It's A Very Big Universe Out There OOC/Signup (Original Universe, some megacrossover elements)

Gideon020

Really in the mood for ribs.
It's a big universe out there.

For a lot of people, crossing the stars in Zero-State Drives to either expand the boundaries of Known Universe beyond the light of civilizations spanning multiple galaxies or simply staying within that light, the universe is a big place and even the Known still has unexplored regions, and strange sights on worlds pristine and untouched.

For you, the universe is larger still, but that's mostly because unlike everyone else, you are also very, very small.

Under the human frame of measurement, you stand about 6 inches tall and don't really make for an intimidating sight by yourself. Lucky for you, you aren't alone; each individual that is 'You' is in fact spread out over a small swarm of bodies, each one able to communicate with each other in a manner that seems like a bickering, squabbling tribe that in fact represents a quasi-psychic gestalt attempting to think decisions through from all viewpoints.

And the decision that you reached is that you want to explore that huge universe out there but for such tiny beings as you such a journey would be fraught with peril, so you need to build yourself a way to travel and protect yourself from the dangers of big, clumsy feet or misguided vermin-elimination drones sent by those who think you're some kind of pest or worse yet, children who think you're cute and should become their pet!

Well, it just so happens you and others like you inhabit (some unkindly say infest) is full of scrap and various parts that you can use, entire hulks of beached starships just waiting to be looted and used to build the perfect vessel to carry you into the Universe!

This is a game for 3 players minimum, max 6.
The premise is thus: Each player controls a 20-strong gestalt swarm of mechanical or biological beings that are barely larger than most action figures and dolls who are very good with technology. Each swarm wishes to explore the Known Universe, which currently spans at least twelve galaxies linked together by massive Zero-Shift Gates, part of the Zero-Shift technology that allows Faster Than Light Travel.
This is a free-roam RP. Work together or strike out on your own. Find a story to involve yourself in or make your own.
Dice is D20+Stat.




To start, let's figure out just what sort of swarm you are. In the Known Universe, you are universally known as Sprite Swarms and your origins are largely unknown; as long as the Known Universe has been explored, Sprite Swarms have always been found.

First, choose your Physiology:

-Biological: Whether flesh, plant matter or some kind of amoeboid goo, Biological Physiology means you can acquire Consumables at the normal price and take less time to replenish lost swarm members through natural breeding. But on the downside, you are vulnerable to things such as being shot at, fire, extreme cold, suffocation, electrocution, poison and disease like any other being so make sure to build your Techno-Frame well!

-Mechanical: You are made out of machines ranging from nanomachine-infused semi-liquid blobs to very small and sophisticated robots. Consumables cost 50% more to purchase, but you are largely immune to environmental effects save for being shot or electrocuted. EMP's however, are incredibly deadly and will kill up to 10 swarm members whenever you are hit by one!


Then, give yourself a Name.

Next, give a Description of a typical swarm member.

Finally, it's time to generate your Attributes Scores.

Roll 1d10 except where noted for each stat.

-Strength (STR): This is always -2 at the start.
-Agility (AGL)
-Discipline (DIS)
-Tech (TCH)
-Engineering (ENG):
This always starts at 5.
-Awareness (AWR)
-Persuasion (PER)
-Manipulation (MAN)
-Pilot (PIL)
-Ranged Attack (RA)
-Melee Attack (MA)


Set your Population to 20 and your Recovery to +1. Recovery occurs every 7 Standard Days for Biological Swarms and every 14 Standard Days for Mechanical Swarms.
Being a swarm of tiny beings means that the deck is stacked against you from the start. Luckily you can even the odds by building a Techno-Frame! The Techno-Frame is a massive for a Sprite Swarm (average size if that of a conventional car) flying craft, ground vehicle or walking machine that carries the entire swarm and is often wrapped in armour to protect them and bristling with weapons integrated into the Frame to protect them.

Sprite Swarms are masters of technology and Techno-Frames are capable of amazing technological feats that only vehicle ten times their size would be able to accomplish such as transformations and even FTL travel!

You start with 1500 Salvage Points. These represent various useful pieces of tech, disposable miniaturized tools and raw materials that you will use to build your Techno-Frame. Each Techno-Frame is typically one of the following Types.

-Walker: A multi-legged machine that can be anything from a biped to a spider-like vehicle. (+5 PIL for Uneven Terrain, receive 2x Manipulators for free.)

-Crawler: While sometimes wheeled, this sort of Techno-Frame is often in the form of a tank of sorts. (1x Free Heavy Weapon. Armour cost in Salvage Points is halved.)

-Flyer: This represents the small, starship-designed Techno-Frames that some Sprite Swarms employ. Fitted with Zero-Shift Drive of their own devising, it is often commonly combined with the ability to transform into another Techno-Frame type when on a planet. (Hover and Fly, Free Zero-Shift Drive.)

-Swimmer: Some Sprite Swarms live on worlds that are nothing but water, others come across said worlds and decide they want to take a look. Many Swimmer-Types are submersibles of some fashion, but a few Swarms prefer surface ships. (Can dive underwater.)


All Techno-Frames start with the following components for free:
-Command Chair (C1)
-Class Alpha Engine
-Crew Bunk x20


The following Components have their costs in Salvage Points listed in Brackets [x] when building your Techno-Frame. If there is a limit to the number of Components that can be purchased, it will also be listed. Crew Components will have a Crew Rating (Cx) listed.

-Armour [1 per point]: Metal, tough plastic, ballistic cloth, a mish-mash of various protections to keep the crew safe.

-Frame Integrity [5 per point]: How much actual damage can the Techno-Frame take before being Wrecked. You lose a single point of Population for every 100 Damage taken.

-Basic 1-Hand Ranged Weapon Mount [10 per mount]: Allows for the mounting of a single 1H Basic weapon with storage for ammunition.

-Basic 2-Hand Ranged Weapon Mount [20 per mount]: Mounts a single 2H Basic weapon with ammo storage.

-Advanced 1-Hand Ranged Weapon Mount [30 per mount]: Mounts a single 1H Advanced weapon with ammo storage.

-Advanced 2-Hand Ranged Weapon Mount [60 per mount]: Mounts a single 2H Advanced weapon with ammo storage.

-Heavy Weapon Mount [100 per mount]: Mounts a single Heavy Weapon. Limit of 5.

-Sprite FTL Drive [50]: Fits the Techno-Frame with an FTL drive that somehow works on the surface of a planet through processes that only Sprite Swarms know. Limit of 1.

-Fuel Cell Bunker [20 per Fuel Cell]: Stores Fuel Cells used to power the FTL drive. 1 Fuel Cell is expended per Zero-Shift Jump no matter the range.

-Turret [5 per turret]: Converts a Weapon Mount into a turret to allow it to aim at targets outside of the forward arc. Weapons are marked as [Turret] when this upgrade is purchased.

-Crew Bunk [1 per bunk]: If the Swarm's total Population increases, this little sleeping bag will provide a comfy place to sleep.

-Void Sealing [100]: Seals the Techno-Frame against Vacuum conditions and provides oxygen recycling.

-Underwater Sealing [100]: Creates a pressurized environment and oxygen-extraction system for operating underwater.

-Heat Shielding [100]: Coolant systems and radiators are constructed to defend against extreme heat.

-Cryonic Protection [100]: Sophisticated heating systems and insulation are employed to protect against the extreme cold of some worlds and deep oceans.

-Survival Suits [2 per suit]: Bulky and uncomfortable, these suits are still necessary to protect the Swarm against unexpected environmental conditions or attacks. Comes with small magneto-plasma thrusters for space usage. When a member of the Swarm is killed when wearing a Survival Suit, the suit is lost as well.

-Manipulators [20 per arm]: Fits the Techno-Frame with powerful collapsible arms with hands that can manipulate objects. Swarm Stat is considered 6 when using the Manipulators for Melee or Strength-based tests. This is the only way to use Melee Weapons in the Techno-Frame.

-Transformer [100]: Allows the Techno-Frame to transform into another Frame Type. Can only be purchased once.

-Docking System [200]: Allows the Techno-Frame to carry another Techno-Frame. Can only be used by the Flyer-Type. If the frames have any environmental protection systems active, the effect is shared between the Techno-Frames.

-Command Chair [100](C1): This position, regardless of it's physical form, is required to be filled by a member of the Swarm who is then considered the leader. The Techno-Frame cannot be operated unless this position is filled. Provided for free at the start.

-Command Crew [50](C3): The Swarm gains +1 Awareness for each spot filled.

-Fire Extinguishing Crew [30](C2): If exactly 2 Swarm Members are assigned, the Techno-Frame is immune to the Burning condition.

-Operations Crew [60](C4): Each member assigned adds +1 to the Piloting stat.

-Hardhat Crew [40](C3): If exactly 3 members are assigned, the Techno-Frame is immune to the Disoriented condition.

-Kamikaze Crew [80](C1): When purchased and if a Missile-type Heavy Weapon is mounted, a Swarm Member can be assigned to provide a +4 RA bonus to a single missile attack, by piloting a modified missile. Needless to say, the member is lost whether the attack hits or misses.

-Sniper Crew [50](C1): When assigned and with a Cannon-type Heavy Weapon mounted, the crewmember uses a special sniper system to provide a +4 RA bonus to that weapon. Specify the weapon this Crew Component is attached to at purchase.

-Repair Crew [100](C10): The Techno-Frame repairs 10 Frame Integrity for every member assigned here. This costs an equivalent amount of Salvage Points to perform. No salvage, no repairs.

-Gunnery Crew [100](C6): Each member assigned provides +1 RA and MA.

Unspent Salvage can be stored in case you need it.

You also manage to acquire a specialist piece of software known as a Grim Bandit that can steal specialist neural data called a Neuro-Key at the point of death for most beings, allowing you to steal a portion of any electronic savings in the scant seconds before automatic security measures close the account.

Finally, each Techno-Frame starts with a single 1H Basic Ballistic Pistol to integrate into a weapon mount. Thanks to nano-forming systems, ammunition is effectively unlimited.

Good luck, it's a big universe out there.
 
Why hello there! I've seen some of your previous works and i must say I'm extremely interested in this, but I'll only be able to get a character sheet up towards the end of today.

Just for further clarification, each player is a swarm with their own Techno-Frame?
 
So in Components there are weapon emplacements but no weapons? 0.o

I mean it doesnt say how much a missile type weapon, cannon type weapon costs.
 
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Turns out I got some free time sooner than I thought I would, so I thought I'd start on making the character sheet now.
I'd be open to becoming the 'Mothership' of our group by buying a few Docking Systems and making sure to grab environmental protections.

Swarm/Character Sheet:
Physiology: Biological
Name: Kel'Morne Collective
Description: The Kel'Morne Collective is a strange mix of a Direct Democracy and Dictatorship. When the Overseer is killed, or when a new one is needed, a straw poll vote is taken and the new leader is quickly instated. From that point on the rule of the new Overseer is absolute, their commands followed completely. Any new rules or commandments may be put into place, and any disliked rulings from the previous Overseer's reign can be taken down just as easily.

While many would find this simple transition strange, it is in the Kel'Morne's nature to be led. One might even say its integral, and regardless of where the one leading goes the rest must follow for that is the way of the Kel'Morne.

The current Overseer, Overseer Seventy-Second, is one that greatly values symbiotic relationships; which is exactly why the Kel'Morne's most recent Techno-Frame is geared towards being a carrier. "Lots of blasty bits to cleanse, and plenty of room for friends!"

The Racial Goal set forth by Overseer Seventy-Second is to explore the galaxy with others who've accepted a Symbiotic relationship with Kel'Morne Collective until inspiration strikes and a more specific goal is found.

It should be noted that the Kel'Morne Collecive is already in a Symbiotic Relationship with another Swarm-type race. The Yreetha. They were approached due to their amiable personality and constant drive to discover. Their agreement to exploration together was well received and when they built their Techno-Frame to compliment the Kel'Morne's opinion of them rose drastically. It is good to not be alone in the universe.

(Assuming I can pick and choose where the rolls go.)
Attributes Scores:
-Strength (STR): -2
-Agility (AGL): 7
-Discipline (DIS): 7
-Tech (TCH): 6
-Engineering (ENG): 5
-Awareness (AWR): 3
-Persuasion (PER): 10
-Manipulation (MAN): 3
-Pilot (PIL): 9
-Ranged Attack (RA): 6
-Melee Attack (MA): 1

Population: 20
Recovery: +1
-Recovery occurs every 7 Standard Days for Biological Swarms

Techno-Frame:
Type: Flyer (Hover and Fly, Free Zero-Shift Drive), & Swimmer (Can dive underwater.)
-Command Chair (C1) [Free]
-Class Alpha Engine [Free]
-Crew Bunk x20 [Free]
-Crew Bunk x 20 [1 X 15 = 15]
-Sprite FTL Drive [Free]
-1H Basic Ballistic Pistol [Turret] [Free]
-Transformer [100]
-Underwater Sealing [Free]
-Void Sealing [100]
-Heat Shielding [100]
-Cryonic Protection [100]
-2 x Fuel Cell Bunker [20 x 2 = 40]
-50 x Frame Integrity [5 x 50 = 250]
-75 x Armour [1 x 75 = 75]
-2 x Manipulators [20 x 2 = 40]
-4 x Advanced 1-Hand Ranged Weapon Mount [Turret] [30+5 x 4 = 140]
-10 x Survival Suits [2 x 10 = 20]
-2 x Docking System [200 x 2 = 400]
-Command Crew [50](C3)
-Fire Extinguishing Crew [30](C2)
-Hardhat Crew [40](C3)
Population: 11/20
Command Chair (C1/1): The Techno-Frame is piloted.
Command Crew (C3/3): The Swarm gains +1 Awareness for each spot filled. [+3 Awareness]
Fire Extinguishing Crew (C2/2): the Techno-Frame is immune to the Burning condition. [Immune to Burning]
Hardhat Crew (C3/3): Techno-Frame is immune to the Disoriented condition. [Immune to Disoriented]
Froggo Fantastic threw 9 10-faced dice. Reason: Stats Total: 52
7 7 3 3 3 3 9 9 1 1 6 6 7 7 10 10 6 6
 
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-Biological: Whether flesh, plant matter or some kind of amoeboid goo, Biological Physiology means you can acquire Consumables at the normal price and take less time to replenish lost swarm members through natural breeding. But on the downside, you are vulnerable to things such as being shot at, fire, extreme cold, suffocation, electrocution, poison and disease like any other being so make sure to build your Techno-Frame well!

Name: Deus

Description:


Cold blooded and uncaring, not very much are known about Deus, in shape they look similar to humans but do not posses blood, bones and other organs. The only organs they have are located in their head and chest areas and the rest of the body is made out of some kind of black material.

First discovered and at a frozen planet on the very edge of their solar system they were able to persuade the people who discovered them to share their tech with them and before long they were spacefaring.

Attributes Scores:
Strength (STR): -2
-Agility (AGL): 7
-Discipline (DIS): 3
-Tech (TCH): 9
-Engineering (ENG): 5
-Awareness (AWR): 3
-Persuasion (PER): 4
-Manipulation (MAN): 7
-Pilot (PIL): 3
-Ranged Attack (RA): 8
-Melee Attack (MA): 2

-Flyer: This represents the small, starship-designed Techno-Frames that some Sprite Swarms employ. Fitted with Zero-Shift Drive of their own devising, it is often commonly combined with the ability to transform into another Techno-Frame type when on a planet. (Hover and Fly, Free Zero-Shift Drive.)
Also:
-Swimmer: Some Sprite Swarms live on worlds that are nothing but water, others come across saidworlds and decide they want to take a look. Many Swimmer-Types are submersibles of some fashion, but a few Swarms prefer surface ships. (Can dive underwater.)

Population: 20
Recovery: +1
-Recovery occurs every 7 Standard Days for Biological Swarms

Components:

[Free]
--Command Chair (C1)
-Class Alpha Engine
-Crew Bunk x20
-1H Basic Ballistic Pistol
-Zero-Shift Drive

-Void Sealing [100]: Seals the Techno-Frame against Vacuum conditions and provides oxygen recycling.

-Underwater Sealing [Free]: Creates a pressurized environment and oxygen-extraction system for operating underwater.

-Transformer [100]: Allows theTechno-Frame to transform into another Frame Type. Can only bepurchased once.

-Heat Shielding [100]: Coolant systems and radiators are constructed to defend against extreme heat.

-Cryonic Protection [100]: Sophisticated heating systems and insulation are employed to protect against the extreme cold of some worlds and deep oceans.

Survival Suits [50=2x25]:Bulky and uncomfortable, these suits are still necessary to protect the Swarm against unexpected environmental conditions or attacks. Comes with small magneto-plasma thrusters for space usage. When a member of the Swarm is killed when wearing a Survival Suit, the suit is lost as well.
-25 suits

-Crew Bunk [1x5]: If the Swarm's total Population increases, this little sleeping bag will provide a comfy place to sleep.
-5 Bunks

-Sprite FTL Drive [50]: Fits the Techno-Frame with an FTL drive that somehow works on the surface of a planet through processes that only Sprite Swarms know.

-Fuel Cell Bunker [20x2=40]: Stores Fuel Cells used to power the FTL drive. 1 Fuel Cell is expended per Zero-Shift Jump no matter the range.
-2 Cells

-Repair Crew [100](C10): The Techno-Frame repairs 10 Frame Integrity for every member assigned here. This costs an equivalent amount of Salvage Points to perform. No salvage, no repairs.


-Frame Integrity [5x180=900]: How much actual damage can the Techno-Frame take before being Wrecked. You lose a single point of Population for every 100 Damage taken.
-900 Frame Integrity

-Armour [1x200]: Metal, tough plastic, ballistic cloth, a mish-mash of various protections to keep the crew safe.
-200 Armour

-Advanced 1-Hand Ranged Weapon Mount [30 per mount]: Mounts a single 1H Advanced weapon with ammo storage.
-Turret [5 per turret]

-Advanced 2-Hand Ranged Weapon Mount [60 per mount]: Mounts a single 2H Advanced weapon with ammo storage.
-Turret [5 per turret]

-Heavy Weapon Mount [100 per mount]: Mounts a single Heavy Weapon. Limit of 5.
-Turret [5 per turret]
-Sniper Crew [50](C1)

-Manipulators [20x4=80]: Fits the Techno-Frame with powerful collapsible arms with hands that can manipulate objects. Swarm Stat is considered 6 when using the Manipulators for Melee or Strength-based tests. This is the only way to use Melee Weapons in the Techno-Frame.

Operations Crew [60](C4): Each member assigned adds +1 to the Piloting stat.

-Command Crew [50](C3): The Swarm gains +1 Awareness for each spot filled.

30 banked
20/20 Crew used
Command Chair: 1/1 Assigned
Operations-Crew: 4/4 Assigned
Repair-Crew: 10/10 Assigned
Operations-Crew: 4/4 Assigned
Sniper Crew: 1/1 Assigned
Drasky threw 11 10-faced dice. Reason: Attributes Total: 51
8 8 2 2 3 3 7 7 9 9 3 3 4 4 7 7 3 3 2 2 3 3
 
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Holy shit, this sounds really really cute. I might have to make a sheet.
 
Alright, I've completed my character sheet; I will need to know if anyone wants to work together though, as I've currently got two Docking Systems and no friends to use them.

If no one wants to "Engage in Symbiotic Relations" I'll switch my loadout and Fluff a bit.
 
This looks neat.

Swarm Sheet:

Physiology: Biological
Name: Yreetha

Description:
An energetic, almost manic collection of fast-moving saurian bipeds with a relentless curiosity, the Yreetha were approached by the Kel'Morne Collective as prospective partners in their exploration of the cosmos. Graciously accepting, the Yreetha turned their engineering know-how toward outfitting a Techno-Frame built to defend their new allies, that they might serve as a bulwark in thanks.

Attributes Scores:
-Strength (STR): -2
-Agility (AGL): 7
-Discipline (DIS): 2
-Tech (TCH): 6
-Engineering (ENG):
5
-Awareness (AWR): 7
-Persuasion (PER): 1
-Manipulation (MAN): 1
-Pilot (PIL):6
-Ranged Attack (RA): 7
-Melee Attack (MA): 5

Population:
20
Recovery: +1

Techno-Frame:
Type: Walker
Equipment:
-Command Chair (C1)
-Class Alpha Engine
-Crew Bunk x30 [10]
-2x Manipulators (Free)
-Void Sealing [100]: Seals the Techno-Frame against Vacuum conditions and provides oxygen recycling.
-Underwater Sealing [100]: Creates a pressurized environment and oxygen-extraction system for operating underwater.
-Heat Shielding [100]: Coolant systems and radiators are constructed to defend against extreme heat.
-Cryonic Protection [100]: Sophisticated heating systems and insulation are employed to protect against the extreme cold of some worlds and deep oceans.
-1H Basic Ballistic Pistol [Free]
-Advanced 2-Hand Ranged Weapon Mount [60]
-2x Heavy Weapon Mount (Turret) [210]
-Command Crew [50](C3; 3 assigned) +3 Awareness
-Operations Crew [60](C4; 4 assigned): +4 Piloting
-Repair Crew [100](C10; 6 assigned): +60 Repair
-Gunnery Crew [100](C6; 6 assigned): +6 RA/MA
-200x Armour [200]
-1000x Integrity [200]

1390 Points used, 110 banked

Jolly Cooperation!
Strunkriidiisk threw 9 10-faced dice. Reason: Stats Total: 42
6 6 7 7 6 6 5 5 1 1 1 1 7 7 2 2 7 7
 
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Turns out I got some free time sooner than I thought I would, so I thought I'd start on making the character sheet now.
I'd be open to becoming the 'Mothership' of our group by buying a few Docking Systems and making sure to grab environmental protections.

Swarm/Character Sheet:
Physiology: Biological
Name: Kel'Morne Collective
Description: The Kel'Morne Collective is a strange mix of a Direct Democracy and Dictatorship. When the Overseer is killed, or when a new one is needed, a straw poll vote is taken and the new leader is quickly instated. From that point on the rule of the new Overseer is absolute, their commands followed completely. Any new rules or commandments may be put into place, and any disliked rulings from the previous Overseer's reign can be taken down just as easily.

While many would find this simple transition strange, it is in the Kel'Morne's nature to be led. One might even say its integral, and regardless of where the one leading goes the rest must follow for that is the way of the Kel'Morne.

The current Overseer, Overseer Seventy-Second, is one that greatly values symbiotic relationships; which is exactly why the Kel'Morne's most recent Techno-Frame is geared towards being a carrier. "Lots of blasty bits to cleanse, and plenty of room for friends!"

The Racial Goal set forth by Overseer Seventy-Second is to explore the galaxy with others who've accepted a Symbiotic relationship with Kel'Morne Collective until inspiration strikes and a more specific goal is found.

(Assuming I can pick and choose where the rolls go.)
Attributes Scores:
-Strength (STR): -2
-Agility (AGL): 7
-Discipline (DIS): 7
-Tech (TCH): 6
-Engineering (ENG): 5
-Awareness (AWR): 3
-Persuasion (PER): 6
-Manipulation (MAN): 3
-Pilot (PIL): 9
-Ranged Attack (RA): 10
-Melee Attack (MA): 1

Population: 20
Recovery: +1
-Recovery occurs every 7 Standard Days for Biological Swarms

Techno-Frame:
Type: Flyer (Hover and Fly, Free Zero-Shift Drive), & Swimmer (Can dive underwater.)
-Command Chair (C1) [Free]
-Class Alpha Engine [Free]
-Crew Bunk x20 [Free]
-Crew Bunk x 20 [1 X 15 = 15]
-Sprite FTL Drive [Free]
-Transformer [100]
-Underwater Sealing [Free]
-Void Sealing [100]
-Heat Shielding [100]
-Cryonic Protection [100]
-2 x Fuel Cell Bunker [20 x 2 = 40]
-50 x Frame Integrity [5 x 50 = 250]
-75 x Armour [1 x 75 = 75]
-2 x Manipulators [20 x 2 = 40]
-4 x Advanced 1-Hand Ranged Weapon Mount [Turret] [30+5 x 4 = 140]
-10 x Survival Suits [2 x 10 = 20]
-2 x Docking System [200 x 2 = 400]
-Command Crew [50](C3)
-Fire Extinguishing Crew [30](C2)
-Hardhat Crew [40](C3)

Uh, I dont think you can pick and choose where attributes go. Though Im not the GM, so cannot be completely sure.

Edit: Then Il edit mine some, though I will use the first 9 dice, other 2 is extra.
 
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Physiology: Mechanical

Name: P-A-X 001
(Prototype-Archeologist-Xenonauts Type 001)

Description: The P-A-X 001 are the result of an experiment of a dying race to prevent destruction: These small, self-improving and self-replicating robots were created to destroy an incoming asteroid.
And they did destroy the Asteroid. Unluckily, at that time the Asteroid had crashed and destroyed the Atmosphere and population of the planet.... except for the Lab-Experiment of P-A-X 001, emerging from the hidden underground lab to fulfill their mission.
Ironically, the Asteroid became the first basis of their resources and P-A-X 001 began to improve and test its methods, eventually taking to the stars.
They are extremely adaptable and adorable machines of deconstruction, seeking to tackle down the universe.
They follow whatever Agenda P-A-X Prime (The current commander) has for them.

Strength (STR): -2
-Agility (AGL): 2
-Discipline (DIS): 7
-Tech (TCH): 10
-Engineering (ENG): 5
-Awareness (AWR): 4
-Persuasion (PER): 2
-Manipulation (MAN): 1
-Pilot (PIL): 4
-Ranged Attack (RA): 4
-Melee Attack (MA): 7

Population: 20
Recovery: 1
Recovery occurs every 14 days

Techno-Frame
A.R.C 001
Type: Flyer/Swimmer
(Astrological-Recyceling-Carrier)

Components:
-Command Chair (C1) (Free)
-Class Alpha Engine (Free)
-Crew Bunk x100 (20 free, 80 purchased)
-Grim Bandit-Software (Free)
-1H Basic Ballistic Pistol w. Turret (Free)
-Zero-Shift Drive (Free)
-Armour 160 (160 points)
-Frame Integrity 500 (100 Points)
-Fuel Cell Bunker 3 (60 points)
-Manipulators 6 (120 points)
-Repair Crew[C10] (100 points)
-Gunnery Crew[C6] (100 points)
-Command Crew[C3] (50 points)
-Crew Bunk x80 (80 points)
-Void Sealing (100 points)
-Underwater Sealing (100 points)
-Heat Shielding (100 points)
-Cyronic Protection (100 points)
-Turret x4 (20 points)
-Operations Crew (60 points)
-Heavy Weapon Mount w. Turret (100 points)
-Transformer: Swimmer (100 points)
-Basic 2-Hand Ranged Weapon Mount x2 (40 points)

Salvage unused: 70

20/20 Crew used
Command Chair: 1/1 Assigned
Gunnery-Crew: 6/6 Assigned
Command-Crew: 3/3 Assigned
Operations-Crew: 4/4 Assigned
Repair-Crew: 6/10 Assigned

70 Salvage
0 Free Crewmembers
20 Used Crewmembers
1H Basic Ballistic Pistol w. Turret
Heavy Weapon Mount w. Turret
Basic 2-Hand Ranged Weapon Mount w. Turret
Basic 2-Hand Ranged Weapon Mount w. Turret
Armor: 160/160
Integrity: 500/500
6 Manipulator-Arms
3 Fuel Cells

Stats:
Strength (STR): -2
-Agility (AGL): 2
-Discipline (DIS): 7
-Tech (TCH): 10
-Engineering (ENG): 5
-Awareness (AWR): 7
-Persuasion (PER): 2
-Manipulation (MAN): 1
-Pilot (PIL): 8
-Ranged Attack (RA): 10
-Melee Attack (MA): 13
whydoyoubother threw 9 10-faced dice. Reason: Attributes Total: 41
10 10 2 2 4 4 1 1 7 7 2 2 4 4 4 4 7 7
 
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@Lilithium express interest and make a character sheet, quickly!

I'll make a point to shift my character sheet & fluff around a bit in order to make things a bit more IC.
 
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