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| | =Game Ideas= |
| | [[Aberrant 2.0]]<br> |
| | [[Awful Ideas In Progress]]<br> |
| | [[Transcendence]]<br> |
| | [[Red Mercury: A Oneshot Idea]]<br> |
| | [[Genres: Genres In Space]]<br> |
| | [[Eidolon]]<br> |
| [[Panopticon]]<br> | | [[Panopticon]]<br> |
| [[Test Alchemical]] | | [[More Than Human]]<br> |
| | [[Delta]]<br> |
| | [[MJMecha]]<br> |
| | [[Random Nation Generator]]<br> |
| | [[Brave Young Boys]]<br> |
| | [[That One Cyberpunk Ruleset]]<br> |
| | [[Intervention: A Unofficial Polity RPG]]<br> |
| | [[@cademy]]<br> |
| | [[Quantum of Ascension]]<br> |
| | [[Lingerie and Catsuits with Hexagons: The Game]]<br> |
| | [[FISSURE]]<br> |
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| =Nexus= | | =Characters= |
| The Explorers of the Xia Dynasty<br>
| | [[Test Alchemical]]<br> |
| Concept: Lost Confucian Chinese Empire Explorers
| | [[Test Infernal]]<br> |
| | [[Tech Ninja Test]]<br> |
| | [[Rexberrant PC]]<br> |
| | [[MTAsc Alt]]<br> |
| | [[Aberrant: Exile Upeo NPC]]<br> |
| | [[Babel Test]]<br> |
| | [[Jetstream MJ]]<br> |
| | [[dacis2's FBHtechno character]]<br> |
| | [[Blackwatch Dude]]<br> |
| | [[Gregor León]]<br> |
| | [[Pacifism Man]]<br> |
| | [[CNT Muscle Wizard]] |
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| '''Population''': R1 (2 pts)<br>
| | =Stuff= |
| : The crew of the original exploration ship was never large, and although they have had success attracting followers and refugees it has not been sufficient to create a significant populace comparable to the larger powers in the Nexus.
| | ==old Mage== |
| '''Transumanism''': R3 (4 pts)<br>
| | [[Werebear Dolph Lundgren]]<br> |
| : A combination of cutting-edge genetic engineering and millenia-old martial arts (especially the conceptual and animal styles) has blended past and present. When genetic boosts combine with the learning enhancement techniques, the superhuman physical prowess that was available only to the dedicated and strong of spirit in the pre-scientific age is now available to anyone. The Xia Dynasty can augment the mind, the body, and the soul of its citizenry and expects them to partake of such extensively.
| | [[Ryo-K-01]]<br> |
| '''Infrastructure''': R2 (2 pts)<br>
| | [[Euthanatos 1]]<br> |
| : Their industrialization has been limited as they have not had significant time to do more than offload Forge Vats and build cities for their followers, but their advanced assemblers have made it possible to keep up with many powers in industrial might. | | [[Euthanatos 2]]<br> |
| '''Growth Potential''': R1 (0+1 pts)<br>
| | [[XP Based Chargen: Mage]]<br> |
| : Resources are available but slow population growth rates make expansion difficult for the Xia Dynasty's latest outpost.
| | [[Magical Gun Porn]]<br> |
| '''Military Support''': R0 (0 pts)<br>
| | [[HITMarks: The Chaingunning]]<br> |
| : The crew were originally explorers, not soldiers. Although certainly armed and trained in the use of such their primary mission remains trade and diplomacy, and a minimal navy is sufficient for their use of soft power. | | [[Progenitors: The Gearing]]<br> |
| '''Space Fleet''': R1 (1 pts)<br>
| | [[The Progenitor Harem Catalog]]<br> |
| : Although insufficient for large scale conquest operations, the Explorers' space fleet is sufficient for defense and trade. | | [[Ethercruisers and Other Vehicles]]<br> |
| '''Diplomacy''': R2 (2 pts)<br>
| | [[Mage: The Ascension Legacies]]<br> |
| : Explorers are not true diplomats but their occupation (encountering new cultures and assimilating them into the empire) requires some level of diplomatic tact.
| | [[Mage: The Ascension: Core Issues]]<br> |
| '''Espionage''': R2 (2 pts)<br>
| | [[Gauna-Chan]] |
| : Similarly, they are not spies, but the Emperor's Eyes often use them for information, and as such they have learned a bit of what is valuable and how to protect what they do not want exposed.
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| '''General Advancement''': R2 (8 pts)<br>
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| : The particularly ideologically-fixed may mock the blending of mysticism such as martial arts, spiritualism, and Feng Shui with cutting-edge science as crass, but often enough they forget the 'cutting-edge' in the term. | |
| '''Unique Technology''': R3 (4+1 pts)<br>
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| : The combination of mystical tradition and scientific might has provided many unique fields of technical development to the Xia Dynasty, from weapons which disrupt Qi to the physiological science of martial arts development and various other advancements in the harnessing and disrupting of external and internal alchemy. | |
| '''Emergent Technology''': R3 (6 pts)<br>
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| : Alchemical Nanomachinery based on the Elements of Earth and Metal build the powerful vessels and systems of the Xia Dynasty's vessels, and the exploration ship ''Wei Lin'' was stocked with many of these Creation Engines. Similarly other cutting-edge emergent systems such as the powerful Prayer Servers of the vessel and the Immortals, men who have given their bodies for immortal godlike ones, show their empire has a mastery of many emergent advances.
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| '''Magic''': R3 (4 pts)
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| : The Xia Dynasty lasted from before the invention of gunpowder to a true spacefaring power, although conservative streaks and its own success have proven obstacles in many cases to timely adoption of untested developments. However, its inherent conservatism also prevented it from abandoning what worked, even when they found that machines could do much the same thing as magic could. Martial artists, alchemists, and sorcerers all exist in the small outpost of the Xia Dynasty in the Nexus, more often than not technologically capable as well as mystically.
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| =More Than Human= | | ==nWoD== |
| The superman has always been with us. Since time immemorial, there have been those capable of feats no human can do, leading us into the future. They always called it a bright future, a land of wonders, they have always done great deeds in the name of causes they themselves thought were noble, but what has it led us to?
| | [[Protodemon]]<br> |
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| It has led to a hundred million dead in the ten years of the Second World War. It has led to the situation today, where Stalin rules the USSR with an iron fist, facing down an equally unyielding NATO as apocalypse looms over the heads of all. It has led to brushfire wars all over the world, except that in many cases the soldiers have the ability to destroy towns and cause untold destruction. The road to hell is paved with good intentions, and on both sides there are those who fight for what they believe is right-and in the end all they create is death. The question is not if there will be a reckoning, but when.
| | ==Aberrant== |
| | [[Mahou Shoujo Silence-Chan]]<br> |
| | [[Arts and Crafts for Aberrant 2.0]]<br> |
| | [[Abstract Ranges]]<br> |
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| Faster-than-light has guaranteed that the apocalypse will not be total, though. Perhaps the survivors will realize, when apocalpyse finally happens, how foolish our course is. Or perhaps, despite being more than human, they are still all too limited by their viewpoints and beliefs.
| | ==Other== |
| | [[Death Starrians]]<br> |
| | [[SR5 Decker]]<br> |
| | [[After Ether Rules]] |
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| ==The Supermen== | | ==Mage: The Waking War== |
| There are roughly four types of superhuman, although there are significant variations in them. One of them has apparently existed since time immemorial, the Legends. The Inspired started appearing since the early 1900s, first very rarely, but now more and more often. One was created in the early 1920s, the Novas. And the last one was pioneered by the USSR in the mid-1940s, an attempt to create an artificial superman-the Remade.
| | (nMage conversion sketch) |
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| Only the Remade can be truly built-a Legend is born as much as made, to become an Inspired is a subconscious choice, and although one might think that a Nova could be cloned it hasn't happened successfully yet. The clone always ends up insane and Tainted-only the most insane and suicidal will attempt it nowadays.
| | ===Traditions=== |
| | '''Akashic Brotherhood''': Favors Mind/Life (the body is merely the seat of the mind, but strengthen the body and you strengthen the mind), weak ''Matter'' (it's all an illusion anyways), +1 Composure (the true Akashic Brother must have an infinite wellspring of self-control)<br> |
| | '''Celestial Chorus''': Favors Prime/Spirit (the joy of the One's choir and the ability to sing to angels), weak ''Death/Entropy'' (ick ick dark magic), +1 Resolve (may your faith in the One never weaken.)<br> |
| | '''Cult of Ecstasy''': Favors Time/Mind (Passion and joy alter the perception of time and tickle the mind), weak ''?'', +1 Stamina (sometimes it's all those drugs, sometimes it's staying up doing poetry)<br> |
| | '''Dreamspeakers''': Favors Spirit/Death [Entropy] (talking to the gods? Sure! Talking to your ancestors? Sure too!), weak ''Space'' (who needs directions in the Umbra?), +1 Manipulation (spirits are tricksy. So are you.)<br> |
| | '''Euthanatos''': Favors Death/Fate (all things decay...) OR Entropy/Time (fate is in our hands), weak ''Prime'' (...so nothing has permanence), +1 Dexterity (with the deftness of a surgeon we remove the cancer from the Wheel)<br> |
| | '''Order of Hermes''': Favors Forces/?, weak ''?'', +1 Charisma (a mage does not sneak around with lies and half truths. A mage ''demands'' your obedience)<br> |
| | '''Sons of Ether''': Favors Matter/Forces (SCIENCE!), weak ''Entropy'' (Destiny is not preordained, and thermodynamics is a lie.), +1 Intelligence (SCIENCE!)<br> |
| | '''Verbena''': Favors Life/Prime (nature, red in tooth and claw), weak ''Forces'' (lightning bolts are so blase), +1 Strength (tooth and claw. Tooth and claw.)<br> |
| | '''Virtual Adepts''': Favors Correspondence/Forces (Fear the power of the Internet!), weak ''Spirit'' (all peyote-fueled hallucinations!), +1 Wits (high wits means you can pretend to be smart on the Internets!) |
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| ===The Legends=== | | ===Conventions=== |
| -Some are born to greatness.
| | '''Iteration X''': Favors Matter/Forces (engineering!), weak ''Dimensional Science'' (what is this subdimensional bullshit?)<br> |
| | '''Progenitors''': Favors Life/Death [Mind] (we truly are gods among men, with the power to heal and kill), weak ''Space'' (nice physics treatise. Except we're doing biology.)<br> |
| | '''New World Order''': Favors Mind/Fate [Entropy] (we predict and adjust the course of nations and alter single people.), weak ''Matter'' (Subtlety is kind of hard when you're building giant robots.)<br> |
| | '''Syndicate''': Favors Prime/Fate [Entropy] (we deal with true value and probability), weak ''Forces'' (you want an implant plasma cannon? Go ask an Iterator)<br> |
| | '''Void Engineers''': Favors Space/Dimensional Science (initiate hyperdrive on your mark), weak ''Fate [Entropy]'' (never tell me the odds.) |
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| Legends are those who are born into greatness, a main character in some sort of inscrutable cosmic story. Their destiny is unknown to any, even to them, but they know that they will be guaranteed to be remembered. Legends are often called "magicians" but their magic is not the common perception of wand-waving. Their magic is as varied as they are, and they are as often supermen in the vein of Odysseus and Achilles as they are magicians like Merlin. Their power is not bound is only bound by their force of will, their beliefs, and their destiny.
| | =ExWoD= |
| | Disclaimer: I am a horrible person. |
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| Their tradeoff however, is an inability to create. A Legend can only rehash or exaggerate-it needs that grain of truth lest it become fiction.
| | ==Judgement== |
| | Everyone had their own plans on how to shape reality. From the creatures of the Wyld, to the denizens of Creation, anyone with power wishes to inflict their view of what is real on the world. Some meant well but created dystopias or became corrupt along the way, sacrificing principles in the name of pragmatism. Others were always in it for themselves. |
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| A human can split a wood board with a blow-a Legend can split a concrete wall.
| | Ever since the First Age of man, this has held true. Those with power seek to change Creation irrevocably. Some wish to reclaim it. Others wish to destroy it. There are those who would wish to see it trapped in amber forever, fossilized. These forces and their inevitable collision mean the doom of man, and the end of the world. |
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| A human can create fire with two stones and kindling-a Legend can create a conflagaration with no tools.
| | It has been five ages since the Solar shards were cast down into the Jade Prison. Four Ages since the Prison itself was reconstituted in a desperate gamble by the Gold faction, the apex of well-meaning ideas gone wrong. Several more since the Dragonblooded themselves were corrupted, the Lunar shards reclaimed by Lytek, the Sidereal ones repurposed. It has been eons since Creation itself was bent and twisted upon itself, melding the elemental poles, expanding one to cover the Earth. It has been centuries since anyone knew what the elemental poles were, abandoning the silly mysticism of such stories to the reassuring logic of scientific discourse. |
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| A human can build a wall-a Legend can summon one out of the Earth.
| | It is unfortunate, for perhaps if there were more who knew, desperate decisions would not have to be made. |
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| A human can dodge a ball-a Legend can dodge a bullet.
| | ==Prison Break== |
| | The Neverborn and the Yozi are trying one last desperate gamble to destory the world or reclaim it using their own shard-powered underlings. The Technocratic timetable suggests that within no less than four months, the chances of the survival of Earth drop to less than fifteen percent. The Traditions themselves concur, but they are too absorbed in the war to do anything. What gods remain capable of acting are too weak and broken by Consensus and the Avatar Storm to do much, except possibly one action. |
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| ===The Inspired===
| | One action that will damn Creation or save it. Shattering the prison and the cabinet, allowing the Exaltation Shards to travel free. Using what power remains to breach the Gauntlet and the Storm. Perhaps the Exalted can pull a victory out from impossible odds, as they were made to do. |
| -Others achieve greatness through work.
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| The most human-seeming at first glance, Inspired are powered by their obsession. Their obsession in one field lets them create wonders, whether through alchemy, clockwork, electricity, atomic power, nanotechnology, or exotic spacetime manipulation. They have been responsible for many of the breakthroughs that we take for granted-fusion powerplants, cures for diseases and poisons, flying cars, superconductors-and more. They have also been responsible for the creation of doomsday devices, disassembler bombs, flying fortresses, and other weapons of death.
| | Or perhaps their cursed nature, past animosity, and differing agendas are the very reason that Creation is doomed. No matter which, the tales will be epic. |
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| The Inspired's obsession is their greatest strength and their greatest weakness. An Inspired always starts obsessing about one field, but as their power grows their obsession grows, and often Inspired die of overwork, alienated from society in their waning years. A brief life burns brightly and the Inspired burn all too bright and all too brief. | | ==The Exalted== |
| | When the Exalted shards were put into storage, mystical weapons of mass destruction judged too unstable and too dangerous to roam freely, they were used to create lesser beings that could protect Creation from external threats. The Fera, Magi, and Hunters derived from the three Celestial shards. |
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| An Inspired can break scientific tenets, presumably altering reality-but some of that Inspiration rubs off on their machines. This doesn't happen with all their inventions-some of them are just ahead of their time instead of physics-breaking, but the minority, like perpetual motion machines, teleporters, and FTL drives, are. These devices require an Inspired to build but not to maintain or use.
| | The corruption of the Dragon-Blooded by the Ebon Dragon created the Kuei-Jin. Vampires themselves were designed as agents of the Neverborn, although they have forgotten their purpose, many of them preferring instead to play their little dominance games with mortals. No matter. The Neverborn have ways of making them work to their advantage. |
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| ===Novas=== | | ===The Hunters=== |
| -There are those who have greatness thrust upon them.
| | The essence of the Solar Exalted was always difficult to lessen, and any attempt to do so would have to be err far on the side of weakness. Hunters are that result. |
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| Novas gained their superhuman ability by sheer luck. Ever since the 1921 Hammersmith Experiment which swept a wave of mutagenic radiation over the Earth, a few are born with the Mazarin-Rashoud gene, and the possibility to express it. In a time of extreme stress this gene manifests, allowing the now-erupted Nova to warp reality. Often this is used to improve their bodies and minds, but they can also create energy, manipulate minds, teleport, or other acts.
| | ===The Dead=== |
| | ===The Demons=== |
| | ===The Changing Breeds=== |
| | It would have suprised the Wyld-worshipping Garou that they were originally used as a weapon against what they believe in. Of course, it also surprised them that all their attempts to save Gaia tended to backfire spectacularly when that much should have been obvious. As guardians of Luna's mate, Gaia, and stewards of humanity, they have fallen far. |
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| Novas are capable of incredible physical and mental feats and are possibly the most versatile of all posthumans. However, being more than human in every way they are also the most strained in relating to humanity-a Nova suffers from Taint as the body was not designed to channel the raw power of the universe, invaribly driving them away from humanity.
| | The Lunar Exalted may do better where they have failed. |
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| Although Novas may build wonders as well their wonders must conform to mundane laws of physics-they may copy the designs of the Inspired but they may not improve on them or truly understand them-no matter how intelligent. There is "novatech", but that is not technology as much as an extension of a Nova's will-it works because the Nova wants it to work and has invested some of his reality-warping power into it, little more.
| | ===The Avatars=== |
| | The one hundred Sidereal shards were used as the cage that held reality together against the tide of the Wyld until their lessers were constructed. These creatures were diminished in power, but the breaking of Sidereal shards into the thousand-faceted things that were Avatars removed them from their rut. Still affected by paradox, but far less burdened by the limitations and inflexibility of their original powers, the Avatar Shards were intended to be a bulwark against the Wyld, mobile reality engines fused to human souls. |
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| ===Remade===
| | Nobody expected that a flaw in their design would create the Awakened. Nobody expected that some of them would fall to the Neverborn or the Yozis, serving the destruction or reclamation of Creation. Even fewer expected that it was possible that these weakened shards could be damaged by the Wyld, and none of the Celestines thought that it would be possible for the strengthening of reality to go too far. |
| -And there are those who buy greatness.
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| Remade are Human 2.0, created by a lab instead of human stock. Prototyped by the USSR to counteract the Axis's advantage in superhuman numbers, Remade are the most common of all posthumans. The earliest ones were genetically and chemically modified, faster, stronger, and tougher than human and threatening to German supermen when given super-science weaponry. Development of Remade has not ceased since the end of World War II and the technology has leaked, despite USSR attempts to keep it secret. Now any country with the ability to afford the equipment (and there are many) can start producing its own superhumans.
| | Perhaps the might of proper Sidereal Exalted is needed in such a situation. |
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| There are now dozens of varieties of Remade, ranging for the USSR Alphas to the advanced cyborg chassis that the Chinese Steel Dragons use to the Splicers becoming more and more common in the United States. As anyone willing to pay the money can become a Remade it is the easiest course of transcending human limits and some countries are debating or have enacted mandatory enhancement policies.
| | ===The Machine=== |
| | The dead god Autochthon was not entirely dead-not enough to become the Engine of Extinction. Not enough to have his presence lost. And he still cares about humanity, even as his new servants wish to transcend theirs. A handful of members in Iteration X have been enhanced into Demiurges, a desperate move showing just how desperate the times have become, as the weakest and most inventive Primordial has never, until now, given his power to anyone who could manipulate Essence. Even in the guise of hypertech, industrial pistons and brass bones replaced with synth-myomer and primium, they are still the champions and servants of humanity which walked the Realm of Brass and Shadow ages and ages ago. |
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| Most Remade conform to physical limits-only a few have been rebuilt by Inspired, allowing them nearly as much power as a "true" superman. They may be superhumanly strong-but if they try to lift a car they'll just rip the bumper off, and if they try to throw a one-ton weight they'll just go flying backwards instead. Nevertheless a cutting-edge Remade can match a weak Nova or Legend and in numbers and armed with similarly cutting-edge weaponry they are potent in their own right.
| | Control believes that they can be used as a weapon to stem the chaos. In a way they are right, but the nature of the Alchemical Exalted makes them heroes, and their free will cannot be washed away nearly as easily as that of a machine, a mortal or even a mage. Some may disagree with the steps the Union is taking. Whether they act to change this from the inside, or go off on their own to serve a more... human-run cause, or decide to band with the other newly Exalted in a desperate attempt to stop the destruction of all existence is yet to be seen. |
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| ==Technology==
| | No matter what they do, even if they stay loyal, their actions are unlikely to be the quiet, subtle adjustments that the Union prefers, but the time for that has passed. |
| The appearance of the Inspired in the early years of the 20th century did much to leapfrog technological advancement. New theories and improvements were hitting maturity right as people had adjusted to the old generation. The oldest remember how impressed they were with radio-but merely a decade and a half after its invention television was introduced, and color television soon after that. Those who have grown up with posthumans have gotten used to near-continuous culture shock, as new and superior inventions were introduced at a breakneck pace.
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| In peace and in war, technology has advanced as fast as there were Inspired to take it to new heights, civilian and military both. World War II was fought with stealth fighters and cluster bombs, and ended with the nuclear annihilation of several cities in Britain, Japan, and Germany. World War III, when it will be fought, will be fought with antimatter bombs, fusion-powered warships, and high-energy weapons.
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| Although advancements can be built by Novas and Inspired alike, the ones Novas create are either extensions of their will or perfectly possible under mundane laws of physics. The inventions of the Inspired defy physics and cannot be reproduced without another Inspired at least managing the process-but nevertheless can do wonderful things. Despite the obvious power of atomic rayguns, nanite disassemblers, energy shields, and one-man warships, there are often significant needs for material which can be mass produced cheaply and easily and issued in bulk numbers.
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| ==Superscience==
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| Although wondrous devices can be constructed without any violation of the laws of physics, superscience is still valuable for what the posthuman mind can accomplish without being bound to the laws of physics. Those who are Inspired can create wonders which should not function-clockwork golems with the ability to reason and think, powered only by windup springs, faster than light drives, teleporters and resurrection machines-wonders that could only have been dreamed about without the crafting hand of the Inspired.
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| ===Static Superscience===
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| The most common method of creating technological wonders, static superscience conforms to the laws of physics, although it is almost always far more advanced than it has any right to be, or use principles of physics which although real are essentially impossible to apply without the hand and mind of the Inspired. Antimatter battery-powered railguns, strong AI, and even the occasional reactionless drive. The lowest examples of static superscience and the most cutting-edge prototypes of human origin blend together, but the greatest are still wondrous in their own right.
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| ===Dynamic Superscience===
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| The true draw of the Inspired is, however, the ability to break physics completely, instead of merely playing with its quirks or what is theoretically possible but implausible. Faster-than-light teleportation, direct temporal manipulation, resurrecting the dead, energy shields, pocket dimensions, and more are the realm of dynamic superscience, which is often as magical as the powers of the Legends. Rarer, far more difficult to create, and requiring both skill, inspiration, and an excessive amount of obsession, the rare machines which fall under this category are much-prized for their power.
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| ===Novatech===
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| Novas themselves can create and invest machinery with their reality-altering characteristics, giving it some of the character of superscience. The Nova's own power is the relevant factor here-the investment of that power is what makes the machine work, not anything inside. A Nova who fancies himself a magician may build a magic wand, carving it with arcane runes for nights on end, while another one may construct a multi-ton industrial device for the same purpose of transmuting matter. Either way, the machine functions, as the internals are not as important as the Nova's will and the Nova's intent.
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| ==The Universe==
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| ==Rules Sketches==
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| The rules sketches are for, in theory, a SD. A RPG would run on M&M rules or something similar.
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| ===Nation Generation===
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| A nation in More Than Human has four characteristics-infrastructure, traits, military, and major characters. Nations will have points to spend on each category.
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| ===Traits===
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| A nation may have one positive Defining Trait and any number of positive Lesser Traits, the latter of which are bought by starting points. A nation may also choose to take one negative Defining Trait to gain another positive Defining Trait.
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| ====Positive Defining====
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| God-King-the nation is ruled by a powerful God-King, whether benevolent or not. The nation receives one -level
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| Utopia-whatever the power's political philosophy the power does not suffer from internal dissent, bureaucratic inefficiencies, or other problems that plague real governments. Popular support is high,
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| Upgrades-the vast majority of the entire nation's population is posthuman, almost always Remade, although there are a handful of colonies which are mostly to entirely made up of Novas. This allows one to put a no-cost posthuman template on all its people. This template is Zeta-level.
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| ===Positive Minor===
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| ===Negative Defining===
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| ===Negative Minor===
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| ===Posthumans===
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| The most critical component of a nation, posthumans of all stripes have defined history. Would modern computer systems have been possible without the Novas and Inspired to create cheap methods of synthesizing sapphire, gallium-arsenide, and other rare materials? Could nuclear fusion have been developed without the help of the Inspired? The posthuman are truly the architects of this century and most of the last.
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| Posthumans were classified under several response codes by NATO, with the Warsaw Pact using similar. (names subject to change.)
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| Zeta-The posthuman has powers which can be emulated with relative ease or are of marginal use. A Zeta is roughly equivalent to a small group of men (a fireteam, two or three workers) in an area where he or she specializes in. An Inspired at this level is capable of easily understanding and improving modern technology but does not have the strength of obsession to break the laws of physics yet.
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| Epsilon-The posthuman has powers which can generally only be emulated with extreme difficulty. At this level a posthuman is equivalent to a larger group of men (a platoon or small business) in what he or she can do. An Inspired at this level dabbles in bending the laws of physics, and is capable of creating low-level Static superscience. Most Legends are Epsilon-level.
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| Delta-The posthuman is very powerful, with powers which technology can only build in far larger . A posthuman at this level often finds mundane tools as much of a hindrance and limiter as a help. Delta-level posthumans can duel with tanks, explore space on their own, and other impressive feats. A Delta-level Inspired is capable of creating Static superscience routinely and Dynamic superscience with difficulty. Novas are generally Delta-level.
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| Gamma-The posthuman is exceedingly powerful. Gamma-level posthumans are far beyond humanity, capable of feats that humans can only conceive about with the most impressive tools in their arsenal. A Gamma-level Inspired can make use of both Static and Dynamic superscience but will also start to feel the encroachment of madness.
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| Beta-The posthuman has the power equivalent to what a city government could possibly bring to bear. Betas can duel with armor battalions and air support, leap miles with a single bound, outspeed bullets, solve equations faster and more precisely than the best supercomputers, and other feats far beyond human comprehension. An Inspired at this level can make use of even the most extreme superscience, but is likely at least somewhat insane.
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| Alpha-The posthuman has power equivalent to small nations. An Alpha's actions take an entire nation's infrastructure to emulate. An Alpha may be able to destroy a cutting-edge warship, singlehandedly solve climactic apocalypse, destroy a city in a matter of minutes, or other feats of raw power. An Inspired at this level considers physics to be even less than a suggestion and finds it trivial to create Dynamic superscience which does so.
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| ====Points and Modifiers====
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| Points/Power Level/Maximum characteristic/ability level
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| Zeta-3 points, x1, +1<br>
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| Epsilon-5 points, x1, +2<br>
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| Delta-10 points, x1, +3<br>
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| Gamma-20 points, x2, +3<br>
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| Beta-40 points, x2, +3<br>
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| Alpha-80 points, x5, +5<br>
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| Epsilons and Deltas can be used as draft for combat units in which case their characteristics improve the unit if applicable, while Gammas, Betas, and Epsilons act on their own. Only Zetas, Epsilons, and Deltas may be Remade.
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| ====Characteristics====
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| A characteristic always costs (Power Level) points per level of improvement. All posthumans may buy characteristics although they manifest differently.
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| Power-the physical strength and power of the posthuman. At +0 the posthuman is no more than human, while a Zeta with +1 could have an average lift exceeding the human world record and an Alpha with +5 Power is capable of benchpressing a frigate. Presence increases a character's close-in attack and speed.
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| Resistance-the durability of the posthuman. At +0 the posthuman can die from a case of the flu or a inconvenient bullet, while a Epsilon with +2 durability can shrug off most small arms fire and virtually any non-engineered disease, and an Alpha at +5 requires naval artillery to wound.
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| Finesse-a measurement of the character's precision and agility. A Zeta with +1 might outsprint an Olympic runner and have steadier hands than a surgeon or a master sniper, while an Alpha with +5 could deflect bullets with a sword.
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| ====Abilities====
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| Matter Creation (15 pts) [Novas only]-the posthuman is capable of creating matter out of thin air. The posthuman therefore improves industrial output as rare material can be synthesized for free, albeit in small quantities. Each posthuman (10 Gammas, 1 Beta, or 1 Alpha) creates 1/5/15 industry per game turn, respectively.
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| Unkillable (5 pts)-the posthuman may bleed like a normal person but they take a lot longer to put down for good. Although just as easy to incapacitate the posthuman is far harder to kill. Unkillable and Unstoppable are not mutually exclusive but less efficient than simply buying more Resistance.
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| Unstoppable (5 pts)-the posthuman simply can't be put down. He/she/it might expire of blood loss and shock immediately after accomplishing the task, but the task will get done. The posthuman is just as easy to kill but far more difficult to incapacitate.
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| Security Nightmare (5 pts/level)-the posthuman is capable of, whether by shapeshifting, pheromones, magic, or psychic powers, of easily breaching security measures. This greatly increases their ability to attempt espionage missions.
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| Hyperintelligent (1 pt/level)-the posthuman is much smarter and can trivially figure out what it takes skilled baselines months or more to analyze. This improvement increases research output as well as the ability to command. Hyperintelligents must be explicitly assigned to do such-although useful when applied it is a waste when not.
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| Flight (2/5/10/15 pts)-the posthuman is capable of flight. At 2 points the posthuman flies as fast as a slow helicopter, at 5 the posthuman can fly at high subsonic to low supersonic, at 10 the posthuman is capable of traveling anywhere on a planet in a matter of hours, and at 15 the posthuman can travel fast enough for interplanetary travel.
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| Environmental Resistance (1 pt)-the posthuman never gets sick or tired and is much more resistant to environmental hazards.
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| Adaptability (3 pts) [Novas only]-the Nova is essentially immune to any environment, no matter how extreme. This does not translate into an immunity to direct attack, even if the Nova can literally sunbathe or finds magma baths relaxing. This is a far more powerful version of Environmental Resistance and stacking both has no effect.
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| Ranged Attack (3-7 pts/level)-the posthuman is capable of a powerful ranged attack. Each level of this ability costs as much as the posthuman's power level + 2. The attack is on the same scale as the posthuman, with firepower equal to the posthuman's Power. Each further purchase of this power increases the attack power, accuracy, and range.
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| Stealth (3-7 pts/level)-the posthuman is difficult to spot, whether because he or she doesn't show up in mirrors and electronic recordings, can turn invisible, or due to shapeshifting. Each level of this ability costs as much as the posthuman's power level + 2, and increases their ability to hide from surveillance.
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| ====Superscience====
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| Inspiration (5pts/level) [Inspired Only]-the Inspired are capable of constructing wonders. Each level of Inspiration allows the posthuman to create (Power Level) points of Inspiration each game turn, which can be spent on super-science advancements
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| ===System===
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| Sketch Combat Ideas
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| The Modifier is a representation of the rough scale of the combatant. The Modifier multiplies the unit's attack, range, defense, as well as the attack roll. Infantry and light vehicles are x1, most vehicles are x2, and warships are generally x5. The modifier benefits weapon and armor rolls but generally penalizes (multiplies the opponent's) agility and accuracy rolls.
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| ====Special Abilities====
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| Pint-Sized (X)-the unit is not as large as its modifier would suggest and therefore takes the agility, stealth, and accuracy penalty of a unit which has a modifier of (X) instead of its true value. All Gammas, Betas, and Alphas have Pint-Sized (1).
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| =Sphere 2 Silliness= | | =Sphere 2 Silliness= |
| ==Ships==
| | [[FAistan]] |
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| ===Aegis===
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| The ''Aegis'' cruiser was designed as a vessel with fast strategic speed but had minimal tactical speed to carry a higher weapons complement. Using a large complement of naval cannon, the Aegis was more than adequate against most larger drone forces, and its armor, although minimal, could ward off the strikes of light drone weapons. Standard armament was 12 electrothermal cannon, backed up by a pair of multipurpose missile launchers. Later an interim refit for fighting heavier units took advantage of the vessel's modularity and responsiveness to expansion, replacing the entire weapons complement with anti-ship and anti-aerospace missiles, turning the Aegis into an "arsenal ship" designed to support frontline combatants with heavy missile fire at extreme range-as although the Aegis had an immense amount of firepower it had nearly no survivability against antiship weapons.
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| Although an obsolete design, its high tolerance for expansion and modular hull design made it an easy and cost-effective design to extensively refit, and there are a few powers which use modernized variants almost unrecognizable as the original vessel.
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| '''''Aegis'' cruiser''' (1x Cruiser)<br>
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| '''Stats'''
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| :Mobility: 1
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| :Evasion: 1.5
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| :Armor: 4+6 (10)
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| :Structure: 5+1.5 (6.5)
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| :Hits: 20+12 (32)
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| :Internal Space: 110
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| ::Power and Propulsion (-8 Space, +0 Power)
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| :::2 Fission Reactors (-2 Space, +16 Power)
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| :::1 fusion thruster (-4 Space, -8 Power)
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| :::2 Jumpdrives (-2 Space, -8 Power)
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| ::Armor and Defenses (-12 Space)
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| :::3 Belted Armor (-12 Space, +6 Armor, +1.5 Structure, +12 Hits)
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| ::Weapons (-90 Space)
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| :::4 Medium Naval Rifles (-40 Space)
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| :::8 Small Naval Rifles (-40 Space)
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| :::2 Strike Missile Launchers (-10 Space)
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| ::Weapons (Aegis ADCAP Refit) (-90 Space)
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| :::12 Anti-Shipping Missile Launchers (-60 Space)
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| :::6 Anti-Air Missile Launchers (-30 Space)
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|
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| ===Aegis (Magnate Refit)=== | | ==Prestige Units== |
| A few Aegis designs were refit into capable although not exceptional modern combatants by Magnate worlds. Although still with relatively thin hulls, DU-laminate armor makes them a lot more survivable. Their original greatest weaknesses, their near-nonexistent speed and lack of AA capability, were removed by a near-total overhaul of their armaments and an expansion of hull size. With a reactor rating 500% that of the original vessel, the Magnate refit is significantly more capable.
| | ===Naval=== |
| | '''Super Battleship''' |
| | :Mobility: -1 |
| | :Evasion: -1 |
| | :Armor: 12 |
| | :Structure: 10 |
| | :Hits: 100 |
| | :Space: 500 |
| | :Engineering Coefficient: 25 |
| | :Hull Coefficient: 20 |
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| '''''Aegis Block II'' cruiser''' (3x Cruiser)<br> | | '''Hull Expansion''' |
| '''Stats'''
| | :+50 Spaces |
| :Mobility: 1+4-1 (4)
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| :Evasion: 1+2-1 (2)
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| :Armor: 4+6+4 (14)
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| :Structure: 5+3 (8)
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| :Hits: 20+18 (38)
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| :Internal Space: 130
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| ::Power and Propulsion (-26 Space, +80 Power)
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| :::8 Fusion Reactors (-8 Space, +120 Power)
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| :::4 fusion thrusters (-16 Space, -32 Power)
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| :::2 Jumpdrives (-2 Space, -8 Power)
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| ::Armor and Defenses (-16 Space, -32 Power)
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| :::3 DU Armor (-12 Space, +6 Armor, +3 Structure, +18 Hits, -1 Mobility) | |
| :::1 Scattering Field (-4 Space, -32 Power, +4 Armor, +4 AP, -1 Evasion, -1 Sensors)
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| ::Weapons (-88 Space, -48 Power)
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| :::4 Medium Naval Railguns (-40 Space, -32 Power)
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| :::2 Burst-Modal Small Naval Railguns (-10 Space, -8 Power)
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| :::4 Burst-Modal DP Cannon (-16 Space, -8 Power)
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| :::4 Strike Missile Launchers (-20 Space)
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| :::1 Vulcan PD (-2 Space)
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|
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| ==Building Craft Around Ship Weapons== | | ==Building Craft Around Ship Weapons== |
Line 267: |
Line 159: |
| Evasion 3+3.5+.5 (7)<br> | | Evasion 3+3.5+.5 (7)<br> |
| Armor 10+6+2 (18, 2 AP Protection)<br> | | Armor 10+6+2 (18, 2 AP Protection)<br> |
| 4 Hits | | 4 Hits<br> |
| Component Space: 12 + 16 (28)<br> | | Component Space: 12 + 16 (28)<br> |
| :Power and Propulsion (Space -14, Power +21) | | :Power and Propulsion (Space -14, Power +21) |
Line 290: |
Line 182: |
| Evasion 3+4 (7)<br> | | Evasion 3+4 (7)<br> |
| Armor 10+6 (16)<br> | | Armor 10+6 (16)<br> |
| 4 Hits | | 4 Hits<br> |
| Component Space: 12 + 4 (16)<br> | | Component Space: 12 + 4 (16)<br> |
| :Power and Propulsion (Space -10, Power +0) | | :Power and Propulsion (Space -10, Power +0) |
Game Ideas
Aberrant 2.0
Awful Ideas In Progress
Transcendence
Red Mercury: A Oneshot Idea
Genres: Genres In Space
Eidolon
Panopticon
More Than Human
Delta
MJMecha
Random Nation Generator
Brave Young Boys
That One Cyberpunk Ruleset
Intervention: A Unofficial Polity RPG
@cademy
Quantum of Ascension
Lingerie and Catsuits with Hexagons: The Game
FISSURE
Characters
Test Alchemical
Test Infernal
Tech Ninja Test
Rexberrant PC
MTAsc Alt
Aberrant: Exile Upeo NPC
Babel Test
Jetstream MJ
dacis2's FBHtechno character
Blackwatch Dude
Gregor León
Pacifism Man
CNT Muscle Wizard
Stuff
old Mage
Werebear Dolph Lundgren
Ryo-K-01
Euthanatos 1
Euthanatos 2
XP Based Chargen: Mage
Magical Gun Porn
HITMarks: The Chaingunning
Progenitors: The Gearing
The Progenitor Harem Catalog
Ethercruisers and Other Vehicles
Mage: The Ascension Legacies
Mage: The Ascension: Core Issues
Gauna-Chan
nWoD
Protodemon
Aberrant
Mahou Shoujo Silence-Chan
Arts and Crafts for Aberrant 2.0
Abstract Ranges
Other
Death Starrians
SR5 Decker
After Ether Rules
Mage: The Waking War
(nMage conversion sketch)
Traditions
Akashic Brotherhood: Favors Mind/Life (the body is merely the seat of the mind, but strengthen the body and you strengthen the mind), weak Matter (it's all an illusion anyways), +1 Composure (the true Akashic Brother must have an infinite wellspring of self-control)
Celestial Chorus: Favors Prime/Spirit (the joy of the One's choir and the ability to sing to angels), weak Death/Entropy (ick ick dark magic), +1 Resolve (may your faith in the One never weaken.)
Cult of Ecstasy: Favors Time/Mind (Passion and joy alter the perception of time and tickle the mind), weak ?, +1 Stamina (sometimes it's all those drugs, sometimes it's staying up doing poetry)
Dreamspeakers: Favors Spirit/Death [Entropy] (talking to the gods? Sure! Talking to your ancestors? Sure too!), weak Space (who needs directions in the Umbra?), +1 Manipulation (spirits are tricksy. So are you.)
Euthanatos: Favors Death/Fate (all things decay...) OR Entropy/Time (fate is in our hands), weak Prime (...so nothing has permanence), +1 Dexterity (with the deftness of a surgeon we remove the cancer from the Wheel)
Order of Hermes: Favors Forces/?, weak ?, +1 Charisma (a mage does not sneak around with lies and half truths. A mage demands your obedience)
Sons of Ether: Favors Matter/Forces (SCIENCE!), weak Entropy (Destiny is not preordained, and thermodynamics is a lie.), +1 Intelligence (SCIENCE!)
Verbena: Favors Life/Prime (nature, red in tooth and claw), weak Forces (lightning bolts are so blase), +1 Strength (tooth and claw. Tooth and claw.)
Virtual Adepts: Favors Correspondence/Forces (Fear the power of the Internet!), weak Spirit (all peyote-fueled hallucinations!), +1 Wits (high wits means you can pretend to be smart on the Internets!)
Conventions
Iteration X: Favors Matter/Forces (engineering!), weak Dimensional Science (what is this subdimensional bullshit?)
Progenitors: Favors Life/Death [Mind] (we truly are gods among men, with the power to heal and kill), weak Space (nice physics treatise. Except we're doing biology.)
New World Order: Favors Mind/Fate [Entropy] (we predict and adjust the course of nations and alter single people.), weak Matter (Subtlety is kind of hard when you're building giant robots.)
Syndicate: Favors Prime/Fate [Entropy] (we deal with true value and probability), weak Forces (you want an implant plasma cannon? Go ask an Iterator)
Void Engineers: Favors Space/Dimensional Science (initiate hyperdrive on your mark), weak Fate [Entropy] (never tell me the odds.)
ExWoD
Disclaimer: I am a horrible person.
Judgement
Everyone had their own plans on how to shape reality. From the creatures of the Wyld, to the denizens of Creation, anyone with power wishes to inflict their view of what is real on the world. Some meant well but created dystopias or became corrupt along the way, sacrificing principles in the name of pragmatism. Others were always in it for themselves.
Ever since the First Age of man, this has held true. Those with power seek to change Creation irrevocably. Some wish to reclaim it. Others wish to destroy it. There are those who would wish to see it trapped in amber forever, fossilized. These forces and their inevitable collision mean the doom of man, and the end of the world.
It has been five ages since the Solar shards were cast down into the Jade Prison. Four Ages since the Prison itself was reconstituted in a desperate gamble by the Gold faction, the apex of well-meaning ideas gone wrong. Several more since the Dragonblooded themselves were corrupted, the Lunar shards reclaimed by Lytek, the Sidereal ones repurposed. It has been eons since Creation itself was bent and twisted upon itself, melding the elemental poles, expanding one to cover the Earth. It has been centuries since anyone knew what the elemental poles were, abandoning the silly mysticism of such stories to the reassuring logic of scientific discourse.
It is unfortunate, for perhaps if there were more who knew, desperate decisions would not have to be made.
Prison Break
The Neverborn and the Yozi are trying one last desperate gamble to destory the world or reclaim it using their own shard-powered underlings. The Technocratic timetable suggests that within no less than four months, the chances of the survival of Earth drop to less than fifteen percent. The Traditions themselves concur, but they are too absorbed in the war to do anything. What gods remain capable of acting are too weak and broken by Consensus and the Avatar Storm to do much, except possibly one action.
One action that will damn Creation or save it. Shattering the prison and the cabinet, allowing the Exaltation Shards to travel free. Using what power remains to breach the Gauntlet and the Storm. Perhaps the Exalted can pull a victory out from impossible odds, as they were made to do.
Or perhaps their cursed nature, past animosity, and differing agendas are the very reason that Creation is doomed. No matter which, the tales will be epic.
The Exalted
When the Exalted shards were put into storage, mystical weapons of mass destruction judged too unstable and too dangerous to roam freely, they were used to create lesser beings that could protect Creation from external threats. The Fera, Magi, and Hunters derived from the three Celestial shards.
The corruption of the Dragon-Blooded by the Ebon Dragon created the Kuei-Jin. Vampires themselves were designed as agents of the Neverborn, although they have forgotten their purpose, many of them preferring instead to play their little dominance games with mortals. No matter. The Neverborn have ways of making them work to their advantage.
The Hunters
The essence of the Solar Exalted was always difficult to lessen, and any attempt to do so would have to be err far on the side of weakness. Hunters are that result.
The Dead
The Demons
The Changing Breeds
It would have suprised the Wyld-worshipping Garou that they were originally used as a weapon against what they believe in. Of course, it also surprised them that all their attempts to save Gaia tended to backfire spectacularly when that much should have been obvious. As guardians of Luna's mate, Gaia, and stewards of humanity, they have fallen far.
The Lunar Exalted may do better where they have failed.
The Avatars
The one hundred Sidereal shards were used as the cage that held reality together against the tide of the Wyld until their lessers were constructed. These creatures were diminished in power, but the breaking of Sidereal shards into the thousand-faceted things that were Avatars removed them from their rut. Still affected by paradox, but far less burdened by the limitations and inflexibility of their original powers, the Avatar Shards were intended to be a bulwark against the Wyld, mobile reality engines fused to human souls.
Nobody expected that a flaw in their design would create the Awakened. Nobody expected that some of them would fall to the Neverborn or the Yozis, serving the destruction or reclamation of Creation. Even fewer expected that it was possible that these weakened shards could be damaged by the Wyld, and none of the Celestines thought that it would be possible for the strengthening of reality to go too far.
Perhaps the might of proper Sidereal Exalted is needed in such a situation.
The Machine
The dead god Autochthon was not entirely dead-not enough to become the Engine of Extinction. Not enough to have his presence lost. And he still cares about humanity, even as his new servants wish to transcend theirs. A handful of members in Iteration X have been enhanced into Demiurges, a desperate move showing just how desperate the times have become, as the weakest and most inventive Primordial has never, until now, given his power to anyone who could manipulate Essence. Even in the guise of hypertech, industrial pistons and brass bones replaced with synth-myomer and primium, they are still the champions and servants of humanity which walked the Realm of Brass and Shadow ages and ages ago.
Control believes that they can be used as a weapon to stem the chaos. In a way they are right, but the nature of the Alchemical Exalted makes them heroes, and their free will cannot be washed away nearly as easily as that of a machine, a mortal or even a mage. Some may disagree with the steps the Union is taking. Whether they act to change this from the inside, or go off on their own to serve a more... human-run cause, or decide to band with the other newly Exalted in a desperate attempt to stop the destruction of all existence is yet to be seen.
No matter what they do, even if they stay loyal, their actions are unlikely to be the quiet, subtle adjustments that the Union prefers, but the time for that has passed.
Sphere 2 Silliness
FAistan
Prestige Units
Naval
Super Battleship
- Mobility: -1
- Evasion: -1
- Armor: 12
- Structure: 10
- Hits: 100
- Space: 500
- Engineering Coefficient: 25
- Hull Coefficient: 20
Hull Expansion
- +50 Spaces
Building Craft Around Ship Weapons
This is assuming that a Mobile Armor's x4 means that 1 space on a craft is 4 or more space on a vehicle, which is almost certainly untrue but that's why I'm putting this here instead of on a Sphere 2 page. Used a x5 multiplier because it's nice and even.
Not A Glitter Boy
Assault Frame, 4x Expansions
Speed 4+4 (8)
Agility 4+5-2 (7)
Evasion 3+3.5+.5 (7)
Armor 10+6+2 (18, 2 AP Protection)
4 Hits
Component Space: 12 + 16 (28)
- Power and Propulsion (Space -14, Power +21)
- 7 Fusion Reactors (Space -7, Power +28)
- 4 Thrusters (Space -4, Power -4, Speed +4, Agility +2, Evasion +2)
- 3 Verniers (Space -3, Power -3, Agility +3, Evasion +1.5)
- Defensive Systems (Space -7, Power -8)
- 6 Armor (Space -1, Armor +6, Agility -2)
- 1 Flash Field (Space -1, Power -8, Armor +2, AP Protection +2, Evasion +.5)
- Weapons (7 Space)
- Antimissile Gatling (-2 Space)
- Mecha SMG (-5 Space)
External Carriage: 12 + 8 (20)
- 1 DP Cannon (Space -20, Power -10)
Flakbot 1.0
A far more reasonable design. Probably League.
Assault Frame, 1x Expansion
Speed 4+4 (8)
Agility 4+6-2 (8)
Evasion 3+4 (7)
Armor 10+6 (16)
4 Hits
Component Space: 12 + 4 (16)
- Power and Propulsion (Space -10, Power +0)
- 2 Fusion Reactors (Space -2, Power +8)
- 4 Thrusters (Space -4, Power -4, Speed +4, Agility +2, Evasion +2)
- 4 Verniers (Space -4, Power -4, Agility +4, Evasion +2)
- Defensive Systems (Space -6)
- 6 Armor (Space -1, Armor +6, Agility -2)
External Carriage: 12 + 2 (14)
- 1 Flak Cannon (Space -10)
- 1 Antimissile Gatling (-2 Space)
- 1 Alpha Sword (-2 Space)