Mai Expanse: Difference between revisions
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=== Fuminori Akira === | |||
'''Player:''' Exhack<br> | |||
'''Race:''' Sidhe<br> | |||
'''Concept:''' A laid-back elven archery club captain and parkour girl who is generally in the nebulous top 25% of her classes despite being able to do much better. Wants to become a gardener or a florist after graduation. Has a watermelon patch in a hidden place somewhere on the grounds that she takes care of; has an extreme soft spot for cats.<br> | |||
'''Appearance:''' Rather tall for a girl, with Lodoss ears, purple hair and navy blue eyes. Appears older than she is and sounds quite mature for her age. | |||
Clubs: Archery(Captain), Garden(Treasurer)<br> | |||
Power: Causal Linkage<br> | |||
'''Artifact:''' ''~Endless Translation~'', a bracelet that is able to function as a bow by turning into a pair of silvery wings. | |||
:Artifact Power: ~Endless Translation~ has neither mass nor is made of any real material, and is actually a representation of a causal manipulation program that stretches into upper dimensions. Only someone with Smarts 5 and the Insane specialization can see its true form, which is an infinite number of silver vines bursting out from Akira's wrist. It's effect allows for the user to strike any point that has been struck by an arrow any number of additional times with absolute certainty. | |||
'''Stats (20/20)''' | |||
:Physical 4 (6 CP) | |||
::Archery Specialist (2 CP) | |||
::Parkour Specialist (2 CP) | |||
:Smarts 3 (3 CP) | |||
::Green Thumb (2 CP) | |||
:Perception 2 (1 CP) | |||
:Integrity 2 (1 CP) | |||
:Charisma 2 (1 CP) | |||
'''Magic (30/30)''' | |||
:Self Movement 7 (10 MP) | |||
:Arrow Creation 6 (10 MP) | |||
:Arrow Alteration 6 (10 MP) |
Revision as of 17:58, 10 September 2010
Premise
Over two thousand years into the future, hundreds of thousands of light years away from the homeworld of humanity is the Expanse, a group of polities formed by transhumanist female separatists who left earth millennia ago. On one boarder of the Expanse, facing a great area of unclaimed space and vast and incomprehensible alien empires is Sakura, one of the biggest polities in the Expanse. Known for its military prowess, friendly citizens and rather libertarian approach to laws, Sakura stands as a beacon of light against the darkness of the frontier: or so it's citizens will tell you.
The Capital World of Sakura is New-Tokyo, and that is where our story takes place. More specifically, it begins some fifty kilometres from the planet's Capital city of Land Fall (or New-Tokyo city as some call it). The White Lilium Academy stands at the edge of a large bay, with a beautiful view of the azure sea beyond.
Our heroines are students at the academy who one day, receive a strange package in the mail: an item which awakens a strange power resting in their souls. . .
Character Creation
Your character's physical and mental (as opposed to magical) self are built on 20 CP. While the Expanse has several races at this power level it is assumed that these differences are relatively minor, and can be modelled with the points you get.
- Stats:
- Physical: Running, jumping, shooting, etc.
- Smarts: Thinking, general knowledge, etc.
- Perception: Tracking the invisible, spotting clues, reading fine print, etc.
- Integrity: Resistance to direct memetics, dominate person, etc.
- Charisma: Persuasion, moe, bargaining with demons, etc. People won't take schoolgirls seriously, but you can always disguise.
- Costs:
- 1: 0 CP - baseline
- 2: 1 CP - peak baseline
- 3: 3 CP - You are slightly above peak baseline, stronger, smarter or otherwise better
- 4: 6 CP - You are impressively above a normal human, capable of feats that seem superhuman
- 5: 10 CP - Wow, are you sure you're only an ordinary high school student?
- Specialities cost the same as a stat of one level higher. They do not have to be linked to a particular stat.
- Advantages:
- Extra Sense: 2 CP. Radar, tremorsense, infrared, detect magic, etc.
- Specialist Knowledge: 2 CP. You sperg out about some topic such as computers or piloting, giving you knowledge beyond your years.
- Aristocrat: 5 CP. You have an important family and access to their resources and connections - within reason. But this can make secrecy harder.
Disadvantages maybe bought at a cost discussed with the GM.
Expanse Races
While races are not tracked by stats, they are included for fluff purposes.
Classic Humans
Classic model humans are, despite the name, not what they once were. The term classic human now refers to people with generally old style body plans and skin colour. Like all the Expanse’s inhabitants they are heavily augmented, most with both genetic and cybernetic upgrades to the original human body.
Most classic human families tend to be a little more conservative about upgrade than other clades, however, this conservatism allows classic model humans to gain a wide variety of upgrades rather than a specialist selection.
Classic model humans are still the most common type of person in the Expanse, making up about 55% of the total population.
Sidhe
It was perhaps inevitable, given humanities long love affair with the concept of Elves that once the technology of transhumanism became widespread, someone would decide to remake themselves and their children that way. Sidhe are an old combination, having been through countless upgrades over the years, and one that has reached a high state of maturity.
This age has also means many Sidhe families are forty second century equivalent of old money. Current generation Sidhe enhancements do not make them smarter than the norm for the Expanse but do give them better upkeep of education than most classic model human clades. Sidhe tend to have high levels of integrity and charisma, and their brains learn more quickly than normal.
Gynoids
The gap between humans and machines has narrowed over since its high point around a millennia ago. Now, biological citizens of the Expanse can compete with their mechanical sisters on a near equal level. Gynoids are mostly created to resemble one of the other clades of the Expanse, but some have distinctive features of their own, such as antenna or metallic skin.
Metal is still stronger than most flesh, and machine brains are easier to make smart and quick on the up take.
Splices
The first splices were the ever popular catgirls, but since then humans with moth antenna, dog ears or a whole host of other animal features have appeared from the genetic laboratories of the Expanse. As well as the cosmetic reasons, these modifications tend to give their user considerably enhanced perception. A side effect of the splicing process seems to be a much higher degree of personality integrity than the norm, which has found many splices a place in combat units.
Splices have high integrity, perception and charisma
Anthromorphs
The distant descendents of uplifted animals and humans who used far more animal genes than did splices, Anthromorphs are one of the least human looking of the Expanse’s clades. While humanoid in form many have digitigrade legs, and somewhat animal like faces. All have fur.
While they once had an advantage in survival, advances in biotech has eroded that, however, Anthromorph brain structure tends to take well to perceptual, intelligence and learning enhancements.
Valkyries
Tall, buxom combat models, Valkyries look a bit like classic model humans except somewhat taller, standing two meters tall. Valkyries were originally, and continue to be, a specialist warrior clade, many of them going on to join a military force, white flame mercenaries or the like.
While their mental augmentations are by modern standards limited, Valkyries are by far the physically strongest clade in the Expanse, and are also some of the best loved, making extremely good combat leaders if less brilliant staff officers.
Valkyries always have high physical and charisma and tend to have good initiation as well.
Magic
You have 30 magic points to generate your character's magical abilities and may divide them into 6 Categories:
Destruction: destroying things. Breaking machines, disintegrating objects etc. Much harder to do against living beings.
Creation: Creating energy or objects from nothing. Fireballs, swords pulled out of the air or certain kinds of illusions. Much harder to create living beings.
Alteration: Altering existing things to fit your will, including strengthening or weakening objects or people
Movement: Teleportation and Telekinesis, Movement can also be used for summoning
Mentalism: spells that effect living or electronic minds, Mentalism creates illusions, mind control and can be used for summoning
Magic is judged on a 1 to 10 point scale, with each point making harder tasks easier and effects bigger. At the start of the game you cannot start with any magic level higher than 8; all powers are capped at 8 until GM allows.
- 1: 1 MP Cause a simple effect on a small objects like coins at close ranges
- 2: 3 MP Cause a simple effect on a objects the size of a person at close ranges
- 3: 6 MP Cause a simple effect on a an area the size of a dinner table at close ranges
- 4: 10 MP Cause a simple effect on a an area the size of a room at close ranges
- 5: 15 MP Cause a simple effect on a an area the size of several rooms at close ranges
- 6: 21 MP Cause a simple effect on a an area the size of a house at close ranges
- 7: 28 MP Cause a simple effect on a several score meter area at close ranges
- 8: 36 MP Cause a simple effect on a several hundred meter area at close range
- 9: 45 MP Cause a simple effect on a several kilometer area at close range
- 10: 55 MP Cause a simple effect on a several dozen kilometer area at close range.
A simple effect is a minor, non-fatal one, such as creating a not to valuable or complex object, destroying the same, making small changes to something's shape, or moving an object at less than walking pace. Stronger and more complex effects or performing an effect at longer ranges requires higher levels.
Magical specialization work a bit different from normal specialities: each speciality lays down a set of circumstances in which your magic of that kind applies. The more specific the condition, the most bonus ranks you gain. A general specialization (like Necromancy) gives +1 ranks, a specific specialization (like Swords) gives +2 ranks, and a super specific specialization that cannot be used in every situation (Blond women) gives +3 ranks.
Magical Object
Each character has also received a magical object. This object has its own power separate from the character's magic. What this power is is up to the player, but should be ok'd with the GM before use.
Links
The Expanse Orignal game setting and more infomation
Characters
Names are using Japanese organization (Family Name first, Given name second).
Yamato Rin
- Player: Peel
- Concept: Straight-S student, IRL character optimiser. Rin has planned out her life to obtain wealth and influence, from a scholarship to a prestigious high-school through a marketable set of clubs on to a top-class university and directorship of a colonisation company.
- Description: Tall, dark and bishoujo.
- Electives: Astrography, Biology, Economics, Gymnastics, History, Mathematics, Planetology, War
- Clubs: Astronomy, Kendo, Simulation, Student Council, Volleyball, Young Expansionists
- Power: Authority over swords
- Artefact: Magic sword 'Nine Sparrows'. A katana elegant in its simplicity save for the nine birds engraved in the blade.
- Artefact Power: Nine Sparrows holds only contempt for those who will not arm in their own defence. It is transcendently sharp, unless opposed by the edge of a weapon.
- Magical Items:
- Memento Mori: A plain and unadorned longsword.
- Stats: 20/20 +18 xp
- Physical 4 (6)
- Smarts 4 (6)
- Perception 3 (3)
- Integrity 4 (6)
- Charisma 3 (3)
- Swording 2 (3)
- Concentration 2 (3)
- Multitasking 2 (3)
- Tall, Dark and Bishoujo 2 (3)
- Specialist Knowledge: Planetology & Colonisation (2)
- Magic: 30/30 +1 xp
- Sword Creation 5 (6)
- Sword Destruction 3 (1)
- Sword Alteration 5 (6)
- Sword Movement 7 (15)
- Mentalism 2 (3)
- 1 xp surplus
Ragna Luchs
- Player: Shrike
- Concept: Blind girl with radar sense and the secret ability to borrow people's sensoria. Generally a failure by the exacting standards of the Lilium Academy for Young Ladies, she is nonetheless granted a scholarship for diversity and affirmative action reasons.
- Description: A thin, unathletic young lady two years older than anyone else in the class with silver hair and a permanent closed-eyes -.- expression on her face. Somewhat emo, with generalized feelings of inadequacy. Probably the daughter of a (future space-) German bioengineer. Possibly an artificial Otome.
- Leitmotif
- Clubs: Summer School :<
- Power: Destruction. Destruction to end all.
- Artefact: Necklace w/ mirror locket
- XP: 20
- XP used: 8
- Stats
- Physical 1 (0)
- Smarts 1 (0)
- Perception 1 (0)
- Integrity 2 (1)
- Charisma 1 (0)
- Sensoria Hacking 5 (15)
- Extra Sense: Radar (2), Exotic Energy (2)
- Magic: (30/30)
- Movement: 1 (1)
- Mentalism: 2 (3)
- Creation: 2 (3)
- Destruction (limit break): 6 + 3 (21)
- Creation (limit break): 4 + 3 (10)
- Movement (limit break): 1 + 3 (1)
Kato Sei
- Player: BM
- Concept: Quirky, bookish girl with a weird personality and unflappable aura of innocence. She studies often, learning a wide variety of topics. Especially likes anatomy and medicine. Is very friendly and curious, though sometimes a bit less tactful than she should be; she's a bit of a social butterfly, having not made many lasting friendships as of yet. She is curiously prone to nightmares, however, and her meditations are erratic.
- Description: Short for her age (17), with long, black hair with little black ears poking out. Perpetual wide eyes and upbeat manner.
- Race: Splice
- Stats: (20/20)
- Physical: 2 (0+1XP)
- Smarts: 4 (6)
- Perception: 3 (3)
- Integrity: 3 (3)
- Charisma: 5 (6+4XP)
- Specialist Knowledge: Medicine (2)
- Powers: Necromancy. Life and death are woven by Sei’s delicate hands, healing the ill, snuffing their lives, or raising them to a new shadow of being.
- Undead Creation 4 (2+2XPbuy) (3 XP)
- Necromantic Destruction 3 (2+1) (3 CP)
- Necromantic Alteration 8 (6+1+1XPbuy) (21 CP + 7 XP)
- Spirit Mentalism 6 (3+2+1XPbuy) (6 CP + 4 XP)
- Artefact: The Phylactery. A small music box, barely able to fit in the palm of one's hand, ornate and masterfully crafted of what looks like silver and bronze. On a molecular level, it is peculiarly resistant, virtually unbreakable. The music it plays is always unique, echoing with half-heard sounds and perhaps flitting images - a manifestation of its true power to contain souls.
- The Phylactery can contain souls and spiritual beings - ghosts, spirits, demons, any entity or object that can be considered 'spectral'. Sei can use her magic or mundane coercion to get spirits to enter the box; souls trapped within can only be released at Sei's wish, and no known force has been able to breach or corrupt it. The box has a seemingly limitless capacity for souls, and Sei can use her magic on the souls within. The box's music also reflects the souls within, and Sei can alter which souls are represented thusly through a minor gesture of will.
- Magical Items
- Rinsei Hunger: A sword created by Rin, containing the modified soul of the Count of Hell. Devours demonic souls in an attempt to restore itself, killing them permanently and gaining power from them.
- Succubus Choker: An ornate choker containing an incorporeal succubus. Grants Sei irresistible charm.
- The First's Symbol: a glyph floating above the First's female form's head, given to Sei in response to request for all of the First's knowledge in a form that wouldn't drive her insane.
- XP: 20
- Expenditures:
- Spirit Mentalism from 5 to 6 (4)
- Charisma to 5 (4)
- Physical to 2 (1)
- Necromantic Alteration from 7 to 8 (7)
- Undead Creation to 4 (3)
- Reserve: 1
Hayabusa Chikiko
- Player: Screwball
- Concept: Fantasy and history geek, more interested in fabulous fictional worlds and the past than boring and mundane reality...
- Description: Short, red haired, 'underdeveloped' (and sensitive about it...)
- Race: Classic Human
- Artifact: The Book of Moon and Stars. A grimoire bound in black leather that provides a font of magical power. Chikiko hasn't managed to actually open it yet, however, so what it contains is something of a mystery.
- Stats: (20/20)
- Physical 3 (3)
- Smarts 4 (6)
- Perception 3 (3)
- Integrity 3 (3)
- Charisma 3 (3)
- Extra Sense: Magic sensitivity (2)
- Magic: (30/30)
- Creation (Classical Elements) 5 (10)
- Movement 4 (10)
- Alteration (Magical Items) 5 (10)
Minamotoya Mai
Player: Mal
Concept: Quiet Unmotivated Valkyrie
Description: Mai is a tall, dark and bishoujo Valkyrie with long gradient hair (peroxide blonde fading to navy blue at the tips). She has amazing talent at physical activities so she is always unmotivated and just waits for life to pass by without a care. Her social awkwardness and lack of challenge from others has caused her to become withdrawn, engaging with other people only superficially because they sometimes don't even seem real.
Clubs: Member of the Taekwando club, Basketball team, and Meditation Football club to meet athletic scholarship and curriculum requirements; only there the minimal time necessary, especially for the latter. Known to beat up bullies around campus - her boredom is sometimes mistaken for heroism. One time the Kendo club challenged the Taekwando club (or vice versa, it was a scuffle) they called in Mai who beat them up on their own rules - after she was refreshed quickly on what they were. Turned up at every physical club at least once during first year to try them out.
Power: Mostly the ability to control herself.
Artefact: Perpetual Solipse
- Perpetual Solipse is a roll of supernaturally tough bandages that counters magic by denying the possibility of other existences, embodying the concept of being the sole real object. Generally wrapped all over under her normal clothes as a power limiter. Unwrapped during combat, resulting in full power and possibly fanservice. Could be wrapped around fists for a countermagic punch! Fun times!
Stats: (provisional)
- Physical 5 (10)
- Fighting Instincts 1 (1)
- Unbeatable in the Air 1 (1)
- Ace of Sports 1 (1)
- Lightning Reflexes (1)
- Smarts 2 (1)
- Perception 2 (1)
- Integrity 2 (1)
- Solipsist 1 (1)
- Charisma 2 (1)
- Awkward but Hot Valkyrie 1 (1)
Magic:
- Self Creation 5 (3)
- Self Alteration 8 (21)
- Self Movement 5 (3)
- Self Mentalism 5 (3)
Inoue Tomoko
Player: Oseng
Race: Classic Human
Concept: Tomoko is a smart but shy girl who is best known for her high grades and work in the school library. Few realize that she is the direct heir to a famed school of martial arts that can trace it's heritage back to pre-FTL Earth, and that she is much more dangerous then she appears to be.
Clubs: Library Club
Power: Chi Manipulation
Artifact: Staff of Purity - Tomoko wields a simple wooden staff that is similar in appearance to the bo or jo used in traditional Japanese martial arts. However Tomko can invoke a nimbus of white light around the staff. This light seems to be associated with 'goodness' and purity and demons cannot stand it, in fact it is physically painful and damaging to them.
Stats
- Physical 4 (6 CP)
- Smarts 4 (6 CP)
- Perception 2 (1 CP)
- Integrity 3 (3 CP)
- Charisma 2 (1 CP)
- Specialist - Martial Arts (1 CP)
- Sense Chi/Ki (2 CP)
Magic
- Creation (Chi Forcefields and Energy Blasts) Level 5
- Alteration (Chi Healing) Level 5
XP: 6
Kazuo Sakura
- Physical: 1
- Smarts: 4
- Perception: 3
- Integrity: 4
- Charisma: 4
Traits: Aristocrat: Yakuza Princess
- Mentalism: Demon Summoning: (5)
- Mentalism: Mind Control (Geass Eyes): (6)
- Destruction: (4)
- Movement: (2)
- Creation self: (3)
Artifact: Chains of the Demon-King: When materialized it appears as black and red chains with glowing enochinan runes on it, wrapped around her body, and which can attack by flying out in a manner somewhat of tentacles (except with chains!)
Bio: Born the youngest daughter to the Oyabun (Kazou Mayu) of the third largest Sakuran Yakuza groups (controls illegal smuggling, gambling, racketeering) was the baby of the family, and destined to live in the shadows of her sisters (who the oldest already had a century of life on her) and expected to simply be married away to another crime lord as party the ever complicated system of relations that bind the criminal clans, till the day she found herself covered in chains.
XP Log: 0/10
1xp for Smarts 2
3xp Smarts 3
6xp Smarts 4
Fuminori Akira
Player: Exhack
Race: Sidhe
Concept: A laid-back elven archery club captain and parkour girl who is generally in the nebulous top 25% of her classes despite being able to do much better. Wants to become a gardener or a florist after graduation. Has a watermelon patch in a hidden place somewhere on the grounds that she takes care of; has an extreme soft spot for cats.
Appearance: Rather tall for a girl, with Lodoss ears, purple hair and navy blue eyes. Appears older than she is and sounds quite mature for her age.
Clubs: Archery(Captain), Garden(Treasurer)
Power: Causal Linkage
Artifact: ~Endless Translation~, a bracelet that is able to function as a bow by turning into a pair of silvery wings.
- Artifact Power: ~Endless Translation~ has neither mass nor is made of any real material, and is actually a representation of a causal manipulation program that stretches into upper dimensions. Only someone with Smarts 5 and the Insane specialization can see its true form, which is an infinite number of silver vines bursting out from Akira's wrist. It's effect allows for the user to strike any point that has been struck by an arrow any number of additional times with absolute certainty.
Stats (20/20)
- Physical 4 (6 CP)
- Archery Specialist (2 CP)
- Parkour Specialist (2 CP)
- Smarts 3 (3 CP)
- Green Thumb (2 CP)
- Perception 2 (1 CP)
- Integrity 2 (1 CP)
- Charisma 2 (1 CP)
Magic (30/30)
- Self Movement 7 (10 MP)
- Arrow Creation 6 (10 MP)
- Arrow Alteration 6 (10 MP)