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Magicannons & Coilguns (A Mecha Fantasy/Sci-Fi Quest)

Discussion in 'Questing' started by ReinZero, Jan 13, 2022.

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  1. Threadmarks: 0.0 Character Creation
    ReinZero

    ReinZero Evil Cultivator X Supervillain x ????

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    Flashes of light flicker before your 'sight' as you watch ten meter tall suits of armor- no, mechanical constructs engage in furious combat. It was as though a dream, if not for the fact that your 'view' of it was directly at the battlefield itself and your 'senses'. Yet it was quite unreal as in one moment 'you' were fighting knightly styled ones with swords and the occasional blasts of magic. In the next 'you' were fighting in the void beyond the world, beams of light and bullets flying about along with the rare axe to the face.

    The other guy's face of course.

    From time to time the scenes before you flicker about between the two, blending together at some point unbeknownst to you. It was a strange sensation bullets met magic, two vastly different natures and yet strangely you felt nothing strange about it. As though that was simply how it would be, a moment in time.

    The image flickers for a moment.

    It was always as it had been, magic and technology, hand in hand. Traversing into the stars beyond, settling them as the world itself progressed in leaps and bounds. Conflicts only escalated along with them, in both their nature and the means fought with. From more fleshly forms to golems, early constructs of yore repurposed as to protect its operator.

    The background shifted as time flew by.

    At some point an uneasy status quo had settled in and with it a deescalation of sorts. But that was not your concern instead what caught your attention was the lack of pure fleshly forms. Instead you only saw smaller armors mixed with fleshly parts, not necessarily armed but still not quite the same as before the Genesis War Conflict...?

    The name stood out as it simply 'popped' into your mind.

    But that was only natural as the fallout had... had... had...? Your vision flickered as your senses seemed to fade in and out, with it your thoughts. As though it wasn't something worth processing, as if it was something you lacked the clearance for. Or... perhaps a knowledge purged from you?

    For a moment your vision fades to black. With a 'clicking' sound, the sounds around you growing slightly clearer as the lid of the medbay unseals itself, lifting upwards as your vision fades back in. You blink as the ceiling lights blast into you, briefly blinding you. It was a tad bit too bright after the bout of darkness you were in whist recovering from your injuries.

    Shaking your head, you move along despite your vision being a slight blurry from the aftermath. There wasn't a single person in sight, other than the prone forms of several other sealed medbays. Well, that wasn't your concern, it was standard procedure to self checkout from the sickbay. After all, there was a shortage of staff lately so more crucial personnel had to double up to cover other areas.

    Or was it? Was it simply always automated? It was a thought that occupied your mind until you reached the doorway, almost bumping into it. Your head reflecting off the door's sleek and lit surface.

    A mechanical head, a mechanical construct.

    That... was what you were yet weren't. Your memories come up blank, as though they were never there. No, bits and pieces were there, merely in them you were always like this.

    And so were others.

    Even so "Armor" wasn't a race. No, it was what those smaller mechanical constructs were. And also, what your current state was as well too. A preliminary form necessary to operate those large mechs... Frames, Armored Frames. They were named such due being larger versions of Armors.

    As far as you recall/sought, what was/is your race?
    [ ][Race] Human - The originally predominant race if your memory-dream are to believed, even if they're no longer that populous by said absolute margin. Though that might be why Humans are rather more proficient with technology. But overall Humans are slightly diverse with a degree of flexibility between their strong points. (+1 Tech, +0.5 Range, +0.5 Willpower)
    [ ][Race] Elven - The magically inclined race, encompassing a number of differing flavors with similar or overlapping aspects. These differences are fairly minor in comparison to their unifying emphasis and excellent with magic in general, a point that typically overshadows their overall edge both afar and upfront. The latter is oft forgotten as it's rather risky due their forms being a bit more fragile by just enough, thus rendering them the most fragile amongst the races. (+1 Magic, +1 Melee, +1 Range, -1 Defense)
    [ ][Race] Bestial - Human yet not Human, a race of those who're a cut bit closer to that of various different animals and creatures than not. Due to the variance between racial subsets, their 'main' aspect of note is their penance for more martial solutions to settle disputes. It should be noted that a portion of Bestials are fairly poor in handling more advanced technology, a flaw that isn't due to intellectual deficits. Probably. (+1 Melee & one of: [+1 Mobility, +1 Defense, -1 Tech] or [+1 Mobility, +1 Magic, -1 Defense] or [+0.5 Mobility, +0.5 Defense]
    [ ][Race] Dwarf - The so called 'Dark Elves' in origin, one less so apparent from their shorter and sturdier appearance. Dwarves are fairly tough as due necessity borne from living in harsher environments, lacking as much potency in magic compared to other Elves. Instead they make up for it in their proficiency in handling technology. (+1 Defense, +1 Tech)
    [ ][Race] FOE - Frame Operative Entity, an artificially developed race originally created during the late stages of the Genesis War as to replace the need for people to fight in person as well as to combat the moral and ethical concerns pertaining the treatment and lives of Operators. As far as reality itself is concerned it is not a valid 'race' that one can become. (N/a)

    And of what particular divergence?
    [ ][Div] Lander - Those that prefer the feel of nature and the world around them. Landers are generally a bit more in tune with mana and its applications. Similarly, as to survive and cope with usual threats in civilized areas, a greater degree of martial skill is par norm. (+1 Magic, +1 Melee)
    [ ][Div] Spacer - Those that sought freedom from the limits of the worlds and stars. Spacers are rather more reliant on technology as a consequence thus more intimately familiar with them. With the greater distance between anything in the void, the need for greater precision over the distances is rather necessary. (+1 Tech, +1 Range)
    [ ][Div] Wander - Nomadic tribes and groups that roam across the void and planets, neither favoring one nor the other. Instead they are well versed in dealing with others be it to bargaining or to avoid needless conflicts. To that end Wanders are also rather skilled in getting around. (+1 Charisma, +1 Mobility)
    [ ][Div] Alter - Survivors of great changes who've since pursued the way of simply not dying. Alters are well known for being able to make do with whatever is on hand, as though favored by luck. Similarly as those of a lineage of survivors, they are a fair bit tougher than others sometimes too tough. (+1 Luck, +1 Defense, +1 Willpower, -1 Charisma)

    Or so the logic went? It didn't seem to make sense for them to be named retroactively. Yet that was how it was came to be. Was?

    It was a strange sensation as bits of memories trickled in. Reality was/is malleable towards those who became/are a Operator in order to pilot Armored Frames. That blank state was a consequence of the procedure, a condition that would persist until their identity was fully rebuilt, anchored at some point far down the line.

    As to regain it, the requirements had one small catch to it, well several snags. First they had to survive and thrive enough to do so anyways. Second, they needed to reaffirm their history, their past prior. And lastly, they needed to regain their sense of self. At least that was what you felt was needed.

    What was/is your current background?
    [ ][Background] Academy Graduate - For aspiring Operators of course. Naturally useless before waking up.
    [ ][Background] Mechanic - You're good with repairs and custom work provided you have the time and stuff.
    [ ][Background] Merchant - At one point you had a business, a ship even. It wasn't much, but that was then.
    [ ][Background] Salvager - It's a pity how much loot goes to waste due a lack of salvaging instead of recycling.
    [ ][Background] Mercenary - Non-Frame work that is, though it's helped toughen you up for things to come.

    As for why... only the first was obvious. Fresh Operators were blank slates influenced by outside factors, which also influenced the 'initial' choices available to you. For a malleable blank slate, you had plenty of potential you could seek out to change things ask so desired. It was in no small part the reason you became an Operator.

    What was your motive behind becoming an Operator?
    [ ][Motivation] To Rise to the Top - Not necessarily -the- peak itself, but somewhere around that range. As for in what capacity and form, that was a bit dependent on other factors.* (Varies by Affiliation.) (+1 Stat Point)
    [ ][Motivation] Harem Seeker - It's nothing complicated nor much to ask for, merely it wasn't something you could exactly manage on your own before now. Of course you -would- be infringing upon others... a small price to pay for helping them survive no? (+1 Charisma, -1 Luck)
    [ ][Motivation] Changing Your Past - Your background wasn't the kindest to you or was simply unfulfilling. One way or another, it was one you sought to change at all costs. As for the future... that was for the future you in the distant future.* (+1 Willpower, -1 Luck)
    [ ][Motivation] Vengeance/Lifesaving - To seek out power for a cause to avert the deaths of some. To gain the power to extract retribution upon your enemies. A simple reason for a good man to go to war.* (+1 Luck, -1 Charisma)
    *(Follow up Vote in Next Update. Unless the Winning Plan has workable specifics attached.)

    Of course what your current options were weren't particularly great, merely a decent start.

    There was just the small catch as to how much you could tweak things? It did beg the question as to why you could even decide your affiliation? Maybe what you saw while you were in the medbay still had something to do with it.

    What was/is your affiliation? (Faction Vote in Next Update.)
    [ ][Affiliation] Federation of Stars - A pesudo-unified government spanning dozens of stars and their local states. While it is fairly fair to its member stars, there is plenty of competition between different factions as they joist for priority and distribution of resources. In ways it can be considered a functional representative democracy, with each faction a sort of nation onto themselves. [The government itself favors Cost-Practicality, rendering the unified forces split between generic and specialist forces. The specifics varies wildly by Faction, with better variants of those same mechs being exclusive on a per faction basis.)
    [ ][Affiliation] Merchant Confederation - A Confederation of Merchant companies attempting to seize a cut of known civilization for themselves. Simply in part by buying out nations and local governments, then ruling with an iron grip in the so called name of equal opportunity for all. Unless one was rich enough to buy off their citizenship, Military service was mandatory for all, a capitalist socialism. [Favors cheaper mechs, though if you have the money you can buy anything. Quality may not necessarily scale to price.]
    [ ][Affiliation] Royal Alliance - An alliance of three kingdoms and a few lesser ones, all in the name of maintaining a comparative presence equal on paper to the Holy Empire whist retaining their respective independence. To this end the nations of the Royal Alliance have long since adopted a meritocratic system whist retraining only some trappings of noble inheritance for those whom prove themselves worthy of being counted amongst the ranks of nobility. [Favors quality cost-performance, though this is less pronounced for mass produced and non-Noble mechs. Ones at the higher end tend to run into supply-demand shortfalls.]
    [ ][Affiliation] Holy Empire - A religious empire spanning hundreds of stars, the sole greatest power of them all. Yet also the one most plagued by internal strife and ever growing corruption within. However in spite of this, not only has it not seemed to weaken until now, it has only gradually grown over the years. For only in the Holy Empire could one be casually granted a world of their own as a reward for their service, should one accumulate enough that is.
    [ ][Affiliation] Independent States - One of the many lesser powers in existence. Most of these nation's prolonged existence being simply due to the balance of power between the big four. Though in turn it is also why they are the ones that seek to push limits and boundaries the most as to gain enough of an edge so that they may stand on their own without fear of being swallowed up. And not merely by the big four, but also that of their peers. [Favors more exotic and/or specialized mechs. Longer serving or well performing veterans are better equipped than usual as to help bridge numerical shortfalls via quality. However advancement opportunities are fewer and more difficult.]
    [ ][Affiliation] A Mercenary Company [Pick One: Join/Form] - An alternative to straight up serving in any one nation. A soldier of fortune... as of now anyways. Either as a part of an existing one or one-to-be-formed of your own. [General description of what people would prefer would help the QM tailor the options accordingly if you're joining one. If you're forming one of your own, then please note which nation you would prefer starting in or near.]
    ---
    Plan Voting is in effect.
    ---​
    tl;dr premise #1: You-are-the-mecha? (or power-armor)
    tl;dr premise #2: Techy/Fantasy mecha? Solution: Both.

    QM Section: I will be using 1d10 for rolls with applicable modifiers, with the result varying based on the degree of success in relation to the action itself. If there's sufficient opposition, opposing rolls may apply. Stats, Skills, and Equipment will all factor into account so a shortfall in one area could be shored up in others.

    Technically there are also some other races, but they make poor starting choices for some reason or another. Or simply don't fit properly for/as a starting point. In short, cause QM said so. (P.S. Also crossposted on SB.)

    Personal Stats:
    Willpower - To not flinch or falter in the face of adversity, to retain consciousness in the face of extreme pain. So on so forth.
    Charisma - How social/personable you are S well as one's looks as far as reality is concerned. Negotiations, social affairs, diplomacy....
    Luck - The winds of fortune. A factor that weighs in when things come down to pure luck or crucial situations such as life and death. Plot armor is one application of it.
    Tech - Pertains using more advanced equipment and applicable towards other tech stuffs. Derivative skills may further expand its scope and applicability.
    Magic - Pertains the use of magical spells and effects... as well as unusual or unexpected power needs. Through deriving skills from it, its effectiveness and utility may increase.

    Combat Stats
    Piloting - The all round stat for Frame piloting applicability. It also has more specific and higher requirements to improve due to its wide applicability. However it is more limited in skills derivable from it and applications outside of piloting things.
    Melee - How well you can reliably handle yourself in close combat, and naturally with melee range weapons. With other skills and maybe equipment, it has other applications as well...
    Range - How well you can reliably handle yourself in mid to long range combat. It doesn't naturally cover in-direct fire nor extra long range or greater. Though they are related to it....
    Defense - How good you are at shrugging off hits, or at least mitigating them. In mech/Frame combat this reflects your ability to block attacks reliably. Whereas in person it is directly how much punishment you can take before potentially dying. Survival skills that apply to your mech/Frame and/or yourself are derived from this stat.
    Mobility - How fast you are, or rather how well you can move around without losing speed or perhaps even gain speed more optimally while doing whatever you're doing. When not in your mech/Frame this stat also affects how fast you move and how much ground you cover at a time.
    Command - Or aka how well you can lead/direct others to carry out your orders. This also covers your ability to deduce and judge the battlefield's situation on the fly. If you're trying to commandeer those not under your command it will rely on a (Command+Charisma)/2 modified roll and face steeper difficulties unless you have the right skills.
     
  2. ReinZero

    ReinZero Evil Cultivator X Supervillain x ????

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    [Reserved]​
     
    Happerry likes this.
  3. ReinZero

    ReinZero Evil Cultivator X Supervillain x ????

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    [Reserved]​
    You can post now.
     
  4. SpacePaladin

    SpacePaladin I trust you know where the happy button is?

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    [X]Plan Is it Wrong to Pick Up Girls in a Repair Hangar?
    -[X][Race] Human
    -[X][Div] Spacer
    -[X][Background] Mechanic
    -[X][Motivation] Harem Seeker
    -[X][Affiliation] Federation of Stars
     
  5. shanagan

    shanagan Versed in the lewd.

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    [X] Plan Shanagan
    - [X][Race] Human (+1 Tech, +0.5 Range, +0.5 Willpower)
    - [X][Div] Alter (+1 Luck, +1 Defense, +1 Willpower, -1 Charisma)
    - [X][Background] Salvager
    - [X][Motivation] Vengeance/Lifesaving (+1 Luck, -1 Charisma)
    -[X] [Affiliation] Independent States
     
  6. ReinZero

    ReinZero Evil Cultivator X Supervillain x ????

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    Need to figure out how to properly handle tally'ing across two sites... (and the feature changes on SB since uh... I last came on much on SB.)

    Anyhow as is that's a total of 5 different votes (3 SB, 2 QQ), with SB favoring Elven uniformly and QQ favoring Human uniformly. Independent State has four different plans supporting it, whereas Mechanist has 3 plans in favor of it.
     
  7. F4152

    F4152 Your first time is always over so quickly, isn't it?

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    [X] Plan Survivor
    -[X] [Race] Elven
    -[X] [Div] Alter
    -[X] [Background] Mechanic
    -[X] [Motivation] Vengeance/Lifesaving
    -[X] [Affiliation] Independent States
     
  8. Happerry

    Happerry The Song to the Flame

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    [X] Plan Human Wanderer
    -[X] [Race] Human
    -[X] [Div] Wander
    -[X] [Background] Salvager
    -[X] [Motivation] To Rise to the Top
    -[X] [Affiliation] Independent States

    Honestly a lot of the plans look interesting, so in the inability to choose between them I just made my own.
     
  9. ReinZero

    ReinZero Evil Cultivator X Supervillain x ????

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    I'll close the vote in about 1~2 hours from now. Getting lunch.

    I'll check by plan and by line when counting votes. If people need a votedeadline extension, please poke me.

    Edit: Vote Tallying atm... huh, oh I can just link the two to tally together...

    Vote Tally : Magicannons & Coilguns (A Mecha Fantasy/Sci-Fi Quest) | Questionable Questing [Posts: 4-8]
    Magicannons and Coilguns (A Mecha Fantasy/Sci-Fi Quest) | SpaceBattles [Posts: 4-14]
    ##### NetTally 2.2.8
    [X] Plan Nomad
    -[X][Race] Elven - The magically inclined race, encompassing a number of differing flavors with similar or overlapping aspects. These differences are fairly minor in comparison to their unifying emphasis and excellent with magic in general, a point that typically overshadows their overall edge both afar and upfront. The latter is oft forgotten as it's rather risky due their forms being a bit more fragile by just enough, thus rendering them the most fragile amongst the races. (+1 Magic, +1 Melee, +1 Range, -1 Defense)
    -[X][Div] Wander - Nomadic tribes and groups that roam across the void and planets, neither favoring one nor the other. Instead they are well versed in dealing with others be it to bargaining or to avoid needless conflicts. To that end Wanders are also rather skilled in getting around. (+1 Charisma, +1 Mobility)
    -[X][Background] Merchant - At one point you had a business, a ship even. It wasn't much, but that was then.
    -[X][Motivation] Changing Your Past - Your background wasn't the kindest to you or was simply unfulfilling. One way or another, it was one you sought to change at all costs. As for the future... that was for the future you in the distant future.* (+1 Willpower, -1 Luck)
    -[X][Affiliation] Merchant Confederation - A Confederation of Merchant companies attempting to seize a cut of known civilization for themselves. Simply in part by buying out nations and local governments, then ruling with an iron grip in the so called name of equal opportunity for all. Unless one was rich enough to buy off their citizenship, Military service was mandatory for all, a capitalist socialism. [Favors cheaper mechs, though if you have the money you can buy anything. Quality may not necessarily scale to price.]
    No. of Votes: 2
    [◈] Plan: Nomad

    [X] Ironcrow
    [X] RookDeSuit

    [X] Plan Survivor
    -[X][Race] Elven
    -[X][Div] Alter
    -[X][Background] Mechanic
    -[X][Motivation] Vengeance/Lifesaving
    -[X][Affiliation] Independent States
    No. of Votes: 1
    [◈] Plan: Survivor
    [◈] Plan: Survivor


    [X] F4152

    [X] Plan Zero to Hero (With Magitech!)
    -[X][Race] Elven
    -[X][Div] Spacer
    -[X][Background] Mechanic
    -[X][Motivation] To Rise to the Top
    -[X][Affiliation] Independent States
    No. of Votes: 2
    [◈] Plan: Zero to Hero (With Magitech!)

    [X] Designated Minion #345277
    [X] just a logger

    [X] Plan Human Wanderer
    -[X][Race] Human
    -[X][Div] Wander
    -[X][Background] Salvager
    -[X][Motivation] To Rise to the Top
    -[X][Affiliation] Independent States
    No. of Votes: 1
    [◈] Plan: Human Wanderer

    [X] Happerry

    [X] Plan Is it Wrong to Pick Up Girls in a Repair Hangar?
    -[X][Race] Human
    -[X][Div] Spacer
    -[X][Background] Mechanic
    -[X][Motivation] Harem Seeker
    -[X][Affiliation] Federation of Stars
    No. of Votes: 1
    [◈] Plan: Is it Wrong to Pick Up Girls in a Repair Hangar?

    [X] SpacePaladin

    [X] Plan Shanagan
    -[X][Race] Human (+1 Tech, +0.5 Range, +0.5 Willpower)
    -[X][Div] Alter (+1 Luck, +1 Defense, +1 Willpower, -1 Charisma)
    -[X][Background] Salvager
    -[X][Motivation] Vengeance/Lifesaving (+1 Luck, -1 Charisma)
    -[X][Affiliation] Independent States
    No. of Votes: 1
    [◈] Plan: Shanagan

    [X] shanagan

    Total No. of Voters: 9
    Vote Tally : Magicannons & Coilguns (A Mecha Fantasy/Sci-Fi Quest) | Questionable Questing [Posts: 4-8]
    Magicannons and Coilguns (A Mecha Fantasy/Sci-Fi Quest) | SpaceBattles [Posts: 4-14]
    ##### NetTally 2.2.8

    Task: Race

    [X][Race] Elven - The magically inclined race, encompassing a number of differing flavors with similar or overlapping aspects. These differences are fairly minor in comparison to their unifying emphasis and excellent with magic in general, a point that typically overshadows their overall edge both afar and upfront. The latter is oft forgotten as it's rather risky due their forms being a bit more fragile by just enough, thus rendering them the most fragile amongst the races. (+1 Magic, +1 Melee, +1 Range, -1 Defense)
    No. of Votes: 5
    [◈] Plan: Survivor
    [◈] Plan: Nomad
    [◈] Plan: Survivor
    [◈] Plan: Zero to Hero (With Magitech!)

    [X] Designated Minion #345277
    [X] F4152
    [X] Ironcrow
    [X] just a logger
    [X] RookDeSuit

    [X][Race] Human (+1 Tech, +0.5 Range, +0.5 Willpower)
    No. of Votes: 3
    [◈] Plan: Is it Wrong to Pick Up Girls in a Repair Hangar?
    [◈] Plan: Human Wanderer
    [◈] Plan: Shanagan

    [X] Happerry
    [X] shanagan
    [X] SpacePaladin




    ——————————————————————————————————————————————
    Task: Div

    [X][Div] Spacer
    No. of Votes: 3
    [◈] Plan: Is it Wrong to Pick Up Girls in a Repair Hangar?
    [◈] Plan: Zero to Hero (With Magitech!)

    [X] SpacePaladin
    [X] Designated Minion #345277
    [X] just a logger

    [X][Div] Wander - Nomadic tribes and groups that roam across the void and planets, neither favoring one nor the other. Instead they are well versed in dealing with others be it to bargaining or to avoid needless conflicts. To that end Wanders are also rather skilled in getting around. (+1 Charisma, +1 Mobility)
    No. of Votes: 3
    [◈] Plan: Human Wanderer
    [◈] Plan: Nomad

    [X] Happerry
    [X] Ironcrow
    [X] RookDeSuit

    [X][Div] Alter (+1 Luck, +1 Defense, +1 Willpower, -1 Charisma)
    No. of Votes: 2
    [◈] Plan: Shanagan
    [◈] Plan: Survivor
    [◈] Plan: Survivor

    [X] shanagan
    [X] F4152



    ——————————————————————————————————————————————
    Task: Background

    [X][Background] Mechanic
    No. of Votes: 4
    [◈] Plan: Is it Wrong to Pick Up Girls in a Repair Hangar?
    [◈] Plan: Survivor
    [◈] Plan: Survivor
    [◈] Plan: Zero to Hero (With Magitech!)

    [X] SpacePaladin
    [X] Designated Minion #345277
    [X] F4152
    [X] just a logger

    [X][Background] Merchant - At one point you had a business, a ship even. It wasn't much, but that was then.
    No. of Votes: 2
    [◈] Plan: Nomad

    [X] Ironcrow
    [X] RookDeSuit

    [X][Background] Salvager
    No. of Votes: 2
    [◈] Plan: Shanagan
    [◈] Plan: Human Wanderer

    [X] Happerry
    [X] shanagan




    ——————————————————————————————————————————————
    Task: Motivation

    [X][Motivation] To Rise to the Top
    No. of Votes: 3
    [◈] Plan: Human Wanderer
    [◈] Plan: Zero to Hero (With Magitech!)

    [X] Happerry
    [X] Designated Minion #345277
    [X] just a logger

    [X][Motivation] Vengeance/Lifesaving (+1 Luck, -1 Charisma)
    No. of Votes: 2
    [◈] Plan: Shanagan
    [◈] Plan: Survivor
    [◈] Plan: Survivor

    [X] shanagan
    [X] F4152

    [X][Motivation] Changing Your Past - Your background wasn't the kindest to you or was simply unfulfilling. One way or another, it was one you sought to change at all costs. As for the future... that was for the future you in the distant future.* (+1 Willpower, -1 Luck)
    No. of Votes: 2
    [◈] Plan: Nomad

    [X] Ironcrow
    [X] RookDeSuit

    [X][Motivation] Harem Seeker
    No. of Votes: 1
    [◈] Plan: Is it Wrong to Pick Up Girls in a Repair Hangar?

    [X] SpacePaladin




    ——————————————————————————————————————————————
    Task: Affiliation

    [X][Affiliation] Independent States
    No. of Votes: 5
    [◈] Plan: Shanagan
    [◈] Plan: Human Wanderer
    [◈] Plan: Survivor
    [◈] Plan: Survivor
    [◈] Plan: Zero to Hero (With Magitech!)

    [X] Happerry
    [X] shanagan
    [X] Designated Minion #345277
    [X] F4152
    [X] just a logger

    [X][Affiliation] Merchant Confederation - A Confederation of Merchant companies attempting to seize a cut of known civilization for themselves. Simply in part by buying out nations and local governments, then ruling with an iron grip in the so called name of equal opportunity for all. Unless one was rich enough to buy off their citizenship, Military service was mandatory for all, a capitalist socialism. [Favors cheaper mechs, though if you have the money you can buy anything. Quality may not necessarily scale to price.]
    No. of Votes: 2
    [◈] Plan: Nomad

    [X] Ironcrow
    [X] RookDeSuit

    [X][Affiliation] Federation of Stars
    No. of Votes: 1
    [◈] Plan: Is it Wrong to Pick Up Girls in a Repair Hangar?

    [X] SpacePaladin

    Total No. of Voters: 8
     
    Last edited: Jan 14, 2022
  10. Threadmarks: 0.1 An Elven Mechanic is You
    ReinZero

    ReinZero Evil Cultivator X Supervillain x ????

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    The door hissed open as you stumbled out of the sickbay. If you had a choice you'd rather avoid that disgraceful blunder, but there was little you could do about it as more memories, information 'clicked' into your head all at once. Like a sledgehammer cracking your shell of a head. Fortunately no one's around to see your slip up, with the limited manpower to spare, everyone was doing their job in some way as to help on out. It was only natural, not a compulsion at all...?

    You 'frown' as much as your fixed mechanical expression would allow. That is to say- not at all. The edges of your slanted mechanical ears swirls lightly, an approximation of your disappointment. They're not drills damnit.

    But still, compulsion? That was a strange thought in all honestly, as you don't recall your actions prior being out of any compulsion? Just merely moving on as though it were perfectly natural... oh. Your visor flickers as it sinks in. It was like running a preprogrammed task if the right conditions were met, just not with the necessary flexibility nor thought behind the actions. As though one were a doll.

    Merely a doll with some grounding as to what programs were in place. In other words, one was still 'them' but simply without true awareness. Moving as you ponder your memories for more information, it simply confirms what your assumption was as conversations 'logged' in your memory aren't exactly stock phrases or lines without context. Just that they were talks without much emotion, much self behind them. But you could recall them, and that was a world of difference. For there was value in making sure people survived.

    As for yourself, well you weren't one of those guys who attended an Academy for Operators. That wasn't the requirement after all, it was just helpful for new to-be Operators. Rather you had picked up enough to be a proper Mechanic to service'em Frames. So how did you get dragged into being an Operator? That, that was easy.

    Just them enlisting any applicants with at least basic training on hand. Or well, on the precondition they'd be put through it. Readying Operators was the easy part. Recruiting willing applicants was the hard part. After all, being you, but not all there is rather... scary. Not to mention the fact that you could wind up dying while like that. And that, that was why you'd rather be apart of an Independent State than one of the big four.

    You were apart of one of the many lesser powers in in existence, or more precisely one of the second rate powers that be. Nations stuck between a rock and a hard place with regards to the grander scheme of things. After all, on one hand any one of them weren't strong enough to contend with the big four on their own and those that could be considered their peers were just as much their competition, their rivals. With the outbreak of war between the big four, it was an opportunity for them to stake their claims, to rise up and overturn the status quo.

    Which one were you apart of?
    [ ][State] Interstellar Republic - One of the largest Independent States, spanning over two dozen stars under one banner. Yet its main 'focus' is upon its void holdings and colonies, of which also serve to connect its domains together as the nation itself is unfortunately centered upon one of the regions sparse in habitable planets. It is for this reason that it is on amicable terms with the Federation of Stars. Consequently the Republic has steadily sought to remedy this shortcoming as well as prioritizing seizing habitable stars that would better connect its stars, its people together. The Interstellar Republic excels more in space warfare, which in tandem with the vast emptiness within its territories, allowing for drawn out engagements in their preferred element. In turn their forces suffer noticeably when operating within planetary environments, a factor further hampered due a reluctant to engage in planetary devastation as a means to an end. [Interstellar Republic forces favor Tech + Mobility ; Generally optimized for space combat, affording them a noticeable edge but fair worse in planetary combat.]
    [ ][State] Unified Planar Realm - A strange Independent State formed through a gathering of worlds unified as a single 'realm', a connection by some strange application of magic or technology that allows them to connect planets to planets. Consequently this allows them to hold an outsized amount of territory despite much of it being fairly or poorly developed, with occupied territories often stripped of much if not all of their trappings of modern civilization and what not. As a result their infrastructure is centered upon a few core planets deep within their territory. Thirteen worlds comprise their "Civilized" designation are a sort of mix between more feudal trappings with a degree of modern technologies interwoven. Thus it is mostly their "Uncivilized" populace that bears the brunt of their military burden, kept loyal through deliberate manipulation and other subversive means. As of current only their eldest "Uncivilized" territories are not embroiled in conflict, even as they seek to infringe upon the sovereignty of their neighbors... [Unified Planar Realm forces favor Melee + Defense ; Due to their cultural trappings they generally favor more traditional forms of engagement even when logistics is normally not as much a concern for them. However due to their ease of planetary movement, they are rather poor with space combat.]
    [ ][State] Kingdom of Heaven - An Independent State with a lofty name and officially thirty-three stars to its name, and the largest Independent State in all but name. It is a conservative kingdom that favors that of royalty and nobility, with a predisposition towards maintaining internal status quo as well as a mentality that favors might makes right. The Kingdom of Heaven treats many of its "Vassal Territories"- subordinated conquests- as though they belong to it. Even as it officially refuses to recognize them as apart of its sovereign rule due to claiming them as being too lacking. The Kingdom of Heaven favors levied forces backed by a core of their own formal military detachments, of which happens to be one of the few avenues for advancement for those belonging to its "Vassal Territories". Notably their drafted "militia" and "proven" conscripted forces are given significantly better treatment, though the number that meet that standard are usually one-per ten plus conscripts. [Kingdom of Heaven forces favor Raw Numbers + Solid Core ; You have a Cannon Fodder, I have a Cannon Fodder, Cannon Fodders for everyone else!] (Note: Pick Proven or Militia)
    [ ][State] Astra Imperial State - The largest Independent State on paper, said to be founded from a splinter faction from the Holy Empire. A claim with some basis as the Astra Imperial State is almost similar with religion separate of its governance and spans well over a hundred stars whist possessing a unified military and governance. In practice much of its territory are rural, poorly developed, or poorly located thus regulating it to a second rate power. A distinction only furthered due to its military being spread too thinly as to protect its borders, leaving little left in the way of uncommitted forces. Thus instead of expanding the Astra Imperial State has sought to consolidate and shed holdings as to reduce the number of neighbors it borders. Unfortunately to shore up some fronts it's has had to commit to an offense earlier than ideal, placing it in an inconvenient position where much of its territory- parts it cannot quite afford to abandon- is likely to be caught up in the conflict to come. [Astra Imperial State forces favor Magic + Balanced ; Magic application is fairly widespread, its application used to also bolster local force quality.]

    Or it would've been an 'easy' prospect if not for the actions of some third rate powers and the aggressive expansion by the Holy Empire and the Merchant Confederation. The two superpowers engaging in a push amongst many fronts against lesser powers. Fortunately these efforts were by individual actors or organizations outside of the nation's direct rule. In other words, a cause not beyond saving. It was an action that's drawn in some support from the Federation of Stars and the Royal Alliance as they sought to expand their influence amongst undecided nations.

    The formation of the Stellar Freedom Alliance as a haphazard, temporary second rate power was one of the resultant consequences, one wide in scale yet loose in unity. An alliance meant to deter others through sheer intimidation. One rather a slight bit self defeating as it's only given others all the more justification for their causes. It was through one such campaign that led to you regaining your senses. Well one half of it anyways, for with the pace of the current conflict, the leadership were pushing to continue the rapid advance

    They would have to slow as to consolidate their gains at some point. That much was obvious, if the last battle hadn't tipped them off already. From the fragments of memories that flash through your mind, it was a strange situation that didn't make too much sense. Somehow or another, the defenders had deployed a different line of Frames than before on a wide scale. One that felt a little too off, as they weren't necessarily of the quality that would 'scream' secret weapon or whichever. Rather their sheer numbers had simply worn down the invasion force, resulting in heavy causalities but few losses in any way.

    It certainly wasn't for a lack of trying.

    Otherwise the detachment you were apart of would be on the offense still. Instead of well... this?

    [ ][Assignment] Weeding out Holdouts - There's no few number of surviving opposition forces on planet. It'd be unwise to leave them unattended to, even if there's a garrison left on planet to deal with these things. It was also a chance for people to distinguish themselves instead of languishing while the detachment makes a full recovery. So there was no way they were going to leave it to the garrison. [Planet Ops.]
    [ ][Assignment] Border Defense - A necessary task, but one that ultimately shouldn't be too... busy? There's been news about suspicious behavior along the border lately, particularly something about those Frames you fought last time. In any case you'll wind up being a bit of a first responder if something comes up. [Space Ops]
    [ ][Assignment] Special Duty - A nonstandard assignment, but one that's been rather peaceful so far? You don't have the clearance as to know what's going on though. But you're fairly sure it'll be a bit dangerous. [Unknown Ops.]

    As you affirm that thought, you arrive at your destination.

    Which was...
    [ ][Location] The Simulators, get some more practice in as a pilot. From your bit of experiences in the field prior... you can maybe familiarize yourself enough to turn it into something solid?
    [ ][Location] The Hanger, help with repairs and maybe a bit more? As it stands the mechs are only battle ready on average so they're not quite at peak readiness just yet. Plus dips on short stocked equipment.
    [ ][Location] The Exercise Room, training would always help in ways. After all, with how Frames work- and if you need to fight in person- a solid grasp of fighting skills will definitely come in handy.
    [ ][Location] The Shooting Range, getting better at making your shots land would go a long way, as it's also applicable for Frames. Aside from magic, there was a limit to the ease of resupply during a firefight.

    Carried over, streamlined votes from last update...

    And of what particular Racial Divergence?
    [ ][Div] Spacer - Those that sought freedom from the limits of the worlds and stars. Spacers are rather more reliant on technology as a consequence thus more intimately familiar with them. With the greater distance between anything in the void, the need for greater precision over the distances is rather necessary. (+1 Tech, +1 Range)
    [ ][Div] Wander - Nomadic tribes and groups that roam across the void and planets, neither favoring one nor the other. Instead they are well versed in dealing with others be it to bargaining or to avoid needless conflicts. To that end Wanders are also rather skilled in getting around. (+1 Charisma, +1 Mobility)
    [ ][Div] Alter - Survivors of great changes who've since pursued the way of simply not dying. Alters are well known for being able to make do with whatever is on hand, as though favored by luck. Similarly as those of a lineage of survivors, they are a fair bit tougher than others sometimes too tough. (+1 Luck, +1 Defense, +1 Willpower, -1 Charisma)

    What was your motive behind becoming an Operator?
    [ ][Motivation] To Rise to the Top - Not necessarily -the- peak itself, but somewhere around that range. As for in what capacity and form, that was a bit dependent on other factors.* (Varies by Affiliation.) (Interstellar Republic = +1 Range ; Unified Planar Realm = +1 Willpower ; Kingdom of Heaven = +1 Command ; Astra Imperial State = +1 Luck)
    [ ][Motivation] Changing Your Past - Your background wasn't the kindest to you or was simply unfulfilling. One way or another, it was one you sought to change at all costs. As for the future... that was for the future you in the distant future.* (+1 Willpower, -1 Luck)
    [ ][Motivation] Vengeance/Lifesaving - To seek out power for a cause to avert the deaths of some. To gain the power to extract retribution upon your enemies. A simple reason for a good man to go to war.* (+1 Luck, -1 Charisma)
    *(Follow up Vote in Next Update. Unless the Winning Plan has workable specifics attached.)
    ---​
    QM: Motivation bit for To Rise to the Top's +1 Stat Point has been specified now since Affiliation has been narrowed down. If picking Kingdom of Heaven, you do need to specify either Militia or Proven. And... I realize I forgot to specify MC's sex... I could swear I did note it. Ah whatever. Just go with Male? Or "Yes"?
     
    Last edited: Jan 16, 2022 at 8:53 AM
    Happerry and meloa789 like this.
  11. Happerry

    Happerry The Song to the Flame

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    [X] Plan Imperial Elite
    -[X][State] Astra Imperial State
    -[X][Assignment] Border Defense - A necessary task, but one that ultimately shouldn't be too... busy? There's been news about suspicious behavior along the border lately, particularly something about those Frames you fought last time. In any case you'll wind up being a bit of a first responder if something comes up. [Space Ops]
    -[X][Location] The Hanger, help with repairs and maybe a bit more? As it stands the mechs are only battle ready on average so they're not quite at peak readiness just yet. Plus dips on short stocked equipmet.
    -[X][Div] Wander - Nomadic tribes and groups that roam across the void and planets, neither favoring one nor the other. Instead they are well versed in dealing with others be it to bargaining or to avoid needless conflicts. To that end Wanders are also rather skilled in getting around. (+1 Charisma, +1 Mobility)
    -[X][Motivation] To Rise to the Top - Not necessarily -the- peak itself, but somewhere around that range. As for in what capacity and form, that was a bit dependent on other factors.* (Varies by Affiliation.) (Interstellar Republic = +1 Range ; Unified Planar Realm = +1 Willpower ; Kingdom of Heaven = +1 Command ; Astra Imperial State = +1 Luck)
     
  12. ReinZero

    ReinZero Evil Cultivator X Supervillain x ????

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    Hrm, uh... going to just toss up a vote tally.
    Vote Tally : Magicannons & Coilguns (A Mecha Fantasy/Sci-Fi Quest) | Questionable Questing [Posts: 11-11]
    Magicannons and Coilguns (A Mecha Fantasy/Sci-Fi Quest) | SpaceBattles [Posts: 20-25]
    ##### NetTally 2.2.8
    Task: State
    [X][State] Astra Imperial State
    No. of Votes: 4
    [◈] Plan: Imperial Elite
    [◈] Plan: MAGITEK!

    [X] Happerry
    [X] Designated Minion #345277
    [X] F4152
    [X] Ironcrow
    [X][State] Interstellar Republic
    No. of Votes: 1
    [◈] Plan: Under Contract

    [X] RookDeSuit
    [X][State] Unified Planar Realm
    No. of Votes: 1

    [X] F4152



    ——————————————————————————————————————————————
    Task: Assignment
    [X][Assignment] Special Duty - A nonstandard assignment, but one that's been rather peaceful so far? You don't have the clearance as to know what's going on though. But you're fairly sure it'll be a bit dangerous. [Unknown Ops.]
    No. of Votes: 2
    [◈] Plan: MAGITEK!

    [X] Designated Minion #345277
    [X] Ironcrow
    [X][Assignment] Weeding out Holdouts
    No. of Votes: 2
    [◈] Plan: Under Contract

    [X] F4152
    [X] RookDeSuit
    [X][Assignment] Border Defense - A necessary task, but one that ultimately shouldn't be too... busy? There's been news about suspicious behavior along the border lately, particularly something about those Frames you fought last time. In any case you'll wind up being a bit of a first responder if something comes up. [Space Ops]
    No. of Votes: 1
    [◈] Plan: Imperial Elite

    [X] Happerry



    ——————————————————————————————————————————————
    Task: Location
    [X][Location] The Hanger, help with repairs and maybe a bit more? As it stands the mechs are only battle ready on average so they're not quite at peak readiness just yet. Plus dips on short stocked equipment.
    No. of Votes: 5
    [◈] Plan: Imperial Elite
    [◈] Plan: MAGITEK!
    [◈] Plan: Under Contract

    [X] Happerry
    [X] Designated Minion #345277
    [X] F4152
    [X] Ironcrow
    [X] RookDeSuit



    ——————————————————————————————————————————————
    Task: Div
    [X][Div] Spacer - Those that sought freedom from the limits of the worlds and stars. Spacers are rather more reliant on technology as a consequence thus more intimately familiar with them. With the greater distance between anything in the void, the need for greater precision over the distances is rather necessary. (+1 Tech, +1 Range)
    No. of Votes: 2
    [◈] Plan: MAGITEK!

    [X] Designated Minion #345277
    [X] Ironcrow
    [X][Div] Wander - Nomadic tribes and groups that roam across the void and planets, neither favoring one nor the other. Instead they are well versed in dealing with others be it to bargaining or to avoid needless conflicts. To that end Wanders are also rather skilled in getting around. (+1 Charisma, +1 Mobility)
    No. of Votes: 2
    [◈] Plan: Imperial Elite
    [◈] Plan: Under Contract

    [X] Happerry
    [X] RookDeSuit
    [X][Div] Alter
    No. of Votes: 1

    [X] F4152



    ——————————————————————————————————————————————
    Task: Motivation
    [X][Motivation] Changing Your Past - Your background wasn't the kindest to you or was simply unfulfilling. One way or another, it was one you sought to change at all costs. As for the future... that was for the future you in the distant future.* (+1 Willpower, -1 Luck)
    No. of Votes: 2
    [◈] Plan: Under Contract

    [X] Ironcrow
    [X] RookDeSuit
    [X][Motivation] To Rise to the Top - Not necessarily -the- peak itself, but somewhere around that range. As for in what capacity and form, that was a bit dependent on other factors.* (Varies by Affiliation.) (Interstellar Republic = +1 Range ; Unified Planar Realm = +1 Willpower ; Kingdom of Heaven = +1 Command ; Astra Imperial State = +1 Luck)
    No. of Votes: 2
    [◈] Plan: Imperial Elite
    [◈] Plan: MAGITEK!

    [X] Happerry
    [X] Designated Minion #345277
    [X][Motivation] Vengeance/Lifesaving
    No. of Votes: 1

    [X] F4152



    ——————————————————————————————————————————————
    Task: Gender
    [X][Gender] Female
    No. of Votes: 1
    [X] F4152
    [X][Gender] Male I guess
    No. of Votes: 1
    [◈] Plan: MAGITEK!

    [X] Designated Minion #345277

    Total No. of Voters: 5
    I'll lock in [State] and [Location] since those two have unanimous/near unanimous agreement (4/5 and 5/5 votes respectively). I'll start working on part of the update in the morning/after sleep. Options locked in: [State] Astra Imperial State + [Location] Hanger.

    [Assignment ] [Div] [Motivation] are still open for voting.

    Gender is not really a vote. I was just noting QM oversight.
     
  13. Threadmarks: 0.2 Of Frames and Influences
    ReinZero

    ReinZero Evil Cultivator X Supervillain x ????

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    The ship's hanger was less 'just' a hanger and more a full fledged deck of its own, a hallmark of Astrai Carriers and Cruisers or at least the non-"Assault" types. The difference between them being primarily in terms of Assault ships sporting heavier armaments and protection in exchange for fewer bays for Frames onboard. Of course that was the same factor that allowed them to play a more active role in the frontline, whereas pure Carriers were by far more fragile than not. Given the logistical importance of Carriers in maintaining and repairing two dozen plus Frames at once with ample space to spare for transporting spares, it was only logical that your temporary posting to one was over now. Given the similarities in the hanger deck, it'd seem you were now assigned to a Cruiser.

    Each 'Standard' Astrai Cruiser could hold up to five Lances, twenty Frames in all, at once if one were to disregard the space necessary for conducting extensive repairs and overhauls. In practice they normally held a Company of Frames comprising three Lances. Yet currently there were only eight Frames onboard, one Lance short from the usual three Lance per Cruiser. Unfortunately each Frame were still under various different states of repair, even if they could be sortied in an emergency. The problem was one born out of quality, the very same factor that saved many a lives, including yours.

    The AIS-09FII model, aka the Aeris Fii, was the mainline rank and file Frame of the Astra Imperial State's regular forces. It was a fifth generation Frame, designed for a mix of quality while remaining cost effective without cutting corners too much. It was the latest of the Aeris line, improved and fitted with a deployable 'Valiant Shield' built into its chest, a mana generated magic shield on a scale that was just enough to protect a Frame from the front. Given the normal constraints that's limited non-solid shields to warships, it's a rather significant development.

    Unfortunately it relies on the pilot themselves being capable of actually casting the shield. Furthermore while active it wasn't possible to return fire either, a flaw that warship mounted shields lacked. It also drew upon the same reserves needed for other Frame-scale spells and tapped into the Operator's own reserves and skill, thus limiting the other usable equipment to stuff that didn't rely on magic. Even so it's saved many lives, as combined with the thickness of the Frame's torso armor, it's enough to avoid being two shotted by a bazooka.

    It was a sight you were a little too familiar with as the Company you were originally apart of had two Aeris Fii wrecked from one such bazooka happy ambush. Neither Operator died, but the Frames themselves were pretty much scrapped from the second hit. As for yourself you were lucky enough to get off with being hit just once by them heavy weapons, it wasn't a pleasant experience though, not with the follow up wave of attackers. But in the end you made it through without sustaining too much damage.

    Your luck didn't quite hold out afterwards, hence landing you in the medbay.

    Most of the damage sustained by the Aeris Fii were amongst their limbs or back, with minimal damage sustained by the frontal torso. Even so, three of them had signs of more extensive damage inflicted through the cockpit, none of them being too severe as to prevent them from being sortied. At worst it'd just unnecessarily strain the shield when active, a shortcoming that'd hamper its effectiveness if it weren't patched up properly. In turn that was... probably why it was a lesser priority compared to getting them back into ready condition.

    A dozen people of differing races bustle about in an effort to repair and replace damaged components and parts here and there. Overseeing them are three older mechanics, one of whom you recall speaking with in passing once or twice. He was a rough looking human in his forties, by far the oldest of those present in terms of appearances. The others deferred to him for instructions from time to time, as though they were rather new to the task.

    You made your way over to him, calling out as you approach. "Is there anything I can help with?"

    "Huh, you...," the guy pauses as he looks over you, his expression twisting in confusion, "you're not one of the new transferees right?"

    "No, I've just left the sickbay," you answer while gesturing towards your former Frame. "That was the one I was originally piloting."

    Of the three in particular worse condition, the one you had previously used was in the best condition as you had managed to avoid taking extensive damage. Racking up a kill count wasn't your intention, and with two members of the Company having being nearly killed due to misaligned priorities, you had taken greater effort to avoid that fate befalling you. Otherwise it wouldn't be wrong to say that you would've taken just as much damage as the other two fellows.

    "Oh." He nods almost absentmindedly before double taking, his eyes widening slightly. "You're not dead?"

    "Nearly died several times in the last stretch," you answer, nodding in understanding at the man's concern. After all, Operators were technically 'one' with their Frame when piloting them and thus experienced sensory feedback accordingly. It wasn't fully synchronized, and the sensations were dampened a fair bit, but that meant little when taking direct hits through the cockpit. "So then... the others didn't make it?"

    "Well they've been recruiting willing applicants on short notice so... at least any survivors aren't going to be up and running about anytime soon," the man shrugs as he nods in the direction of the others. "So we've been stuck with fresh hands from here and there, too green to handle the more delicate parts of the Aeris Fii."

    Your visor flickers as you 'wince' at the news. The Aeris Fii's shield was more or less the most complex part of it, with poor repairs warranting even more work than the initial repairs themselves. It was a price of implementing recent, cutting edge developments especially as it was through magic and not raw technology. Which itself became less of a concern during the initial campaign as the mechanics got better at patching it up as it continued.

    Given how much time it took an experienced crew to adapt and fix them up, you understand the reason for prioritizing the other five. Better five fully repaired than merely one. But if it took this long then there was a more pressing concern. "No spare parts, Frames?"

    "No factory ready parts but plenty of battle damaged ones to salvage from," answers the mechanic. He gestures over to the far side of the hanger, towards the storage block whist making a showing of motioning to the haphazard limbs and parts sprawled across that end of the deck. "We're supposed to be receiving some Frames, two Lances worth. But we neither have the space to spare, nor any of the Operator transferees available to help out. Well, other than you now."

    "Wait, so... we have just fresh recruits?" your visor glows a slight eerily blue as your concern deepens.

    "With you that makes four experienced Operators, but the others are drilling the recruits to bring'em up to speed. So as it stands we kinda have more pilots than we have Frames for ya all." He takes out a portable terminal and flashes it towards you. "Just take a look at it yourself."

    You tap the transceiver on the terminal, 'receiving' the data he offered... no, rather you just loaded it up. There was nothing portable about the 'terminal'. As the 'human mechanic' himself was simply bringing out a sort of 'digital' or illusionary screen that you then touched upon.

    The strange sensation lasted for a few moments before it fades away as though the fantastical sight was a lie. There was a feeling of something more to it, a fleeting wrongness/rightness to it, as though things weren't/were quite all there. That maybe the world was a little more flexible than how it was is?

    Huh, that happened again?

    "Hey, you alright there? Did something happen?" the man's voice feels almost a bit different/same. Younger/Softer, as though they changed without changing. a hint bit concerned as though it weren't the first time he's seen this behavior.

    "No, nothing happened...," you insist, not quite willing to touch upon the matter. Even so it's a curiosity you can't quite bring yourself to ignore. "Have others been like this too?"

    "Personally? No. But I've heard people say that Operators are a strange lot, a bit detached from reality honestly," he answers, his appearance seemingly no different than before, a hint bit vagueness to the edges of his figure being of no concern. No that's a concern. "Like one Operator claiming some woman was a guy. Or how another had supposedly died in an accident years ago. General nonsense ya?"

    "Yes, I suppose so." Your visor wavers for a moment. Fucking hell. That's not the malleable you were told about. Not it being bloody casually screwy in that way. But you suppose that at least made some sense, as with reality being malleable to-for Operators, eventually some conflict of interest will appear. It was just a bit problematic that you needed to rein in yourself as well to not accidentally commit to unnecessarily influencing things other than what you really wanted or needed.

    Even if the exact extent of the influence on reality and how malleable it is a bit more than what you were expecting, you know there's a limit to how much you can exert a time. There was a cost for everything after all. What you could do without, or make do with through other avenues were best done without needless influencing. After all, you still had to figure out what would help you gain more influence to bring about your desired changes thus it wouldn't do to squander wastefully.

    "If you're helping out then we should somehow be able to get them all fully repaired in a few hours tops. Just tell me if you need anything we're short on right now and I'll try and get you it. As long as it's not too much, it should be approved"

    [ ][Frame] Aeris Fii (AIS-09-FII)

    The Aeris Fii is the current mass production Frame used by the Astra Imperial State, armed with a deployable, chest integrated "Valiant Shield" formed by magic. When in use the shield is capable of trivializing light weapons and even taking a hit from a heavy weapon without completely failing. However when active the degree and scope the shield covers prevents the Operator themselves from attacking. Aside from the shield the Aeris Fii is fairly well armored with greater emphasis on Operator protection like all models of the Aeris line. As a result it is fairly average outside of these two particular points.

    Weapons: x1 Casterifle (Medium: Regular/Light: Rapidfire), x1 Spell Sword/Axe
    Armor: Light-Medium (Limbs) ; Medium (Head) ; Medium-Heavy (Torso)
    Mobility: Medium/Average
    Equipment Slots: x1
    Special: Chest Integrated "Valiant Shield" (Req. Magic 1 ; Higher Magic = Performance Boost)

    [ ][Frame] Gallant Adrei (AIS-04-AIII)

    The Gallant series of Frames were originally conceived as quad legged pseudo-cavalry in the form of centaurs and meant for planetary warfare. Instead it came to only aesthetically resemble them, while in practice it is more akin to a versatile all terrain assault platform, with its 'legs' being little more than a flexible thruster array allowing for movement beyond mere land, and its 'arms' being a pair of twin magicannons comparable to solid bazookas. In exchange for its higher mobility and firepower, Gallants sport lighter armor and lack melee capability and sustained rapid fire capacity at maximum output. Notably the Adrei version is also capable of channeling spells through its magicannons instead of conventional shots as to increase its range of utility/versatility.

    Weapons: x2 Twin MagiCannons (Fixed Arm Weapons)
    Armor Type: Light Armor
    Mobility: Fast/Mobile
    Equipment Slots: x1
    Special: All Terrain Mobility (Yes it can fly in atmosphere)
    Notes: Twined Fire Mode (Heavy Weapon) / Rapid Fire (Medium Weapon)

    [ ][Frame] "Faia" aka Aeris Fai (AIS-09-FAI)

    The Aeris Fai, better known as Faia, is the successor model of the Full Armor variant line, meant to provide increased protection for the base model. Unlike its predecessor the Faia is a complete overhaul with a reinforced structure and spell armor, giving it equivalent protection to the Aeris Fii while remaining lighter. Furthermore it is capable of stripping materials off the field to incorporate as an expendable layer of protection at the cost of slowing the Frame, or facilitate the creation of disposable shields. Due to the Aeris Fii's shielding, cheaper cost, and greater ease of use, the Faia was not adopted as the current mainline Frame like it's predecessor was. However it is still sees fairly widespread "limited" production due for everywhere else within the Astra Imperial State that cannot acquire the Aeris Fii for whatever reason.

    Weapons: x1 Heavy Casterifle (Heavy Weapon ; Medium: Rapidfire/Heavy: Sporadic), x1 Spell Sword/Axe
    Armor: Light Spell Armor (All Except Torso) ; Light-Med Spell Armor (Torso)
    Mobility: Fast (w/o Extra Armor) ; Medium (w/ Extra Armor)
    Equipment Slots: x1
    Special: Can form extra armor/disposable shields on site.
    Extra: Mechanic/Salvager can field craft/repair. This uses Magic and Tech Stats.
    Note: The Faia is roughly 75% more expensive than the Aeris Fii.

    [ ][Frame] Blazing Tempest ("AIS-12") [Not enough clearance]

    The Blazing Tempest, or "Blape" as affectionately known by its pilots, is the previous mainline Assault Frame fielded by the Holy Empire. They are heavily armored modernized First Generation Frames built with high mobility and acceleration, meant to break enemy formations while ensuring Operator survivability. In practice they are layered with spell armor thick enough to shrug off single heavy weapon hits without damage, though concentrated fire and both energy and spellblades are capable of punching through it. In terms of drawbacks they are generally hampered mainly by the fairly steep requirements necessary to operate them as well as costing an equivalent of at least one Company of high quality Frames' worth with maintenance and repair complications no less than that.

    Notably the Blazing Tempest is styled in the vein of knights with optional equipment meant to further invoke that imagery. Unfortunately its aux equipment and armaments are not made available for export to the few nations that are allowed to procure Frames from the Holy Empire. The Export Version uses more commonly available parts and equipment to render it less of a maintenance nightmare as well as curb costs reasonably without suffering too much of a performance drop.

    [Export Version]
    Weapons: x4 Forearm Spell Blades (One Per Forearm Rocket) ; x1 Chest Integrated Magicannon Blaster (Focused/Scatter Fire) ; x2 Shoulder Integrated Heavy Dual Casterifles ; x1 Gransword (Oversized Spell Greatsword)
    Armor: Heavy Spell Armor
    Mobility: "Low" ; High Speed Burst Acceleration
    Special: Its Chest Blaster and GranSword are technically Anti-Ship weapons....
    Note: What-is-a-super-robot-doing-here.
    Special Piloting Requirements: Yes.
    Equipment Slots: Nope.

    Fifth Generation Frames like the Aeris Fii were meant to improve upon the cost-effective 'golden ratio' that the Fourth Generation had achieved. To this end they were meant to incorporate particularly useful developments while remaining relatively inexpensive to field. Relatively of course of was the keyword, a stark comparison to that of the First Generation Frames that were the embodiment of raw power and performance at hefty price tags... performance that left most Operators incapable of actually using them.

    The Second Generation in contrast was the opposite extreme, specializing in cheap massed numbers of Frames. They were easily replaceable, disposable, but most importantly, simple to use so that any Operator could use them. Yet with their fragility and disposable nature, there was a strong push by the people and Operators to seek better alternatives.

    That alternative was the Third Generation. An experiment in 'balancing' quality and cost. While successful in shifting doctrine away from the two extremes, the Third Generation itself lacks any distinguishing aspects of its own aside from being the starting point for many lines of Frames further refined and developed in later generations.

    It was only in the Fourth Generation that more optimal cost-effective Frames were developed, though it was at the price of cutting extraneous features and modularity to a minimum. Hence it was a generation of refinement of preexisting developments in all areas, with few in terms of truly new developments. Later Fourth Generation Frames differ from Fifth Generation Frames purely in terms of cost and how plain or exotic they are.

    From this lens it is why the Faia is 'worse' than the Fii from a mass production point of view. On the other hand, the Gallant is a Fourth Generation Frame with no successor presently, though it's always lagged behind in development due to its divergent nature. There were also other Frames fielded by the Astra Imperial State, but those were primarily either second rate, older Frames, or imported models.

    As the situation hasn't deteriorated enough, they weren't about to flood the military with the former two. While the latter was generally avoided barring more exotic or situational needs. None of which were quite appropriate as is. Yet... why the hell was a superheavy from the Holy Empire on the inventory list.

    Well, sure the export version was 'just' a heavy assault Frame. But... there wasn't a need for that kind of sledgehammer was there? Or was there just something else going on behind the scenes? Certainly the activity amongst the borders were a bit concerning and if something came up, the last thing you'd want was to get screwed out of a shot at participation. Though frankly speaking it's probably nothing right?

    You shake your head as you move along with handling the repairs and other Frame work.

    Even if there wasn't significant modularity or customization to most Fourth, Fifth Generation Frames it wasn't as though there was nothing of the sort. Between swapping out certain pieces of technology for better or different ones, or in the Astra Imperial State's case, swapping out gemstones, spells, and maybe the occasional secondary system or two to make do.

    In other words, it was entirely possible to push the limits provided you could convince the right people to approve of it.

    Tweaks (Pick 2)
    [ ][Tweak] Spellrifle - A mana specialized variant of the Casterifle that forgoes regular shots in favor of dedicated spell launching. Spellrifles sport a lower rate of fire due to drawing up and firing charged spells as to saturate the battlefield according to the specific needs or whims of the Operator. This can range from a remote, temporary Lightning Curtain to intercept missiles/torpedoes to Freezing Spells meant to jam joints or straight up remote sig spikes to draw attention elsewhere. [Note: These are not standard issue and limited in inventory.]
    [ ][Tweak] Solid Spell Shield - Arm the Frame with a thicker shield made plated with Spell Armor, allowing it to bear the brunt of damage without weighting down the Frame very much. In an emergency it's possible to enspell the edge of the shield to serve as an improvised cutting weapon. [Note: The normal shields issued are non-Spell Armor variants. Those are heavier and make for poor spell conductors.]
    [ ][Tweak] Missile Pack Unit - Tack on an optional missile pack to provide more disposable, heavier firepower. While loaded, the equipment will slow the Frame down a little while chancing collateral damage if the mounted areas are hit. Specialized ammo can be requisitioned if circumstances allow for their use. [No Specialized Ammo Currently.]
    [ ][Tweak] Magicannon Pack Unit - Mount a magicannon over the Frame's shoulder via an integrated backpack unit. This proves the Frame with a more stable, easier to handle heavier weaponry. However in turn it draws power from the same supply needed for its thrusters, making it difficult to maintain high speed maneuvers while maintaining a consistent rate of fire. It's less a concern if staggering out shots over time, though speed still suffers slightly due to the increased drain.
    [ ][Tweak] GranSword - Swap out the melee equipment with a larger anti-ship sword. With enough momentum there's nothing you can't cut, or so the saying goes. It is fair durable as well, with some Operators having opted to use them to intercept everything from heavy weapons to shots from a warship's main guns. Of course doing so is a significant drain on most Frames, often overtaxing it and the Operator themselves, taking them out of action entirely.
    [ ][Tweak] Mana Core+ - Replace the Frame's power output with a higher quality one. Generally these are reserved for more senior Operators, usually more so than you. Overall this means you can sustain heavier usage for energy hungry weapons and equipment, as well feed a burst of mana to temporarily bolster the Frame's baseline performance. [Note: Requires prep time before deployment.]
    [ ][Tweak] Maneuver Array - By adjusting the structure slightly, it's possible to integrate more thrusters here and there across the Frame as to allow for greater mobility and overall speed. This tends to complicate maintenance and repairs, especially if a Frame uses better than normal types of armoring and tends to reduce armor effectiveness around these tweaked sections. [Note: Requires prep time before deployment.]
    [ ][Tweak] Covert Ops Spec [Counts as 2] - Swap out components while tweaking things here and there as to optimize the Frame for stealth operations of various types. This also has the tendency to make it more difficult to spot and get a lock on the Frame, especially so when there are other signatures present to draw attention. When operating in a lack of sig heavy environments lowered power outputs is generally advised as to evade detection, though it also means severely limiting performance. Cover Ops Spec generally requires preapproval from above, with explicit warnings regarding reduced durability of the Frame as a whole. [Note: Requires prep time before deployment.]

    Time seemed to gloss over as you moved along, there and not quite there. As though things changed/remained in flux at times yet settling at others. None of which seemed to actually affect you yourself. No, it simply seemed to at least 'deny' you a degree of freedom beyond a certain point.

    For one thing, you couldn't just drop the repair work to investigate the phenomena. Instead you didn't have to focus on the task at hand, as it simply carried along with only the slightest input from yourself. As for interacting with others, you chose not to chance it just yet. There was no telling how lasting this assignment would be.

    Besides, you had originally chose to become an Operator to change your past, not that of others' presents/past. Present, not that of their... past? Your confusion slips by unnoticed as a few passing interactions 'in passing' gloss by, setting off a strange feeling to your line of thought.

    To change yours was perhaps influence others first. Or the reverse that yours would alter their pasts. Even if it were a change to the present first, a retroactive twist... that somehow leaves everything else intact? You ponder it for a while before it sinks in.

    Those sorts of changes were a cosmetic tweaking of reality. Of little impact on their own, but building blocks that could turn nothing into something. But they were 'easy' changes, small yet casual drains on accumulated influence. Changes that made it easier to fight on if one had nothing to help their mentality.

    You... didn't need that. Of course it was a bit tempting if your luck was going to kick your ass again. Cause, missing out on easy influence accumulation from the current frontline war effort? It was a waste of a good opportunity. Hopefully the border defense assignment is just temporary, it'd suck if you missed out on the next engagements.

    Well, at least you weren't stuck on resupply duty. Now that, that would suck. It was what the Frigate Corps and Operator washouts were for.

    In any event, you made note of a few distant places that seemed to 'bleed' strange ethereal colors that others seemed to not've noticed. One red, one yellow, and the third a brownish silver. It was as though a bleed off of influence exerted by other Operators. Even so, none of it seems to affect you nor the hanger in the slightest.

    But it was at least assuring that there were at least three others you could perhaps count on.

    Why do you seek to change your past?
    [ ][Past] A Ruined Future - You had a bright future, even if it was a bit prearranged in parts by your parents through their connections across many a places. It wasn't exactly clear as to what had happened, but between a broken engagement and the abrupt decline of your family, it was obvious there was something afoot. It was a freedom you didn't quite ask for, it was one whose price was too much for you to accept. Thus, you had resolved to change it for the better. [+Nobility]
    [ ][Past] A Pirate's Life - You had winded up being raised by space pirates for some reason or another. They weren't exactly the worst of folks, but neither could you say they were good people. Even so, they had standards and sought to move on to more legitimate territory. Yet they were rebuffed and eventually force on the run, scattering across the stars... while you were left behind. A so called innocent caught up in the mess. Be it to determine your origins or to help your foster family gain a more legitimate line of work, you had plenty of reasons to seek change. [+Piracy]
    [ ][Past] A Transactional Exchange - At one point you had sought vengeance upon those that had ruined your family's flourishing trade business. One unfortunately ended during your short ownership due to the scheming and plotting of others. It was only later that you found out that a key part of the family secret to success was due having exploited the benefits an Operator would be privy to. Therefore you changed tracks seeking a legitimate avenue that would be just a right mix of risk and profit. [+Merchant]
    [ ][Past] A Seeker of Glory - Salvaging was a profession you fell back upon, one taught to you by the folks that picked you up as a child. After all, they were soldiers of fortune and bounty hunters all the same. A risky trade that sought profits and glory, one that you were kept aside from for your safety. Even so you contributed to a point, a point that fell apart that one day. A day where everything went horribly wrong, leaving you as the sole survivor. A survivor to carry on their name and glory, and change things as your way of repaying them. [+Salvager]
    [ ][Past] The Most Dangerous Game - It would be a lie to say your life before was bad by any means. No, it was enough for you to live on barring inexplicable disasters. Yet it was simply aimless, dull and lacking, a sort devoid of meaning. From it came a desire to live a more fulfilling life, one perhaps fraught with danger and perils that would go beyond merely the present itself. After all, if your past was more interesting, it would make for a even brighter, satisfying future no? [+Bounty Hunter]
    [ ][Past] Something Else? - Or maybe there's some other particular reason for you to change your past?
    ---​
    QM Notes: Electronic Warfare does exist as supported by the Cover Ops Spec, but generally speaking it's not to the extent/minimum that it itself is a key concern. But generally speaking, if you can get a lock on your target, they will know they've been targeted. So barring remote/deliberate tracking weapons, most engagements disregard target locks.

    Sensor detection is a different matter, as picking up signals doesn't mean you will be detected in turn. In a sense most Electronic Warfare favor/targets this angle instead. Which in turn contributes to closer ranged engagements instead of straight up long distance shootouts. And overall magic and tech shenanigans just pretty much screws with the concept as a whole.

    Name: N/a?
    Race: Elven (+1 Magic, +1 Melee, +1 Range, -1 Defense)
    Div: Wander (+1 Charisma, +1 Mobility)
    Base Motive: Change your Past (+1 Willpower, -1 Luck)
     
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