Mai's Counterattack: Difference between revisions
Maloncanth (talk | contribs) |
Maloncanth (talk | contribs) |
||
Line 352: | Line 352: | ||
==Ancient World Bonus== | ==Ancient World Bonus== | ||
'''''Melana'', Princess of Neo-Atlantis''' (Heroics-Explorer, Etherics)<br> | '''''Melana'', Princess of Neo-Atlantis''' (Heroics-Explorer, Etherics)<br> | ||
'''Combat''': | '''Combat''': 0<br> | ||
'''Conviction''': 1<br> | '''Conviction''': 1<br> | ||
'''Mental''': 3<br> | '''Mental''': 3<br> | ||
'''Mysticism''': | '''Mysticism''': 1<br> | ||
'''Social''': 0<br> | '''Social''': 0<br> | ||
A determined thirteen year old twin tailed dark magical girl in 1007, the implied-to-be daughter of Seretor Qaderis is determined to do something meaningful for the future of Neo-Atlantis regardless of the cautions of grownups. | A determined thirteen year old twin tailed dark magical girl in 1007, the implied-to-be daughter of Seretor Qaderis is determined to do something meaningful for the future of Neo-Atlantis regardless of the cautions of grownups. |
Revision as of 16:48, 2 March 2015
Mai's Counterattack is a Lords of Ether OVA adaptation focused on Lost Ground produced by Artaria Animation who picked up the IP nine years after Season 8 of the original series was cancelled. Unlike its predecessors, it is actually an anime rather than a live action TV series pretending to be anime, and is actually produced in Japanese. Due to various copyright issues, various aspects of canon including the names of characters and places were changed, alienating many fans of the old series.
Background
Lost Ground is a small, mostly-gray planet orbiting largely alone around an unremarkable reddish-orange star. Until the reopening of the starways, the population of the world simply referred to their government as "the Empire". Following the return of interplanetary travel, the planet's sole polity gained the name Alter Empire after the advanced technomagical discipline (Advanced Liquid-metal Techno-Enchantment Resonance) that underlies its civilization. Likewise, they are often called "Alters" by foreigners but refer to themselves as "Lost Grounders" instead.
It is unclear what nations existed on Lost Ground in the former era (when it probably wasn't called Lost Ground) but it was minimally the home of at least one major demihuman race: the aquatic Merai who still survive on Kanaria, as well as human populations loyal to the Japanese pantheon and to Greater Atlantis. This put the world directly on the front lines (or at least the front lines of the side lines) of the ensuing Godswar during which the planet was predictably and thoroughly devastated. Even as the violence wound down elsewhere after the collapse of hyperspace, the people of Lost Ground carried on their microcosm of the great war, far transcending the memory of their former affiliations. They were not to cease hostilities until bringing them to their final, genocidal conclusion eight hundred years later. Throughout and after this period, civilization continued to stagnate or decline and the once green and blue world turned fundamentally hostile to humanity. In the present day, most Lost Grounders live within the confines of Vector and a few other hemispheric Shield Cities on the Northern Continent with most of the world abandoned to a deadly, mutant biosphere.
Alter Empire
Lost Ground Forces
Lost Ground Principles and Interests
Genre: Dystopian Magitech Dictatorship; the Most Final of Fantasies
Lost Ground's sole viable polity was founded about two hundred years ago following the genocide of the last Merai, a capstone finale to centuries of war which left a few million humans as the last survivors on a depopulated and devastated world. It is a thoroughly molten pot of cultural remnants from the planet's original, far more numerous inhabitants, with Japanese being the biggest contributor. Although they have no living memory of the Godswar era, Lost Grounders are identified more with Atlantis than anything else and are thought to be at least partially Atlantean descendants. This has especially been the case since the immigration of survivors from Mount Olympus with a continuous Atlantean history following the war on Myrkliea.
For its small population, the Empire's government and social system is considerable in scale and presence but not in complexity. There are no delusions of rule through divine right nor any native sense of democracy (as opposed to rebellions of desperation) except what has been introduced via interplanetary relations. Through their command of power, mages are the gentry and the emperor is the emperor because he is the most powerful mage around. This attitude has put the Empire quite at odds with regional superpower of Sceptre but has led to surprisingly productive and pragmatic relations with some other powers. While there's no denying that Lost Ground scores quite low on the Cure Joy Index, the Joy Peace State nevertheless sees Lost Ground as a valuable partner in relocation projects for its undesireables while the Papacy has found them to be pragmatic allies on their Crusades with high impact despite the limited numbers of their contributions.
Technology and Magic
Biology: 0
Chemistry: 0
Engineering: 500
Physics: 0
Psychology: 0
Creation: 300
Destruction: 500
Matter: 500
Mental: 500
Movement: 500
Engineering/Matter: 500/500
Engineering/Movement: 220/300
Infrastructure
Wealth: 59
Industry: 111+10
Ether: 85
Research: 120
Stockpiles
WU: 443
Ether: 930
Geodes: 70.5
Magic
Marshroot: 11
Irrinium: 10
Korite: 6
~580 ether and 22 geodes sunk into spells, enchantments and summons.
Advantages
Ancient World
Even the briefest rambles through Lost Ground's hinterlands reveals that it was once a far greater world than in the present day. The Southern Continent has entire ruined cities that dwarf Vector, crafted from an ancient, imperishable architecture. Of more interest to the regime are the caches of weapons that have been lost to time, waiting for rediscovery after the passing of eight centuries of war, though sometimes it's hard to be sure whether a given wonder weapon comes out of Lost Ground itself or one of its irrepressible military ateliers.
Mercenaries
With weapons to be dug up everywhere, oftentimes it isn't the state that gets to them first. Besides homegrown outfits however, Lost Ground tends to be attractive to mercenaries in general. With her place between two blue lines, location is a primary reason as is the circumstance of being an open port at the center of so much conflict over the past decade. Others who seek purpose, arcane learning, or even Lost Ground's oddly open intellectual scene wind up gathered on this unlikely planet.
Exalimphone
Like a Batphone except ours calls up Cuselis. While Exalims are not into reducing mountains into enough ash to fit into a thimble, individuals fuck with Atlantis at their own peril.
Disadvantages
No Population Growth
Originally I just didn't want to track fractional changes like population growth...
Angry Population
...or the population industrial bonus... Now I kind of need them!
Barren World
Actually, places that look normal aren't uncommon on Lost Ground, especially on the Northern Continent. However, even those places are never fertile. The Southern Continent wouldn't be considered barren if you enjoy toxic spores and mycelium.
Resource Poor World
Most of the easy stuff has been tapped out.
Disaster Zone (Mutant Biosphere)
The Nanoforest is present on both continents and is composed of nanofungus, a form of life that does not respond normally even to life magick. Although it grows extremely quickly if left unattended, it can be spread even faster by occasional uprisings of its gigantic, human devouring inhabitants. Fortunately, the Forest does not seem to like all locations and sometimes even retreats from places it had colonized before. The last major spread of the Forest occurred shortly after the close of the Myrkliean War and was uniquely catalyzed by the escape of an Atlantean nanological weapon, an event which points to what may have caused the rise of such an unnatural ecology in the first place.
Records and archaeology show that Nanoforest was present either by the end of the Godswar or immediately afterwards. Having long since abandoned any attempts to understand the Forest, responding to the threat with military force is a regular event for Lost Grounders. Presently all but a single area of the Southern Continent is overrun. On the Northern Continent, it mostly exists in the abandoned west but pockets still erupt now and again from other locales.
Lord of All
Lost Ground's top-down, mage driven society requires a strong unifying authority. The empire has existed for almost two centuries with a single emperor whose position rests on his superiority as the greatest of the mages. It is unknown what Lost Ground's natural equilibrium would otherwise be, though some kind of division of power amongst archmages seems likely.
Pariah
But at least we're honest, and that's the most important thing.
Undiplomatic
Probably has to do with corruption and mages.
Climate
Lost Ground has a warm climate and is heavily overcast year round due to the state of the atmosphere which is the colour and consistency of a bad bruise.
Lost Ground
Heartland
The heartland of the empire is home to the vast majority of the Alter and Atlantean populations, being relatively free of danger. Like most of Lost Ground, it is extremely urban, recalling a time when the hinterlands were desperately dangerous even here. The vast majority of the population live and work in hemispheric cities built of dark metal and connected by magical bullet trains. Smaller towns and villages exist but are rare and strictly concerned with either agriculture or resource extraction. Most of the migrant labour from Joy live in the cities as well though some are engaged in hinterland labour at long disused sites.
Vector (Super)
Lost Grounders: 4,000,000
Joyish: 4,000,000 (enslaved)
Wealth: 27
Industry: 30
Ether: 30
Research: 120
Connections: Little Atlantis (West/Northwest); Hinata (Southwest); Ariake (South); Windy Mountains (Northeast); Fuuka (Northeast)
The capital's population has doubled in the past few years and the husks of the hemispheric city's central underlevels are now populated again after decades or centuries of disuse. By far the alpha city of the planet, most Lost Grounders live here at some point in their lives, for higher education if nothing else. It is also host to the planet's only spaceport. Damaged by a Samothracian nuclear weapon, it has been repaired and reinforced over the years and now more of the sky is covered up by metallic platforms and spires than ever before.
Ariake (Very Difficult - Mountains)
Lost Grounders: 200,000
Joyish: 1,000,000 (enslaved)
Wealth: 1
Industry: 5
Ether: 6
Research: 0
Connections: Vector (North); Ariake (West)
One of Lost Ground's shield cities, built on a small plateau high in the mountains with a commanding and dramatic vista on the surrounding valleys.
Hinata (Difficult - Karst and Canyons)
Lost Grounders: 200,000
Joyish: 1,000,000 (enslaved)
Wealth: 1
Industry: 9
Ether: 6
Research: 0
Connections: Little Atlantis (North); Ariake (East); Vector (Northeast)
A shield city built in a relatively remote area dotted with rivers, caves and underground water.
Little Atlantis (Difficult - Temperate Forest)
Lost Grounders: 400,000
Atlanteans: 400,000
Joyish: 2,500,000 (enslaved)
Wealth: 6
Industry: 9
Ether: 6
Research: 0
Connections: Seize (West); Hinata (South); Vector (East/Southeast)
A formerly unimportant city that was settled by surviving Atlanteans from Mount Olympus, leading to it gaining the name "Little Atlantis" (Petite Atlantide) via an unknown Joyish immigrant. A few Atlanteans seem not to like the name though others find it ruefully appropriate. The city is in the vicinity of one of the few naturally forested regions on the planet and while migrant labour is involved in harvesting from it, actually damaging it is out of the question. As a result, expansion of the city to accomodate population growth has been labour intensive but dramatic, and comfortable, since the Joyish are in many cases building nicer new places and get to take over the existing accomodations. Vast platforms now extend out over the sea on enormous pillars whilst a network of tunnels and chambers grows underground.
Seize (Difficult - Wastelands)
Lost Grounders: 900,000
Joyish: 2,500,000 (enslaved)
Wealth: 4
Industry: 9 (5 owned by Church of Nyrethen)
Ether: 6
Research: 0
Connections: Little Atlantis (East)
Seize is the launching ground of expeditions to burn away Nanoforest uprisings in the west in order to keep the land clear for future resettlement. Ever since Tolas was leveled and the western portion of the continent essentially abandoned, this city has become the new western frontier of the empire. It is also where the Church of Nyrethen is most active on Lost Ground, with some of the infrastructure there owned by them. A key feature of the city is the adjoining bridge over an ancient canal that joins the ocean north and south of the continent.
The East
Long ago called the Country of Wind and Flowers, history and archaeology reveals this as an area where believers in the Japanese gods once dwelt. Yet, though the land here is as picturesque as it gets on Lost Ground, the original civilization did not survive. The area was lightly inhabited for centuries as surviving humans gravitated towards the state's core. With Joyish migrant labour now available however, recolonization has occurred and long dormant furnaces are active once again.
Fuuka (Open)
Lost Grounders: 300,000
Joyish: 2,000,000 (enslaved)
Wealth: 2
Industry: 10
Ether: 6
Research: 0
Connections: Vector (Southwest); Windy Mountains (South); Hakurei (East)
Fuuka is the gateway to the East and was almost entirely free of habitation for two hundred years. Today, Joyish labourers and Lost Grounder management work in the once abandoned corridors of Fuuka City. The moss-covered hemispheric walls are surrounded by a vast patchwork of barracks and plantations.
Windy Mountains (Very Difficult - Mountains)
Lost Grounders: 10,000
Joyish: 300,000 (enslaved)
Wealth: 0
Industry: 5
Ether: 0
Research: 0
Connections: Vector (West); Fuuka (North); Hakurei (East)
A mountain range that is, overall, fairly aptly named. Contains the highest mountains on the Northern Continent. The region is dotted with ruins and mines now being worked by Joyish labour.
Hakurei (Open)
Lost Grounders: 600,000
Joyish: 1,000,000 (enslaved)
Wealth: 6
Industry: 10
Ether: 5
Research: 0
Connections: Fuuka (West); Windy Mountains (Southwest)
A large city overlooking the ocean cliffs at the eastern extreme of the Northern Continent. It is surrounded by ruins of a somewhat different variety than elsewhere.
Belka Island
The large volcanic island of Belka lies north of the Northern Continent and is the only part of the planet that has cold winters and sees snow. It is also probably the cleanest part of the world, sees the sun a great deal more than anywhere else on the planet and even has hot springs to boot. As such, it is about as resorty as you can get on a dystopian planet like Lost Ground.
Belka (Very Difficult - Island; Intervening Ocean)
Lost Grounders: 250,000
Atlanteans: 100,000
Wealth: 1
Industry: 5
Ether: 5
Research: 0
Southern Continent
The Southern Continent is a much larger place than the north but has been lightly inhabited during the past few centuries. Recently, most of the remaining inhabited areas were overrun all at once by the Forest in a disaster catalyzed by an Atlantean weapon. Since then, the influx of Joyish migrant labour has enabled the empire to stage a reclamation and recolonization effort.
Suwa (Open; Intervening Ocean)
Lost Grounders: 400,000
Ikarian: 400,000 (unhoused)
Joyish: 5,700,000 (enslaved)
Wealth: 2
Industry: 10
Ether: 5
Research: 0
Suwa was the only city to survive the destruction of the South and was flooded by troops and refugees as other areas of the continent became uninhabitable. With access to the ocean, the city also became the natural rallying point for civilization's inevitable counterattack. Spurred on by the need to exploit the planet's dwindling space and resources wherever possible, Lost Ground imported vast human resources from Joyeux in order to clear away the nanofungus. Two years on, Suwa has overtaken Vector as the most populous city on Lost Ground: a vast wheel of clearing camps and paths surrounding a ring of freshly cleared Ikarian fields and olive groves surrounding a central metallic core inhabited by the Lost Grounders.
Keyway
Hourai Island (Very Difficult - Island)
Gorghannians: 20,000
Liolanthe: 10,000 (enslaved)
Pureblood Yuan-Ti: 35,000 (enslaved)
Wealth: 9
Industry: 9
Ether: 5
Research: 0
Lost Ground's sole colony - a small island southeast of the Liolanthe mainland. Probably run by a combination of the Church of Nyrethen and the Gorghannians that have settled there and built up the island out to the shore.
Technomagic
ALTER (Engineering 500/Matter 500)
Advanced Liquid-metal Techno-Enchantment Resonance is a technomagic discipline underlying much of the military power of the Empire.
(+3) Alter Furnace
An Alter furnace is a self-contained, technomagical, liquid-based additive manufacturing plant; essentially an arcane nanolathe that gives a Build Time Multiplier of 1 and avoids the need for intense heat to work even the toughest of magical materials. They are exceedingly robust and maintenance-free once their enchantments are set, requiring only that random gouts of vapour be occasionally emitted and copious amounts of suspect liquids to be piped in. The most sophisticated type are those used to create and maintain marionettes in which case they are supplementarily powered by fanservice via a cover made of clarionite impact glass.
(+4) Magitech Weapons
Full weapons range on complex units. Raises enemy Save by 1.
The iconic weapon of Lost Ground is the Crima claw, which has been the standard arm of infantry and armours for centuries. A Crima claw's active component is a technomagical liquid metal that can change into any shape the wielder desires, from nearly invisible threads and swords to shields or maces. Once solidified, it retains shape and edge as well as any adamantium. They can also fire needles of metal as projectiles through internal pressure or, in newer Alter-Shift versions, through the new liquid metal's inherent motive magic.
Basic weapons issued to front line infantry appear as very bulky gauntlets and are somewhat limited in the precision of manipulation possible with the liquid metal. For the empire's mecha or the elite MAKO Corps, Crima claws are usually linked to the suit's own store of liquid metal, greatly increasing the available mass of metal and allowing weight to be distributed automatically by the AMBAC system. The principle is the same for marionettes who are mostly liquid metal by mass (though not volume). The personal weapon of a mage might appear as a jeweled bracer or armlet and be of high enough quality to coat the arm or hand in a film of liquid metal without hindering dexterity or create wires as thin as spider silk.
Additional weapons coming into service more recently include various magically powered beam weapons and remote MN Fangs.
(+1) Morphic Armour
Armour crafted from Alter technomagic can dynamically reform without losing its protective qualities. The penalties of heavy armour (size, upkeep and encumberance) accumulate more slowly and even units that normally cannot tolerate armour at all can take at least one level without compromise.
(+1) Liquid Metal Form
Allows full transformation with a single added cap (normally requires two) and the carrying of three externals on aircraft.
(+1) Super Regeneration
Regeneration is super-effective and damage control rolls are much easier.
SHIFT (Engineering 220/Movement 300)
SHIFT is a new and emerging technomagical discipline inspired by Lost Ground's encounter with the teleporting supersoldiers of Samothrace.
(+3) Dimensional Resonance Armour
Causes liquid metal to reflect or shunt incoming energy into another dimension. Each application of Resonant Morphic Armour also acts as a Shield cap.
(+2) Mercurion Vortex Engine
Allows the construction of a forcefield drive.
Future
(+2) ???
(+3) Astrally Synchronized Uiharu-Resonance Aerenite
By manipulating the resonance on nanoscale aerenite, it is possible to create solid state gates suitable for both civilian and military use.
Heroes
Kasaya Natsuki, High General of Lost Ground (Leadership-Army, Politics)
Combat: 0
Conviction: 1
Mental: 3
Mysticism: 0
Social: 1
Kasaya Natsuki, High General of Lost Ground is the premiere figure and coordinator of Lost Ground's military forces. Her achievements during the Myrkliean War as well as the Emperor's favour has given her somewhat more control over Lost Ground's procurement process in the past few years, leading to better sensibilities in terms of weapons production. As the general above all other generals, she is almost certainly the most powerful person in the empire who is not a mage and probably one of the world's more diplomatic faces as a result.
Kasaya Kiriko, the Mercury Light (Leadership-Army, Heroics OR Politics)
Combat: 2
Conviction: 0
Mental: 0
Mysticism: 0
Social: 3
The High General's protege is an incredibly talented but inexperienced teenager placed in command of the Mobile Armour Brigade. As much as her qualifications for command are suspect however, there are no doubts about her abilities in duel or battle. She pilots Concealed the Conclusion, a Godswar era armour and one of the two most powerful mecha in Lost Ground's arsenal.
Alyssa Aire Altrusia, Admiral of the Altrusia Fleet (Leadership-Naval/Aerospace)
Combat: 1
Conviction: 0
Mental: 3
Mysticism: 0
Social: 1
The second generation leader of the Altrusia Fleet which has wandered the stars in exile for many years in rejection of the Sternreich's anti-Newtype stance and not a little resentment of their homelands disenfranchising peace. The Altrusia Fleet has operated as mercenaries and pirates since. When her aunt died, Alyssa took over command and led her subordinates further east. Having lived the naval life for two decades, her experience is a valuable complement to the somewhat limited and narrow expertise of the Marduk girls. Neither the Atlanteans nor Lost Ground of course, have any real naval tradition in the present era.
Avonlea Montgomery, the Mysterious Masked Pilot (Heroics-Champion, Politics OR Rogue)
Combat: 3
Conviction: 2
Mental: 0
Mysticism: 0
Social: 0
The mysterious masked pilot of the Altrusia Fleet's providentially suspect Newtype-use mobile suit Kriemhild Gretchen. Nobody is quite sure of her origins though she is by far the most powerful Newtype in the fleet. Privately, Alyssa suspects she may be some kind of engineered or cloned supersoldier but she has her ear nonetheless and rumour is, she was the one who suggested Lost Ground as a destination.
Mana Mikuhatsu, Magical Idol Yaya-chan (Politics-Revolutionary, Etherics)
Combat: 0
Conviction: 1
Mental: 0
Mysticism: 1
Social: 3
One of Lost Ground's many prodigal genius children, better known offworld by her stage name Yaya-chan. She is a young but powerful mage whose magic works through being the center of attention and went overskies for exposure to bigger audiences. She has had concerts and scandals as far as Thetis but has gravitated back closer to home in the past two years, performing in Na-Speza, Sceptre and even before the Joy Peace UG Directory. She will have you know she doesn't actually care about Lost Ground and everything she does she does for selfish self-interest.
Karine, Snice Snake (Covert Operations-Spy, Heroics)
Combat: 0
Conviction: 0
Mental: 2
Mysticism: 0
Social: 3
She is a lot of S's (Slacker, Seductive, Social, Shapeshifting, Subtle, Spy) and they are all for Snake. Despite this, she may be the only nice Yuan-ti around.
Special Armour Operations, Triple Trouble (Leadership-Land Command, Politics)
Combat: 1
Conviction: 3
Mental: 0
Mysticism: 0
Social: 1
Sanaki, Arisa and Oriko are three unreasonable girls piloting three reasonably powerful Atlantean mobile suits.
The Pleasant Serial Killers (Covert Operations-Assassin, Saboteur OR Terminator)
Combat: 3
Conviction: 2
Mental: 0
Mysticism: 0
Social: 0
Lost Ground's pleasant way of telling other characters to fuck off.
Ancient World Bonus
Melana, Princess of Neo-Atlantis (Heroics-Explorer, Etherics)
Combat: 0
Conviction: 1
Mental: 3
Mysticism: 1
Social: 0
A determined thirteen year old twin tailed dark magical girl in 1007, the implied-to-be daughter of Seretor Qaderis is determined to do something meaningful for the future of Neo-Atlantis regardless of the cautions of grownups.
Uiharu Chitose, Genius Teen Artificer (Etherics-Magitech, Politics)
Combat: 0
Conviction: 0
Mental: 2
Mysticism: 3
Social: 0
A child prodigy and polymath famous on Lost Ground for developing the theory of SHIFT technology practically on her own when she was twelve. She now has some grand ideas for the empire's future as a progressive interstellar state, linking worlds via sustainable and economical solid state gates.
Lord of All
Lilim, Alter Emperor (Etherics-High Magic, Politics, Lord of All)
Combat: 2
Conviction: 0
Mental: 2
Mysticism: 0
Social: 1
The Emperor is the most powerful mage on Lost Ground and the only ruler the Alter Empire has ever had. Two centuries ago, he fought through the various wars that founded the empire and as such has a martial ability unusual in reclusive and enigmatic archmages. Though not thought of as a particularly good strategist or commander, his specialty was personal combat against mages as powerful and enigmatic as himself. Within a few decades after the final war with the Merai, once it was proven that no other mage on Lost Ground could challenge him, he retreated into seclusion to manipulate the empire's social system from above whilst attempting to allay his boredom by exploring greater magical secrets. These days, he is the only one who remembers those times. Around the turn of the millennium, after quietly fostering a nascent ability for the empire to project itself into the starways, he suddenly emerged from seclusion and became active again.
Yuan-ti Queen
Tan Ji, the Serpent Queen (Politics-Diplomat, Covert Operations, Questionable Loyalty)
Combat: 1
Conviction: 0
Mental: 2
Mysticism: 0
Social: 2
Exalim Phone
Cuselis, the Exalim (Exalim) (Meta-Character)
Combat: EX
Conviction: EX
Mental: EX
Mysticism: EX
Social: EX