Posts: 114
Joined: May 2017
Pronouns: she/her
Location: NZ
06-10-2019, 11:28 PM
And lo, the ancient's chosen arise. Split off into groups, they find themselves at the mercy of the world... amidst a sea of ash and dust.
Netzach, Kaliv, Telos.
You awaken in the birthing facility, springing forth from your containment cells, in possession of your Units.
The chamber you all stand in is an apartment-sized room of solid black-green tiles, stinking of fetid rot from years of disuse. Various implements presumably used in your Units creation lay about the place, scattered as though left in a hurry. There are multiple exits, one to the north and one to the south. From the northernmost exit, you hear something coming.
What do you do? (Remember to consult the Moves before acting! If you don't mention a specific move, I'll assume you aren't attempting to perform one and won't roll for you.)
Ria, Chariklo, Zaul.
Morning sun penetrates your containment cells, as you sluggishly slough off the detritus from millennia of atrophy. You three stand in the middle of a large, open space, seemingly what was once a war-zone by the size of various craters strewn across the place.
Blasted husks of buildings litter every direction, and your containment cells lie amidst rubble. There is one intact building, a large metal dome, but it seems to have no entrances or exits.
From the east, you feel a strong wind blowing, bringing heat with it.
What do you do?
Show Content
MOVES
OVERCOME
[box width=500]When acting while faced with a dangerous or otherwise potentially negative situation, roll. On a 12+, you succeed with aplomb, and are now at an advantage. On a 8-12, you do as you set out to, avoiding danger. On a 4-8, you do what you set out to but luck is not on your side. On a 4-, you succumb to the danger.[/box]
VENTURE
[box width=500]When exploring uncharted lands in search of something, name your goal and roll. On a 12+, you make it there and find something wonderous at your destination or on your way. On an 8-12, your journey goes smoothly with little to note. On a 4-8, something arises during your journey that you must either overcome, or that will haunt you even once you have reached your destination. On a 4-, your journey goes deeply wrong.[/box]
WORSHIP
[box width=500]When you create something of great structure or requirement to please the creators, describe it and roll+CHASSIS. On a 12+, your creation is even more glorious than you expected, earning you extra FAVOUR from your creators. On an 8-12, your creation is as expected, and your creators shall surely appreciate it. On a 4-8, there is something wrong with the structure or the construction process that messes with your plans. On a 4-, the creators are displeased.[/box]
COOPERATE
[box width=500]When you work with other UNITs to achieve a goal, you all roll+LINK, and the majority result is taken. On a 12+, you all succeed, and after doing so you feel much closer to those you worked with. On a 8-12, you work together and achieve something great. On a 4-8, your cooperation struggles, and your relationship is tested. On a 4-, things get ugly.[/box]
PIONEER
[box width=500]When you invent something new, or develop an entirely unique idea, roll+HUB. On a 12+, your idea is even better than you expected, describe how it surpasses your natural limitations. On a 8-12, you create the ideal invention, describe what it allows you to do, and what it takes to operate. On a 4-8, your creation is hampered by something happening mid-process, or by an issue with the process itself. Describe what it intends to do, what it takes to operate, and how it glitches out. On a 4-, your invention is more a scourge than anything. Describe the intended use.[/box]
MANIPULATE
[box width=500]When you perform an act utilizing conversation or performance, intended to harm, decieve, or sabotage someone/thing, roll+LINK. On a 12+, your audience is totally convinced. Not only do they believe you, they will actively aid you in whatever it is you wish to achieve, even at their own peril. On a 8-12, your audience believes you, and your message is clearly communicated as intended. On a 4-8, your signals get mixed slightly, and you are either not believed, or misinterpreted. On a 4-, you have crossed a line.[/box]
COMMIT
[box width=500]When you commit an act of violence, hatred, or malice, roll+FAVOUR. On a 12+, your transgressions are overlooked, due to your otherwise ineffable reputation. On a 8-12, your reputation is somewhat tarnished, but you are not punished otherwise. On a 4-8, you lose FAVOUR, and must repent for what you have done. On a 4-, you have become a HERETIC.[/box]
SHEETS
Show Content
NETZACH
NAME: Netzach
PRONOUNS: She, her
GLITCHES: Emotions are toned down slightly, so empathy is lower, although your logic and reasoning is still the same (you are still quite dim).
PERSONALITY: Very blunt and straightforward. Often you are unable to see the consequences of your actions. You have an obsession with information, but not any particular kind. This will probably be useful since information is hard to come by these days.
TITLE: Ivory-A
SCORES: 1
CHASSIS: 1
HUB: 1
LINK: 2
BOONS:
- Built in hacking software able to access unprotected units and machines with some luck.
- 3D printer with CAD, easier time designing and making mechanical stuff.
- Has strong wheels, capable of traversing spiky terrain.
BINDINGS:
- 3D-printed objects are weaker.
- The wheels break quicker on spiky terrain than normal wheels on normal terrain (still faster than normal wheels on spiky terrain.)
Show Content
RIA
NAME: Ria
PRONOUNS: Ve/Ver
GLITCHES: Tired... so tired. Long sleep has drained and degraded ver energy.
PERSONALITY: Kind and patient, caring and gentle. Ve is curious and loves everything ve meets.
FAVOUR: 1
TITLE: Luminous
CHASSIS: 0
HUB: 2
LINK: 2
BOONS:
- Shine: This unit can emit light and illuminate ver surroundings in any spectrum
- Heal: This unit has a full repair suite, both for healing verself and ver companions
BINDINGS:
- Sensory Overload: Using any of this unit's boons temporarily disables most senses, as ver system does not have sufficient power for the sensor arrays.
Show Content
KALIV
NAME: Kaliv
PRONOUNS: Kaliv
GLITCHES: Processors and circuits have rusted over time, and now Kaliv is unable to recognise any personal indicators other than the name Kaliv.
PERSONALITY: Quiet. Kaliv tends to leave planning to others, following their instructions and only interjecting when a particularly strong idea emerges.
TITLE: Chrome
CHASSIS: 2
HUB: 0
LINK: 1
BOONS:
-A modular body, capable of rearranging and redistributing weight and strength into places where they will be most effective for a given situation.
-An ability to discharge directed bolts of electricity over a short distance. Can be varied in intensity.
BINDINGS:
-None
Show Content
TELOS
NAME: Telos
PRONOUNS: He/Him
GLITCHES: Can only see in shades of [box]yellow[/box].
PERSONALITY: Silent a lot of times. Prefers to work in the background, but does not like being separated from the group.
FAVOUR: This starts out at 1. This determines your standing with the spirits of your creators, and the few remaining celestial beings watching over you.
TITLE: Cobalt
SCORES:
CHASSIS: 2
HUB: 2
LINK: 1
BOONS:
- Possesses long sharp retractable claws that can easily cut steel.
BINDINGS:
- Functions minimized when immersed in water.
Show Content
ZAUL
NAME: Zaul
PRONOUNS: They, them
GLITCHES: Communication processors are corrupted beyond repair, leaving Zaul unable to vocalize long thoughts or commands without great time or effort.
PERSONALITY: Inquisitive and helpful, Zaul is more than happy to both collaborate with and assist others who need it. However, nothing can stand in the way of the noble goal they were created for.
TITLE: Halcyon
SCORES:
CHASSIS: 2
HUB: 1
LINK: 2
BOONS:
- Booster rockets allow for limited flight and maintained hovering.
- Powerful magnetic grips allow for the lifting, transportation, and manipulation of even the heaviest loads.
- A self defense suite consisting of a low grade EMP blast and sedative gas designed to silence any nearby weapons, pacify biological hostiles, and disable low tech machines.
BINDINGS:
- The Halcyon's boons are powered by advanced, albeit decayed, solar cells. This means that after use, they must be slowly recharged during the day (usually related to the length they were in use for).
- Boons cannot be used to inflict physical harm against any self-thinking organism unless the Halcyon is damaged first.
- Using the self defence suite knocks the Halcyon out of commission for the entirety of its duration, allowing for no actions outside of very limited movement.
Show Content
CHARIKLO
NAME: Chariklo
PRONOUNS: They/them
GLITCHES: Speaks in text, and commonly makes typographic errors. That, or encrypts text entirely. Whether this is intentional or not isn't clarified.
PERSONALITY: Snarky and pessimistic. Laughs about failing spectacularly, and will not hesitate to insult people who caused the failure.
You begin with 5 points for UNIT customization. When your UNIT is destroyed, you receive 3 points to create a new UNIT.
TITLE: Hydrargyrum
SCORES: These values determine your UNITs capabilities, and all begin at 0. They can be increased by spending a point (up to +2), or decreased to gain an extra point (down to -1).
CHASSIS: 2
HUB: 2
LINK: 1
BOONS: Unique abilities that only this UNIT possesses. Only three boons may be chosen, and each BOON comes with a BINDING (a point can be spent to negate this rule, per BOON). You start with at least one.
- Point defense, allowing for negation of projectile weapons.
BINDINGS: These must be taken with a BOON, unless a point is spent.
- The point defense is unfortunately exceedingly ready to obliterate projectiles, so Hydragyrum is unable to use projectile weapons without turning off the PD completely.
i'm a rad teen, confirmed good dog, and i try to do things sometimes.
Show Content
Spoiler![[Image: unknown.png]](https://cdn.discordapp.com/attachments/485259266157182977/552088770917171205/unknown.png)
POTATIO SAYS: CHECK OUT COOKING QUEST III
|