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In 1790, a seamount in the Atlantic erupts in the largest volcanic eruption in known history at the time, 1790 becomes a lost summer as winter engulfs the earth. Cities across North America are flooded by a tsunami and just weeks later Ships begin to go missing at sea, ships avoid the new region marked by mysterious lights in the sky.
In 1790, a seamount in the Atlantic erupts in the largest volcanic eruption in known history at the time, 1790 becomes a lost summer as winter engulfs the earth. Cities across North America are flooded by a tsunami and just weeks later Ships begin to go missing at sea, ships avoid the new region marked by mysterious lights in the sky.


Augustus Lang, a british explorer launches an expedition to Yucatan just months later. There he discovers a artifact from from an ancient Mayan city and charts a foolhardly captain to sail directly from Yucatan to the region of death. In 1802, he returns, with proof of a new continental region of floating landmasses in the Atlantic ocean.
Augustus Lang, a british explorer launches an expedition to Yucatan just months later. There he discovers a artifact from from an ancient Mayan city and charts a foolhardly captain to sail directly from Yucatan to the region of death. In 1802, he returns, with proof of a new continental region of floating landmasses in the Atlantic ocean.
 
In a surprise twist, soon after he returns ships from the new region sail into ports across the world, with exotic cargos and claiming to fly under the flag of the Kingdom of Atlantis. Atlanteans are a fair skinned people, with deep violet eyes and light blue hair. Over the coming years, the lands of Mu are discovered to be a diverse land of different factions and cultures and the colonial vultures of earth plot to exploit them all.
 
The colonialism extends both ways, as Earthean empires colonise parts of Mu, the Kingdom of Atlantis barters with France, culminating in the Louisiana Purchase in 1810.  





Revision as of 01:03, 15 June 2012


Inspirations: Final Fantasy, Mai-Otome, SDs


CA Powers

Setting

http://public.blu.livefilestore.com/y1pCI9VCwD4ATMuS86pSfyeoYLnS5yWbMagapbwher5vF_yYugp02TRcMvEuGiRzi4waG7XNIA8X2UXNjgKwL9Tsg/camapb.jpg?psid=1, Kefka.

General Overview

Background History

In 1790, a seamount in the Atlantic erupts in the largest volcanic eruption in known history at the time, 1790 becomes a lost summer as winter engulfs the earth. Cities across North America are flooded by a tsunami and just weeks later Ships begin to go missing at sea, ships avoid the new region marked by mysterious lights in the sky.

Augustus Lang, a british explorer launches an expedition to Yucatan just months later. There he discovers a artifact from from an ancient Mayan city and charts a foolhardly captain to sail directly from Yucatan to the region of death. In 1802, he returns, with proof of a new continental region of floating landmasses in the Atlantic ocean.

In a surprise twist, soon after he returns ships from the new region sail into ports across the world, with exotic cargos and claiming to fly under the flag of the Kingdom of Atlantis. Atlanteans are a fair skinned people, with deep violet eyes and light blue hair. Over the coming years, the lands of Mu are discovered to be a diverse land of different factions and cultures and the colonial vultures of earth plot to exploit them all.

The colonialism extends both ways, as Earthean empires colonise parts of Mu, the Kingdom of Atlantis barters with France, culminating in the Louisiana Purchase in 1810.


The World Today

Paradigm

Magical/magitech near future.


The Crystals

Crystals are dense clusters of exotic matter, usually in the region of 10 to fifteen meters tall. They emit a form of localised emission known as a null-space field, in which physical laws can be manipulated using electrical signals. This has lead to a form of 'magic' in which electrical circuits are used to reprogramme local physics and in the case of Aspects, human brains are used to do this on a much larger scale.

Primer on Crystallium

Crystals often have a primary Aspect and a secondary Aspect.

Black Crystals

Black Crystals display the most raw magical power, providing powerful personal magics.

Primary Aspect: Personal Magic, Artillery Knight Discipline

Secondary Aspect: Materia Production

Red Crystals

Red Crystals have shown a bias towards the melding of magic and technology. Red Crystals seem preprogrammed, each facet reflecting a complex digital pattern.

Primary Aspect: Personal Weaponry, Avatar Knight Discipline

Secondary Aspect: Technomagical Devices

Blue Crystals

Blue Crystals are a path into the magical world, through which magical and magitech summons can be 'requested'. Blue Crystals are known for ghostly mirages in their crystal facets.

Primary Aspect: Summoning, Esper Knight Discipline

Secondary Aspect: Draft Crap?/more wealth

Green Crystals

Green Crystals are the most dangerous of all, the mutagenic effects of Crystals is most potent in Green.

Primary Aspect: Genetic Enchancement, Monster Knight Discipline

Secondary Aspect: +Beasts

Aspect Soldier

Aspect soldiers are capable of directly using magic and this is most prominently manifested in their Avatar. Avatar's are manifestations of will that result as magitech armour and weaponry. The creation requires dedicated meditation and training, most militaries will direct their Aspect Soldiers to manifest specific armour and weaponry, in order to maintain a unified and disciplined cadre of Aspect Soldiers. The Zhinra Corporate Republic Aspects for example maintain futuristic black and gold power armour, with large oversized gauss rifle weaponry.

Aspect Soldiers are the pinnacle of Crystalium technology, most materia are worn as bracelets, or embedded into weaponry or armour, Aspect Soldiers have a core of Crystalium directly implanted into their body, usually the forehead directly connecting to the brain, or in some cases, an eye socket. This allows the Crystallium to use the electrical signals of the brain in order to rewrite physical laws. Not everyone can be a Aspect soldier, certain genetic abnormalities are required in order to create a stable Aspect.

As it is easier to manipulate inorganic matter for most Aspects, the majority of them use varying amounts of cybernetics.

Aspect Soldiers are subject to international treaty and limits. In order to train a candidate for the process, they must first attend the Bahamut Aspect Certification Academy.

Disciplines

All aspect warriors gain aspect to several powers simply by being infused. All are stronger, faster, and more resilient than normal people, all can heal faster, and all have innate ability to conjure and control material. However, devoting time to refining their different abilities gives Aspects access to potent applications of their power.

Artillery Knight: Are those who develop their Aspect with personal magic, focusing on developing battlefield spells to support their allies and ravage their enemies. While not devoted to personal combat, they are capable with swords and other close combat weaponry, as befits their extensive magical abilities.

Avatar Knights: This term refers to those Aspects who focus their Avatars into personal armour. They also hone their physical augmentations, strengthening and fortifying themselves to superhuman degrees. Many develop build-in weapons and other systems into their constructs, and greater Knights increase the Avatar’s size to become giant war machines. Many of them are supernaturally strong, capable of bounding across battlefields or dodging bullets.

Esper Knight: These practicioners devote themselves to the magical aspects of their Aspect, training their minds to summon entities. Most project their Avatar outward as a separate entity, forming it into fantastic creatures or vehicles that they conjure to fight for them.

Monster Knight: The darkest of the types, these Knights focus on modifying their body, shapeshifting, genetic mutations and controlling monsterous creatures.

Bahamut Academy

The Bahamut International Aspect Academy is the instructive body and certification authority for Aspects. It is a floating fortress located over neutral oceanic territory. It is supported by a foundation grant that allows it operational independence.

The Bahamut Academy is a large white circular floating fortress, with a glowing levitation ring. It has a concentric structure and in some ways, resembles a futuristic castle. It has multiple docks for other airships, aeroplanes. It also has considerable defences.

(It could basically be designed as the SeeD Academy in FF8, but with more anime tropes)

Bahamut Education

Bahamut instruction begins at highschool age, 12 and is completed as a series of modules, there is a central curriculum which is then supplemented by national classes restricted to Aspects of a particular nation and possibly it's allies.

Classes consist of both a standard international curriculum in traditional education and the Aspect Curriculum. Education begins at 8am and finishes at 5pm. National mixing is encouraged at all levels of both education and social interaction. Club activity is mandatory. The Academy is obviously, a boarding school and accommodation is provided, with every Aspect provided their own room with secure communications.


There are three broad stages, initial psych evaluation in which students are instructed in developing the mental stamina required, this lasts from 12-14 and ends with a psychological evaluation.

Upon successful certification Aspects progress to the next two year long stage, which is primarily national in nature, Aspectee's are instructed in a variety of combat, covert and other military skills, a intensive two year period also includes preliminary instruction of Aspect combat techniques.

The Final stage, at age 16 is the implantation of the Aspect Crystal and final certification. Aspects are then assigned to their respective nations to undergo a typical 18 month programme of training.

Geography

General Geography
Consult this for a general overview of the world.
http://cid-9388289b9b9ed3fe.office.live.com/self.aspx/Public/geographic.jpg

National Placement Map
Consult this when choosing nation placement. One Province/Domain is one Hex.
http://cid-9388289b9b9ed3fe.office.live.com/self.aspx/Public/Nationalmap.jpg

Mu

Located in the atlantic ocean, Mu is a collection of large floating landmass, above a series of islands and long expansive lagoon and reef systems. Mu's appearance was one of the catalysts of the grand war in 1850.

The premier city of Mu is known as Atlantis, ruled by meta-humans closely related to humanity itself.

Jecht

The distant land of Jecht is viewed with some mystery, even in modern times. Discovered by Kefkan Explorers around four hundred years ago, this western continent has had limited colonization along the northern and eastern coasts. The continent is unusually warm considering it's position, consisting primarily savannah, breaking off into temperate rainforests at the north and into a harsh spot of badlands in the southwest. Dangerous wildlife teems in its reaches, made all the more dangerous by untapped quantities of Crystalium resting amid its grasses. This has lead to the sparsity of it's population and continued difficultly in taming.

Nations of the World

NPCs

Races

Every PC nation must be humanity majority, 51% or more. Mu races have proliferated across the world, but Earth is still dominated culturally and econmically by humanity.


Humans

You're human. Shut up.

Humans are pretty varied and included meta-humans from Mu, such as Atlanteans.

Vitare

These beautiful, winged individuals are the primary residents of the floating landmasses in the east of south Mu, where they once built a great empire upon these flying rocks. Their empire is long gone, collapsed due to its insular nature and vicious infighting, but they still maintain several cities on the flying island of Ascend and on other smaller sky islands. Most of these cities are shared with humans; either descendants of former slaves (who often now rule the ancient settlements) or recent immigrants looking to live in the clouds.

Vitare are light-boned humanoids with slender limbs and long, talon-like fingers. They have human faces and features, though their ‘hair’ is actually crests of feathers, which merge with their wings. While capable of flight on their own, they’re only about as fast as a bird. With modern crystal technology, they sheathe them in crystal-lined fins that allow them to hover and fly at considerable speeds.


Mitare

An offshoot of Vitare, these feathery beings look nearly identical to their airborne cousins, except that they have wings of only a foot long. Therefore, they cannot fly under their own power, and have been traditionally ignored by their airborne cousins. The advent of crystal technology allows them to use wing-sheathes, much like their other cousins, but these are expensive and are mostly used for military and exploration purposes.

Mitare are known for training chocobos, and often can be seen herding the creatures along the plains of their homelands to new grazing pastures. Many Mitare are trained riders, and breed all colours and types of the bird. The most prized are the flight-capable black chocobo, which allow them to circumvent their vestigal wings without resorting to expensive crystal-pinons.


Djinnae

The physical features of a Djinnae are unknown to most, due to their cultural dress. Every member wears some form of full-body cloak or robe, along with gloved hands and a mask or hood of some kind. Their clothes are often decorated with multiple knick-knacks and are sewn together with seemingly-random fabrics. They’re shorter than most people, and their limbs seem longer than normal for humans. Beneath their robes, they resemble human-sized monkeys, covered in brown hair, but with human faces and hands, and no tail.

Djinnae are keen-minded and have a love for technology and exploration. Many are scavengers or merchants, finding deposits of crystals or lost treasures and selling them in cities. They also work as craftsmen, producing various goods for sale to others. They’re quite communal, and many richer ones have the company of the Marione, their own creations. They’re particularly fond of crystals, and many great alchemists or magicians are Djinnae.


Marione

Created by the Djinnae as servants, these beings look like fleshy marionettes, complete with segmented joints and near-featureless faces. Their mouths are barely slits in their face, and they seem to have no eyes (though they see fine, as their ocular organs can see through the skin around their face). Designed as labourers and bodyguards, these beings are extremely quick and dexterous, capable of great precision. They also learn quickly, picking up tasks by rote.

Marione are not entirely sentient when first created, most quickly develop sentience. Upon discovering this, Djinnae treat them as servants and employees rather than slaves, paying them for their work. Many are used as crafters and haulers, or to guard their masters; most have remained as such. They are loyal and straightforward, but very quick to learn and adapt. The Djinnae have given the Marione the process used to create them, allowing them to ‘birth’ new members of the species.


Gargoyles

These stony-skinned creatures are the natural product of crystal buildup, stone animated by material growth and given life. No two gargoyles are alike, but most are animalistic forms, hybrids of seemingly-random creatures. Most are incredibly strong and resilient, though they’re often a bit lumbering (this is not always the case). They have no uniform size; some are truly gigantic.

Only a few gargoyles are sentient, but those that are tend to be predatory and domineering. They often lead hordes of gargoyles to attack nearby villages, and take the crystal sources as their own.


Sergia

These hulking, hairy figures live in forested and swampy regions, forming tribes and fighting territory wars. Standing seven to nine feet in height, they’re notable by their obscured faces and fur-like coats of hair. Fiercely secretive and territorial, they often keep to themselves and resist attempts to colonize their forests. Still, some become mercenaries and travel (notable exiles).

Ferran

These Mu natives are most known for their unique diet – in addition to human food, these humans can feed on certain metals. This is not a natural evolution, but rather a byproduct of prolonged exposure to Materia. A Ferran who comes into contact with iron, copper, or gold finds the metal bonding to his skin, slowly absorbed into his flesh like ice melting. This process is involuntary, painful, and extremely intoxicating, making it every difficult to stop when it has begun. It can also be addicting; Ferrans have a semi-deserved reputation amongst colonists as thieves and bandits.

Ferrans resemble dark-skinned humans, much like most of the natives of Mu2. However, the marks of their diet are present in blotches and protrusions of metal in their bodies, skin transformed into a strange, living alloy. The texture and colouration depends on the absorbed metal, and is a mixture of hybrid tissue and actual metal. Ferrans do not age unless utterly deprived of metal from birth; if killed, soft tissue quickly rots and hybrid flesh coalesces into true metal, leaving their skeleton and growths behind. Many Ferrans also have traces of Materia in them (almost always black, but occasionally red or green); rare members develop natural Crystalium cores in the center of their torsos, granting them innate (and untrained) magical power. Many develop strange transformations resembling natural magitech, granting them strange and useful abilities. Ferran’s need for other food and water is much less than most humans, and is eventually eliminated altogether.

Ferrans originate from the central and southern mountains of Mu, but have migrated north into the jungles or into the deserts. They tend to eschew company of other humans, mistrusting them and causing conflicts due to their hunger for metal and tempting appeal to greedy men.


Moogles

Standing at about thee feet tall (without ears), Moogles are furry, rabbit-like humanoids with long ears and tiny vestigial bat-wings. Their fur ranges from white to dark grey, with rare members having colorations such as red. Despite their stubby limbs, they can be quite nimble.

Moogles are originally 'native' to Mu western grasslands, but have spread through the continent and to others. Curious and perpetually wide-eyed, many travel if they can, take up in other nations. They are nearly universally loved by most civilized races, and many nations sport Moogle populations.


Chocobos

These chicken-like birds wander the Mu plains in great herds, feeding on grass and other plants. Large enough to carry two riders comfortably, these intelligent animals are often used as mounts by sentient races. Most are flightless, though a few varieties are capable of sustained flight. Chocobos are strong and nimble, and can carry heavy loads with surprising stamina. They can be easily trained for domestic or war-time uses. They have proliferated across the world in massive numbers, they have far greater stamina than horses

Two natural breeds of Chocobos exist: Yellow Chocobos are the most common. Black Chocobos live near hilly or mountainous areas, and have functional wings that are strong enough to carry riders – these have been exported to Gestahl by the Vitare, and are also cultivated by the flightless Mitare. In addition to these, exposure to crystalium can lead to different-coloured breeds, with unique and often magical traits. Control and cultivation of such traits is an immensely prized science.


Moon Lords

Moon Lords are natives of Mu Two . Rarely seen, their appearance is however plastered across Earth's datanet. Humanoid in appearance, all adult Moon Lords glow brightly with a distinct white light which makes their actual features hard to discern. The light is a side-effect of powerful crystal radiation which makes being near Moon Lords, hazardous to anybody without a Crystal Exposure Suit.

The juvenile form is more widely known as Zhrina extensively studied one and after the destruction and liberation of the test subject, the materials leaked online. They are pale white creatures with spines running along their vertebrae.

Making a Nation

Write it up.


Crystalium

This denotes your primary source of Materia, usually it would of been dug up and placed in a specialist reactor to provide a continual supply. A nation starts with only one. Choose wisely.

Black Crystalium


Red Crystalium


Blue Crystalium


Green Crystalium


Military

Produce your military from this list.

Military