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=History=
=Game Ideas=
Space was the last frontier that humanity had explored, but even so it was rapidly colonized as soon as the effective tools existed for it. Within twenty thousand years from when humanity had made its first step into deep space, it had spread throughout the galaxy, finding... nothing. The few alien races encountered were either remnants, unfathomable things found etched in black holes or star surfaces, creatures that had transcended biology via exotic science, or vastly more primitive, crawling through the heavens on pillars of nuclear fire at best. The former were left alone, the latter uplifted, ignored, or conquered as the local governments believed was the proper method of dealing with nonhumans.
[[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>
[[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>


Either way, apes or angels, alien races have been no threat to the human race, and are more a curiosity than anything. The threats, invariably, are always other humans, often those who wish to make use of potentially dangerous technologies to ensure victory over their fellow man.
=Characters=
[[Test Alchemical]]<br>
[[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]]


==The Galaxy==
=Stuff=
The galaxy is heavily built up from 20,000 years of civilization and population growth. As habitable planets are rare, many live on artificial habitats, up to and including Dyson Spheres. A significant proportion of the human race lives on near the galactic core in megastructures, tapping the supergiant black hole for mass and energy, while out in the arms life is a bit more sedate and spread out, often finding themselves still living on planets. The entire galaxy is connected by the Alcubierre Railways, a system that allows nearly instantaneous transit and trade via faster-than-light travel.
==old Mage==
[[Werebear Dolph Lundgren]]<br>
[[Ryo-K-01]]<br>
[[Euthanatos 1]]<br>
[[Euthanatos 2]]<br>
[[XP Based Chargen: Mage]]<br>
[[Magical Gun Porn]]<br>
[[HITMarks: The Chaingunning]]<br>
[[Progenitors: The Gearing]]<br>
[[The Progenitor Harem Catalog]]<br>
[[Ethercruisers and Other Vehicles]]<br>
[[Mage: The Ascension Legacies]]<br>
[[Mage: The Ascension: Core Issues]]<br>
[[Gauna-Chan]]


==Faster-Than-Light==
==nWoD==
The primary faster than light system is the Alcubierre Railway, a system of markers, warp bubble generators, and other machinery that allows travel through its "tracks" to other areas in the galaxy at extraordinarily high speeds. As it is cheap and trivial to fit a vessel with the ability to use the Railway, this is by far the most common system. However, it is not without its faults-as cutting the railway with a vessel in transit may strand it thousands of light-years away from the nearest planet, leaving its crew no other choice than to go into stasis, plot a course, and hope for the best. Colonies have been founded when vessels with construction capability have been stranded by war or terrorist attack, the crew finding a nearby star system to convert and settle down in.
[[Protodemon]]<br>


Another, much more controlled FTL drive is the jumpdrive, which is significantly rarer due to its expense. Found on warships and other vessels which may have to function with the Railway "cut" by defenders. A jumpdrive is a complex system which is somewhat slower and less accurate than the Railway, but does not depend on outside systems. However, although the Railway is ubiquitious and creating an interface with it is possible with almost any technological base, jumpdrives are some of the most advanced systems in the galaxy and must generally be bought from the Core powers. Even with fabrication technology, the exotic materials necessary are still rare and difficult to build.
==Aberrant==
[[Mahou Shoujo Silence-Chan]]<br>
[[Arts and Crafts for Aberrant 2.0]]<br>
[[Abstract Ranges]]<br>


==The Human Race==
==Other==
Twenty thousand years of drift and human enhancement have made humans diverge into dozens of species and subspecies, all of which exist in different niches. Some of them may be essentially recognizable to the men and women who hunted with spears and lived in caves a hundred thousand years ago, but some are extreme, like the Sunskimmers, humans who have enhanced themselves to the point where they live their lives in hard vacuum, bearing children in the orbit of a supergiant star. Humans have taken on forms to thrive in every niche, enhanced by technology. However, humans with minimal obvious enhancement are still the most common demographic, although with the advanced nanotechnologies of the human race, they can still be formidable indeed.
[[Death Starrians]]<br>
[[SR5 Decker]]<br>
[[After Ether Rules]]


However, twenty thousand years have not allowed the human race to grow any closer, and war still happens. With the distances and speeds involved, war is even more dehumanizing than ever, and weapons have gotten more destructive, making it so much easier to annihilate entire civilizations with the press of a button.
==Mage: The Waking War==
(nMage conversion sketch)


==Eschaton==
===Traditions===
With such power and the potential to create weapons that can cause easy gigadeaths comes regulatory boards to ensure that a terrorist or government doesn't decide to inflict this fate on people. Although there are uncountable numbers of humans spread out in the galaxy, it is still undesirable to allow war to wipe out billions of people for no good reason, especially since warfare now is more of a battle to attain additional territory and resources than subjects. Furthermore, there are technologies that could be potentially dangerous to the entire galaxy-uncontrolled technological singularities, weakly godlike beings, aggressive hegemonizing swarms-all of which are still a potential threat to the galaxy at large.
'''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!)


Eschaton was formed by agreement by the Sagittarius League, Union of Core Stars, and the Cygnus Administrative Board, the three largest sovereign nations, to prevent such an incident from occurring. Gifted with advanced equipment and an impressive amount of autonomy it has been instrumental in solving problems that could doom billions-or more-to death.
===Conventions===
'''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.)


===The Agents of the Eschaton===
=ExWoD=
Although galactic government is weak, the most powerful factions in the galaxy have understood the need for an independent, minimal-oversight paramilitary unit which deals with problems such as rogue AI gods, madmen using poorly understood alien artifacts, and anyone who would attempt the commission of gigadeathcrime. This joint force is equipped with cutting-edge equipment and augmentations, trained to work together in small teams, and given high initiative due to their job often taking them days or weeks away from command.
Disclaimer: I am a horrible person.


The more things change, the more they stay the same.
==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.


Agents of the Eschaton are all backed up-despite their protests, as a backup is a mere copy, and if you die, that's it for you. Most people find it sick that if they die, another copy of them will be decanted to die in their place, but the cost of training an Eschaton agent in dozens of different fields from the sciences to the arts to the knowledge needed to adapt to any world, any method of warfare, and any level of threat is expensive and prone to washing out 85% or more of its applicants.
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.


=Tentative Character Generation=
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.
An Eschaton agent comes in four subtypes: Direct Action, Technical, Investigative and Pathfinders. The first are combat-specialized, the second do electronic intelligence and technical support, the third are generally found investigating face-to-face and the fourth are found sneaking around like ninjas in the dark.


However, all agents are trained in the basics of tradecraft, combat, and etiquette.
It is unfortunate, for perhaps if there were more who knew, desperate decisions would not have to be made.


==Basic Attributes==
==Prison Break==
An agent's physical body doesn't matter as much as their mental ability-bodies are cheap and easily fabricated, although the technology inherent to an agent is much less easily constructed. Minds, however, are harder and somewhat less predictable to construct. Primary Attributes are rated from 1-5, and secondary attributes are rated from 0 to +5.
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.


A character has one 4, one 3, one 2, and one 1 to assign to the four primary attributes, as well as 15 points for secondary attributes. Furthermore, an agent always gets a bonus to one primary attribute and one secondary attribute-this is the only method of raising a primary attribute to 5 at chararacter generation. Direct Action Agents get a +1 to combat and a +1 to Endurance, Technical Agents get a +1 to Analysis and a +1 to Piloting, Investigative agents gain +1 to Fellowship and +1 to Composure, while Pathfinders gain a +1 to Resolve and +1 to Small Arms.
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.


An agent's basic attributes and their sub-attributes are:
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.


Resolve-An agent's most critical trait is his ability to keep going, despite what might happen. This does not measure physical,but mental toughness-as an agent's physical ability is entirely based on their augmentation. Resolve measures how well an agent can power through difficult circumstances like pain, fear, mental attacks, or their imminent demise. Resolve also measures how well an agent can adapt to being 'resurrected' by a Quantum Bio-Reconstruction Machine or an offsite backup.
==The Exalted==
: Endurance-Endurance is how well an agent tolerates purely physical inconveniences, such as pain, temperature, fatigue, or shock.
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.
: Fortitude-Fortitude measures an agent's ability to resist mind-scans, brainwashing, viruses, and other methods of mental assault.
: Composure-Composure measures an agent's ability to keep a "poker face" in situations where it might be necessary.


Fellowship-Fellowship represents an agent's ability to meaningfully interact with people.
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.
: Leadership-Leadership is how well an agent can rally allies to do things like charge autotargeting turrets or sacrifice themselves to nuke the cosmic horror someone just built in a lab.
: Charisma-Charisma is an agent's personal attractiveness to others. An agent with high Charisma finds it easier to make people like him or her.
: Subterfuge-Subterfuge is how well an agent can deceive others or resist their attempts at deception.


Analysis-an Agent's Analysis represents how well he or she can solve problems, whether they tend in the abstract or the practical.
===The Hunters===
: Perception-perception represents how well an agent can make sense of sensors data from any source, finding useful clues or information. This is independent of the sensory ability of one's body-an agent with a near-baseline sensory ability but high perception will still be limited by bodily constraints.
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.
: Electronics-Electronics determines an agent's ability to bypass technical security measures, write his or her own programs, defeat firewalls, and otherwise hack computer systems, as well as the ability of an agent to make use of equipment such as bugs or tracking programs.
: Intrusion-Intrusion covers a variety of skills, from lockpicking "dumb" locks to stealth.
: Tactics-Tactics covers a wide-area knowledge of military theory, a good (but not strictly necessary) quality to have in a commander.


Combat-although undesirable, it is often necessary to take operations into one's own hands and hurt people. This attribute measures your raw skill at various types of combat.
===The Dead===
: Melee Combat-An agent's ability to beat people down in hand to hand. No matter how good you are at this, taking on someone significantly augmented in close quarters is probably a terrible idea.
===The Demons===
: Small Arms-Small arms are a great equalizer. Small arms expertise covers everything from old-fashioned projectile weapons such as assault rifles, self bows, and shotguns to advanced energy weapons or smart munitions dispensors.
===The Changing Breeds===
: Gunnery-if you need something blown up, this is your go-to skill. Gunnery covers the use of heavy weapons, such as calling down ortillery strikes or setting up and firing an artillery piece.
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.
: Piloting-from giant robots to hovercars to warships, this covers most forms of vehicle operation in a combat situation.


==Augmentation==
The Lunar Exalted may do better where they have failed.
However, an agent's enhancement protocols differ from agent to agent, sometimes out of requirement or consequences, sometimes out of mental preference. All agents are equipped with nanohives and shield generators, but many agents desire and are granted higher levels of augmentation. Full body modification is not uncommon, and agents more commonly assigned to direct action situations often enjoy the fruits of twenty millenia of human enhancement research freely, modifying themselves into weapons platforms.


An agent has 11 starting points to put into augmentation. Augmentation ratings are from 1-10. All agents have, dependent on their role, a few bonuses to augmentation. These cannot raise an augmentation category beyond its maximum. A specialty for an enhancement category can be bought at half cost, which adds +1 to the enhancement's effective rating in a specific situation.
===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.


Direct Action agents start with L1 Combat augmentation.
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.


Technical agents have L1 Interface augmentation.
Perhaps the might of proper Sidereal Exalted is needed in such a situation.


Investigators have L1 Stealth augmentation.
===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.


Pathfinders have L1 Mobility augmentation.
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.


===Augmentation Categories===
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.
Enhancement-the most common use for augmentation technology is enhancing the base physical and mental ability of its user. High levels of enhancement improve one's offensive ability in hand to hand, increase the ability for one to take and recover from damage, improve sensory capability, and improve mobility and reaction time.


Combat-All agents are implanted with basic shield generators to allow survival in hostile environs, but combat enhancements improve an agent's offensive and defensive repertoire with equipment such as dermal armor, implanted weapons, and strengthened shielding.
=Sphere 2 Silliness=
[[FAistan]]


Perceptive-Perceptive augmentations range from distributed smart-dust sensor swarms, to implanted gravity sensors or other esoteria. In general, these modifications improve one's ability to sense important events.
==Prestige Units==
===Naval===
'''Super Battleship'''
:Mobility:  -1
:Evasion:  -1
:Armor:  12
:Structure:  10
:Hits:  100
:Space:  500
:Engineering Coefficient:  25
:Hull Coefficient:  20


Stealth-Stealth augmentations range from devices which render one invisible to devices which shift facial and body features to create a convincing disguise. The net result is, however, that an agent can blend in or fade away much more easily.
'''Hull Expansion'''
:+50 Spaces


Mobility-Mobility mods enhance an agent's ability to move, in general improving their ability to use locomotion means besides the ground. Flight, burrowing, and supercavitation-based swimming are not uncommon enhancements, while more exotic locomotion methods such as teleportation or personal jumpdrives are not unknown at higher levels.
==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.


Interface-Generally based on subversion, whether the target is biological, electronic, or otherwise, the simplest of such enhancement is a wireless interface node or subdermal circuitry with override codes but more exotic methods of transmission and subversion, such as utility fog based subversion of electronics and organics, have been recorded.
===Not A Glitter Boy===
Assault Frame, 4x Expansions<br>
Speed 4+4 (8)<br>
Agility 4+5-2 (7)<br>
Evasion 3+3.5+.5 (7)<br>
Armor 10+6+2 (18, 2 AP Protection)<br>
4 Hits<br>
Component Space: 12 + 16 (28)<br>
: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)<br>
:1 DP Cannon (Space -20, Power -10)


Miscellaneous/Utility-these augmentations do not fit neatly in any other category. These enhancements include items such as hammerspace teleporters, multiple independent bodies, an actively updated offsite backup, semi-autonomous drones, and others. These are costed as specialties, and one may have multiple types of utility augmentation.
===Flakbot 1.0===
A far more reasonable design. Probably League.


===Adaptive Augmentation===
Assault Frame, 1x Expansion<br>
The most recent and a fairly common development for agents is adaptive augmentation-a network of distributed, multipurpose nanomachines which allow a variety of modifications to be manifested "at will" for the user. Physical attributes can be selectively enhanced, utility fog can be extruded for interfacing with machinery, and the like.
Speed 4+4 (8)<br>
 
Agility 4+6-2 (8)<br>
Agents all start with 1 level of adaptive augmentation and can buy additional levels of adaptive augmentation at triple cost. Adaptive augmentation works as any other augmentation except the points may be freely shifted from category to category.
Evasion 3+4 (7)<br>
 
Armor 10+6 (16)<br>
===Example Human Variants===
4 Hits<br>
====Dragoon Full-Conversion====
Component Space: 12 + 4 (16)<br>
The Dragoon full-conversion serves proudly in the militaries of many galactic core forces, a heavy machine which is capable of incredible physical feats and armed and armored to standards more akin to light armor than an infantryman, its only faults are that its 3 meter height and 2500 kilogram mass make it about as subtle as a brick to the face. Generally found armed with a heavy antitank coilgun and antipersonnel pulse lasers, a Dragoon is a match for a full platoon of infantry.<br>
:Power and Propulsion (Space -10, Power +0)
Augmentation Value: 15 (class A threat)<br>
::2 Fusion Reactors (Space -2, Power +8)
'''Enhancement'''-6 (Brute Force + 2)<br>
::4 Thrusters (Space -4, Power -4, Speed +4, Agility +2, Evasion +2)
'''Combat'''-5 (Anti-Armor Weapons + 1)<br>
::4 Verniers (Space -4, Power -4, Agility +4, Evasion +2)
'''Perceptive'''-1 (LIDAR + 1)<br>
:Defensive Systems (Space -6)
'''Miscellaneous'''-2 (Mini-UCAV Hive)
::6 Armor (Space -1, Armor +6, Agility -2)
 
External Carriage: 12 + 2 (14)<br>
====Alpha Upgrades====
:1 Flak Cannon (Space -10)
Alpha upgrades are generally very close to the baseline norm, and a common sight across known space. Although physically superior to baseline humanity, their physical prowess is not significantly better to matter-an agent with a moderate amount of physical enhancement can still break them like twigs.<br>
:1 Antimissile Gatling (-2 Space)
Augmentation Value: 0.5 (Class F threat)<br>
:1 Alpha Sword (-2 Space)
'''Enhancement'''-0 (Panimmunity + 1)<br>
 
====Beta Upgrade====
Beta upgrades are a fairly common general category of enhanced humans, who possess enhanced durability and strength, as well as utility enhancements such as a DNI. These personnel are ubiquitous in the galaxy at large, as the technical sophistication necessary to build Beta-levels is fairly low. Lower-sophistication Betas are generally rough and chromed, while high-sophistication ones can be engineered right out of the womb with all relevant abilities.<br>
Augmentation Value: 2 (Class E threat)<br>
'''Enhancement'''-1<br>
'''Combat'''-0 (Dermal Armor + 1)<br>
'''Miscellaneous'''-1 (Direct Neural Interface)<br>
 
====Delta Upgrade====
Delta-level upgrades are superior soldiers, common in polities with easy access to advanced technology. Their primary edges over alphas are their implanted shield generators and sensors arrays, as well as their superior DNIs and reflex augmentation.<br>
Augmentation Value: 5 (Class C threat)<br>
'''Enhancement'''-2 (Wired Reflexes + 1)<br>
'''Combat'''-1 (Shield Generator + 1)<br>
'''Interface'''-1 (DNI)<br>
 
====Eclipse Full-Conversion====
Generally rated for special operations work, "Eclipse" class full conversion bodies are extremely physically adept and combat capable, with superior stealth, intrusion, and sensory ability. Shaped like nightmares come true, they are nevertheless still capable of using human weapons and equipment despite their alien-seeming form.<br>
Augmentation Value: 12 (class A threat)<br>
'''Enhancement'''-4 (Increased Agility + 1)<br>
'''Combat'''-2 (Close Combat + 1)<br>
'''Perceptive'''-2 (Full-spectrum sensors)<br>
'''Stealth'''-1 (Thermo-Optical Camouflage)<br>
'''Interface'''-2 (Intrusion-Adapted DNI)
 
====Sunskimmers====
The most extreme augmentation done is to create humans who no longer need to live in a habitat, but can thrive and reproduce in hard vacuum without worry, using energy from the sun and mining asteroids with equipment from their own bodies.<br>
Augmentation Value: 10<br>
'''Enhancement'''-1 (Vacuum Capable + 3)<br>
'''Combat'''-0 (Heavily Shielded + 4)<br>
'''Propulsion'''-3 (Inertial Drive)<br>
'''Miscellaneous'''-1 (Implanted radio/laser comms)<br>
'''Miscellaneous'''-2 (Photovoltaic sail)<br>
'''Miscellaneous'''-2 (Lithovore)

Latest revision as of 10:20, 16 October 2016

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)