Requeium for a Starblazing Witch
Astrea Andromeda, the Celestial Starblaze, the Comet of Glory, the Witch of Thousand Suns, 3rd Chair of the Sidereal Chancellory, or most common the Starblazing Witch is dead. The former freedom fighter turned mercenary turned general lived a life of adventure and ups and downs and great changes of fortune. Now in the city planet of Medieas, A group of disparate renown pilots of their own legends and stars have gathered upon a rainswept cemetery following a magic letter delivered to them upon her death to find the truth of her death and dare to change the fates and gods themselves.
Character Creation
Character Archetypes picked one
- Her Ex-Apprentice
- Her Rival
- Her Childhood Friend
- Her Ex-Lover
- Her Blood-Brother
- (Write in)
In you bio you should have the reason how you fell in with the Celestial Starblaze, your adventure with her and why you grew apart.
Pilot Classes
- Knight: No magic, only techniques and piloting skills
- Sorcerer: Magic Support Officer (backseater in double seat)
- Wizard: Magic focus piloting
Personal Class
- Wizard
- Street Samauri
- Cleric
- Assassin
- Thief
- Heavy Infantry
Techniques
While magic is for the most part the realm of those favored by fate and the gods, Techniques are open to all with the strong enough will. By learning how to do a certain action superlatively well, the very process of doing so imbues the action with arcane power that gives the action supernatural strength. By focusing more and more on it, the arcane strength grows. Thus, for the warriors it's a balance between having a variety of techniques at their disposal and the time and training to give them enough strength.
Non mage classes have 5 Techniques slots already at the start.
Magic
Magic is divided up a thousand different ways by differning schools, from the 5 paths of watchtowers, to the 9 spheres of the Sidereals, to the 108 disciplines of the Yukari Sect. For this game we will take from obvious inspiration into 5 categories and at 5 levels. Magic characters will have one 1 category maxed out, 1 at level 4, 2 at level 3, and at level 1. They are allowed 3 signature spells at the start.
Magic Categories:
- Destruction
- Creation
- Alternation
- Movement
- Mentalism
The Starblaze
Those who were close to the Witch found themselves gaining a minor version of her signature power. Effectively a limited break, when under the Starblaze your techniques and spells are greatly enhanced and the impossible becomes possible. At the start of the campaign pick one signature move or spell. Starblaze can be activated one per session.
Armored Knights
While tanks, fighters, warships are still commonly widespread and used, the Armed Knights mecha is considered to be the king due variety of factors including the fact that it pilots are able to use its humanoid form to channel techniques. Numerous organization schema exists, but Medias mercenary community has the following terms.
Mecha Types
- Soldat Class: Basic armored robot fighting vehicle, mass production.
- Capable of 2 weapons systems and/or modifications.
- Grognard Class: Often highly modifieds Soldat, they're used for commander types or specialized units such artillery, AWACs or stealth.
- Capable of 2 Weapon Systems with 2 modifications, or 3 weapon systems with one modification
Golem (Imp derogatory); Magic low tech suit, easy to create by a decent Creation or Alteration Master, but worst off then the Soldat.
- Capable of 1 weapon system
Magus: Effectively a Grognard with casting circuits, considered highly dangerous.
- Capable of 3 Weapon Systems and 3 modifications
Primus: Superlative magitech suit, (Gundam)
- Unlimted Weapons and Modifications
Weapons
- Basic Melee
- Basic Ballistic
- Advance Melee
- Advance Ballistic
- Magic Melee
- Magic Ranged
- Artillery
- Guided Missiles
- Bits
- Shield Bits
- Megacannon
System Mods
- Flight Unit
- Sea Unit
- Boosters
- Sensors
- Stealth (Passive)
- Thermo Cloak (2)
- Casting Circuit
- Primium
- Repair Systems
- Self Destruct
- Electronic Warfare
- Extra Ammo
- AI Assistance
Setting
- Medieas: City planet of eternal smog and acid rain. Home to growing undead and demonic problem sitting precariously on the border of the expansive Thulian Ascendancy, the Ostreich, and the Corporate Alliance, High Hyberborea, and the Deague. Ruled by a coalition of powerful corporate wizard-tech overlords, control of its vast necromantic industry in the undercity below, as well advance labs in the glittering sky cities in orbit would shift the balance of power to any other of the powers what would take it.
- Thulian Ascendancy: Hailing beyond the Netherrift, scouts from the enigmatic sorcerer-kingdom had found 2 routes past the destruction left by the Nameless God death in the Great Celestial War. They have made alliances with the winter court of the dark elves, who at once point claimed Medieas as one of their own worlds.
- Master of the 19th Tower of the Path of Might: Primus Magister Hydr
- Master of the 34th Tower of the Path of Escatsy: Primus Magister Vyra
- Master of the 39th Tower of the Path of Scourge: Primus Magister Fyrliana
- Champion-Exemplar General Corneia Warward: (Traitor to Agrenth)
- The Great and Bountiful Ostreich: While lacking the sorcery and technological might of other powers, the Germania expanse is the largest inhabited and their starfleet and mobile weapons while not flashy are very durable. Making up for their lack of homegrown magic talent is their alliance with the Summer Court and many of the more advance Ostreich mobile weapons are double seaters with a elf WSO.
- The Corporate Alliance: is in odd place. It technically counts Medieas is its members, however it's the smallest of the factions in terms of military might, being confined to a few heavily defended forge worlds and locations spread out across the other states. A fact due to most of the Alliance's upper leadership are dragons guarding their fortunes and lairs and playing the long game with the other powers.
- High Hyperborea: The Transhumanstic Military state either focuses inward on internal perfection or outward on the destruction of worthy opponents, of which the Thulians are now providing. Patterned of idealized version of Sparta, combined with genetics and cybernetics, the Hyperboreans are feared opponents, though limited in number.
- The Deague: Is a newcomer to the region, large expansive semi-centralized democratic stratocracy, the Deague's presence in the region mostly frontier units for peacekeeping with the local government more interested in the status quo then changing anything up, mostly due to their other borders bunching up against the Thulians.
Life of the Starblazer Witch (non-exhaustive events)
- NE 100: Birth in the Thulian Occupation Zone on the world of Argenth
- NE 108: Drafted into the Decadron Military Academy of Mages.
- NE 109: Starblaze Revolt, lead group of child soldiers out of the Thulian Occupation Zone, first appearance of the Starblaze, defeating the Thulian Magister Primus Hydr in Armed Knight duel.
- NE 109-115: The Ostreich Years, gains attention of the Summer King's Royal Mage, Ilydis Stormright, becomes his apprentice.
- NE 116: The Bismark Incident, connives though world gate spell go "awry" a Ostreich battleship crossing the Thulian borders, sparking conflict.
- NE 117: Stormright breaks apprenticeship, return to Argenth inspiring and helping several rebel groups and convincing the Ostreich Imperial Prince Frdrick to support a liberation of the entire sector.
- NE 118: Creation of the Agrenth Marcher State after Thulian pull back after the rebel strikes at Skyhaven Depot.
- NE 119: Arrival on Medias, forms the Wyld Hunt mercneary outfit,
- NE 119-121: The Dragonstar Conflict, fighting a hostile takeover of Medias by the Red Dragon Conraught, Dragonstar corporation, the first appearance of the Starblaze in her close assicoate, who manages to end the war by dueling the dragon in their own armed knight blazing with celestial fire.
- NE 121-125: The glory years of the Wyld Hunt
- NE 126: The Betrayal at Krondil, Hunt disbanded and Astrea disapperance.
- NE 127-130; The Rebellion of Thousand Suns, under the guise of the Witch of the Thousand Suns, inspires rebellions against the Thulians and Hypberborans, the rebellion fails due to infighting and lack of support from the Deague and Ostreich and the intervention of the Winter Court assassins.
- NE: 131-4: Twilight, reappearing as the Starblazer, she takes her wealth taken from the red dragon's horde and buys herself a major seat in Medias, using her new power and wealth to buy a private island and attempt reforms for the common people.
- NE 135: She vanishes.