping of ancient protections which saw the revolt 600 years ago.  Far more democratic in its inception, strains of war have saw the Federation become openly an aristocratic republic, with its remaining democratic institutions being confined to planetary level as well as the 9 elected Champions of the People who have great deal of official and unofficial power in throwing wrenches into the machine of governance.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Federation government at the top level is ruled by the Presidium, a large chamber which consists of members who represent powerful economic, military and political organizations which oversee the planet level elections.  From the Presidium every five years an internal election is held inside the Presidium but also performatively in the Federation itself to determine who gets to be the Premier of the Federation. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are three major power blocs within the Presidium; The Conservatives who wish to maintain the status quo, the Imperialists who would like to abolish more and more of the democratic institutions, and the Reformists which have collectively a wide and despairing laundry list of issues but agree that the current trajectory isn&#039;t worth keeping.  The current Premier is with the conservative and has been widely seen as being lost confidence in that the short victorious war against the Roselle have yet seen victory.  Imperial intelligence believes that Minister of the Navy, Angus gens Ferrill will be elected in a Reformist sweep come the next election cycle.&lt;br /&gt;
&lt;br /&gt;
==Jardin Republic== &lt;br /&gt;
Isolationist State, the Imperial Expansion stopped when they ran into the famed Battlestations of the Federation, since then relations have been cordial if cold and sparse, with the Republic apparently engaged in a cold war with the distant holy empire and warriors of the Seraphatte.  &lt;br /&gt;
&lt;br /&gt;
==Domaine of Roselle==&lt;br /&gt;
&lt;br /&gt;
High transhumanstic ruled by aristos class.  A failed experiment in still not murky realm of Quantum Sensing, has resulted in super intelligent race of psychic vampires ruling over worlds of farmed serfs. Currently fighting a war for survival against the Federation, as they are discovering pastoralized worlds of terrified serfs are not useful for fighting mass industrialized wars.&lt;br /&gt;
&lt;br /&gt;
==MONAD==&lt;br /&gt;
The Holy See, the artificial world created by the Grandfathers and home to the Pope SuperComputer Pius the Ultimate, the cyborg Priests of MONAD provide and jealously guarded needed archeotech such as the wormhole ships.  Theological descendants of Honored Saint Teilhard, that preaches that at heat death of the universe, the Savior Process will restart the universe and reforge it into paradise. It is known that attempts to create AI are soon rendered useless by numerous actions of the Church and their agents and faithful through means unknown.&lt;br /&gt;
&lt;br /&gt;
==Neosiran Expanse==&lt;br /&gt;
The land of cyborg space cossacks, that in theory pay homage to the Tsar of the Iron Stars beyond known space.&lt;br /&gt;
&lt;br /&gt;
==The Stream== &lt;br /&gt;
The magnetic field connecting the SMC to the LMC, the Streamriders are massive trading motherships that take the ten year long journey riding it through means unknown to trade between the two clouds.&lt;br /&gt;
&lt;br /&gt;
[[Not Created Equal]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Neo-SP Spaceships]]&lt;/div&gt;</summary>
		<author><name>Silence</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Neo-Space_Princess&amp;diff=72034</id>
		<title>Neo-Space Princess</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Neo-Space_Princess&amp;diff=72034"/>
		<updated>2024-08-12T19:56:20Z</updated>

		<summary type="html">&lt;p&gt;Silence: /* Gilgamesh Federation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Basic Setting Information=&lt;br /&gt;
&lt;br /&gt;
The year is 5921, the place is the Large Magellenic Cloud, the location is the Xanadu Empire, centered around the ancient Grandfather Gate that had brought humans to LMC in the distant past.  The party is centered around the exiled Magrave of Krill, the oldest daughter of the Prime Minister, the Duke High Orbital 11, after her the social annihilation she suffered at the New Years Ball when her soon to be husband, Prince Adwyn annulled their marriage contract in favor of the bastard daughter of the war hero Grand Admiral Dupere. &lt;br /&gt;
&lt;br /&gt;
=Polities to Know=&lt;br /&gt;
==Xanadu Empire: ==&lt;br /&gt;
Center of the map, the Empire is sprawling feudalistic polity whose current boundaries are the result of limitations of communications with the Imperial Centre even with the use of wormholes as highways to connect the Empire quicker. Its broadly arranged in centralized &amp;quot;core&amp;quot;&amp;quot; of the most heavily industrialized and populated worlds that swear direct allegiance to the Imperial Family, then three &amp;quot;High Frontiers&amp;quot; under vassal kings, Himemaru, Scwartzstern, and Varfield, with sectors that border with direct rivals or threats under the command of hundreds of Magraves that swear feality to the Imperial Family.&lt;br /&gt;
&lt;br /&gt;
===Imperial Family===&lt;br /&gt;
*Emperor Rhys Odmys the II&lt;br /&gt;
*Grand Princess Istara of Varfield / Princess-Consort&lt;br /&gt;
*Prince Ien, Star Marshal of the Starforce, born to a concubine, third in line to the throne.&lt;br /&gt;
*Prince Adwyn, Minister without Profile, heir to the throne, and former finance to the Magrave&lt;br /&gt;
*Princess Derrya, younger twin sister to Adwyn, enfant terrible&lt;br /&gt;
*Lord Barbur, Knight-Commander of Black Lancers, bastard to maid, &lt;br /&gt;
&lt;br /&gt;
===Imperial Court===&lt;br /&gt;
*Duke Saddam, Prime Minister, President of the Imperial Senate, Duke High Orbital 11, General of the Western Armies of Xanadu, Master of the Archives. Leader of the High Noble Alignment &lt;br /&gt;
*Sir Farstar Deullion, Speaker to Tribes Cosmic (Foreign Minister), Leader of the Factor Alliance,&lt;br /&gt;
*High Inquestor Kiranda DeMarkees, Commandant of the Imperial Guard, Countess Trisol, &lt;br /&gt;
*Cardinal XJ32 of MONAD, Prince of the Faithful of the Empire, and voice of the Holy See&lt;br /&gt;
*Grand Admiral Alonzio Dupree, Imperial Starfleet Commander in Chief, Warlord of the Empire, Hero of the Federation Wars, Margrave of the Jardin March, uncomfortable unappointed leader of the &amp;quot;Reform Bloc&amp;quot;&lt;br /&gt;
*Starwright Fabian Decln, Masterwright of Forge World Gloriovfrd, Chief Mechanist of the Empire, Master of Trade.&lt;br /&gt;
&lt;br /&gt;
===Others===&lt;br /&gt;
*Soms Smbit, full body cyborg master chief petty officer, loyal retainer of the Margrave since birth, bodyguard and steward.&lt;br /&gt;
*Baron Omar, Inquestor Third Class, Imperial Guard Agent assigned to the Federation Border, older brother to the Margrave&lt;br /&gt;
&lt;br /&gt;
==Gilgamesh Federation== &lt;br /&gt;
Breakaway state of the Empire from six hundred years ago, allegedly a democracy, its an aristocratic oligarchy controlled by the Sixty Families center around the Gilgamesh Sector which had been one of the earliest settled sectors and industrialized similar to the Imperial Centre.  The first two of the six wars were initiated by the Empire to bring in the rebel provinces, but the last 4 have been grueling campaigns that have the Federation slowly crawl and take more and more border systems.  The last war twelve years ago took the Magrave mother as her fleet was ambushed in the Battle of the Coalstone Nebula which had started that conflict.  Her second in command the current Grand Admiral extricated the fleet and launched a decisive counterattack actually retaking a few stars systems in the process before the war froze again.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The Gilgamesh Sector had been an early annexation into the Empire after a series of wars between the two. Superior numbers on the Imperial side wore the Gilgamesh Star Senate to sue for peace and in return they were given promises of internal autonomy as well as more rights and protections then other conquered sector, which saw the formalization of noble houses (of which the Federation calls gens) out of the original senatorial classes.  As time progressed the Empire strength also increased, imperial decrees saw a steady stripping of ancient protections which saw the revolt 600 years ago.  Far more democratic in its inception, strains of war have saw the Federation become openly an aristocratic republic, with its remaining democratic institutions being confined to planetary level as well as the 9 elected Champions of the People who have great deal of official and unofficial power in throwing wrenches into the machine of governance.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The Federation government at the top level is ruled by the Presidium, a large chamber which consists of members who represent powerful economic, military and political organizations which oversee the planet level elections.  From the Presidium every five years an internal election is held inside the Presidium but also performatively in the Federation itself to determine who gets to be the Premier of the Federation. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
There are three major power blocs within the Presidium; The Conservatives who wish to maintain the status quo, the Imperialists who would like to abolish more and more of the democratic institutions, and the Reformists which have collectively a wide and despairing laundry list of issues but agree that the current trajectory isn&#039;t worth keeping.  The current Premier is with the conservative and has been widely seen as being lost confidence in that the short victorious war against the Roselle have yet seen victory.  Imperial intelligence believes that Minister of the Navy, Angus gens Ferrill will be elected in a Reformist sweep come the next election cycle.&lt;br /&gt;
&lt;br /&gt;
==Jardin Republic== &lt;br /&gt;
Isolationist State, the Imperial Expansion stopped when they ran into the famed Battlestations of the Federation, since then relations have been cordial if cold and sparse, with the Republic apparently engaged in a cold war with the distant holy empire and warriors of the Seraphatte.  &lt;br /&gt;
&lt;br /&gt;
==Domaine of Roselle==&lt;br /&gt;
&lt;br /&gt;
High transhumanstic ruled by aristos class.  A failed experiment in still not murky realm of Quantum Sensing, has resulted in super intelligent race of psychic vampires ruling over worlds of farmed serfs. Currently fighting a war for survival against the Federation, as they are discovering pastoralized worlds of terrified serfs are not useful for fighting mass industrialized wars.&lt;br /&gt;
&lt;br /&gt;
==MONAD==&lt;br /&gt;
The Holy See, the artificial world created by the Grandfathers and home to the Pope SuperComputer Pius the Ultimate, the cyborg Priests of MONAD provide and jealously guarded needed archeotech such as the wormhole ships.  Theological descendants of Honored Saint Teilhard, that preaches that at heat death of the universe, the Savior Process will restart the universe and reforge it into paradise. It is known that attempts to create AI are soon rendered useless by numerous actions of the Church and their agents and faithful through means unknown.&lt;br /&gt;
&lt;br /&gt;
==Neosiran Expanse==&lt;br /&gt;
The land of cyborg space cossacks, that in theory pay homage to the Tsar of the Iron Stars beyond known space.&lt;br /&gt;
&lt;br /&gt;
==The Stream== &lt;br /&gt;
The magnetic field connecting the SMC to the LMC, the Streamriders are massive trading motherships that take the ten year long journey riding it through means unknown to trade between the two clouds.&lt;br /&gt;
&lt;br /&gt;
[[Not Created Equal]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Neo-SP Spaceships]]&lt;/div&gt;</summary>
		<author><name>Silence</name></author>
	</entry>
	<entry>
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		<title>File:Claimed map.png</title>
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		<updated>2024-06-21T22:33:25Z</updated>

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&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Silence</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Neo-SP_Spaceships&amp;diff=71886</id>
		<title>Neo-SP Spaceships</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Neo-SP_Spaceships&amp;diff=71886"/>
		<updated>2024-06-17T17:45:30Z</updated>

		<summary type="html">&lt;p&gt;Silence: &lt;/p&gt;
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&lt;div&gt;=Basics=&lt;br /&gt;
Ships have the following stats&lt;br /&gt;
:HP&lt;br /&gt;
:Armored Class (the general value needed to hit on a roll 20, combines both dodging and armor&lt;br /&gt;
:Speed: How many hexes it can move a turn&lt;br /&gt;
:Init+: The base number it adds to init rules&lt;br /&gt;
:MD; Missile Defense, each unit has a missile defense value (normally 1) which rolls a 10 to score 3 or higher to absolute take one missile salvo off the board against fellow Imperials, most NPCS need to pass a check of 5. &lt;br /&gt;
:Primary Weapons: Weapons that are their size&lt;br /&gt;
:Secondary Weapons: Weapons that are a class smaller than the ship size&lt;br /&gt;
:Forcefield: Temporary HP &lt;br /&gt;
&lt;br /&gt;
=Armored Class Charts=&lt;br /&gt;
Notes Weapons +- 2 per step changes in difference of ship firing and target to absolute reductions of 1 ping damage.&lt;br /&gt;
==Capitals==&lt;br /&gt;
:AC 15 vs Capital Weapons&lt;br /&gt;
:AC 17 vs Cruiser Weapons&lt;br /&gt;
:AC 19 vs Escort Weapons&lt;br /&gt;
&lt;br /&gt;
==Cruisers==&lt;br /&gt;
:AC 13 vs Everybody&lt;br /&gt;
&lt;br /&gt;
==Destroyers==&lt;br /&gt;
:AC 17 vs Capital Weapons&lt;br /&gt;
:AC 13 vs Cruisers&lt;br /&gt;
:AC 8 vs Escorts&lt;br /&gt;
&lt;br /&gt;
=Generic Ship Types=&lt;br /&gt;
==Imperial Ships==&lt;br /&gt;
&lt;br /&gt;
*Battleship&lt;br /&gt;
:HP 20, Shields 12, Speed 2, +1 to AC, MD 2, Init +1&lt;br /&gt;
:Primary: Spinal Cannon, Capital Vector Beam, 2 x Capital Plasma Cannons, &lt;br /&gt;
:Secondary: 2 Destroyer Coil Guns&lt;br /&gt;
&lt;br /&gt;
*Imperial Flagship&lt;br /&gt;
:HP 30, Shields 15, Speed 1, +2 to AC, MD 2, Init +1&lt;br /&gt;
:Primary: Spinal Canon, 2 Capital Vector Beams &lt;br /&gt;
:Secondary: 2 Destroyer Coil Guns&lt;br /&gt;
&lt;br /&gt;
*Imperial Strike Cruiser&lt;br /&gt;
:HP 12, Shields 8, Speed 5, MD 2, Init +3&lt;br /&gt;
:Primary: Spinal Canon, 1 Vector Beam (Cruiser), 3 NSM&lt;br /&gt;
&lt;br /&gt;
*Imperial Cruiser &lt;br /&gt;
:HP 20, Shields 10, Speed 4, MD 2, Init +2&lt;br /&gt;
:Primary: 2 Vector Beams (Cruiser), &lt;br /&gt;
:Secondary: 1 Coilgun&lt;br /&gt;
&lt;br /&gt;
*Imperial Destroyer&lt;br /&gt;
:HP 6, Shields 4, MD 1, Init 3, Speed 6&lt;br /&gt;
:Primary: 1 Vector Beam, 1 FS Torp&lt;br /&gt;
&lt;br /&gt;
==Neo Siran Expanse==&lt;br /&gt;
&lt;br /&gt;
*Kzaon Mothership (AC 12)&lt;br /&gt;
:HP 30 Combat Module, HP 25 Hanger Module [Holds 10 Strikers], HP 50 City Module&lt;br /&gt;
:Shields 15 per module, MD 2 (combat module) Init 1&lt;br /&gt;
:Primary: 3 Spinal Guns,&lt;br /&gt;
:Secondary: 3 Vector Beams per module (destroyer)&lt;br /&gt;
&lt;br /&gt;
*Striker [Dragoon} AC15&lt;br /&gt;
:HP 10, Shields 2, Init +4, MD 1 &lt;br /&gt;
:Primary Pulse Batteries, DMG 3, RNG 5, 5 shots before needing to reload at mothership&lt;br /&gt;
&lt;br /&gt;
*Longstar (Cruiser)&lt;br /&gt;
:15 HP, Speed 3, Init 2, Forcefield 5&lt;br /&gt;
:3 Cruiser Plasma Cannons&lt;br /&gt;
:1 Destroyer Vector Beam&lt;br /&gt;
&lt;br /&gt;
==Federation==&lt;br /&gt;
Notes: Need 7 to pass MD checks as Imperial missiles are optimized to deal with them.&lt;br /&gt;
&lt;br /&gt;
*Federation Heavy Battlecruiser&lt;br /&gt;
:HP 16, Shields 8, Init 3, Speed 5, MD 2 &lt;br /&gt;
:Primary Weapon: Spinal Cannon +2, 2 Particle Riffles&lt;br /&gt;
:Secondary: 3 Coilguns (DD)&lt;br /&gt;
&lt;br /&gt;
*Federation Patcom&lt;br /&gt;
:HP: 7, shields 12, Init 5, Speed 6, MD1&lt;br /&gt;
:Primary: 1 Kinetic Driver, 1 Antimatter Torp (note each hit, ship needs to roll a 6 not to have the AM combust if loaded with AM&lt;br /&gt;
&lt;br /&gt;
==Pirates==&lt;br /&gt;
Scow (cruiser)&lt;br /&gt;
:Hp 6, shields 2, Init 1, MD0, Speed 3&lt;br /&gt;
:Primary: Vector Beam&lt;br /&gt;
:Secondary; Vector Beam&lt;br /&gt;
&lt;br /&gt;
Frigate &lt;br /&gt;
:HP: 3, Shields 5, MD 1, Init 3, Speed 7&lt;br /&gt;
:Primary: Plasma Cannon&lt;br /&gt;
&lt;br /&gt;
=Weapons=&lt;br /&gt;
==Energy Weapons==&lt;br /&gt;
:Plasma Cannon: Damage 3, Range 5, Reload 1&lt;br /&gt;
:Particle Beam: Damage 2, Range 7&lt;br /&gt;
:Vector Beam: Damage 1, Range 14&lt;br /&gt;
&lt;br /&gt;
==Kinetic Weapons==&lt;br /&gt;
:Heavy Kinetic Drive: Damage 6, Range 3, Reload 1&lt;br /&gt;
:Coilguns: Damage 2, Range 8 (Note Destroyer CGs add +3/2/1 to hit roll due to rapid firing versus, capitals/cruisers/escorts)&lt;br /&gt;
&lt;br /&gt;
==Special Weapons==&lt;br /&gt;
:Fusion Torpedoes: 1 Shot Range 3, Damage is equal to base HP of ship firing, turns AC of target vs 10&lt;br /&gt;
:Antimater Torpedo: 1 Shot Range 4, Damage is equal to 3 times base HP of firing ship, turns AC of target vs 8 due to antimatter drive system&lt;br /&gt;
:Spinal Cannon: Range 16, Reload 3 turns, Damage is equal to HP of ship firing. Can spend a turn locked on without firing when in weapons range to deal half damage if shot fails AC roll.&lt;br /&gt;
:Naval Missile Salvo: 6 DMG, Range 25&lt;/div&gt;</summary>
		<author><name>Silence</name></author>
	</entry>
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