Difference between revisions of "Talk:Crystal Ambition"

From Sphere
Jump to navigation Jump to search
m (Replaced content with "Hi Gang, i want to launch Crystal Ambitions again. Sometime this June. Read the main page and read CA powers to get an idea want im looking for as to theme and what you need ...")
 
(75 intermediate revisions by 5 users not shown)
Line 1: Line 1:
==Aspect Soldier==
+
Hi Gang, i want to launch Crystal Ambitions again. Sometime this June. Read the main page and read CA powers to get an idea want im looking for as to theme and what you need to write up to join.  
:An Aspect Soldier are the superweapons of the world. Soldiers imbuned with Crystals directly into their bodies, they are superhuman entities capable of amazing feats. They are used as Special Forces and Elite shock troops.
 
::Training Cost: ??? Wealth, ?? Materia
 
::Upkeep Cost: ?? 
 
  
===Discipline===
+
http://swiki.fancruft.com/index.php?title=CA_Powers
  
====Artillery Knight====
+
Hope you join up, i don't want to start a thread until i have half the PCs set up.
Artillery Knights have a basic repetoire of abilities, further focused by materia.
 
 
 
Black Type
 
:This magic ranges from personal fireballs to lightning strikes, it is offensive magic that focuses on attacking the enemy.
 
::Cost: 6 Materia, or 4 Black Materia
 
 
 
White Type
 
:Curative, defensive and support, White Types focus on supporting their accompanying armies and allies.
 
::Cost: 6 Materia, or 4 Black Materia
 
 
 
Mystic Type
 
:These focus on using their magical abilities to support themselves as classical melee warriors, wading into battle with huge swords or axes that can cleave tanks in half.
 
::Cost: 6 Materia, or 4 Black Materia
 
 
 
====Avatar Knight====
 
All Aspects have an Avatar, the physical manifestation of their crystal. Avatar Knights take this further, focusing it into intricate technomagical equipment, featuring advanced power armour and an array of weaponry, the higher level Aspects equip themselves virtually in battlesuits, wielding incredible forces of destruction.
 
 
 
Infiltrator Type
 
:Focusing their avatar into a advanced technomagic stealth suit, this type are stealthy, nimble and deadly.
 
::Cost: 6 Materia, or 4 Red Materia
 
 
 
Vanguard Type
 
:Decked out in technomagical gear, including power armour and armed with an array of materialised weaponry, this type rule the battlefield.
 
::Cost: 6 Materia, or 4 Red Materia
 
 
 
Assault Type
 
:A supportive type, these aspects provide sheer firepower, focusing on attacking heavier equipment and vehicles.
 
::Cost: 6 Materia, or 4 Red Materia
 
 
 
 
 
==== Esper Knights ====
 
Masters of material projection, these channelers create magitech servants to fight for them, to support them, or to carry them into battle.Esper Knights’ conjured creatures are build with a series of traits, similar to how Mutants are built. Each Knight creates one summoned being, or eidolon, but they may have several ‘modes’ or Forms it can transform into. More experienced Knights have stronger Eidolons, who in turn have more Forms. Forms are often distinct in capacity, allowing an Eidolon tactical flexibility around a core body of traits.
 
 
 
If an Eidolon is killed, the trauma to the Knight is considerable, but the entity can be resummoned after its conjuror’s energies have replenished. With a tremendous effort of will, a Knight can even ‘resurrect’ their Eidolon mid-battle, though this is extremely dangerous, especially for inexperienced Knights.
 
 
 
:Uses Mutations from the Beast list, as well as some unique traits (possibly)
 
:Can manifest 1 Form at 1st level, increased at increments (TBD)
 
::Cost: 6 materia, or 4 blue materia
 
 
 
==== Monster Knights ====
 
These warriors rely on their protean flesh in combat, manifesting strange and horrifying biotech devices from their materia-saturated flesh. A Monster Knight is built much in the same way as an Esper Knight’s eidolons are built, except that these traits apply to the Knight itself, not some conjured creature.
 
 
 
Unlike Eidolons, Monster Knights manifest individual Mutations in any combination they want, depending on situation. Many are extremely resilient and have natural healing factors (if only because their flesh folds and rearranges itself to seal the wounds), but have a higher risk of mental problems due to their literally constant-shifting worldview.
 
 
 
:Uses Mutations from the Beast list, as well as some unique traits (possibly)
 
:Can manifest individual mutations for energy cost (TBD)
 
::Cost: 6 materia, or 4 green materia
 
 
 
==Military==
 
 
 
===Foot Soldiers===
 
 
 
====Units====
 
 
 
 
 
'''Guerillas Batallion'''<br>
 
:Guerillas are soldiers who have learned, whether by training or brutal evolutionary pressures, how to fight unconventionally, moving light and striking hard. With their skillset in living off the land, scavenging equipment, and stealthy operation, guerillas are critical to winning unconventional wars. Dependent on the type of manpower and equipment given, these can be anything from ragtag tribal militias to extremely elite special forces.
 
"The guerrilla must move amongst the people as a fish swims in the sea."
 
Mao Zedong
 
::Training Cost: 5 Wealth
 
::Upkeep Cost: 0 Wealth
 
::Cargo Points: 1000
 
 
 
'''Infantry Battalion'''<br>
 
:Standard infantrymen are better armed and equipped but conversely are less stealthy and require a larger logistics trail. Ranging from poorly trained conscripts to elite direct-action assault forces, infantrymen are a solid backbone upon which the entire army builds. After all, the end goal of most ground operations is to capture enemy assets instead of merely rendering them unusable-there are orbital strikes and nuclear weapons for that. Even though they might be equipped with powered armor and use smart weapons, even with their UAV and UGV support, their role and their tactics are still eminently recognizable.
 
 
 
"The infantry doesn't change. We're the only arm of the military where the weapon is the man himself."
 
Maj Gen C. T. Shortis
 
::Training Cost: 45 Wealth
 
::Upkeep Cost: 5 Wealth
 
::Cargo Points: 1000
 
 
 
====Modifications====
 
 
 
Powered Armour
 
:A powered Armour is a powered mobile machine consisting primarily of an exoskeleton-like framework worn by a person and a power supply that supplies at least part of the activation-energy for limb movement. They provide armoured protection and superior strength to infantry units.
 
::Cost: Wealth, Materia
 
::Upkeep: Wealth
 
 
 
===Ground Vehicles===
 
 
 
====Transport====
 
Transport units are assigned to infantry battalions on a 1:1 basis. Helicopters are also included, despite being air units.
 
 
 
'''Truck Battalion'''<br>
 
:Trucks are standard civilian vehicles with robust engines, able to haul infantry units across most terrain, though offering no personal protection against anything other than the elements <br>
 
::Cost: 45 Wealth
 
::Upkeep Cost: 5 Wealth
 
Cargo Size: 5,000<br>
 
 
 
'''APC Battalion'''<br>
 
:An armoured personnel carrier (APC) is an armoured fighting vehicle designed to transport infantry to the battlefield. By default, they are wheeled or tracked<br>
 
::Cost: 45 Wealth
 
::Upkeep Cost: 5 Wealth
 
::Cargo Points: 5,000
 
 
 
'''IFV Battalion'''<br>
 
:An infantry fighting vehicle (IFV, also known as (mechanized) infantry combat vehicle, (M)ICV) is a type of armoured fighting vehicle (AFV) used to carry infantry into battle and provide fire support for them.<br>
 
::Cost: 45 Wealth
 
::Upkeep Cost: 5 Wealth
 
::Cargo Points: 5,000<br>
 
 
 
'''Helicopter Battalion'''<br>
 
:The helicopter is a tactically mobile unit. Usually only models lightly armed with defensive weapons, Military transport helicopters are used in places where the use of conventional aircraft is impossible. By default they use rotors.<br>
 
::Cost: 45 Wealth
 
::Upkeep Cost: 5 Wealth
 
::Deckage: 40<br>
 
::Cargo Points (stowed): 10,000<br>
 
 
 
====Armoured====
 
 
 
'''Light Tank Battalion'''<br>
 
:Light tanks are small, highly mobile air transportable armoured vehicles used in difficult terrain, for fast deployment or as recon units.<br>
 
::Cost: <br>
 
::Upkeep: <br>
 
::Cargo Size: 5,000<br>
 
 
 
'''Tank Battalion'''<br>
 
:A tank is a tracked, armoured fighting vehicle designed for front-line combat which combines operational mobility and tactical offensive and defensive capabilities.<br>
 
::Cost: <br>
 
::Upkeep: <br>
 
::Cargo Size: 10,000<br>
 
 
 
===Air Vehicles===
 
 
 
===Naval Vehicles===
 
 
 
===Technomagical Units===
 
 
 
'''Esper Jet'''<br>
 
:Using materia, an esper is morphed into a exoskeletal lift unit wearable by infantry, giving significant personal mobility<br>
 
::Cost: Wealth, Materia<br>
 
::Upkeep: Wealth<br>
 
::Cargo Points: 1,000, 0 if attached to an infantry Battalion
 
 
 
'''Mecha Battalion'''<br>
 
:Mecha are technomagical machines, up-sized versions of powered armour which combine the resiliance and firepower of tanks, with the versatility and manoeuvrability of infantry. <br>
 
::Cost: Wealth, Materia<br>
 
::Upkeep: Wealth<br>
 
::Cargo Points: 10,000, 0 if attached to an infantry Battalion
 
 
 
===Airships===
 
 
 
'''Airship'''
 
:Airships are flying vessels, using materia to power a levitation core, they are versatile aerial warships, cargo vessels and command ships depending on configuration. They range from medium size warships, or cargo vessels, to giant lumbering sky fortresses.
 
::Cost: Wealth, Materia<br>
 
::Upkeep: Wealth<br>
 
::Deckage: 250
 
::Cargo Capacity: 5000
 
 
 
Airships are highly modular
 
 
 
====Modifications====
 
Each modification adds 10 Deckage to the vessel, due to increased size.
 
 
 
Standard Weaponry
 
:This modification upgrades the weaponry systems, adding a balanced amount naval cannons, anti-fighter protection etc.
 
::Cost: X per level
 
::Upkeep:
 
 
 
Aerial Artillery
 
:This modification upgrades the weaponry systems, focusing on adding air to ground systems
 
::Cost: X Per Level
 
::Upkeep:
 
 
 
Armour
 
:This represents armour plating, energy shielding, and point-defense systems, used to protect your ship from offensive weapons.
 
::Cost X Per Level
 
::Upkeep:
 
 
 
Engines
 
:This represents thrusters, aerodynamics, and repulsion technology, allowing your airships to fly faster and farther.
 
::Is affected by other loadouts
 
::Cost X Per Level
 
::Upkeep:
 
 
 
Cargo Capacity
 
:These increases the cargoholds within the vessel.
 
::Provides X Capacity
 
::Cost:
 
::Upkeep:
 
 
 
Troop Capacity
 
:This is a specialised increase in cargo capacity, it increases the amount of soldiers and equipment a airship can comfortably hold. Not only does it provide cargo space for their equipment, it provides quarters for their crews, allowing airships to carry around permanent forces within affecting their readiness.
 
::Provides X Capacity
 
::Cost:
 
::Upkeep:
 
 
 
Environmental
 
:This represents life-support systems and special shielding to allow the ship to function in areas normally unsuited for an airship - namely, underwater or outer space. Higher levels represent greater distances into said environments, or possible the ability to weather another harsh area (like materia-tainted storms or tremendous heat).
 
::Cost:
 
::Upkeep:
 

Latest revision as of 10:15, 19 June 2012

Hi Gang, i want to launch Crystal Ambitions again. Sometime this June. Read the main page and read CA powers to get an idea want im looking for as to theme and what you need to write up to join.

http://swiki.fancruft.com/index.php?title=CA_Powers

Hope you join up, i don't want to start a thread until i have half the PCs set up.