talonNES: MES/NES III

talonschild

Drive-By NESer
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Nov 29, 2011
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Vancouver, BC, Canada
Well, it's not like there's ever any fewer NESes around. Let's get this show on the road. Welcome to the third incarnation of

The MES/NES

This NES features a rag-tag bunch of misfits (that's you, dear readers) as they travel from timeline to timeline on their quest for alcohol.

Hub.jpg



Link to video.

Character creation: You have 100 points to spend on three categories: Hit Points, Magic Points, and Chrono Points. The only restriction is that you may not have more than fifteen Chrono Points. Characters also need five Abilities and two Disabilities. Characters must detail what clothing/armour they are wearing, and may also have five Items, including weapons and magical foci. Items are anything that you possess, besides clothes

Abilities: Each character also has five abilities and two disabilities, which modify rolls. Two (no more, no less) are to be combat-oriented. Make 'em up: a name and a short description of the intended roll modification are required, at which point I will determine the actual effect. Abilities may also be earned by experience, and disabilities will be added and removed as appropriate. Some abilities and disabilities (though by no means an exhaustive list):
Spoiler :
Abilities:
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.
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.
Eagle Eyes: you can see further and better than other people.
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 Weapons Guy: 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...).
MacGyvering: you can improvise weaponry and other objects out of simple components.
Mechanic: you can fix apparatuses, as long as you know how they work).
Pathfinder: you know how to find your way from point A to point B.
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:
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 being shot at/otherwise potentially killed.
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 always conspicuous.
War Weary: you dislike war, and avoid combat unless necessary.
Xenophobe: you hate a certain type of beings that is different from yourself.

A character submission should look like this:
Name: General Sandalphon
Origin: Timeline 7109, Consanzan Royal Army, Year 459 (Second Age) - i.e. timeline of origin, occupation/affiliation, time of origin
Stats: HP: 62 MP: 30 CP: 8
Abilities: Summoner, Artilleryman (bonus to aiming, firing, and otherwise using artillery-sized weapons), Command, Stealth x2 (VERY sneaky)
Disabilities: Lost Spellbook (cannot learn new spells), Grieving (penalty to all rolls in periods of prolonged quiet)
Items: Ring (focus for spellcasting), Dagger, 2 Arcane Anchors (see spells)
Armour: Woolen underclothes, silken uniform, chainmail
Spells (if a magic-user; I will determine cost):
Summon Friend: Summons one person (person summoned must be preprepared, appears next to Sandalphon. Additional persons may be summoned simultaneously for an additional cost).
Return to Anchor: Teleports self and objects worn/carried to specified Arcane Anchor.
Open Portal: Opens a portal to another dimension (which is differentfrom another timeline, dammit!), addresses to which are contained in his Dimensional Addressbook, which he unfortunately left in his home timeline. He has, however, memorized the address of one dimension, the Dimension of Fire. The Open Portal spell is still useable, therefore, as a Fireball.
Injuries: None

Spoiler Backstory (optional) :
Two men raced through pitch-black city streets. They stumbled once or twice, but the street patrols were mercifully both few and inattentive. The City Wall loomed ahead, and beyond it could be seen the glow of thousands of torches. After ten minutes, they arrived at the wall and began picking their way down the way to a good-sized plaza. At the far end stood a large granary. The younger, more elaborately dressed man pointed at it, and the older man nodded.
As they crept up to it, the youner man whispered, "Denmora! Strong Gravity!" The older man, Denmora, quickly produced a large tome from the pack on his back and rapidly leafed through it. He showed the younger man the page. The younger man pointed his fist at the sky and whispered what was written on the page.
A great circle appeared in the sky above that was, if possible, blacker than the sky around, With a whooshing noise, both men (and a fair quantity of road dirt) were pulled upward toward it. As they reached the level of the granary roof, the man with the ring swung his arm so that now it pointed forward. As the ring on his finger moved, so did the circle. He and Denmora were pulled forward now, onto the roof. He pulled his fist back, and the circle vanished.
The man with the ring surveyed his surroundings. The roof was large, flat, strong, and importantly, had a clear view of the wall across the plaza. The two men paused, counting silently to 100, so that any soldiers on the wall who may have heard the whooshing had time to conclude they imagined it. The younger man began to chant.
"Sandalphon?" asked Denmora, offering the book, now open to another page. Sandalphon had apparently memorized this spell already, and ignored him. With a flash, sixty men and ten cannons appeared. The roof creaked.
Sandalphon collapsed from the effort of casting such a powerful summons. Denmora stuck a vial in Sandalphon's mouth; he swallowed, and in a few moments picked himself up. He began issuing orders to the artillerymen. They aimed their cannon squarely at the walls. With a cry of "Fire!" the walls shook, and a section collapsed. Hundreds of men outside swarmed in. The defenders in the nearest tower tried to close the door, but were too late. The invaders took the tower and began moving along the wall. Others streamed down every street, The city's agony had come. With a sign of relief, Sandalphon surveyed the scene, waving regally at those who recognized him, friendly and enemy alike. The war was over. They had won.
The only discordant note in the symphony was a magical adept who smiled smugly at Sandalphon as he died.
***
A week later, as the triumphant army returned to Consanza, the city was in full festival mode. After the obligatory speechmaking, impromptu parade, and general fetes, Sandalphon finally stumbled home, the dark cloud of that adept's smile hovering over him.
The stench almost bowled him over, but Sandalphon had been on enough battlefields to understand instantly what had happened. The curse of knowledge is that it kills hope. You know what has happened, what is happening, what will happen regardless of your desire to remain ignorant.
Sandalphon walked through his house, wanting to run to his wife but unwilling to move any faster than a walk through the horrors around him. Blood was everywhere. An elegant glass cabinet in the foyer had had her faced pressed up against it. You could still see the prints of her face and hands in the dried blood, and the fragile shells she had painted herself were inside undamaged. No one had pushed her against the glass, she had been possessed and rubbed and held her face just enough to leave the mark.
It was like this in every room. She had climbed unto the rafters in their sitting room and tied her long hair to the rope braces. Then she had leapt off, her hair and patches of flesh from her head still dangled there. The paintings that hung in the hallway to their bedroom had been painted over with cruel messages to him, all in her handwriting. Sandalphon tried to ignore them.
She was in the bedroom, somehow still alive. A grey rune glowed on her chest, binding her to the realm of the living. Fumbling for his last "dispel magic" scroll, he dispelled the rune. He kissed her, one last time.
Sandalphon made his way morosely into a tavern, looking for a strong drink. A cheer greeted the hero of Consanza, and he blindly shoved them off and stumbled through a back door looking for peace and quiet.
The Pub in the Hub, regrettably, is not known for being peaceful and quiet.

To be clear, I do not expect so much effort put into your character submissions as I did on the example - I got a little carried away.

One further thing - barring any exceptions I feel would be particularly entertaining, all characters are human.

Magic: There are nine varieties of magic, each counting as a combat-oriented ability. They are as follows:
Spoiler :
Beastmasters have an affinity with animals. They may not harm an animal except in self-defence or in greatest need, but get a significant bonus on rolls involving animals and cheap spells.
Missionaries do not regain Magic Points through time as others do, but rather through preaching the Way of their personal preference. Conversions get a massive boost in Magic Points. Your god may also give you tasks which will give you a Magic Point payoff.
Mystics do not use the normal time = Magic Points system either; rather, they meditate and regain Magic Points three times as quickly.
Shamans are similar to Missionaries, though where Missionaries are rewarded based on their preaching, conversion, and fulfilling of tasks, Shamans are rewarded on a more inward-looking way. More important than anything is maintaining a good relationship with your god (through prayer, sacrifices, and any other appropriate rites), and in return your god will grant you requests.
Sorcerers' magic is tied to material components, each of which must be studied beforehand to learn what spell(s) may be cast with it. As a result of this tie, Sorcerers' spells are more powerful.
Summoners summon things. These can be extra-dimensional things if you're of a divine-magic bent, or just things that are not around. If you want to summon a particular thing rather than just one of its class (i.e. a particular sword, rather than just any sword), the thing has to be prepared. As Summoning is a one-off spell (i.e. no extended concentration required), Summoners are more flexible.
Technomancers' magic can be more accurately described as Magitek. Magic is a science, to be harnessed through experimentation in predictable ways. From these come your alchemists, your madder scientists, etc.
Vancian magicians have a fire-and-forget system. Specifically, after firing the spell, they forget it. Can't do it again, unless they memorized it multiple times. Vancians also lose any spells they have not cast during the day that night, and so must prepare at the start of each day. To compensate, Vancian spells only cost 1 Magic Point (except the exceptional ones, natch).
Wild Men have a different fire-and-forget magic system, the more traditional kind. Unlike others, Wild Men do not need to concentrate for their extended-duration spells to stay in effect. Best not to forget about the spell entirely, though, or the effects may well bite you in the behind.

We need all manner of characters: Medics, gunners, engineers, pilots, communications officers, mad scientists, commanders, and miscellaneous gun-toters are all recommended.

Actions: Whenever you want to do something more complex than movement or speech, and less routine than eating and relieving yourself, that's an Action. Actions are resolved by rolling a random number. This is compared to the following table:
Spoiler :
  • 0 = Gone Horribly Right: let's say that going overboard is NOT a good idea...
  • 1 = Critical Success: your ability has helped you succeed beyond all expectations!
  • 2 to 20% of baseline = That Was Great!: you did it really well!
  • 21% to 50% of baseline = Quite Good: Hey, look. Success.
  • 51% to 100% of baseline = Not So Bad: you do what you wanted. Not perfectly, but, well...
  • baseline+1 to baseline+50% of DIF = So... Near...: well, you nearly managed to do it. You still failed, though.
  • baseline+51% of DIF to baseline+80% of DIF = Awww: it was not so easy, wasn't it?
  • baseline+81% of DIF to 98 = Dammit!: your failure gets compounded with something extra that screws you up.
  • 99 = Epic Fail: you fail so hard that you wonder how it did not hurt more.
  • 100 = Gone Horribly Wrong: well, here you might as well kiss your ass goodbye.

The baseline is determined by the difficulty of the Action in question and modified by any relevant abilities/disabilities. DIF is the distance from the baseline to 100. If you get a roll you don't like, you may spend a Chrono Point to roll again.

The Hub: Whenever you return to the Hub, you'd better have either a positive balance of credits saved or something to sell. If you do, congratulations! Food, water, unobtainium, and spare parts can all be bought at the Hub, as well as anything else you could possibly dream up.

Lastly, Turns: Updates be short and (hopefully) frequent, with multiple ones per mission. Orders will be submitted as a series of instructions for your character, as detailed as you care to make them. Failure to submit orders will result in your character sitting in the fetal position for the duration of the update, which, depending on the circumstances, could be harmless, or could mean bad stuff. Orders can be submitted either in a post or ONE PM.

While this may sound obvious, submit your instructions in the order you want them to be carried out. I may well have the update (particularly a mid-mission update) occur before your character has a chance to complete all of them, so order is important.


EDIT: Would someone tell me what I'm doing wrong with the embedding process? EDITEDIT: Fixed


THINGS I SHOULD HAVE RESERVED POSTS FOR: Will be with Update 0, link to come.
 
YOUTUBE]i4n-CiwIZcY[/YOUTUBE]

This is what you want.

Can I just quote my previous char?
 
No problem. :)

I'll look over it and link/re-post my character then.

Also, you going to post a list of known universes? Or is this a different ... eh ... universe?
 
Name: Promagus (that's a title) Kniwles
Origin: Timeline 1644, Promagus of the Orenaen High Council, Year 1 of the Great War
Stats: HP: 44 MP: 45 CP: 9
Abilities: Summoning, Spear Fighter, Healing, Aura Senser (Sense auras of people and magic. For people, it shows their emotions. For magic, it allows him to alter it or mess it up/enhance it), Fast Leaner
Disabilities: Overly obedient, Meek (won't let teammates know of his skills)
Items: Spear prepared to be easily summoned, Dagger, Spellbook, Hat, Staff
Armour: Silk Robes,
Spells:
Spoiler :
Summon Object: Summons any object, being or person to you. To summon a specific object, it must be specially prepared
Healing Touch: Heals all others near you with a glow of aura. Can be used in reverse to wither a being.
Understand Being: Casts a spell that summons a spirit which translates any foreign language if a sentient being. Can also be used to gather wisdom from said spirit.



Backstory:

Spoiler :
Central Orenaen, March 17th-18th
Promagus Kniwles leaned back in his chair, waiting for the next speaker to approach the stand. She was an Antemage, not even full fledged yet, so he wasn't inclined to take her seriously. However, she had been slotted to talk about golem sentience, a subject usually reserved for late night speculation, and such an unusual choice caught his interest. He turned to Olan, another Promagus sitting next to him, and was about to comment on the topic before being cut off by the applause, which signaled the speaker had reached the podium.
She began to speak, introducing herself and listing her meager achievements and titles. Then, she moved onto the main part of her speech. "I stand here today to talk you to you about an extremely important point. As we all know, golems are an integral part of modern warfare, and have been used, and abused, since the beginning of human existence. However, most people view them as emotionless servants, existing only because we willed them to, and possessing no thoughts or emotions of any kind.
"I, however, object to this school of thought. I believe golems are living creatures, born of magic and I propose that they are, in fact, alive." She paused, ostensibly to take a breath, but she never got a chance to finish her thought. The council chamber erupted in a mass outcry, all sense of order disappearing, the open floor rapidly becoming a mob. Mages were reacting strongly to the claim, and Kniwles sympathized: he had opinions on the matter, but had never voiced them. For people to react to such statements so radically was no surprise.
He knew golems had been recorded showing pain and making feeble attempts at communication, but those were mostly attributed to the mage's mental state rather than sentience. However, now that he once again seriously considered the point, he saw that this was something that needed to be examined further. However, the chamber was devolving into chaos, and he chose to wait it out in his room.
He retreated, rushing through the hallways, which were packed with similarly thinking council members. He reached his quarters, locking the door as he pulled out a small stone figurine, shaped like a miniature human. It was used for making domestic golems, servant to cook and clean. He quickly muttered the incantation, and the eyes on the mannequin popped open, glowing like the hearthstones of a fire. He had never tried conversing with a golem, thinking of it as talking to a rock.
"Hello," he muttered, embarrassed that he would even think of trying such a thing. Then, a moment later, he heard a grumble, emanating from deep inside the golem. It sounded suspiciously like 'help'.
"Damnit. I think she might be right," he whispered, before he collapsed to the ground.
Three hours later, Kniwles awoke to a pounding on his door. He heard the voices of a mage, "Promagus? Are you in there?"
"Yes. Who is disturbing me?"
"That is not important, Promagus, when time is of the essence. You need to come down to the council chamber." Her voice, for it was now clearly a woman's, was pleading.
"Not now. I'm trying to rest." Kniwles was still reeling from his earlier shock, and felt unwilling to even stand up.
"Yes, now. You will come or I will drag you down there myself. You need to come immediately."
"Fine." Kniwles stumbled over to the door, and unslid the bolt. "Now, tell me, what is going on?" he asked as he pulled open the door. Suddenly, waves of sound hit him, arguments about golems perfectly audible.
"I've amplified the sound to be only twice as loud," the Postmage said, waiting for the implications of that to sink in.
"But... The council chamber is a a quarter mile away... Through solid walls. Oh no! Oooohhhhh nonononono!" He knew, or at least suspected, what was happening.
"Yes," she responded. Suddenly, the Promagus ran off, hurrying as quickly as his old body could carry him. His gray robes waved behind him, mirroring his flowing white hair. Minutes later he arrived at the crowded council chamber, an open air amphitheater in the center of Orenaen.
The chamber was in chaos, as mages of all different disciplines are hued amongst themselves. Snippets of conversation could be heard, most of them containing the word 'golem'. Kniwles shouted, yelling until his throat hurt, but still the mob argued. Finally, he turned and nodded to a servant, who whispered a short incantation.
The Promagus jumped onto a table and spoke normally, his voice amplified twelve times. "Please calm down everyone. I know what the Antemagus said was... Revolutionary, but this is not the way to handle it. We need to discuss this, debate it as we have always done. Now, I for one have evidence to support the Antemagus. I created a golem, and I said the word 'hello' to it. A sound emanated back, but it was not a response to my greeting. The golem appeared to say the phrase 'help me'."
The room once again descended into an uproar, the new information beginning to sink in. "Quiet down, quiet down," Kniwles said. "We can't be sure that's what I actually heard. I, for one, am not going to let this affect my view on golems. They are servants, and they will stay that way."
Most of the mages seemed to agree, but still a large group were shaking their heads angrily. One of the most vocal, a fellow Promagus named Roryn, stood up from where he had been reclining and started to talk, his voice unamplified, doggedly continuing, ignoring the fact that no one could hear him. Slowly, people began to take notice, ceasing speaking and and instead turning to him. "I believe that forcing these golems to fight against their will is both immoral and unethical. These golems are forced into servitude, unable to even disobey orders, and yet we abuse them. Whether they can communicate or not, I feel they have emotions, and will no stand for the continuation of this exploitation. Unless the council outlaws the use of golem warfare, I will exit this chamber and never return."
"We will do no such thing!" Kniwles exclaimed, and eight Promagi echoed their support, the bare minimum to gain majority. Suddenly, Roryn leapt from his seat and marched from the room, throwing his Promagus badge behind him. Slowly, a single Postmage rose as well, casting down his signs of office. An Antemage followed, someone Kniwles knew. He was a healer and a quiet one, but now his face was knotted in passion. He tore off his green healer robes and ran out the door, passing Roryn on his way. Gradually, more and more left, and the time the exodus stopped, only roughly two thirds of the council remained, a mound of discarded robes rising front he floor like an ominous spike thrust front he ground. Seven Promagi had joined Roryn, severely weakening the council's powers, and Kniwles was unsure what he could do. He returned to his rooms, resolved to make a desicion I'm the morning.
The next day, Kniwles awoke to the sun streaming through his window. He quickly got dressed, mistakenly putting his hat on backwards, and rushed to the Promagus briefing room, eager to find out if any deserters had returned. As he reached the door and started whispering the password, a Postmagus approached him. "Sir, sir! Nations are taking sides in this... Disagreement. Already, Tridia has announced it will stand firm with the council, as has Silisia. However, Ilynein and Arynth have sided with the enemy!"
"Now, my good man, the deserters are not the 'enemy’! We have merely had an argument."
"That said, sir, war seems imminent. Last we heard, from about eight hours ago, Ilynein is mobilizing troops on the Tridian border, and no one knows for sure if a fight can be avoided. This golem conundrum seems to be tearing the region apart.” The Postmagus seemed to relish delivering the news, as if ruining someone’s day was his favorite hobby.
“Well, Postmagus, I think we have nothing to fear. Tridia will be able to hold off the both of them, especially seeing as they probably won’t use golems.” Kniwles rushed by the upstart, hurrying into the emptier than normal Promagus chamber. “Iryth, Olan, what does Roryn think he’s up to?’
“We don’t know, Kniwles. I think it may be a play for power. I don’t think Roryn cares about golems at all,” Olan responded, as he walked towards the breakfast table.
“I agree,” responded Kniwles, pouring himself some tea. Irith sat in a corner chair, silent as ever. “The question is, what does he want to gain? He’s already a Promagus, the highest office, what further could he want?”
“I believe he wishes to be Solemagus, for life. He doesn’t care about the cost.”
"I hope that is not his goal, as it would e costly for us all." He seated himself at a table near the door, and started to eat his breakfast. Over an hour later, someone began pounding on the door. Kniwles opened it, and found before him a dirty, tired boy, dressed in the woolen tunic of a messenger.
“Sir!” the boy yelled, straightening his exhausted body. “I bring news from the Tridian frontlines in Eusus and Orynth. War has been declared on both peninsulae. Tridian is already falling back, caught by surprise. Also, Roryn has been killed by his own men, who say he is not a true believer. General Thurin of Tridia says he is unsure how long both lines can be held, even with their power. We need to help them!”
“Nay, child. This is not a war for the Council to fight. Any intervention by us would trigger more trouble than it’s worth. Nations would turn against us, and we would lose all power. Even if we were to join, we lost nearly half of the Promagi yesterday. Our magic is severely weakened. I’m sorry, but there is nothing we can do.”
"But, sir. We must protect our ideology! We must fight for what we believe is right!" The boy was becoming insistent, seemingly possessing strong views on the matter.
"The thing is, boy, I'm not sure what is right anymore."


Timeline later
 
So, in the end we are all going on the same ship? Had expected to see something more modular, as I suggested to you in my PMs.

Well, this is my idea for a character. A gunman with technomancy abilities.

Name: Antonio Gámez
Origin: TL-61278, Pistomago Registrado (Gunmagician), Spanish Empire, year 1980
Stats: HP: 65 MP: 25 CP: 10
Abilities: Technomancer, Handgun Master, Alchemist, Inventor, Engineering
Disabilities: Reckless, Disobedient
Items: Runic Gun (6*20, focus), Magic Steel Dagger (focus), Grimoire & Potions Book, Ingredients Bag, Portable Computer
Armor: Special Glasses, long-sleeved shirt, Basilisk Leather coat with inner Magic Steel chainmail, Basilisk Leather pants (charmed for comfort), sturdy boots
Spells:
Spoiler :
Reloader: the user can "reload" something with just some expense of magic, be it a battery, a weapon or even money in some cases.
Elemental Coating: coats an object made of metal with an element of their choosing, be it Classical (Fire, Water, Air, Earth and their combinations) or Chemical (Anything from the Table of Elements) for a few minutes.
Technological Communion: the Technomancer can "communicate" with any piece of technology and "convince" it to do as s/he wishes. Only works for simple commands, though.

Injuries:

Backstory:
Spoiler Timeline Backstory :
In Timeline-61278, the Banestorm, the storm that gave the people control over powers that could be called magical, exploded over the city of Madrid in the year 1492, the year of the final conquest of Granada, and slowly expanded over the Peninsula. Although many priests would declaim this as the work of the devil, most of the Spanish population saw it as a sign from God, a reward for finally bringing Catholicism to the entire Peninsula and expelling the Muslims from it. The Catholic Monarchs soon brought the religion under their control with the help of the first Misioneros Reales, creating a new current of Catholicism that, although still fanatically religious and accepting of the Pope, accepted magic by calling it with another name, "Human Miracles", to distinguish them from Divine Miracles, like the one that had brought the Banestorm.

Following Isabel and Fernando in the throne was Miguel da Paz, their eldest grandson, who was able to unify Castile, Aragon and Portugal under the same flag. The colonies in America, Africa and Asia were expanded, and control of it reinforced thanks to the use of Misioneros Reales, able to preach the Word of God to every corner of the world with their Human Miracles. Henry VIII Tudor married Catalina of Aragon, who gave birth to a healthy boy thanks to the healing work of some Misioneros and Hombres Milagrosos (those who were able to use magic, but were not part of the religious orders), thus reinforcing the position of the new branch of Catholicism in the British Isles and the Anglo-Spanish Alliance, which became the most powerful in the world. French attempts to dislodge this alliance, or to prevent the ascension of the Spanish as the great power of the world, failed as the new Tercios, reinforced with Hombres Milagrosos, smashed all French armies. The Ottoman Empire suffered a devastating defeat in Lepanto, and Christianity regained the control over the Holy Lands and Egypt, which became a strategical point when, in 1650, Spanish engineers, with the help from Hombres Milagrosos, opened a canal between the Mediterranean and Red Seas.

By 1700, scientists from all over the world started to be able to study Human Miracles and realized that there was a science, a mathematic, behind it, something that could be studied, put to paper and calculated, giving rise to a new branch of magic, Tecnomancy, which was able to collaborate with scientists and inventors in developing greater and more powerful machines for all kinds of life.

Time had, however, brought Spain to more moderate positions in terms of politics, religion and other things. In 1800, Emperor Enrique XI of Spain gave way to a more representative government, where he held many powers but the people were able to appoint representatives to the Cortes Reales that could present grievances, propose new laws and held control over the budget. The rest of the XIX century was shown as the Emperors slowly gave up more of their powers, and by 1900 the entire Spanish Empire had become a truly representative democracy. By then, the Spanish Empire controlled more than half of the world, with the rest controlled by their English allies, some other minor allies of Spain, such as the Papal States, China or the Masai, and the few nations that still held opposition to Spain, like France, Nippon or Rusia, none of which were powerful enough to face the Spanish Empire.

All that changed when a second Banestorm exploded over Sibir in 1908, a land that had yet to be settled, but was claimed by Rusia, China and Nippon. Despite Spanish efforts to establish control, Rusia and Nippon were able to claim great swathes of territory and created their own magical corps, helping France to do the same, forming the Magical League and declaring war on Spain in 1920.

The Banestorms War could have destroyed the entire world, and nearly did several times, but in the end the Anglo-Spanish Alliance defeated the Magical League ten years later. Despite the ruin brought to them by the League, England and Spain decided to create a forum of nations to which the Magical League was invited, a forum where diplomacy would rule over war, and where swords could be beaten into plowshares.

The League of Nations would first convene in Madrid, the capital of the Spanish Empire, in 1935, and soon proved to be the best tool to keep peace and help the world rest from the brutality of war. Magical covenants were conjured to ensure that no nation would attempt to war with any other, and all signers swore to ensure that, were any new Banestorm to appear, its powers would be used to benefit everyone.

The League of Nations soon proved to be more than up to the task that it had been intended, and even more. No world government would be formed unless all nations agreed to it, but, under the League's direction, trade between nations increased, all natural disasters were reverted, and peace was held.


Spoiler Personal Background :
Antonio Gámez was born in the city of Granada on March 31st of the Year of Our Lord 1992, the 500th anniversary of the First Banestorm's appearence over Madrid. This day was one that many believed were the ones where the people most able to interact with magic were born, and that became true in the case of Antonio, who soon proved its ability with magic by making a mobile with lights shine, even though it was not connected to the Network. Through school and academy, he proved his ability with mixing technology and magic, becoming a Tecnomago at the age of 15.

However, although he could have become one of the foremost researchers of Tecnomancy in the world, Antonio preferred to make use of his talents in some other way, and he became a Pistomago, able to use his magic as well as a special gun he had made himself, to live a life of danger between dark lords, would-be dictators and people trying to summon demons, preventing bad things from happening and helping those that needed his help.

His fame soon expanded to the Hub, and Ian sent a message to Antonio, asking him if he was willing to work for him in protecting the Multiverse from threats. Antonio answered yes, and he entered the "ONLY EMPLOYEES" gateway in a bar to enter a new, fantastic world and life.
 
Name: Emilio "Emile" Salvodeli
Origin: TL-4241, Commodore of the 1st Battalion of the Kingdom of Abbianti, Year 2057
HP: 85
MP: 0
CP: 15

Abilities: Blademaster (Although an officer's sword in the Kingdom of Abbianti is usually just for decoration, Emile has trained to lethal efficiency with it), Command (Commodore of the best army division of his nation), Commando (Main weapon is an assault rifle), Guerrilla (He has commanded forces in almost all kinds of environments), MacGyvering (A little hobby of his, which happens to have saved lives on occasions)
Disabilities: End-Justifies-The-Means Mentality, Reckless (let's just say that his methods involve unconventional and/or liberal use of explosives on occasion ;))

Items: Officer's Sabre (2 foot sword, and although it looks highly ornamental, it is also highly deadly), AR-42 (Extremely advanced assault rifle in comparison to what we have OTL. Recoil suppression, intelligent ammo counter, auto-lock feature, and fires special ceramic rounds which deal death to any organics easily, and pack a punch to armor and solid walls), Detpacks (3, either set off by tripwire or internal timer), Datapad, Recon Drone (synchronized with Datapad, gives real-time surveillance. Pretty much a mini-UAV)
Appearance: This guy, with the armor described below.
Armour: Camouflaged armor in the style of the Halo-series MJOLNIR Mark IV armor, but 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.
Spells
Injuries: None
Backstory: Later.

If anything is OP or needs changing, just ask.

EDIT:

Arrow Gamer said:
Gillie(sp?) Suit
Ghillie ;)

I haven't gone into the details of travel yet, but suffice it to say that there will be the option of splitting up if there are enough players, but I'm not sure that three really warrants such an option.
NEVER split the party :p
 
Generally each Detpack would count as an Item, leaving you with two to many.

I'm not sure about the OP-ness of the armour. If it gets too much even if everyone aims at your head, I can always invent excuses for you to lose it :)

Alright, we've got three, plus Nintz promising to quote in Sancha Rodriguez. Two more to go, I think, and then let's have an Update 0.
 
Generally each Detpack would count as an Item, leaving you with two too many.
Changing it to just one Detpack, in that case.

I'm not sure about the OP-ness of the armour. If it gets too much even if everyone aims at your head, I can always invent excuses for you to lose it :)
Or lower the bonuses of the armor. Or give enemies AP bullets :p
 
Noted. After school today.
 
I'll create a character after I write up my history for MilarNES.

There's probably a lot of people who are wary about joining the same concept for the third time. There'll likely be an influx after the first mission. On the bright side, 5 people are a lot easier to manage, and will give the combat a "squad" mentality.
 
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