Patchy
Emperor
- Joined
- Jul 5, 2012
- Messages
- 1,350
Dear Sir or Madam,
It is the greatest honor for any parent to have their child be given the opportunity to protect the Federation. We are pleased to inform you that your child has been accepted at Heinlein Station's School of Stellar Warfare. Please find enclosed a list of all necessary steps to secure your space in the school.
Term begins on 1 September. We await your response no later than 25 July.
Yours sincerely,
Rear Admiral Chance Hudson
Chancellor of Heinlein Station
It has been 15 years since the end of the Cyber Uprising, an attempt by cybernetic supremacists to overthrow the democratic Federation lead by the first cyborg ADAM. Killing or converting the other cyborgs, the Cyber Uprising brought the Federation to its knees as humanity struggled against the augmented foe. Finally defeated in the Battle of the New ISS, ADAM was forced to flee the solar system into dark space.
Fearful of his eventual return, the School of Stellar Warfare at Heinlein Station was set up taking in students from every corner of the world to train into elite soldiers. But with so many years having past since the war people have begun to relax and turn soft. Completely unaware of the threat that looms from beyond our sun.
----
Well it took four months but I have finally gained a new idea to try out. Welcome to Constellations an AC taking heavy inspiration from Ender's Game and Harry Potter. We will be running with FATE rules as per the usual. By this point I assume you all know enough about it, but if you need assistance find me on AChat. There is no magic in the game, +4 ladder is being used along with 3 stunts (unless you wish to sacrifice refresh for more).
Character Sheet:
Skill List
AC will be hosted here. We run on Tuesdays since Scars is now dead.
It is the greatest honor for any parent to have their child be given the opportunity to protect the Federation. We are pleased to inform you that your child has been accepted at Heinlein Station's School of Stellar Warfare. Please find enclosed a list of all necessary steps to secure your space in the school.
Term begins on 1 September. We await your response no later than 25 July.
Yours sincerely,
Rear Admiral Chance Hudson
Chancellor of Heinlein Station
It has been 15 years since the end of the Cyber Uprising, an attempt by cybernetic supremacists to overthrow the democratic Federation lead by the first cyborg ADAM. Killing or converting the other cyborgs, the Cyber Uprising brought the Federation to its knees as humanity struggled against the augmented foe. Finally defeated in the Battle of the New ISS, ADAM was forced to flee the solar system into dark space.
Fearful of his eventual return, the School of Stellar Warfare at Heinlein Station was set up taking in students from every corner of the world to train into elite soldiers. But with so many years having past since the war people have begun to relax and turn soft. Completely unaware of the threat that looms from beyond our sun.
----
Well it took four months but I have finally gained a new idea to try out. Welcome to Constellations an AC taking heavy inspiration from Ender's Game and Harry Potter. We will be running with FATE rules as per the usual. By this point I assume you all know enough about it, but if you need assistance find me on AChat. There is no magic in the game, +4 ladder is being used along with 3 stunts (unless you wish to sacrifice refresh for more).
Character Sheet:
Spoiler :
[b]Name:
Gender:
Age:[/b] (13-16) depending on if you skipped grades or started education a bit late
[b]Description / Appearance:[/b]
[b]Personality & History:[/b]
[b]Refresh:[/b] 3
[b]Fate Points:[/b] 3
[b]Physical:[/b] 1[] 2[]
[b]Morale:[/b] 1[] 2[]
[b]Consequences:[/b]
Mild (2):
Moderate (4):
Severe (6):
[b]Aspects:[/b]
High Concept:
Trouble:
Aspect:
Aspect:
Aspect:
[b]Skills:[/b]
Great (+4):
Good (+3):
Fair (+2):
Average (+1):
[b]Stunts:[/b]
Gender:
Age:[/b] (13-16) depending on if you skipped grades or started education a bit late
[b]Description / Appearance:[/b]
[b]Personality & History:[/b]
[b]Refresh:[/b] 3
[b]Fate Points:[/b] 3
[b]Physical:[/b] 1[] 2[]
[b]Morale:[/b] 1[] 2[]
[b]Consequences:[/b]
Mild (2):
Moderate (4):
Severe (6):
[b]Aspects:[/b]
High Concept:
Trouble:
Aspect:
Aspect:
Aspect:
[b]Skills:[/b]
Great (+4):
Good (+3):
Fair (+2):
Average (+1):
[b]Stunts:[/b]
Skill List
Spoiler :
Athletics - The Athletics skill represents your character's general level of physical fitness and nimbleness.
Contacts - Contacts is the skill of knowing and making connections with people. Networking.
Crafts - Crafts is the skill of working with machinery, or in this game: making things in general.
Deceive - Deceive is the skill about lying to and misdirecting people.
Empathy - Empathy involves knowing and being able to spot changes in a person's mood or bearing. It's basically the emotional Notice skill.
Fight - The Fight skill covers all forms of close quarters combat. For its ranged counterpart, see Shoot.
Investigate - Investigate is the skill you use to find things out, it revolves around concentrated effort and in-depth scrutiny.
Lore - Knowledge is the skill of education and intelligence, a very flexible skill.
Notice - The Notice skill is a counterpart to Investigate, representing a character's overall perception, ability to pick out details at a glance, and other powers of observation. It also effects your turn order like initiative.
Physique - The Physique skill is the counterpart to the Athletics skill in that it represents pure brute strength. Fair gives an extra physical slot and Great gives another one.
Provoke - Provoke is the skill about being a jackass at someone and eliciting negative emotional response from them
Rapport - The Rapport skill is all about making positive connections to people and eliciting positive emotion. It's the diplomacy skill.
Drive - The Drive skill will mostly effect your skill with a jetpack, covering more complex maneuvers in 0G.
Shoot - The counterpart to Fight, Shoot is the skill of using ranged weaponry, either in a conflict or on targets that don't actively resist your attempts to shoot them (like a bull's-eye or the broad side of a barn).
Stealth - The Stealth skill allows you to avoid detection, both when hiding in place and trying to move about unseen.
Will - The Will skill represents your character's general level of mental fortitude. Fair gives an extra moral slot, and Great gives another one.
Contacts - Contacts is the skill of knowing and making connections with people. Networking.
Crafts - Crafts is the skill of working with machinery, or in this game: making things in general.
Deceive - Deceive is the skill about lying to and misdirecting people.
Empathy - Empathy involves knowing and being able to spot changes in a person's mood or bearing. It's basically the emotional Notice skill.
Fight - The Fight skill covers all forms of close quarters combat. For its ranged counterpart, see Shoot.
Investigate - Investigate is the skill you use to find things out, it revolves around concentrated effort and in-depth scrutiny.
Lore - Knowledge is the skill of education and intelligence, a very flexible skill.
Notice - The Notice skill is a counterpart to Investigate, representing a character's overall perception, ability to pick out details at a glance, and other powers of observation. It also effects your turn order like initiative.
Physique - The Physique skill is the counterpart to the Athletics skill in that it represents pure brute strength. Fair gives an extra physical slot and Great gives another one.
Provoke - Provoke is the skill about being a jackass at someone and eliciting negative emotional response from them
Rapport - The Rapport skill is all about making positive connections to people and eliciting positive emotion. It's the diplomacy skill.
Drive - The Drive skill will mostly effect your skill with a jetpack, covering more complex maneuvers in 0G.
Shoot - The counterpart to Fight, Shoot is the skill of using ranged weaponry, either in a conflict or on targets that don't actively resist your attempts to shoot them (like a bull's-eye or the broad side of a barn).
Stealth - The Stealth skill allows you to avoid detection, both when hiding in place and trying to move about unseen.
Will - The Will skill represents your character's general level of mental fortitude. Fair gives an extra moral slot, and Great gives another one.
AC will be hosted here. We run on Tuesdays since Scars is now dead.