Difference between revisions of "Rise of Neo-Jove (old)"

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==Rise of Neo-Jove==
 
==Rise of Neo-Jove==
 
===Making a Character===
 
===Making a Character===
You get 40 points to make a starting character.  Any unused points can be banked for future purchases.
+
You get 100 points to make a starting character.  Any unused points can be banked for future purchases.
  
 
====Pilot Stats====
 
====Pilot Stats====
Pilot Stats use the same cost increase table as skills, however, stats are 0-average.  Taking a stat above 0 represents some measure of above-normal to exceptional ability.  Also, while stats may be used as modifiers in some situation, in general they require Pilot Abilities (see below) to have any direct impact.  It is thus entirely feasible to have a career with stats rated at 0 - most pilots do.
+
Pilot Stats use the same cost increase table as skills.  Also, while stats may be used as modifiers in some situation, in general they require Pilot Abilities (see below) to have any direct impact.
  
 
Physique
 
Physique
:How ''physical'' your character is.  Having a 0 represents an individual of normal fitness.  
+
:How ''physical'' your character is.
 
:Skill cost:  x2
 
:Skill cost:  x2
 
Charisma
 
Charisma
:How well-drawn and visually distinct your character model is. A 0 represents an individual of normal charisma and looks.
+
:How well-drawn and visually distinct your character model is.
 
:Skill cost:  x2
 
:Skill cost:  x2
 
Intellect
 
Intellect
:How intelligent and generally knowledgeable your character is.  A 0 represents an individual with a decent education.
+
:How intelligent and generally knowledgeable your character is.
 
:Skill cost:  x2
 
:Skill cost:  x2
 
Aleph
 
Aleph
 
:Doesn't do anything yet.  A 0 represents no Aleph potential, the norm for humanity.
 
:Doesn't do anything yet.  A 0 represents no Aleph potential, the norm for humanity.
:Skill cost:  x2  (note!  Costs 5 points to buy Rank 1 - cost is calculated normally afterwards)
+
:Skill cost:  x2  (note!  Costs 10 points to buy Rank 1 - cost is calculated normally afterwards)
 
Spirit
 
Spirit
:Your willpower and tenacity.  One point of Spirit may be used to modify any roll affecting or done by you by + or - 5.  Only one point of spirit may be used per combat round and it must be used before the roll.  All characters have +2 Spirit automatically.
+
:Your willpower and tenacity.  One point of Spirit may be used to modify any roll affecting or done by you by + or - 5.  Only one point of spirit may be used per combat round and it must be used before the roll.
:Skill cost:  x1
+
:Skill cost:  x2
  
 
====Pilot Skills (Primary)====
 
====Pilot Skills (Primary)====
 
Piloting
 
Piloting
 
:This stat increases ''both'' Offensive and Defensive Agility.
 
:This stat increases ''both'' Offensive and Defensive Agility.
:Skill cost:  x2
+
:Skill cost:  x4
 
Reflexes
 
Reflexes
 
:This stat increases Soft Defense.
 
:This stat increases Soft Defense.
:Skill cost:  x1
+
:Skill cost:  x2
 
Steadiness
 
Steadiness
 
:This stat increases Soft Attack.
 
:This stat increases Soft Attack.
:Skill cost:  x1
+
:Skill cost:  x2
 
Gunnery
 
Gunnery
 
:This stat increases Armored Attack.
 
:This stat increases Armored Attack.
:Skill cost:  x1
+
:Skill cost:  x2
 
Electronic Warfare
 
Electronic Warfare
 
:This stat increases ''both'' Offensive and Defensive Electronics.
 
:This stat increases ''both'' Offensive and Defensive Electronics.
:Skill cost:  x1
+
:Skill cost:  x2
 
Mecha Fighting
 
Mecha Fighting
 
:This stat increases ''both'' Offensive and Defensive Melee.
 
:This stat increases ''both'' Offensive and Defensive Melee.
:Skill cost:  x1
+
:Skill cost:  x2
  
 
====Pilot Skills (Secondary)====
 
====Pilot Skills (Secondary)====
Unless otherwise noted, all Secondary skills cost 5 points to get to Rank 1.  Cost is calculated normally afterwards.
 
 
 
Artillery
 
Artillery
 
:This stat increases Structure Attack; additionally it increases the attack range on any affected weapon that also has a base range of 10 or more.  This stacks with Marksman.
 
:This stat increases Structure Attack; additionally it increases the attack range on any affected weapon that also has a base range of 10 or more.  This stacks with Marksman.
:Skill cost:  x2
+
:Skill cost:  x3
 
Marksman
 
Marksman
 
:This stat increases attack range on weapons.  Only applies to ranged weapons (obviously).
 
:This stat increases attack range on weapons.  Only applies to ranged weapons (obviously).
:Skill cost:  x3
+
:Skill cost:  x4
 
Luck
 
Luck
 
:This stat provides one reroll per session per rank.
 
:This stat provides one reroll per session per rank.
:Skill cost:  x3
+
:Skill cost:  x5
 
Tuneup
 
Tuneup
 
:This stat increases any stat on a mecha by +1 per rank, on top of the basic design.  This represents personal tune-up, special familiarity, etc.
 
:This stat increases any stat on a mecha by +1 per rank, on top of the basic design.  This represents personal tune-up, special familiarity, etc.
:Skill cost:  x2
+
:Skill cost:  x3
  
  
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====Pilot Abilities====
 
====Pilot Abilities====
Pilot Abilities are discrete abilities and are bought at defined costs, not by rank level.  The list is incomplete; more may be requested.
+
Pilot Abilities are discrete abilities and are bought at defined costs, not by rank level.  The list is incomplete; more may be requested.  The first Ability bought costs 5 points.
  
 
G-Tolerant
 
G-Tolerant
 
:This ability adds Physique to Defensive Agility.
 
:This ability adds Physique to Defensive Agility.
:Ability cost:  5
+
:Ability cost:  10
 
Made of Iron
 
Made of Iron
 
:This ability adds Physique to Armored Defense.
 
:This ability adds Physique to Armored Defense.
:Ability cost:  5
+
:Ability cost:  10
 
Fan Favorite
 
Fan Favorite
 
:This ability adds Charisma to Structure.
 
:This ability adds Charisma to Structure.
:Ability cost:  5
+
:Ability cost:  10
 
Char Custom
 
Char Custom
 
:This ability adds Charisma to Speed.
 
:This ability adds Charisma to Speed.
:Ability cost:  5
+
:Ability cost:  10
 
Hot Blooded
 
Hot Blooded
 
:Every time you shoot an enemy down, you regain 1 Spirit.  This may bring you above your starting amount.
 
:Every time you shoot an enemy down, you regain 1 Spirit.  This may bring you above your starting amount.
:Ability cost:  5
+
:Ability cost:  10
 
No Such Thing As Overkill
 
No Such Thing As Overkill
 
:Once per battle, you can do [something involving lots of firepower]
 
:Once per battle, you can do [something involving lots of firepower]
:Ability cost:  5
+
:Ability cost:  10
 
Blademaster
 
Blademaster
 
:Improves Parry by +1, may reroll one melee attack per turn.
 
:Improves Parry by +1, may reroll one melee attack per turn.
:Ability cost:  5
+
:Ability cost:  10
 
Hyper-Attentive
 
Hyper-Attentive
 
:This ability replaces Piloting with Intellect when remotely operating units.  A number of units equal to Intellect may be remotely operated.
 
:This ability replaces Piloting with Intellect when remotely operating units.  A number of units equal to Intellect may be remotely operated.
:Ability cost:  5
+
:Ability cost:  10
  
  
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High Transhumans
 
High Transhumans
 
:A- or B-type; can also represent Alpha upgrades
 
:A- or B-type; can also represent Alpha upgrades
:Phenotype Bonus+1 Physique and Charisma, '''G-Tolerant'''
+
:Phenotype Base:  Charisma 3, Physique 3
:Phenotype Cost:  10
+
:Phenotype Bonus:  '''G-Tolerant'''
 +
:Phenotype Cost:  20
  
 
Peak Transhumans
 
Peak Transhumans
 
:S-type transhumans.  Best of the best!
 
:S-type transhumans.  Best of the best!
:Phenotype Bonus+1 Charisma, Steadiness and Mecha Fighting, +2 Physique, '''G-Tolerant'''
+
:Phenotype Base:  Charisma 3, Physique 4, Steadiness 3, Mecha Fighting 3
:Phenotype Cost:  25
+
:Phenotype Bonus:  '''G-Tolerant'''
 +
:Phenotype Cost:  50
  
 
Seraphim
 
Seraphim
 
:Mass Production Model Space Elf Lesbian Psykers.
 
:Mass Production Model Space Elf Lesbian Psykers.
:Phenotype Bonus+1 Charisma and Physique, Aleph Rank 2, '''G-Tolerant'''
+
:Phenotype Base:  Charisma 3, Physique 3, Aleph 2
:Phenotype Cost:  15
+
:Phenotype Bonus:  '''G-Tolerant'''
 +
:Phenotype Cost:  30
  
 
Atlas
 
Atlas
 
:Big beefy people
 
:Big beefy people
:Phenotype Bonus+2 Physique, '''Made of Iron'''
+
:Phenotype Base:  Physique 4, Mecha Fighting 1
:Phenotype Cost:  10
+
:Phenotype Bonus:  '''Made of Iron'''
 +
:Phenotype Cost:  20
  
 
Ishtar
 
Ishtar
 
:Hotties!
 
:Hotties!
:Phenotype Bonus+2 Charisma, '''Fan Favorite'''
+
:Phenotype Base:  Charisma 4, Reflexes 1
:Phenotype Cost:  10
+
:Phenotype Bonus:  '''Fan Favorite'''
 +
:Phenotype Cost:  20
  
 
Omoikane
 
Omoikane
 
:Thinky types
 
:Thinky types
:Phenotype Bonus+2 Intellect, '''Hyper-Attentive'''
+
:Phenotype Base:  Intellect 4, Electronic Warfare 1
:Phenotype Cost:  10
+
:Phenotype Bonus:  '''Hyper-Attentive'''
 +
:Phenotype Cost:  20
  
 
Full Conversion Cyborg
 
Full Conversion Cyborg
 
:Made of hyperalloy.
 
:Made of hyperalloy.
:Phenotype Bonus-1 Charisma, +1 Reflexes, +2 Physique, '''G-Tolerant''', '''Made of Iron'''
+
:Phenotype BasePhysique 4, Reflexes 3
:Phenotype Cost:  25
+
:Phenotype Bonus:  '''G-Tolerant''', '''Made of Iron'''
 +
:Phenotype Cost:  40
  
 
==Characters==
 
==Characters==

Revision as of 17:37, 20 July 2011

Fight for Neo-Jove!


Dates and times TBD.


Rise of Neo-Jove

Making a Character

You get 100 points to make a starting character. Any unused points can be banked for future purchases.

Pilot Stats

Pilot Stats use the same cost increase table as skills. Also, while stats may be used as modifiers in some situation, in general they require Pilot Abilities (see below) to have any direct impact.

Physique

How physical your character is.
Skill cost: x2

Charisma

How well-drawn and visually distinct your character model is.
Skill cost: x2

Intellect

How intelligent and generally knowledgeable your character is.
Skill cost: x2

Aleph

Doesn't do anything yet. A 0 represents no Aleph potential, the norm for humanity.
Skill cost: x2 (note! Costs 10 points to buy Rank 1 - cost is calculated normally afterwards)

Spirit

Your willpower and tenacity. One point of Spirit may be used to modify any roll affecting or done by you by + or - 5. Only one point of spirit may be used per combat round and it must be used before the roll.
Skill cost: x2

Pilot Skills (Primary)

Piloting

This stat increases both Offensive and Defensive Agility.
Skill cost: x4

Reflexes

This stat increases Soft Defense.
Skill cost: x2

Steadiness

This stat increases Soft Attack.
Skill cost: x2

Gunnery

This stat increases Armored Attack.
Skill cost: x2

Electronic Warfare

This stat increases both Offensive and Defensive Electronics.
Skill cost: x2

Mecha Fighting

This stat increases both Offensive and Defensive Melee.
Skill cost: x2

Pilot Skills (Secondary)

Artillery

This stat increases Structure Attack; additionally it increases the attack range on any affected weapon that also has a base range of 10 or more. This stacks with Marksman.
Skill cost: x3

Marksman

This stat increases attack range on weapons. Only applies to ranged weapons (obviously).
Skill cost: x4

Luck

This stat provides one reroll per session per rank.
Skill cost: x5

Tuneup

This stat increases any stat on a mecha by +1 per rank, on top of the basic design. This represents personal tune-up, special familiarity, etc.
Skill cost: x3


(Negative ranks should only be taken for Stats)
Rank -3 - +4 CP - A danger to self and others
Rank -2 - +2 CP - Inept
Rank -1 - +1 CP - Unskilled
Rank 0 - 0 CP - Hobbyist/Amateur
Rank 1 - 1 CP - Trained
Rank 2 - 3 CP - Professional
Rank 3 - 6 CP - Skilled Professional
Rank 4 - 10 CP - Experienced Professional
Rank 5 - 15 CP - Expert
Rank 6 - 21 CP - Master
Rank 7 - 28 CP - Ancient Master
Rank 8 - 36 CP - Exemplar
Rank 9 - 45 CP - Paragon
Rank 10 - 55 CP - Superlative

Pilot Abilities

Pilot Abilities are discrete abilities and are bought at defined costs, not by rank level. The list is incomplete; more may be requested. The first Ability bought costs 5 points.

G-Tolerant

This ability adds Physique to Defensive Agility.
Ability cost: 10

Made of Iron

This ability adds Physique to Armored Defense.
Ability cost: 10

Fan Favorite

This ability adds Charisma to Structure.
Ability cost: 10

Char Custom

This ability adds Charisma to Speed.
Ability cost: 10

Hot Blooded

Every time you shoot an enemy down, you regain 1 Spirit. This may bring you above your starting amount.
Ability cost: 10

No Such Thing As Overkill

Once per battle, you can do [something involving lots of firepower]
Ability cost: 10

Blademaster

Improves Parry by +1, may reroll one melee attack per turn.
Ability cost: 10

Hyper-Attentive

This ability replaces Piloting with Intellect when remotely operating units. A number of units equal to Intellect may be remotely operated.
Ability cost: 10


Phenotype

Baseline

Baselines are 'normal people'.
Phenotype Bonus: Starts with one Pilot Ability free of charge.
Phenotype Cost: 0

High Transhumans

A- or B-type; can also represent Alpha upgrades
Phenotype Base: Charisma 3, Physique 3
Phenotype Bonus: G-Tolerant
Phenotype Cost: 20

Peak Transhumans

S-type transhumans. Best of the best!
Phenotype Base: Charisma 3, Physique 4, Steadiness 3, Mecha Fighting 3
Phenotype Bonus: G-Tolerant
Phenotype Cost: 50

Seraphim

Mass Production Model Space Elf Lesbian Psykers.
Phenotype Base: Charisma 3, Physique 3, Aleph 2
Phenotype Bonus: G-Tolerant
Phenotype Cost: 30

Atlas

Big beefy people
Phenotype Base: Physique 4, Mecha Fighting 1
Phenotype Bonus: Made of Iron
Phenotype Cost: 20

Ishtar

Hotties!
Phenotype Base: Charisma 4, Reflexes 1
Phenotype Bonus: Fan Favorite
Phenotype Cost: 20

Omoikane

Thinky types
Phenotype Base: Intellect 4, Electronic Warfare 1
Phenotype Bonus: Hyper-Attentive
Phenotype Cost: 20

Full Conversion Cyborg

Made of hyperalloy.
Phenotype Base: Physique 4, Reflexes 3
Phenotype Bonus: G-Tolerant, Made of Iron
Phenotype Cost: 40

Characters

Muriea McRisa

Haqua-Murasa Reigenmyon, the original Blazing Star of Jupiter was an outlier transgene ace who flew primarily late in the war and became one of the Space Independence Alliance's best known wartime pilots. A rather private individual, her appearance and real name were never well known and eventually became classified information under the Directive 404 Shortlist providing for the security of data on highly skilled or known pilots. Instead, it was her callsign, custom suit colours and a reputation for chivalry and honour that identified her (and many other Jovian aces) in the media. Like practically all of Jupiter's remaining forces, Reigenmyon participated in the final Battle of Jupiter and was killed in action by a shot to the cockpit. Her death was kept a secret by her unit, seeing no advantage in its revelation as they prepared to withdraw from the Inner Sphere.

Decades later, Muriea McRisa was a first generation Ishtar augment born in the Republic of Cygnus. When she was a small child, her parents were victims of routine oppression as alleged rebel sympathisers and Muriea was sent off to an isolated interstellar truck stop asteroid with no one her age but where she was nevertheless (well) raised by her "Auntie". She later achieved various rather un-Ishtarlike occupations such as fuel pump operator, industrial frame operator, convenience store operator, and so on, using them and goodwill generated from an extended almost-family of passing space truck drivers to fund her genetic social instinct manifested as strange hobbies.

Muriea was in her machine during a sudden, still unexplained INTACT raid and also happened to be shot in the cockpit but managed to survive and was soon rescued by a Neo-Jove cell attempting to disrupt INTACT operations in the area. One of the members of that cell was a veteran of the Blazing Star's unit who saw a very strong physical resemblence between the Solar War ace and Muriea. After recovery, Muriea found a home in Neo-Jove and began piloting mobile suits under the veteran's tutelage, developing a high-speed, shooting-based style that was even somewhat similar to the original's.

Despite the propaganda potential the Neo-Jove media cell is currently still hesistant to explicitly link two entirely different people together. Though a late-war pilot and not personally well known, Reigenmyon had still built over two years of reputation and war record that, like many aces', had only grown since the war's end. She had been a high level transgene, held in esteem not only for skill but a myth of chivalrous conduct. In contrast, the Ishtar girl, while uncannily similar and naturally able to mimic, is hardly of natural piloting stock and remains inexperienced. Nevertheless, deniable rumors have begun spreading of the Blazing Star's return under the Neo-Jove banner

Player: Mal [40]
Phenotype: Ishtar [10CP]
Stats

Physique: 1 [2CP]
Charisma: 4 [6CP]
Intellect: 1 [2CP]
Aleph: 0

Pilot Skills (Primary)

Piloting: 2 [6CP]
Reflexes: 2 [3CP]
Steadiness: 1 [1CP]
Gunnery: 2 [3CP]
Electronic Warfare: 1 [1CP]
Mecha Fighting: 1 [1CP]

Pilot Skills (Secondary)

Artillery: 0
Marksman: 0
Luck: 0
Tuneup: 0

Pilot Abilities

Fan Favourite [free]
Char Custom [5CP]

Bradley "Brooklyn" Elsman

Terribly in need of a backseater.

Player: Five [40]
Phenotype: Baseline [0CP]
Stats

Physique: 2 [2CP]
Charisma: 2 [6CP]
Intellect: 0 [2CP]
Aleph: 0
Spirit: 1+2 [1 CP]

Pilot Skills (Primary)

Piloting: 2 [6CP]
Reflexes: 2 [3CP]
Steadiness: 0 [0CP]
Gunnery: 0 [0CP]
Electronic Warfare: 0 [0CP]
Mecha Fighting: 4 [10 CP]

Pilot Skills (Secondary)

Artillery: 0
Marksman: 0
Luck: 0
Tuneup: 0

Pilot Abilities

Hotblooded [free]
Blademaster [5CP]

Willard Prevlesk

Concept: MMI Otaku

Starting Points: 40

Player: BM Template: Omoikane (10)

Primary Stats

Physique 0
Charisma 0
Intellect 3 [1+2] (2)
Aleph 0
Spirit 4 [2+2] (3)

Primary Skills

Piloting 1 (2)
Reflexes 1 (1)
Steadiness 2 (3)
Gunnery 2 (3)
Electronic Warfare 4 (10)
Mecha Fighting 1 (1)

Secondary Skills

Tuneup: 1 (5)

Pilot Abilities

Hyper-attentive (Free)

Miyazaki Kaede

Error creating thumbnail: File missing
Scars hidden under the hair on her right side


Very little is known about Miyazaki Kaede, even by herself. Unusually for a Neo-Jovian she's a Seraphim, a group who betrayed the Jovian Republic in the wars final stages. She claims to be loyal to Neo-Jove, and her actions thus far seem to bare out that claim, having already resulted in the deaths of several Federation officials.

Kaede remembers very little about her life or childhood. Indeed she barely remembers anything more than a two years ago after she was shot by a Seraphim kill team. She has no memory of precisely why she went rogue, though being shot in the head seems a pretty good reason to take revenge from now on, Kaede still seeks answers to what exactly happened to her, and what makes her hate the Solar Federation so fiercely.

Player: FBH [40]
Template: Seraphim [15CP]
Stats

Physique: 2 [2CP]
Charisma: 2 [2CP]
Intellect: 0 [0CP]
Aleph: 2 [0CP]

Pilot Skills (Primary)

Piloting: 2 [6CP]
Reflexes: 2 [3CP]
Steadiness: 2 [3CP]
Gunnery: 2 [3CP]
Electronic Warfare: 1 [1CP]
Mecha Fighting: 2 [3CP]

Pilot Skills (Secondary)

Artillery: 0
Marksman: 0
Luck: -1 (+3 CP)
Tuneup: 0

Pilot Abilities

G-Tolerant
Fan-Favorite

Anna Steiner

Anna Steiner is the former White Beast of Jove, one of the feared Jovian aces of the System War. However, after its end, she retired from active combat, for reasons that are generally not known, since her dislike - some would say outright hate - of the Solar Federation was so great during the war itself. Instead, she spent the decades since that time learning engineering, supporting the Neo-Jove forces by repairing and modifying their mecha in preparation for their promised great war of liberation. While certainly a more constructive pursuit than most of those who knew her imagined she would ever engage in, it did little to help fix her terrible personality, or the psychological issues that she acquired during the war. (to not even mention any chance of romance, much to her further irritation)

While Anna continues to be the over two meters tall full-body PTSD-ridden military cyborg that attained considerable (in)famy during the System War, her skills as a pilot are in fact very rusty - she hasn't seriously piloted a mecha since the end of the war and it really shows. With Anna seemingly called back into active service, only time will tell how much of her skills as the White Beast of Jove will return in time, or if she will remain as a has-been more suited to lab work than mecha combat. (it's probably a really bad idea to tell Anna that to her face, however; those metal claws are very sharp)

Player: Holle [40]
Template: Full Conversion Cyborg [25 CP]
Pilot Stats:

Physique: 0+2; 2
Charisma: 0-1; -1
Intellect: 1 [2 CP]
Aleph: 0
Spirit: 1+2; 3 [1 CP]

Primary Skills:

Piloting: 1 [2 CP]
Reflexes: 0+1; 1
Steadiness: 0
Gunnery: 0+1 [1 CP]
Electronic Warfare: 0
Mecha Fighting: 0

Secondary Skills:

Artillery: 0
Marksman: 0
Luck: 0
Tuneup: 2 [9 CP]

Pilot Abilities:

G-Tolerant
Made of Iron

NPCs

Pilot McGeneric

Total points: 19

Piloting: 2 [6 CP)
Reflexes: 2 [3 CP]
Steadiness: 2 [3 CP]
Gunnery: 2 [3 CP]
Electronic Warfare: 1 [1 CP]
Mecha Fighting: 2 [3 CP]
Charisma: 0
Physique: 0


Supporting Materials

Neo-Jovian Armory
Neo-Jovian Mobile Weapon Recognition Guide
Neo-Jovian Ship Recognition Guide