CFC.COM, the MES/NES: A Second Chance

Milarqui

Deity
Joined
Dec 31, 2005
Messages
5,226
Location
Granada, Andalucía, España, Europa
Spoiler :
Many people in existence do not know a horrible truth, and, unless a horrible accident takes place, they remain that way.

My people were not that lucky.

My people... my people were once proud and great. They had created magnificent spaceships, united the entire Earth, and formed a vast empire within the Milky Way. They were, however, peaceful people: only a few pirates threatened our life, and we possessed enough military weaponry to deal with them.

All of that changed when they attacked.

We never knew where they came from. They would appear with a few ships, strike our most defenseless planets and then disappear. They destroyed most of our colonies, and we were never able to strike back.

Until they attacked Earth.

We had placed many defenses there, and the battle around Earth was a very close affair, but we won. Not only that, but we managed take one of their ships, completely intact, along with their crewmen.

It was then when we learned who our enemy was. They called themselves "Acebees", and traveled between universes, breaking the barriers between them to subjugate other Earths, forming a brutal empire that spanned, not only stars, but also universes, taking every resource without any disruption. We were the first to defeat them in their entire history.

We managed to reverse-engineer that ship, and we started to fight back against them, traveling to other universes. When we found empty Earths, we would exploit them for natural resources. When there were local people, we ensured to make them unite, we armed them and provided them with ships and other technology to make sure they could fight off the Acebees if they appeared there.

For a hundred years, my people fought the Acebees, and in the end we showed them that we were too powerful for them to defeat, but at the same time, we could not defeat them, either. Thus, both sides signed a pact: neither side would attack each other, and neither side would directly influence other universes.

However, we soon realized that there were loopholes in the treaty. The Acebees began to abduct people from other universes and subvert them to become their tools. We could not act directly, which would mean breaching the treaty. However, we could do something like them, and we created a group. We called it the Multiverse Exploratory Corps, and we tasked it with fighting the Acebees' tools and revert the damage caused by their actions. We recruited for it people that were either about to die or that would not be missed, healing them and restoring their youth, asking them to work for us. We provided them with ships able to travel the multiverse, and we gave them the chance to travel at free will between worlds, as long as they fought the Acebees.

I am a recruiter for the Multiverse Exploratory Corps. Some time ago, I recruited a team, which showed great promise. However, several of them died in an attempt to eliminate Acebee influence from a 19th century Japan that had been given mind-controlling devices, and the rest were sent to a safe place, to await a new chance.

My name is Milarqui. I come from Earth-0, The Hub. And this... this is my second chance to save the multiverse.
Welcome to...
CFC.COM, the MES/NES
A Second Chance

If you have already played the original CFC.COM, then many things in here you will already know. However, you should still read, because there are some changes around, and you will have to make sure to read everything. If you haven't played the original, read doubly carefully. The less questions that have to be made, the better.

This NES is not an actual NES, like many others you may see around the forum. This is an RPG NES, where each player will be able to create and control one character, working with other players to achieve your objectives and travel through the Multiverse, using your abilities to defeat those that face you, and just enjoying life as best as possible.

The first step for every player is to define their own character.

Defining Your Character
This part is important, as the way your character is built defines the way you are going to be playing. A character that uses magic will be completely different from a character that runs around with a sword and a bow. Thus, you have to make sure that you know how to use things.

This is an example character (please, make sure to be original, DO NOT copy my idea (that goes for you too, christos200)):
Spoiler :
Name: Samuel Arrisa/Milarqui
Origin: TL-3579, 1949, United Iberian Empire, Viriato Brigade, Sniper
STR=65, PER=70, END=65, CHA=50, INT=60, AGI=75, LCK=65
HP=150/197, MP=0/23, CP=18
Abilities: Sniper Lvl 2, Knife User Lvl 1, Rope Usage Lvl 1, Stealthy Lvl 1, Survival Training Lvl 1
Disabilities: Solitary, Silent
Weapons: Sniper Rifle RESA 1937 (80), Hunting Knife
Armor: Steel Helmet, Leather Vest, Cloth Pants, Leather Boots
Other Items: 30m long rope, 3 Grenades
Injuries: None
While several of these things are clear, I'll explain them anyway:
Spoiler :
  • Name: This is how your character is called, and your own nickname. You are welcome to call your character however you want, as long as it fits your nation.
  • Origin: the timeline number (you can make it up), the local year in which you were recruited, your affiliation and what you did in your world.
  • Primary Stats: you have 450 points to spend between the seven primary stats. No value may be over 75 (so as to make sure that your characters are actually human).
    • Strength (STR): measures a PC's ability to use brute force in his dealings across space-time. For example, lifting a weight or throwing a punch.
    • Perception (PER): measures a PC's ability to use his senses to interact with his/her surroundings. For example, pointing a gun at an objective or smelling some kind of perfume.
    • Endurance (END): measures a PC's health and ability to resist illnesses and/or poisonings. It directly affects your HPs.
    • Charisma (CHA): measures a PC's ability to interact with other people through speech, as well as convincing other people of your opinion or to obey you.
    • Intelligence (INT): measures a PC's ability to use his/her mind to understand the world that surrounds them, as well as to use it for other intellectual things.
    • Agility (AGI): measures a PC's ability to move fast, as well as his/her reflexes and his/her jumping ability.
    • Luck (LCK): measures a PC's luck, which affects things that may be random.
  • Secondary Stats: they depend on the Primary Stats. They will grow with the PS, and they also may be affected by bonuses from the abilities and disabilities.
    • Health Points (HP): measures how near the PC is to death. The higher it is, the best. Can be recovered by resting, eating and being healed. The maximum is 50+END+STR/2 (note the lack of parenthesis), rounded up.
    • Magic Points (MP): measures the PC's capacity to use magic. Of course, useless for characters that do not have magical abilities. Increases through resting, meditation and other methods. The maximum is 10+INT/5 (again, no parenthesis) rounded up.
    • Chrono Points (CP): the Chrono-Traveler's passage through the barriers of the multiverse make them particularly able to affect probabilities. In-game, one CP can be used to try a failed action again. They can be recovered with time and through incredibly successful actions. The maximum is 5+LCK/5 (no parenthesis).
  • Abilities: upon creation, the character can have 5 abilities. 2 of them must be related to combat (weapon using and magic), while the remaining 3 must not be related to combat (using certain items, some specialized training, speaking non-mother languages...). All of them begin at Lvl 1. These abilities cannot be too general (for example, if you want to be good with all kinds of firearms, then you must have an ability for handguns, another for rifles, another for SMGs, etcetera: you can't use one ability to cover everything).
  • Disabilities: the character must have 2 disabilities. Just like Abilities are things your character is good at, the Disabilities are things that hinder your character. They are not "levelled", but they can be upgraded in certain circumstances.
  • Weapons: normally, the PC will carry a melée weapon and a long-range weapon (if either requires some kind of ammunition, it will have (x) next to the weapon name, with x being how many more times the weapon can be used). Magicians must carry a focus with which their magic can be used, which will replace one of the weapons. Characters can carry up to 4 weapons on their person at any given time, although they may own more than that.
  • Armor: the protection the character wears. It will protect characters from attacks, although the protection will depend on what the enemy uses to fight you. The character will only be able to carry what armor they wear.
  • Other Items: your character, upon creation, will have 4 distinct objects that he can carry on himself. Unless these objects are small (for example, a small bag of herbs, several of which may be carried in a bigger bag), each object will count as one. If you carry 3 grenades, it will count as 3 different items. Initially, a character can carry up to 8 objects, although in the future there will be chances to increase that number. Again, you can own more than those 8 objects you carry.
  • Injuries: unless they form part of the disabilities, your character initially lacks injuries. As you may surmise, injuries will burden your character and make it harder to carry out certain actions, and they can also provoke loss of health if untreated.
The issue of magic is one that was badly handled in the previous iteration of this NES. Now, after some working, I have managed to come up with an idea that will make magic more "real", so to speak, and less easy to corrupt. Essentially, there are 9 branches of magic, depending on how is that magic cast. Characters must also learn a spell before being able to use it. Each magic branch counts as a different combat ability, and a magician can initially have 3 spells of each branch they have an ability in. The branches are:
Spoiler :
  • Beastmaster: you have an affinity with animals, and you can use that affinity to have them aid you. You may not harm an animal unless it is in self-defense or because of great need, and you have to know what animals you are invoking, but you receive a familiar, and the animals you invoke are very powerful.
  • Missionary: you are a messenger of whatever god(s) you are following, and they task you with many things. You must spread the word of your god(s) every time you can, and you must obey your god(s) orders, but your god(s) will probably hear your prayers, and you will become more powerful as you convert more people to your religion.
  • Mystic: the magic is something that comes from your body, your mind and your soul, and as such you are able to connect with them to cast spells. You have to meditate every day in order to maintain the connection, and you must learn spells before being able to use them, but in exchange you can create spells and the only thing you need is something to cast the magic with.
  • Shaman: you commune with the spirits of nature, and you are able to talk with them and ask them to do things. You do need to state the spirits' names to invoke them, and if you do not do small sacrifices for them from time to time they might not answer, but the spirits are very powerful, and they will help you a lot if you treat them well.
  • Sorceror: magic is part of the nature, including yourself, and you know how to gain access to it, but it is not completely within you, so you need a little extra. Requires you to carry the components and learn what each component does, but if you find new things you can create new spells and, since the magic is tied to something physical, then it is more powerful.
  • Summoner: there are beings of great power in an alternate dimension, which no mortal can reach unless they prove to be worth of being part of the group. A summoner needs to prove his worth before being able to invoke one summon, which they must know of before acting, but the beings are very powerful, and it requires relatively little magic to invoke them.
  • Technomancer: to you, magic is a science, something that can be studied and that can be worked with. You have to learn spells, and you must do your calculations on your head before casting the spell, but you can make up your own spells and can imbue spells in objects (even electronics).
  • Vancian: a Vancian magician is one that must prepare carefully every day for what may happen, but can become powerful if careful. You must prepare every spell you are going to use in the morning, and each spell has a limited use, but in exchange each spell only requires 1 MP to use, and if you find or make specially prepared parchment or paper, you can imbue them with spells to turn them into scrolls.
  • Wild Man: magic is a force of nature that you can control with your word and will. The spells you may cast can get out of control easily, and they require much magic to use, but you can limit the magic you use, and the only limit to your spells is your imagination.
In summary, when you create a character, you must do this:
  1. Give the PC a Name, an Origin and, if you are up to it, a short Backstory.
  2. Define its Primary Stats (450 points in total, no stat over 75).
  3. 5 Abilities, 2 related to combat, 3 that are not.
  4. 2 Disabilities.
  5. 2 Weapons (make sure they are actually related to your abilities!)
  6. Armor that suits the character.
  7. 3 Items.
Please, be ORIGINAL. Don't make the next Terminator or Gandalf expy. I only accept human PCs, but if you are able to find a hilarious enough idea, I am willing to accept humanoids. If I see anything that seems to be out of order, I'll make sure to point it out.
Spoiler Suggestions :
  • Harry Potter-type wizard.
  • Character from Kingdom of Loathing.
  • Character from Fanhunter (Spanish comic book).

The Actions, Or How To Deal With A Problem
With the character(s) created, you now may ask "How do I go at playing the game?" Well, that is through Actions. Every turn, a player can do five things that may or may not require use of an ability. When you use an ability, then I'll throw 2d10 and determine through them a number between 0 and 100, thus determining your level of success. To do this, the result will be compared with ATR, a number depending on the primary stats related to the action and your abilities and disabilities.
Spoiler :
  • 0 = Gone Horribly Right: let's say that going overboard is NOT a good idea... -10 EXP.
  • 1 = Critical Success: your ability has helped you succeed beyond all expectations! +10 EXP.
  • 2 to 20% of ATR = That Was Great!: you did it really well! +5 EXP
  • 21% to 50% of ATR = Quite Good: you do what you wanted. Not perfectly, but, well... +3 EXP
  • 51% to 100% of ATR = Not So Bad: you did not do what you wanted, but it was so near... +1 EXP
  • ATR+1 to ATR+50% of DIF = So... Near...: well, you nearly managed to do it. You still failed, though.
  • ATR+51% of DIF to ATR+80% of DIF = Awww: it was not so easy, wasn't it? -1 EXP
  • ATR+81% of DIF to 98 = Dammit!: your failure gets compounded with something extra that screws you up. -3 EXP
  • 99 = Epic Fail: you fail so hard that you wonder how it did not hurt more. -5 EXP
  • 100 = Gone Horribly Wrong: well, here you might as well kiss your ass goodbye. -10 EXP
Each Ability has several levels, and each level provides a bonus of +5 to their use. However, increasingly difficult actions will have a greater malus, so those bonuses will be balancing the score.

The MES, or how to travel between timelines
Now, we have to talk about the MES. MES stands Multiverse Exploratory Spaceship, and, as you can imagine, it's the method you will use to travel between alternate timelines. It will be your HQ everywhere you go, and thus it will be extremely important. However, you won't gain control of it until the second mission ends.

The MES has the following stats:
Spoiler :
Hull Points: 100/100
ATL Drive: 100%, 10/15
Propulsion Drive: 75%, 30, 50/100
Weapons: 1 Missile Launcher I (16), 2 Laser Beam I (95%, 70%)
Shields: Ion Shield I (50%), Countermeasures I (20%)
Rooms: Pilot Cabin, 2 Bunk Rooms, Meeting Room, 8 Rooms, Kitchen, Mechanic Workshop
Shuttles: Shuttle 1 (100%), Shuttle 2 (80%)
Stored: 100 units of food, 100 l of water, 20 l of beer, 20 l of vodka, 10 l of gin, 20 statues, 5 cloth baskets
Armory: 3 E-Guns, 2 E-Rifles, 100 E-Cells, 1 Sniper Rifle, 30 Sniper Bullets, 3 Steel Swords, 1 Axe
Once more, the explanation for these stats:
Spoiler :
  • Hull Points: the Hull status is basically the ship health. When it reaches 0, the MES goes KABOOM! Great loss of HP can result in loss of integrity. Current HP can be increased through reparations, while maximum HP can be increased through the use of better materials.
  • ATL Drive: what allows the ship to travel between TLs. The first number indicates status, and the lower it is, the lower the chance to reach your intended destination. The second number indicates the fuel you have, with each travel consuming 1 unit. Initially, you can do a maximum of 10 "jumps".
  • Propulsion Drive: this allows your ship to move within one universe. The first number indicates status, showing how efficient it is right now. The second indicates top speed, important when it comes to flying. The third indicates how much fuel you have left.
  • Weapons: there are three kinds of weapons: Missile Launchers, which shoot missiles (highly destructive against the hull, although it requires a supply of missiles), Laser Beams (which can hit hull and inner parts) and Ion Ball Shooters (which can disable systems and cause small damage). Initially, you get 2 of the three basic weapons (ML I, LB I and IBS I).
  • Shields: shields can help protect the ship against many external threats. Countermeasures protects against missiles, Ion Shields against ionic attacks and Reflectors against laser beams. The percentage determines how much it can keep protecting the ship. Initially, you can only get one of the shields.
  • Rooms: the parts of the ship you have with you. Initial rooms are the Pilot Cabin, 2 Bunk Dorms and the Meeting Room. The Armory, the Storage and the ATL and Propulsion Drive Rooms do not count. New rooms can be built by the players or bought at the Hub.
  • Shuttles: when you don't want to land with the CFC.com, you can use these to touch land and look less threatening. You can give them names, if you want. Also, each Shuttle has a “health” meter: if it reaches 0%, the shuttle becomes inoperative or explodes.
  • Stored: what you have in your ship. Previously, there was a stat that controlled how much space you had, but I have decided against it, because it was too complicated. Remember that your character must eat at least 1 food unit per day if they want to stay on their feet, and 3 to be well fed. Also, 2l of drink are required.
  • Armory: where the weapons are stored when they are not being used.

How To Play
At the beginning of each turn, players will state the actions they want their characters to make through a post in this thread. I will then throw dice and determine success or failure. If you want your actions to be a secret, then you can send me a message, but depending on what you want to do, the action will appear in the update (thus cluing the others into what you are doing) or not (which means no story about it).

Remember, you are a team in this, and thus you have to play like a team. Going on your own, becoming a cowboy cop or betraying the rest of the team is NOT A GOOD IDEA.

Do not post anything yet!
 
MES CFC.com
Captain: ?
Second In Command:
Security Officer:
Pilot:
Mechanic:
Medic:
Hull Points: 100/100
ATL Drive: 100%, 15/15
Propulsion Drive: 100%, 25, 100/100
Weapons: ? (1 Missile Launcher I (10)/1 Laser Beam I/1 Ion Ball Shooter (100%))
Shields: ? (Countermeasures I/Ion Shield I/Reflectors I (100%))
Rooms: Pilot Cabin, 2 Bunk Rooms, Meeting Room
Shuttles: Shuttle 1 (100%), Shuttle 2 (100%)
Stored: 87 units of food, 88 l of water, 49 l of beer
Armory:
Cash: $0

Characters
Agent Orange/talonschild
Spoiler :
Origin: TL-4821, 1970, United States of America, CIA, Commando
STR=60, PER=50, END=70, CHA=65, INT=60, AGI=75, LCK=70
HP=150/150, MP= 0/22, CP= 1/15
Abilities: Combat-Happy Lvl 1, Poisonous Touch Lvl 1, Evasion Training Lvl 1, Escape Training Lvl 1, Dramatic Lvl 1
Disabilities: Unstealthy, Poisonous Touch
Weapons: 20'' Dagger, Pistol (4*10+9)
Armor: Trench Coat, Stahlhelm, Jackboots, Leather Gloves, Gas mask
Other Items: Deck of Cards
Injuries: None


Alex Harper/Arrow Gamer
Spoiler :
Origin: Earth-73, United States of America, Engineer
STR=75, PER=60, END=60, CHA=75, INT=75, AGI=40, LCK=55
HP=148/148, MP=25/25, CP=1/16
Abilities: Technomancer, Heavy Fighter, Command, Physiology (Human), Engineering,
Spoiler Spells :
Divining (10 MP): Alex casts a spell that instantly grants him complete knowledge about the object or human in front of him (I have physiology).
Mass Change (5 MP): Alex uses his knowledge of physics and magic to alter his, or anyone else's, mass, making him able to float or be immovable.
Teleport (10 MP*(D/30ft)): Alex can disappear from his current location, and reappear anywhere within 30 ft. Also, this skill allows him to take anything he is holding up to 300 pounds, and anything that he is wearing.
Disabilities: Arrogant (doesn't take advice and ignores many warnings), Disobedient (ignores orders that don't suit him, and dislikes any leaders that aren't him).
Weapons: Focus Ring, Dagger
Armor: Magi-Steam-Punk Suit, Leather Armor
Other Equipment: 1 Multi-Tool Magical Wrench, 1 Bag of Holding (10 Spare Parts)


Ario Palermo/Popcornlord
Spoiler :
Origin: TL-4929, 1916, Holy Kingdom of Italy, Medic/Wizard
STR=55, PER=70, END=55, CHA=70, INT=75, AGI=65, LCK=60
HP=133/133, MP=25/25, CP=17
Abilities: Rifle Lvl 1, Sorcery Lvl 1, Vitaecraft Lvl 1, Medicine Lvl 1, Fast Learner Lvl 1
Spoiler :
Holy Fire: A ranged ability that will set something on fire. This needs to be something that could normally be set on fire, obviously. This can be used as a weapon, but also has some obvious survival uses. Requires Charcoal. 5 MP.
Telekenisis: Ario has the ability to communicate over distances. This must be someone he knows, can't be too far away, and must be in the same TL. Requires some some form of living organic matter. Plant life is most commonly used. 2 MP.
Wind Blast: Blast of strong gusts come from Ario's hand. Can be used to knock someone back, disrupt flight, etc. Requires a feather. 3 MP.
Disabilities: Fanatic (Christianity/Catholicism), War Weary (Has experienced enough of war, and will avoid combat unless completely necessary)
Weapons: Carcano M91 Rifle, Crucifix (Used as a Magical Focus)
Armor: Brodie Helmet, Medic's Unform, Leather Boots
Other Items: First Aid Kit, Glass Bottle Filled with Vitae-Containing Amber, Gas Mask, Notebook filled with Magical Stuff
Injuries: None


Emilio "Emile" Savoldelli/SamSniped
Spoiler :
Origin: TL-4241, 2057, Kingdom of Abianti, Commodore of the 1st Battalion
STR=60, PER=75, END=75, CHA=75, INT=60, AGI=75, LCK=30
HP=155/155, MP=0/22, CP=1/11
Abilities: Blademaster Lvl 1, Commando Lvl 1, Command Lvl 1, MacGyvering Lvl 1, Trickster Lvl 1
Disabilities: Reckless, Self-Preservation
Weapons: Officer's Sabre, AR-42 (5*10)
Armor: Camouflaged Armor
Other Items: Wrist-Mounted Datapad, Commlink, 2 grenades
Injuries: None


John T.H. Crompton aka Honda Takashi/JoanK
Spoiler :
Origin: TL-0491, 1876, Meiji Japan (Shizuoka)
STR=60, PER=75, END=70, CHA=40, INT=65, AGI=75, LCK=65
HP=150/150, MP=0/23, CP=1/18
Abilities: Fast Learner Lvl 1, Pathfinding Lvl 1, Intuition Lvl 1, Handgun Master Lvl 1, Blademaster Lvl 1
Disabilities: Solitary, Daredevil
Weapons: Katana, Colt M1861 Navy (6*6)
Armour: Kimono, kusari gusoku (mail)
Other Items: Bottle of sake, wazikashi sheath, piece of cloth with the Honda clan mon.
Injuries: None


Lemta/Optical
Spoiler :
Origin: TL-67, 202 BC, Tuareg wanderers, Guide Mother
STR=40, PER=75, END=50, CHA=75, INT=60, AGI=75, LCK=75
HP=120/120, MP=22/22, CP=1/20
Abilities: Wild Woman Lvl 1, Archery Lvl 1, Healing Lvl 1, Pathfinding Lvl 1, Rhetoric Lvl 1
Disabilities: Xenophobe (non-Tuareg desert tribes), Eccentric
Weapons: Bow (30 Arrows), walking staff
Armor: Desert Headdress, silk robe bought from a Persian merchant, Sandals
Other Items: Small tent (1m long and 25cm diam. rolled up), electrum ring from Carthage
Injuries: None


Leon Alexandros/Seon
Spoiler :
Origin: TL-1111111111112 England Underground
STR=50, PER=75, END=75, CHA=25, INT=75, AGI=75, LCK=75
HP=150/150, MP=25/25, CP=1/20
Abilities: Handgun Mastery Lvl 1. Wild Man Lvl 1, Extreme Training Lvl 1, Flight Lvl 1, Intuition Lvl 1
Disabilities: Pixie, Black and White Morality
Weapons: Laser-sighted .50 cal Revolver (6/30), Wooden Knife.
Armor: Longcoat with bulletproof armor underneath.
Other Items: Painkillers X1. Napalm Contact-Grenade x2. C4-Explosive x1
Injuries: None


Omnitech Incorporated Model M3-A7-Tango-JB56 Jade/KaiserElectric
Spoiler :
Origin: Earth-4891, 2056, Tango Peacekeeper Division, Aero and Space Operative
STR=60, PER=75, END=75, CHA=25, INT=75, AGI=75, LCK=65
HP=155/155, MP=0/25, CP=1/18
Abilities: Energy Weapons Lvl 1, Blademaster Lvl 1, Piloting Lvl 1, Hacking Lvl 1, Detection Lvl 1
Disabilities: Inhuman, Mission-Driven
Weapons: Integrated PR-34 Energy Rifle (6*20), Integrated Delta Branch Combat Dagger
Armor: Titan Model Exoskeleton, Tango Branch Pilot Uniform
Other Equipment: Multi-Frequency Communicator, Universal Electronic Hacking Port, Medium Range Heartbeat Sensor, Compact Multiuse Repair Unit


Sancha Rodriguez/Nintz
Spoiler :
Origin: TL 28486, 2472 A.D., Cloak & Dagger Collaborative Commonwealth Inc., Carbon-Based Life Form
STR=70, PER=70, END=60, CHA=50, INT=50, AGI=75, LCK: 75
HP=145/145, MP=0/20, CP=1/25
Abilities: Blademaster Lvl 1, Rifle Mastery Lvl 1, Acrobatics Lvl 1, Stealthy Lvl 1, Bird's Eye View Lvl 1
Disabilities: Self-Preservation, "Ends Justify the Means" Mentality
Weapons: Assault rifle (6*30), Steel Dirk
Armor: Tough leather boots, leather pants, fur hat, leather-metal plating armor
Other Items: Ancient Lock-picking tools, 30m long nylon rope, set of hidden pouches


Victor Von Videnhausen/NinjaCow64
Spoiler :
Origin: TL-1160, 2000, United Kingdom
STR=75, PER=65, END=60, CHA=50, INT=75, AGI=60, LCK=65
HP=148/148, MP=25/25, CP=18
Abilities: Technomancer Lvl 1, Bionic Fighting Lvl 1, Inventor Lvl 1, Fast Learner Lvl 1, Mechanic Lvl 1
Spoiler Spells :
Magic Clones (15 MP): Allows him to make multiple clones of himself and objects on his person. Each clone has the same abilities and personality as Victor. He can make the clones disappear on will and doing so will give him their experiences and injuries. However, these clones will also disappear when enough force his exerted on them, usually a punch will make them disappate. Another downside is that there will be slight variations in the non-biological objects that are cloned along with them, rendering things such as cloned guns and phones completely useless. The only way to avoid this is to perform a special ritual on the object that is going to be cloned, which is what Victor has done to his Bionic Arm.
Technopathy (3 MP): Allows him to communicate with technology as pyschics communicate with other creatures. This makes things such as reprogramming and hacking a breeze.
Electrical Blast (6 MP): Allows him to fire a bolt of electricity out of his bionic arm.

Disabilities: Eccentric, Lack of Common Sense
Weapons: Bionic Arm, Miniature Super Computer (focus)
Armor: Lab coat, normal clothes
Other Items: Tool Kit
Injuries: None


Wesley Grimmer/merciary
Spoiler :
Origin: TL-2536, 2157, Wright Kingdom, Licensed Scavenger
STR=55, PER=75, END=60, CHA=50, INT=65, AGI=75, LCK=70
HP=138/138, MP=0/23, CP=1/19
Abilities: Archer Lvl 1, Marksman Lvl 1, Medic Lvl 1, Stealthy Lvl 1, Survivalist Lvl 1
Disabilities: Self-Preservation , Pessimistic
Weapons: City-tech Crossbow (advance alloy crossbow, armor piercing) (30 bolts) , Crowbar
Armor: Reinforced leather armor (advance alloys in vital parts), leather boots, gloves, and duster
Other Items: 3 HEAL syringes, Thermal Goggles
Injuries: None


Zenon Alphyactes/Grandkhan
Spoiler :
Origin: TL-696, 418 BCE, Athens, Greater Athenian League, Athenian Battle-Philosopher
STR=60, PER=60, END=60, CHA=45, INT=75, AGI=50, LCK=50
HP=140/140, MP=25/25, CP=1/15
Abilities: Mysticism Lvl 1, Spear User Lvl 1, Philosopher Lvl 1, Survival Training Lvl 1, Biology Knowledge (Ancient Greek Monsters) Lvl 1
Spoiler Spells :
Fireball (3 MP): The user casts a large fireball from his spear, which flies into a straight line to a target and explodes.
Stone Anchor (10 MP): The user and his weapons are imbued with the staying power of stone itself, making them almost unmovable due to their great inertia. Used for standing firm against cavalry charges.
Returning Spear (5 MP): The user gains the ability to throw their spear over a half a mile, which instantly returns to the user's hand right after impact

Disabilities: Solitary, Jerk
Weapons: Philosopher's Spear (Focus), Xiphon Sword.
Armour: Aspis shield, bronze helmet, bronze breastplate, leather greaves, leather sandals.
Other Items: 1 Caltrops, 2 Napthabombs, Book of Formulae
Injuries: None


Abilities (This list is NOT complete, and you are not obligated to have only those abilities in the list)
Spoiler :
Acrobatics: you are capable of unusual feats of agility
Alchemy: you can combine different ingredients to create magical potions.
Archery: you can use a bow very well.
Bandit Killer: you can fight off undisciplined troops more easily.
Bird's Eye View: you can see further and better than other people.
Biology Knowledge: you know things about a group of beings (not necessarily human)
Bionic Fighting: you can use your bionic limbs with better ability (as long as you have them).
Blademaster: you can use swords and other similar weapons.
Combat Happy: you feel at home while in the battlefield
Command: you are good at leading others.
Commando: you are good at using assault rifles.
CQC Fighter: the art of fighting at very short distances with small weapons and your body has no secrets for you.
Detection: you are good at detecting other beings near you.
Dramatic: you know how to communicate without speaking.
Energy Weapons: you are good at using weapons that shoot energy in some way.
Engineering: you know how to develop and build machines of many kinds.
Escape Training: you are good at getting out of enclosed places.
Evasion Training: you are good at dodging.
Explosive Man: you are good at using all kinds of explosives.
Extreme Training: you are able to do great physical effort.
Fast Learner: you learn faster than normal.
Guerrilla: you are good at fighting by using the environment.
Hacking: you are quite capable at messing with computers and learn all of their secrets.
Handgun Master: you have trained to use handguns with better accuracy.
Healing: you know how to heal other people with medicine or other arts.
Heavy Fighter: you are good at using rocket launchers and other heavy weaponry.
Intuition: you can intuitively identify objectives and intentions of those around you.
Inventor: you can invent new things.
Looter: you are better at finding objects hidden somewhere.
Magic: you can use magical abilities to fight the enemy (see Magic on first post).
Marksman: you are better at hitting your enemy's vital points.
Martial Artist: you have trained to use a certain Martial Art (Taekwondo, Kung-Fu, Judo, Karate...).
McGyvering: you can improvise weaponry and other objects out of simple components.
Mechanic: you can fix apparatuses, as long as you know how they work).
Pathfinding: you know how to find your way.
Physiology: you know the physiology of a kind of being.
Piloting: you are good at controlling vehicles.
Poisonous Touch: you naturally generate some sort of poison through your skin.
Psychology: you can understand hidden intentions and emotions of other characters.
Rhetoric: you know how to make speeches to encourage others to act.
Scouting: you are able to track enemies and spot other things.
Spear User: you are able to use a spear to attack an enemy, in short and long distances.
Sniper: you can use a rifle to shoot at long distances.
Trickster: you are able to cheat and deceive others.
Vitaecraft: you possess the ability to transfer life between living beings and objects.


Disabilities (This list is NOT complete, and you are not obligated to have only those disabilities in the list)
Spoiler :
Alcoholic: you are addicted to alcohol, and cannot pass the day without drinking a bottle.
Arrogant: you don't like taking advice or warnings from other people.
Black&White Morality: you see everything as either good or bad, without any grey points.
Daredevil: you put yourself in danger for no actual reason.
Disciplined: you obey orders from anyone you consider a superior.
Disobedient: you disobey orders and don't respect leaders you dislike
Eccentric: you have unconventional and slightly strange views and/or behaviour.
End-Justifies-The-Means Mentality: you don't care about any collateral damage as long as you achieve your objective.
Fanatic: you are devoted to a cause or person against all reason.
Greedy: you tend to prefer the actions that provide more money.
Green: you are not used to combat.
Inhuman: your appearance is clearly non-human, thus impacting on your ability to relate with other humans.
Jerk: you behave unfairly with others.
Lack of Common Sense: you tend to do things that make little to no sense.
Mission-Driven: you are unable to take actions that may jeopardize the mission.
Pessimistic: you tend to find the bad side in every situation, and act in consequence.
Physical Weakness: you find it difficult to carry out tasks that require a physical effort.
Pixie: you measure 4 feet, have two butterfly wings, and can't carry heavy weapons.
Poisonous Touch: you naturally generate poison through your skin.
Psycothic: you are specially prone to devastating mental breakdowns.
Reckless: you tend to be quite careless when facing a danger.
Self-Preservation: you find it difficult to act if it puts you at high risk.
Silent: you don't speak unless completely necessary.
Solitary: you tend to prefer to be alone.
Trigger-Happy: you have to fight the compulsion to not start shooting at any moment.
Unstealthy: you are unable to hide and get into places without being detected.
War Weary: you dislike war, and avoid combat unless necessary.
Xenophobe: you hate a certain type of beings that is different from yourself.
 
Here, it is shown the different timelines visited or known about by the player characters, as well as the different updates.

Timelines
TL-0 - Homeline, The Hub
TL-50 - Silent Hill Earth (Jack's TL)
TL-67 - Touareg Earth (Lemta's TL)
TL-73 - Magi-Steam-Punk Earth (Alex Harper's TL)
TL-285 - Commoners' Republic Earth (The Hermit's TL)
TL-491 - American Samurai Earth (John T.H. Crompton's TL)
TL-696 - Greek Myths Earth (Zenon Alphyactes's TL)
TL-843 - Kaalgan Earth (Ky Miller's TL)
TL-926 - Wilson Earth (Captain Jade Byrne's TL)
TL-1160 - Inpersonal Magic Earth (Victor Von Videnhausen's TL)
TL-1420 - MagiCommie Earth (Alexander Withington's TL)
TL-2016 - Special Services Division Earth (Sergeant Marcus Blackstone's TL)
TL-2345 - Neo Byzantine Earth (Christos Palaiologos' TL)
TL-2536 - Scavenger Earth (Wesley Grimmer's TL)
TL-3339 - Vodkarist Earth (Major Nicholas Carson Strongnovitch's TL)
TL-4241 - Pseudo-SPARTAN Earth (Emilio Savoldelli's TL)
TL-4253 - Borderlands' Earth (Neil Morriss' TL)
TL-4821 - CIA Commando Earth (Agent Orange's TL)
TL-4891 - Cyborg Earth (Cyborg Jade's TL)
TL-4929 - VitaEarth (Ario Palermo's TL)
TL-28486 - Mooned Earth (Sancha Rodriguez's TL)
TL-40000 - Warhammer 40K Earth (Commissar Severus Hark's TL)
TL-91822 - Slimy Invasion Earth (Arco Nerras' TL)
TL-630254 - JapMindControllers Earth Not NukeNES XXV's Earth
TL-1111111111112 - Pixie Earth (Leon Alexandros' TL)

Updates
0 - Welcome! The Meeting

YOU MAY BEGIN CREATING CHARACTERS NOW!​
 
Whoo, its back! I'll upload a character tomorrow, i think Hark was a little unoriginal. I've got some new ideas though. :)

ED: quick question. Do various types of spells count as skills? And if not, where do the spells that we know go?
 
When is this going to start? If it starts before next year I might be a little inactive...see my sig for the reasons why. If not, then I am completely onboard! Yeah!

I've got a character idea, I'll upload it tomorrow. :)
 
Name: Alex Harper
Origin: Earth-73, Steam-punk land, Engineer
Alex was an engineer in a steam-punk oriented America
STR=75, PER=60, END=60, CHA=75, INT=75, AGI=40, LCK=55
MP=0/25 HP=140 CP=16
Abilities: Technomancer, Heavy Fighter, Leadership, Physiology, Engineering,
Spoiler Spells :
Divining: Alex cats a spell that instantly grants him complete knowledge about the object or human in front of him (I have physiology).
Mass Change: Alex uses his knowledge of physics and magic to alter his, or anyone else's, mass, making him able to float or be immovable.
Teleport: Alex can disappear from his current location, and reappear anywhere within 30 ft. Also, this skill allows him to take anything he is holding up to 300 pounds, and anything that he is wearing.

Disabilities: Arrogant (doesn't take advice and ignores many warnings), Disobedient (ignores orders that don't suit him, and dislikes any leaders that aren't him).
Weapons: A ring, which acts as a focus; A dagger; an eloquent voice.
Armor: A suit of half steam-punk/half magic that Alex uses; some leather armor
Other Equipment: A magical wrench that turns into any tool necessary; a bag of holding for some spare parts.

Description/Backstory: Alex grew up on Earth-73, a world that developed rather differently from Earth-1. Instead of fossil fuels or electricity, steam became the dominant powersource. America, the worlds only superpower, had an elite corps of engineers who fixed any problem that possibly sprung up. Alex was not one of these men. Alex grew up in a middle class family, leading a comfortable life until seventeen corrupt engineers went on a killing spree and murdered nearly his entire city. Vowing revenge, Alex developed steam tech past any the world had ever seen. He assembled an army, equipped with fearsome machines, and they attempted an attack on the engineers. However, during said attack, the Acebees arrived. Combining forces, the engineers and Alex's men attacked the Acebees, forcing them away. Sadly, the casualties were atrocious, and Alex gave up on his crusade, opting instead to join the adventurers who came to his world later. However, he took with him a substantial amount of steam tech, and magic that was awakened within him has only made the vehicles and suits stronger.
 
Whoo, its back! I'll upload a character tomorrow, i think Hark was a little unoriginal. I've got some new ideas though. :)

ED: quick question. Do various types of spells count as skills? And if not, where do the spells that we know go?
As long as they belong to the same group of magic type (Mystic, Technomancer, etcetera) they don't count as different skills. The spells you know will be in a spoiler below your abilities.

When is this going to start? If it starts before next year I might be a little inactive...see my sig for the reasons why. If not, then I am completely onboard! Yeah!

I've got a character idea, I'll upload it tomorrow. :)
Hopefully, it'll begin the next week.

Name: Alex Harper
Origin: Earth-6, Steam-punk land, Engineer
Alex was an engineer in a steam-punk oriented America
STR=60, PER=60, END=60, CHA=75, INT=75, AGI=55, LCK=55
HP=140/140 MP=0/25 CP=0/16
Abilities: Technomancer, Leadership, Rhetoric, Physiology, Engineering
Disabilities: Arrogant, Disobedient
Weapons: A suit of half steam-punk/half magic that Alex uses; a ring, which acts as a focus; A dagger; an eloquent voice.
Armor: His suit, some leather armor
Other Equipment: various steam-punk vehicles and suits

Description/Backstory: Alex grew up on Earth-6, a world that developed rather differently from Earth-1. Instead of fossil fuels or electricity, steam became the dominant powersource. America, the worlds only superpower, had an elite corps of engineers who fixed any problem that possibly sprung up. Alex was not one of these men. Alex grew up in a middle class family, leading a comfortable life until seventeen corrupt engineers went on a killing spree and murdered nearly his entire city. Vowing revenge, Alex developed steam tech past any the world had ever seen. He assembled an army, equipped with fearsome machines, and they attempted an attack on the engineers. However, during said attack, the Acebees arrived. Combining forces, the engineers and Alex's men attacked the Acebees, forcing them away. Sadly, the casualties were atrocious, and Alex gave up on his crusade, opting instead to join the adventurers who came to his world later. However, he took with him a substantial amount of steam tech, and magic that was awakened within him has only made the vehicles and suits stronger.

The idea is quite original and interesting, and will readily accept it... as long as you correct some problems I have seen:
- Such a low number would be for the timelines that were discovered by the "good guys" before being attacked by the Acebees.
- You have one too many non-combat abilities, and are missing one combat ability.
- Try to describe what Arrogant and Disobedient mean (I know what they mean, but I'd like to see how you would interpret the problems it might bring.
- The suit should go directly under Armor, and the voice cannot be considered a weapon.
- The Other Equipment part is too vague and impossible. The other suits would count as armor, and you can only carry the armor you are wearing. Also, vehicles, unless you are thinking of Doraemon's hat-copter, are too big to carry them around.
 
Question did Morriss survive or should I make a new one?
 
Name: Agent Orange/talonschild
Origin: TL-4821, 1970, United States of America, Central Intelligence Agency, Commando
Stats:
Strength = 60
Perception = 50
Endurance = 70
Charisma = 65
Intelligence = 60
Agility = 75
Luck = 70
Hit Points = 145/145
Magic Points = NONE
Chrono-Points = 15/15
Abilities:
Evasion Training Lvl 1 (hard to hit due to tendency to dodge out of the way, Jack Sparrow style)
Poisonous Touch (All living things that come into skin contact with Agent Orange become ill and/or die)
Escape Training Lvl 1
Combat-Happy (receives a bonus of 5 on all combat-oriented rolls)
Dramatic (Adept at communicating without language)
Disabilities:
Unstealthy (Clad in trench coat, jackboots, and helmet, possesses gloves and gas mask - all bright orange. Generally boisterous, too.)
Poisonous Touch (All living things that come into skin contact with Agent Orange become ill and/or die)
Weapons:
Dagger (20" blade, sheath strapped to Agent Orange's back)
Pistol (50)
Armor:
Trench Coat
Stahlhelm
Jackboots
Leather Gloves
Gasmask
Other Items:
Leather Gloves
Gas mask
Deck of Cards
Injuries: None
 
Name: Emilio Savoldelli (Emile for short)
Appearance: This guy, with the armor described below.
Origin: TL-4241, 2057, Kingdom of Abianti, Commodore of the 1st Battalion
Primary Stats:
Strength (STR): 60
Perception (PER): 75
Endurance (END): 75
Charisma (CHA): 75
Intelligence (INT): 60
Agility (AGI): 75
Luck (LCK): 30

Secondary Stats:
Health Points (HP):163
Magic Points (MP): NOT NECESSARY
Chrono Points (CP): 11

Abilities: Commander (He was commander of the First Battalion, and his experience has increased his skills), MacGyvering (He is definitely a battle commander, and he can make anything during a fight to help his men win), Trickster (Again, due to experience, he has found how to decieve anyone, whether it be in a battle or in a conversation), Blademaster (Well-trained his ceremonial officer's sword), Commando (Assault rifles are his favorite weapons)
Disabilities: Reckless (Although he has a lot of experience, he tends to be a bit careless on the battlefield, and since he uses all of his resources to his advantage, he will dismiss casualties and accidents as nothing), Self-Preservation (One thing Emile does not believe in is luck, so he tends to try and save himself in the case of extreme failure before others)

Weapons: Officer's Sabre (2 foot sword, and although it looks highly ornamental, it isalso highly deadly), AR-42 (50) (Extremely advanced assault rifle in comparison to what we have OTL. Recoil suppression, intelligent ammo counter, auto-lock feature, and fires ceramic rounds which deal death to any organics easily, and pack a punch to armor and solid walls)

Armor: Camouflaged armor reminiscent of a Halo SPARTAN, with a helmet in the style of a Roman legionary, like this, except that it is mate out of the same material as the armor.
Other Items: Wrist-mounted datapad, comlink, 2 grenades
Injuries: None

Questions- can my weapon ever be restocked? Also, did we arrive here in the same way as the original, which is to say a random event which teleported us here, probably a life-threatening one? Also, tell me if anything needs changing.
 
Introducing Zenon Alphyactes, Battle-Philosopher of Athens

Name:: Zenon Alphyactes
Origin: TL-696, 418 BCE, Athens, Greater Athenian League
Athenian Battle-Philosopher
Stats:STR=60, PER=60, END=60, CHA=45, INT=75, AGI=50, LCK=50
HP=140, MP=25, CP=15
Abilities: Magic (Mysticism) Lvl 1, Spear User Lvl 1, Philosopher Lvl 1, Survival Training Lvl 1, Biology Knowledge (Ancient Greek Monsters) Lvl 1.
Disabilities: Solitary, Jerk
Weapons: Philosopher's Spear (Focus), Xiphon sword.
Armour: Aspis shield, bronze helmet, bronze breastplate, leather greaves, leather sandals.
Other Items: Caltrops, Napthabombs (grenades) (2), Book of Formulae
Injuries: None.
Spells:
Spoiler :

Fireball: The user casts a large fireball from his spear, which flies into a straight line to a target and explodes.
Stone Anchor: The user and his weapons are imbued with the staying power of stone itself, making them almost unmovable due to their great inertia. Used for standing firm against cavalry charges.
Returning Spear: The user gains the ability to throw their spear over a half a mile, which instantly returns to the user's hand right after impact


Spoiler Background and History :

Zenon comes from a world somewhat similar to our own - the difference is that in his world, magic, sorcery, and the Greek myths are real. Minotaurs roam the forests between city-states, while herds of centaurs gallop the plains on their hunts and the Satyr Quarter of Athens has the liveliest parties around. The year is 418BC, and the Peloponnesian War is in full swing. The Athenian League (any semblance of calling them anything other than parts of the Empire is gone - its Athens and its tributary states now) is enaged in a full on, brutal war against the Spartans and their allies. And, they are losing.

The presence of mythological creatures and magic has changed warfare somewhat in Ancient Greece. Magic is an exact science, part of the natural philosophy studied by philosophers and academics in Greece's many academies and schools of learning. The art of casting spells requires a quick mind and a great knowledge of the natural thought components of spellmaking, and is done by thought and focus - however, one must be capable of mixing the 'thoughts', for want of a better word, in very precise and calculated ways. (Hence its inclusion as Technomancy)

As such, the study of magic belongs in the halls of the Philosophers, but the Greek city-states are loath to let such a valuable potential weapon go un-utilised. Thus is the creation of the Battle-Philosophers, young men of quick minds and quick bodies, capable of understanding the intricacies of Spellcasting as well as the arts of warfare. These warriors are trained to be the pinnacle of combat, and they do well in it - they are the elite soldiers of the City-states. A single Philosopher can take on an entire phalanx of soldiers on his own, using their powerful magics to cast fireballs at the enemy's dense ranks or cause great fissures in the Earth's crust to swallow an enemy unit whole.

No, the greatest threat to a Battle-Philosopher is not a classic phalanx. Firstly, the city-states have been able to sway many of the world's fearsome magical (in our world, we'd call them mythological, but its hardly a myth if they walk around on a daily basis) creatures to their militaries. These creatures tend to be quite intelligent, and can be convinced or bribed to join their side. The armies of Athens and Sparta are accompanied by flocks of screaming Harpies, groups of axe-wielding minotaurs, and herds of skilled centaur archers. Battle-Philosophers are trained to stand against such threats - Zenon has slaughtered many a Centaur in his time as they charged against his spear or fell down from the caltrops he scattered on the ground, and spent one notable battle fighting off a Spartan aligned Karkinos as it assaulted Athens' harbour.

The other major enemy a Philosopher must fight are other Philosophers. Rival Philosophers seek each other out on the battlefield, and engage in dramatic magical duels. These duels are regarded as a great spectacle, and in some cases soldiers drop the battle entirely to watch a duel between two great Philosophers. Truly, such duels are a sight to behold, as fireballs and lightning arc between two warriors and their swords and spears light up with magic energies. As such, most Battle-Philosophers operate alone and without units, due to the likelihood of a densely packed group getting hit by a gigantic fireball.

All of this suits Zenon Alphyactes just fine, since he's a very solitary guy. He's not a big fan of crowds, or social situations - he finds himself better off on his own. Everybody else finds him better on his own too, because, well… he's kind of a jerk. He has a keen, caustic wit and very little sympathy for… anything, really. All of this contributes to him not being a very nice person, and his snarks and sarcasm are deeply disliked by most people who meet him. However, he's an extremely talented Battle-Philosopher (one of the best in Athens, and definitely the most promising young one), so the brass keep him around, despite his lack of people-skills.

Currently, Zenon is fighting for Athens in the Peloponnesian War, at the Battle of Mantinea, against the Spartan army and their Centaur contingent…
 
I demand to be able to play as a pixie.
 
@Arrow Gamer: still not enough. The vehicles do not count as objects. If you want to have vehicles, then you will have to wait to have enough materials to build a few of your own.
@merciary: if you feel that you prefer keeping Morriss, he can be one of those that survived.
@talonschild: Jolliness and Seen It All should not count as abilities. However, in the interest of keeping this in the game, I'm willing to accept them. I'll make sure to put both abilities to good test, though. :D The Leather Gloves and the Gas Mask count as armor. Also, remember that you can have 4 objects right now.
@SamSniped: as Arrow Gamer has said, you can't have more than 2 combat abilities. Your weapon is acceptable, although the only way you will be able to restock it will be if you manage to find your way back to your planet, or if some kind of smuggler manages to bring some from your planet to the hub. Also, I suppose that your rifle can only carry 6 bullets in one clip, ain't it?

EDIT: @SamSniped: McGyvering does not count as a combat ability. You still have one too many combat abilities.
@Grandkhan: a very interesting idea, indeed. Though, I do not understand the Philosopher ability, and what is supposed to be for. Also, I think that, the way you have built him, your guy is more of a Mystic.
@Seon: if you are able to make it good and workable (and funny), then I am willing to accept your pixie.
 
Fair enough, Seen It All and Jolliness just seemed like creative bonuses. In hindsight, they seems like two aspects of the same personality trait. Perhaps I can combine them into Combat-Happy: Gets a bonus when making combat-oriented rolls.

Viz. the gloves and mask - he's not wearing them presently, to better take advantage of Poisonous Touch, so I didn't list them under armour. I can change that.

I'm also taking suggestions for a fifth Ability and a fourth Object, because I'm net very inspired for either.
 
@Milarqui; I wasn't really sure about that, I mean, he doesn't really meditate, but I guess thats fair enough. I was thinking he was a technomancer of some kind based on the formulae and calculations in his head. I will edit Zenon accordingly.

Philosopher basically means he has a knowledge of formal logic and, well, philosophy. I don't know if it'll come up at any point, but as a philosopher you'd think he'd have the skills for it. :p
 
Back
Top Bottom