Whiteeyes: Yeah, I figured, but best to confirm an idea's validity before obsessing over others. Honestly, just spamming "No X Weapon" is something I'd shoot down because it isn't too exciting.

So, if "Orphan" isn't acceptable, here's where we start: A Mechanized Limb and two "No X Weapon". That leaves 200 to get. I doubt "No Taste" would be worth much, but then again no way to tell if something is delicious (social minus) or dangerous. I'd be optimistic and say 50.

An inability to properly gauge and/or feel temperature would mean few Cold and Desert missions. That's actually kind of a big deal, since that restricts what missions we could get solo. Again, I'll just say 50.

I'm unsure if Synethesia would count as a Drawback, so just speculation. Instead, the inability to dismiss/summon the Frame (just the Frames, weapons/etc unaffected) should be 50.

Finally, because I'm running out of options that won't seriously impair Christina, I only have one more: Chiari Malformation (pressure to the neck would thus impair cognitive ability some), but that's like 25.
 
@Kkutlord you are getting VERY cheaty with all those different "can't use weapon X" deal. I'd allow one or two, but just staking them like that is cheese. I'm trying to be nice and offering you extra options, please don't abuse that.
I'll spitball a few drawbacks which are situationally punishing, but not "thing I wasn't going to do anyway". A drawback has to be an actual drawback, if its not meaningfully limiting you its poor game design

[] Water Vulnerability(+50) - You have exposed electronics or energy conduits, immersion in water is a bigger problem than being merely unable to swim, as you are weakened from shorting out.
[] Severe Water Vulnerability(+100) - You are mainly comprised of exposed electronics or energy conduits, significant amounts of water(such as a hose or a heavy downpour) can stun or incapacitate you on contact.

[] Very Heavy(+100) - You're abnormally dense, weighing some 20 times what you should. This doesn't impair you directly, but you cannot use conventional transportation easily, unstable ground will leave deep prints and more flimsily constructed buildings become a hazard. Not compatible with Air Force. Adds a 50 point surcharge to Amphibious, Naval and Flight Capable.

[] Highly visible(+50) - You have built in illumination. Deliberate stealth is impossible, but you don't have to worry about being unable to see. Not compatible with Camo, Adaptive Camo or Active Stealth Field.

[] No Ranged(+100) - You have no ranged weapons at all.

[] Sensitive(+50) - Your heightened senses aren't buffered, loud noises, bright lights and foul smells affect you more severely. Requires Kemonomimi

[] Twin Dependency(+100) - You need your Twin and vice versa, all abilities are degraded when alone or when one Twin is incapacitated. Requires Twin Sister.

Not speaking of a desire to use them(aside from Sensitive and MAYBE Twin Dependency), but putting them out to get a baseline. Specific weapon bans don't really make any kind of good idea in this system. I debated Fuel Hungry(double supply needs), but it doesn't meaningfully add anything but drama.

Thoughts?
 
Specific weapon bans does means limited adaptiveness, aka "No Rockets" means you can't just rain bombardment. I was kind of rushing myself, since my laptop is nearly dead and the PS4 means slower response.

Still, I think your Drawbacks are perfectly good. You could probably make one for Animal Companion as well, like "Is too attuned to you and thus must be given energy to survive".
 
Specific weapon bans does means limited adaptiveness, aka "No Rockets" means you can't just rain bombardment. I was kind of rushing myself, since my laptop is nearly dead and the PS4 means slower response.

Still, I think your Drawbacks are perfectly good. You could probably make one for Animal Companion as well, like "Is too attuned to you and thus must be given energy to survive".

Animal companion is too cheap. Any drawback for it would make it free, or start generating small fractions of points which reward lots of trivial drawbacks.
 
I would say my idea basically amounts to having a cute energy parasite you have to let die if you want that energy for yourself. So it would involve mandatory energy usage, which could easily be problematic in the right/wrong situations.
Adhoc vote count started by Kkutlord on Oct 5, 2018 at 11:27 AM, finished with 74 posts and 23 votes.

  • [X] Plan Albion Recon Four
    -[X] Average Home - You came from a typical home with a loving family. While dealing with the upper class and nobles is a bit intimidating you ay least have a basic understanding of what you are doing.
    -[X] Light - A frame with less weight by cutting down on armor and weaponry, focusing on speed and maneuverability. Excellent for scouts and harriers.
    -[X] Amphibious (100) - You can actually float on top of the water now, and traverse it at speeds comparable to ice skating. Not as fast as most ships, but fast enough that water isn't an obstacle anymore.
    -[X] Diver (100) - Requires Amphibious or Naval. You can hold your breath for several hours at a time with no ill effects and can propel yourself under the water as fast as you could on the surface. Comes with swim goggles so you can see underwater.
    -[X] Animal Companion (50) - A bit more than a pet, your EC resonates with this animal on some level, letting you give it complex instructions that it easily understands. Due to the resonance it is highly loyal to you.
    -[X] Kemonomimi (100) - You are one of the mech girls who developed animalistic traits after your conversion. More specifically you grew animal ears on the top of your head, as well as gained a sharper sense of smell, hearing, and night vision. You have a much easier time detecting stealthy or otherwise hidden enemies and detecting threats at a greater distance.
    -[X] Twin Sister (200) - Perhaps not literally, though most often it is, a Twin in this case is somebody whose EC resonates perfectly with your own, resulting in a dramatic increase in performance from both girls. Expect to be always deployed with your Twin except under the most dire circumstances. Their starting stats are the same as yours and they have the same perks.
    -[X] Knight Saber (100) - You gain the effect of Advanced Melee. However in addition you gain the ability to deflect bullets with the blade, able to move it at blinding speeds. Add 30 to your Evasion Stat.
    -[X] Sensitive(+50) - Your heightened senses aren't buffered, loud noises, bright lights and foul smells affect you more severely. Requires Kemonomimi
    -[X] Twin Dependency(+100) - You need your Twin and vice versa, all abilities are degraded when alone or when one Twin is incapacitated. Requires Twin Sister.
    [X] Plan Sky Knight
    -[X] Noble Family - Serving the crown directly is a great honor bestowed upon your family, and you are the envy of the peerage. You can maneuver the high class circles with ease and are a diplomatic expert. (100 CP cost)
    -[X] Standard - A balanced mix of power, speed, and armor intended for more general purpose use and tactical flexibility.
    -[X] Knight Saber (100) - You gain the effect of Advanced Melee. However in addition you gain the ability to deflect bullets with the blade, able to move it at blinding speeds. Add 30 to your Evasion Stat.
    -[x] Knight Shield (100) - A large shield, it serves as a great defense against normal weaponry. It is easy to maneuver and doesn't interfere with your ability to attack.
    -[X] Air Force (200) - Flight ceiling fifteen hundred meters, max speed two hundred kph, up to six hours of flight operation. You are basically a human sized fighter plane.
    [x] Plan Old Steel
    -[x] War refugee - After your homeland lost, your family fled to Albion. Now you're burning with desire for revenge and reclamation of your home. You're total outsider and might have troubles communicating properly. (+100 CP)
    -[x] Heavy - Focusing on armor and firepower at the expense of speed and maneuverability these frames are intended for more frontal assaults and large scale combat.
    -[x] Flight Capable (100) - Sure you have a flight ceiling of only one hundred meters and you can't go much faster than your overland speed, but it is up to two hours of flight time, letting you avaoid difficult terrain and gain some air superiority over ground bound foes.
    -[x] Heat Resistance (50) - High temperatures don't bother you as much. In addition it takes a lot more work to overheat your engines or weapons.
    -[x] Advanced Melee (100) - Oh, that's better. A larger weapon such as a sword, spear, battle ax, scythe, or what have you is just the most obvious upgrade. Your new hydraulic system really adds a punch to your attack, letting it sheer metal.
    -[x] Self Repair Module (50) - You can heal yourself from injury at an accelerated rate, recovering about a days worth of rest in six hours. While it won't do much on a battlefield besides keep you from bleeding out it can cut down recovery time from serious injury by days or even weeks.
    -[x] Coat of Arms (300) - You gain an EP coating over your armor, massively boosting your defenses. Your armor takes on a brilliant scarlet color, which will ruin any stealth attempts. Not that you need to worry as much about that with this big a boost to your defense.
    [X] Fuel Efficient (50) - While the typical mech girl will have five WacBonald's Big Wacs, a bucket of fries, and a two liter bottle of soda for lunch, and maybe an extra Bug Wac or two as snacks before dinner, you get the energy you need from eating the normal amount of food for a girl your age. It doesn't let you run longer or use an special abilities more than normal, but refueling is a lot easier and cheaper. Provisions thanks you from the bottom of their hearts.
    [X] Knight Saber (100) - You gain the effect of Advanced Melee. However in addition you gain the ability to deflect bullets with the blade, able to move it at blinding speeds. Add 30 to your Evasion Stat.
    [X] Heavy - Focusing on armor and firepower at the expense of speed and maneuverability these frames are intended for more frontal assaults and large scale combat.
    -[X] Very Heavy - You're abnormally dense, weighing some 20 times what you should. This doesn't impair you directly, but you cannot use conventional transportation easily, unstable ground will leave deep prints and more flimsily constructed buildings become a hazard. Not compatible with Air Force. Adds a 50 point surcharge to Amphibious, Naval and Flight Capable. (+100)
    [X] Blind (+100)
    [X] Animal Companion (50) - A bit more than a pet, your EC resonates with this animal on some level, letting you give it complex instructions that it easily understands. Due to the resonance it is highly loyal to you.
    [X] Self Repair Module (50) - You can heal yourself from injury at an accelerated rate, recovering about a days worth of rest in six hours. While it won't do much on a battlefield besides keep you from bleeding out it can cut down recovery time from serious injury by days or even weeks.
    [X] Cold Resistance (50) - You aren't as bothered by cold and snow, and your parts and fluids are much more resistant to freezing and causing issues that way.
    [X] Desert Nomad (100) - Heat wave? Sounds like a great time for hot chocolate. The worst of the deser's scorching heat means nothing to you and you can teavel over sand without issue. In addition nothing short of a sandstorm is going to cause your workings to get gunked up with sand or dust or the like. No heat short of actually being set on fire will damage you and your engines never overheat. Comes with a large silk veil/scarf to protect your face from the sands and a more flowing, silken look for your armor.
    [X] Coat of Arms (300) - You gain an EP coating over your armor, massively boosting your defenses. Your armor takes on a brilliant scarlet color, which will ruin any stealth attempts. Not that you need to worry as much about that with this big a boost to your defense.
    [X] Plan Birds of a feather
    [X] Noble Family - Serving the crown directly is a great honor bestowed upon your family, and you are the envy of the peerage. You can maneuver the high class circles with ease and are a diplomatic expert. (100 CP cost)
    [X] Ultraheavymetal (aka Heavymetal Pariah)
    [X] Plan Combat Medic Floatplane Magic Twins!
    -[X] Orphan - You grew up without any sort of parents or a lot of normal social interaction. Now finding yourself as part of the upper class is a big shock and you have difficulty interacting with the upper class. You also find it hard to get their respect, with whispers going on in the background about your lack of class. (+100 CP disadvantage)
    -[X] Standard - A balanced mix of power, speed, and armor intended for more general purpose use and tactical flexibility.
    -[X] Amphibious (100) - You can actually float on top of the water now, and traverse it at speeds comparable to ice skating. Not as fast as most ships, but fast enough that water isn't an obstacle anymore.
    -[x] Flight Capable (100) - Sure you have a flight ceiling of only one hundred meters and you can't go much faster than your overland speed, but it is up to two hours of flight time, letting you avaoid difficult terrain and gain some air superiority over ground bound foes.
    -[X] Cold Resistance (50) - You aren't as bothered by cold and snow, and your parts and fluids are much more resistant to freezing and causing issues that way.
    -[x] Heat Resistance (50) - High temperatures don't bother you as much. In addition it takes a lot more work to overheat your engines or weapons.
    -[X] Healing Hands (100) - You can use Energy Particle emmiters in your hands to repair yourself or others as though benefiting from a Self Repair Module. If your target has one, the effects stack to double their already impressive recovery rate.
    -[X] Twin Sister (200) - Perhaps not literally, though most often it is, a Twin in this case is somebody whose EC resonates perfectly with your own, resulting in a dramatic increase in performance from both girls. Expect to be always deployed with your Twin except under the most dire circumstances. Their starting stats are the same as yours and they have the same perks.
    [X] Plan Where Do You Need Us
    -[X] Orphan - You grew up without any sort of parents or a lot of normal social interaction. Now finding yourself as part of the upper class is a big shock and you have difficulty interacting with the upper class. You also find it hard to get their respect, with whispers going on in the background about your lack of class. (+100 CP disadvantage)
    -[x] Heavy - Focusing on armor and firepower at the expense of speed and maneuverability these frames are intended for more frontal assaults and large scale combat.
    -[x] Flight Capable (100) - Sure you have a flight ceiling of only one hundred meters and you can't go much faster than your overland speed, but it is up to two hours of flight time, letting you avaoid difficult terrain and gain some air superiority over ground bound foes.
    -[X] Cold Resistance (50) - You aren't as bothered by cold and snow, and your parts and fluids are much more resistant to freezing and causing issues that way.
    -[x] Heat Resistance (50) - High temperatures don't bother you as much. In addition it takes a lot more work to overheat your engines or weapons.
    -[x] Self Repair Module (50) - You can heal yourself from injury at an accelerated rate, recovering about a days worth of rest in six hours. While it won't do much on a battlefield besides keep you from bleeding out it can cut down recovery time from serious injury by days or even weeks.
    -[X] Fuel Efficient (50) - While the typical mech girl will have five WacBonald's Big Wacs, a bucket of fries, and a two liter bottle of soda for lunch, and maybe an extra Bug Wac or two as snacks before dinner, you get the energy you need from eating the normal amount of food for a girl your age. It doesn't let you run longer or use an special abilities more than normal, but refueling is a lot easier and cheaper. Provisions thanks you from the bottom of their hearts.
    -[X] Twin Sister (200) - Perhaps not literally, though most often it is, a Twin in this case is somebody whose EC resonates perfectly with your own, resulting in a dramatic increase in performance from both girls. Expect to be always deployed with your Twin except under the most dire circumstances. Their starting stats are the same as yours and they have the same perks.
    -[X] Knight Saber (100) - You gain the effect of Advanced Melee. However in addition you gain the ability to deflect bullets with the blade, able to move it at blinding speeds. Add 30 to your Evasion Stat.
    [X] Plan: Hit and Run
    -[X] Orphan - You grew up without any sort of parents or a lot of normal social interaction. Now finding yourself as part of the upper class is a big shock and you have difficulty interacting with the upper class. You also find it hard to get their respect, with whispers going on in the background about your lack of class. (+100 CP disadvantage)
    -[X] Light - A frame with less weight by cutting down on armor and weaponry, focusing on speed and maneuverability. Excellent for scouts and harriers.
    -[X] Natural Born (300) - Ooh, oh wow. You are rare. And you have high expectations placed on you. People expect you to be an ace in no time. Select a second age, that is when you enlisted. Modify the Starting Stats and Growth Rate up by ++.
    -[X] Air Force (200) - Flight ceiling fifteen hundred meters, max speed two hundred kph, up to six hours of flight operation. You are basically a human sized fighter plane.
    -[X] Knight Saber (100) - You gain the effect of Advanced Melee. However in addition you gain the ability to deflect bullets with the blade, able to move it at blinding speeds. Add 30 to your Evasion Stat.
    [X] Plan: Stand Behind Me!
    -[X] Orphan - You grew up without any sort of parents or a lot of normal social interaction. Now finding yourself as part of the upper class is a big shock and you have difficulty interacting with the upper class. You also find it hard to get their respect, with whispers going on in the background about your lack of class. (+100 CP disadvantage)
    -[x] Heavy - Focusing on armor and firepower at the expense of speed and maneuverability these frames are intended for more frontal assaults and large scale combat.
    -[x] Heat Resistance (50) - High temperatures don't bother you as much. In addition it takes a lot more work to overheat your engines or weapons.
    -[X] Pandora's Box (300) - Gain Forward Shield and both bonuaes from Shield Master.
    -[X] Healing Hands (100) - You can use Energy Particle emmiters in your hands to repair yourself or others as though benefiting from a Self Repair Module. If your target has one, the effects stack to double their already impressive recovery rate.
    [X] Light - A frame with less weight by cutting down on armor and weaponry, focusing on speed and maneuverability. Excellent for scouts and harriers.
    [X] Average Home - You came from a typical home with a loving family. While dealing with the upper class and nobles is a bit intimidating you ay least have a basic understanding of what you are doing.
    [X] Always Activated Frame (+100)
 
[X] Plan Combat Medic Floatplane Magic Twins!
-[X] Orphan - You grew up without any sort of parents or a lot of normal social interaction. Now finding yourself as part of the upper class is a big shock and you have difficulty interacting with the upper class. You also find it hard to get their respect, with whispers going on in the background about your lack of class. (+100 CP disadvantage)
-[X] Standard - A balanced mix of power, speed, and armor intended for more general purpose use and tactical flexibility.
-[X] Amphibious (100) - You can actually float on top of the water now, and traverse it at speeds comparable to ice skating. Not as fast as most ships, but fast enough that water isn't an obstacle anymore.
-[X] Flight Capable (100) - Sure you have a flight ceiling of only one hundred meters and you can't go much faster than your overland speed, but it is up to two hours of flight time, letting you avaoid difficult terrain and gain some air superiority over ground bound foes.
-[X] Cold Resistance (50) - You aren't as bothered by cold and snow, and your parts and fluids are much more resistant to freezing and causing issues that way.
-[X] Heat Resistance (50) - High temperatures don't bother you as much. In addition it takes a lot more work to overheat your engines or weapons.
-[X] Healing Hands (100) - You can use Energy Particle emmiters in your hands to repair yourself or others as though benefiting from a Self Repair Module. If your target has one, the effects stack to double their already impressive recovery rate.
-[X] Twin Sister (200) - Perhaps not literally, though most often it is, a Twin in this case is somebody whose EC resonates perfectly with your own, resulting in a dramatic increase in performance from both girls. Expect to be always deployed with your Twin except under the most dire circumstances. Their starting stats are the same as yours and they have the same perks.
 
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@Kkutlord well while natural born is very nice, I feel the cost makes it not worth it due to the amount of drawbacks and the main things I personally would want is the cold resistance or hover to make the Christina more at home in the skies.
 
[X] Heavymetal Orphan
[X] Orphan (+100 CP disadvantage)

[X] Heavy

[X] Amphibious (100)

[X] Jump Booster (50)
[X] Fuel Efficient (50)

[X] Knight Saber (100)
[X] Coat of Arms (300)

The concept behind this is simple: Self sufficiency.

Can't always avoid shots? Heavy.
Can't always catch or avoid foes? Jump Booster.
Can't swim? Amphibious.
No allies? Fuel Efficient.

So you have someone who learned to scrap and survive on their own with this massive behemoth that sometimes uses itself as a cannonball as a viable method of attack.

Then? They managed to prove themselves and get a Knight ranking. Now they have even more ridiculous defenses combined with the Jedi-esque defenses of the swordplay that the orphan was taught to augment their skills.

Works pretty well with one another, has a light theme of a hard working figure, possibly wary and distrustful and used to working alone, but someone who is known for their work ethic (because Knight Saber gives a pretty substantial bonus in swordplay skill, that has to have been noticed) and possibly their steadfastness and reliability.

Also it's a meta-vote as a departure from speed and agility focused builds, to see what wonders can be achieved on the other side of the fence.

E: Heat Resistance would end this perfectly and be the best compliment, but I'm wary of applying something like No Ranged Weapons. Maybe we'll want to snipe later, y'know.
 
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Oh hey, I found a vote that you guys might enjoy! :V

[] Captain Albion
[] Average Home - You came from a typical home with a loving family. While dealing with the upper class and nobles is a bit intimidating you ay least have a basic understanding of what you are doing.

[] Light - A frame with less weight by cutting down on armor and weaponry, focusing on speed and maneuverability. Excellent for scouts and harriers.

[] Water Compatible (50) - Most mecha girls are too dense to float, but you can swim like normal.

[] Jump Booster (50) - You can jump incredibly far, clearing well over one hundred meters in a single bound. The capacitors required to do so take several hours to recharge though, so you can't do so over and over again.

[] Artic Master (100) - Blizzard? You mean fishing weather. The ice and snow doesn't hinder you at all, snow glare doesn't affect you, and you never have to worry about freezing or having parts break down from the cold. Includes heavy fur lining on your armor and a poofy hat.

[] Desert Nomad (100) - Heat wave? Sounds like a great time for hot chocolate. The worst of the deser's scorching heat means nothing to you and you can teavel over sand without issue. In addition nothing short of a sandstorm is going to cause your workings to get gunked up with sand or dust or the like. No heat short of actually being set on fire will damage you and your engines never overheat. Comes with a large silk veil/scarf to protect your face from the sands and a more flowing, silken look for your armor.

[] Shield Master (200) - Gaint the effects of Forward Shield and one of the benefits below.
- [] The shield now requires only one hand and less concentration, making it easier for the user to attack.

[] Self Repair Module (50) - You can heal yourself from injury at an accelerated rate, recovering about a days worth of rest in six hours. While it won't do much on a battlefield besides keep you from bleeding out it can cut down recovery time from serious injury by days or even weeks.

[] Fuel Efficient (50) - While the typical mech girl will have five WacBonald's Big Wacs, a bucket of fries, and a two liter bottle of soda for lunch, and maybe an extra Bug Wac or two as snacks before dinner, you get the energy you need from eating the normal amount of food for a girl your age. It doesn't let you run longer or use an special abilities more than normal, but refueling is a lot easier and cheaper. Provisions thanks you from the bottom of their hearts.

[] Knight Shield (100) - A large shield, it serves as a great defense against normal weaponry. It is easy to maneuver and doesn't interfere with your ability to attack.

[] No Melee Weaponry (+100)
[] No Ranged Weaponry (+100)

What do you think, @Whiteeyes :V
 
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*yawn* Okay let's see what happened after I had to go to bed.

Obviously. But if "no(specific weapon)" is worth 25, how much is "No Ranged Weapons" worth?

I already vetoed that idea earlier in the thread. Something that severe would have bared you from service in a place like Albion. If you had picked a place like the Dragon Empire where they have no standards that would be a different (and tragic) story, but your nation has ethical standards.

I doubt "No Taste" would be worth much, but then again no way to tell if something is delicious (social minus) or dangerous. I'd be optimistic and say 50.
Eh, 25. It is a bit impairing but not greatly.

An inability to properly gauge and/or feel temperature would mean few Cold and Desert missions. That's actually kind of a big deal, since that restricts what missions we could get solo. Again, I'll just say 50.
Not be able to feel it and still be fully vulnerable? Yeah that's 50 as long as you don't take either of the temperature resistance families of perks.

Instead, the inability to dismiss/summon the Frame (just the Frames, weapons/etc unaffected) should be 50.
Still very socially limiting, but no where near as crippling as being unable to dismiss anything at all. 50 points is fair.

I'll spitball a few drawbacks which are situationally punishing, but not "thing I wasn't going to do anyway". A drawback has to be an actual drawback, if its not meaningfully limiting you its poor game design

[] Water Vulnerability(+50) - You have exposed electronics or energy conduits, immersion in water is a bigger problem than being merely unable to swim, as you are weakened from shorting out.
[] Severe Water Vulnerability(+100) - You are mainly comprised of exposed electronics or energy conduits, significant amounts of water(such as a hose or a heavy downpour) can stun or incapacitate you on contact.

[] Very Heavy(+100) - You're abnormally dense, weighing some 20 times what you should. This doesn't impair you directly, but you cannot use conventional transportation easily, unstable ground will leave deep prints and more flimsily constructed buildings become a hazard. Not compatible with Air Force. Adds a 50 point surcharge to Amphibious, Naval and Flight Capable.

[] Highly visible(+50) - You have built in illumination. Deliberate stealth is impossible, but you don't have to worry about being unable to see. Not compatible with Camo, Adaptive Camo or Active Stealth Field.

[] No Ranged(+100) - You have no ranged weapons at all.

[] Sensitive(+50) - Your heightened senses aren't buffered, loud noises, bright lights and foul smells affect you more severely. Requires Kemonomimi

[] Twin Dependency(+100) - You need your Twin and vice versa, all abilities are degraded when alone or when one Twin is incapacitated. Requires Twin Sister.

Not speaking of a desire to use them(aside from Sensitive and MAYBE Twin Dependency), but putting them out to get a baseline. Specific weapon bans don't really make any kind of good idea in this system. I debated Fuel Hungry(double supply needs), but it doesn't meaningfully add anything but drama.

Thoughts?
Well aside from the No Ranged ome I shot down earlier in the thread I love these. Although Very Heavy would also bar you from Naval as that is another very high speed perk.

Still, I think your Drawbacks are perfectly good. You could probably make one for Animal Companion as well, like "Is too attuned to you and thus must be given energy to survive".
...no. Animal Companion is just too cheap to start with.

Then? They managed to prove themselves and get a Knight ranking. Now they have even more ridiculous defenses combined with the Jedi-esque defenses of the swordplay that the orphan was taught to augment their skills.
Okay once again perks are created by mutations in your EC. Yes, even the faction specific ones. Still very narratively impactful as the Coat of Arms is very highly regarded as it is powerful, rare, and nation specific. Otherwise a good build, just some slight lore/theme hangups.

No Ranged and No Melee were, once again, rejected as too beoad and crippling earlier in the thread.

@Whiteeyes Is being full flight capable rare or common since this is Not!Britain would most of mecha girls have a Naval setup or Air force setup.

The higher the points cost the rarer it is. Remember that In Universe these are random mutations that your character has no control over. As such no matter what a nation may wish for, such as an island nation desiring Air Force or Naval, they have to deal with whatever they get. Sometimes that's a mecha girl with a large number of minorly useful abilities, sometimes it's one that is very hyper specialized, and sometimes it is one with a couple pronounced strengths. The end result is that the military (should) adapt to the mech girl in how she is deployed and not the other way around.

And before you ask yes that means not every mech girl from the Northern Union has any cold resistance. They are at least nice enough to try and place those girls where it is "not so cold you cannot do job".
 
[X] Plan Birds of a feather
[] Plan Birds of a feather
-[] Orphan - You grew up without any sort of parents or a lot of normal social interaction. Now finding yourself as part of the upper class is a big shock and you have difficulty interacting with the upper class. You also find it hard to get their respect, with whispers going on in the background about your lack of class. (+100 CP disadvantage)
-[] Standard - A balanced mix of power, speed, and armor intended for more general purpose use and tactical flexibility.
-[] Knight Saber (100) - You gain the effect of Advanced Melee. However in addition you gain the ability to deflect bullets with the blade, able to move it at blinding speeds. Add 30 to your Evasion Stat.
-[] Air Force (200) - Flight ceiling fifteen hundred meters, max speed two hundred kph, up to six hours of flight operation. You are basically a human sized fighter plane.
-[] Hover (100) - Requires Flight Capable or Air Force. While other girls need to maintain a minimum flight speed and have to make banking turns, you are capable of simply hovering in place. The sheer stability and maneuverability of this ability is hard to overstate.
-[] Twin Sister (200) - Perhaps not literally, though most often it is, a Twin in this case is somebody whose EC resonates perfectly with your own, resulting in a dramatic increase in performance from both girls. Expect to be always deployed with your Twin except under the most dire circumstances. Their starting stats are the same as yours and they have the same perks.

Having Hover will really allow for some amazing aerial tricks, ala flight mages in Tanya, especially when mutations are random and not everyone is capable of such manoeuvres. And if we're going for a melee focus with Knight Saber, the aerial sword fights will be less aerial jousting matches where combatants make banking turns and come head on at each other, but us dancing around them. Constantly reversing our momentum and abusing that sheer 3D manoeuvrability. And that's a much more interesting fight.

Then there's Twin Sister. The 'dramatic boost' in performance is very nice and it'd really give us the potential to pull off incredible feats when combined with our perks. (Especially since our sister has the same perks)

But its story potential is perhaps more interesting. The twin sister could be someone unrelated and hopefully already an established ace in the Albion force since there'll be some nice interplay between the orphan background, the general snobbish-ness of the nobles & our partner's incentive to protect and nurture us. Or it could be a pair of orphan twins defying all expectations and forcing the nobles to acknowledge them.
 
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Okay once again perks are created by mutations in your EC. Yes, even the faction specific ones. Still very narratively impactful as the Coat of Arms is very highly regarded as it is powerful, rare, and nation specific. Otherwise a good build, just some slight lore/theme hangups.

Yo, that's super cool. Easily a reason (aside from the loss of a hilarious not-Cap) to return to the Heavymetal vote.

Maybe with a slight tweak... or two:

[X] Ultraheavymetal (aka Heavymetal Pariah)
-Core
[X] Noble Family - Serving the crown directly is a great honor bestowed upon your family, and you are the envy of the peerage. You can maneuver the high class circles with ease and are a diplomatic expert. (100 CP cost)
[X] Heavy - Focusing on armor and firepower at the expense of speed and maneuverability these frames are intended for more frontal assaults and large scale combat.
-[X] Very Heavy - You're abnormally dense, weighing some 20 times what you should. This doesn't impair you directly, but you cannot use conventional transportation easily, unstable ground will leave deep prints and more flimsily constructed buildings become a hazard. Not compatible with Air Force. Adds a 50 point surcharge to Amphibious, Naval and Flight Capable. (+100)

-Knight
[X] Knight Saber (100) - You gain the effect of Advanced Melee. However in addition you gain the ability to deflect bullets with the blade, able to move it at blinding speeds. Add 30 to your Evasion Stat.
[X] Coat of Arms (300) - You gain an EP coating over your armor, massively boosting your defenses. Your armor takes on a brilliant scarlet color, which will ruin any stealth attempts. Not that you need to worry as much about that with this big a boost to your defense.

-Accessories
[X] Desert Nomad (100) - Heat wave? Sounds like a great time for hot chocolate. The worst of the deser's scorching heat means nothing to you and you can teavel over sand without issue. In addition nothing short of a sandstorm is going to cause your workings to get gunked up with sand or dust or the like. No heat short of actually being set on fire will damage you and your engines never overheat. Comes with a large silk veil/scarf to protect your face from the sands and a more flowing, silken look for your armor.
[X] Cold Resistance (50) - You aren't as bothered by cold and snow, and your parts and fluids are much more resistant to freezing and causing issues that way.

[X] Self Repair Module (50) - You can heal yourself from injury at an accelerated rate, recovering about a days worth of rest in six hours. While it won't do much on a battlefield besides keep you from bleeding out it can cut down recovery time from serious injury by days or even weeks.

[X] Animal Companion (50) - A bit more than a pet, your EC resonates with this animal on some level, letting you give it complex instructions that it easily understands. Due to the resonance it is highly loyal to you.
[X] Fuel Efficient (50) - While the typical mech girl will have five WacBonald's Big Wacs, a bucket of fries, and a two liter bottle of soda for lunch, and maybe an extra Bug Wac or two as snacks before dinner, you get the energy you need from eating the normal amount of food for a girl your age. It doesn't let you run longer or use an special abilities more than normal, but refueling is a lot easier and cheaper. Provisions thanks you from the bottom of their hearts.

-Flaws*
[X] Blind (+100)
[X] Always Activated Frame (+100)

The way I see this is simple: This is a kid who was supposed to represent their family in front of the world. And they're doing so while trapped within their role, their body, and their mind. But hey, at least they don't have to worry about getting hot or hungry, plus they have a companion so they can brood about being a lone wanderer even though they're strangled by their position and the snakes looking to take their place.

Top notch imagery and that's just the top of my head. I'm sure it'd be more coherent in the final product.

I figured that it'd be interesting to have someone noble, who cares about the spirit of 'nobility', even while shunned and outcast by peers. It'd be a twist from the typical story where this happens but with orphans/lower caste folk.

Flaws* sourced from here:

That 50 CP Missing Eye would cost you quite a bit of accuracy the further away your target is. Blind would be worth 100.

That would be very socially alarming and also diplomatically difficult and threatening. For such major social crippling you would gain 100 CP.
 
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@Pandemonious Ivy You have 100 more CP from flaws than you spent.

Whoops! Now I get to make that big beautiful beastie fly!
E: Nope, wait, surcharge. Gotta find another purchase...

Also, here's a combination I'm not necessarily interested in myself, but I noticed looked like a lot of synergetic fun:

[ ] Orphan - You grew up without any sort of parents or a lot of normal social interaction. Now finding yourself as part of the upper class is a big shock and you have difficulty interacting with the upper class. You also find it hard to get their respect, with whispers going on in the background about your lack of class. (+100 CP disadvantage)
[ ] Standard - A balanced mix of power, speed, and armor intended for more general purpose use and tactical flexibility.

[ ] Healing Hands (100) - You can use Energy Particle emmiters in your hands to repair yourself or others as though benefiting from a Self Repair Module. If your target has one, the effects stack to double their already impressive recovery rate.

[ ] Animal Companion (50) - A bit more than a pet, your EC resonates with this animal on some level, letting you give it complex instructions that it easily understands. Due to the resonance it is highly loyal to you.
[ ] Fuel Efficient (50) - While the typical mech girl will have five WacBonald's Big Wacs, a bucket of fries, and a two liter bottle of soda for lunch, and maybe an extra Bug Wac or two as snacks before dinner, you get the energy you need from eating the normal amount of food for a girl your age. It doesn't let you run longer or use an special abilities more than normal, but refueling is a lot easier and cheaper. Provisions thanks you from the bottom of their hearts.

[ ] Kemonomimi (100) - You are one of the mech girls who developed animalistic traits after your conversion. More specifically you grew animal ears on the top of your head, as well as gained a sharper sense of smell, hearing, and night vision. You have a much easier time detecting stealthy or otherwise hidden enemies and detecting threats at a greater distance.
[ ] Radio (100) - You have an integrated radio system, enabling you to broadcast and receive. What's more you can choose to do so "silently", sending and receiving messages directly with your mind, almost like telepathy though strictly limited to sound. You can serve as an audible relay if you chose, broadcasting recieved messages from your own mouth with their voice.

[ ] Twin Sister (200) - Perhaps not literally, though most often it is, a Twin in this case is somebody whose EC resonates perfectly with your own, resulting in a dramatic increase in performance from both girls. Expect to be always deployed with your Twin except under the most dire circumstances. Their starting stats are the same as yours and they have the same perks.
 
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@Whiteeyes question is our command structure different compare to the other nations in the list since we are directly under the crown and we have fewer numbers compare to other nations. What kind of leeway or influence do we have in the military if any.
 
[X] Plan Albion Recon Four
-[X] Average Home - You came from a typical home with a loving family. While dealing with the upper class and nobles is a bit intimidating you ay least have a basic understanding of what you are doing.
-[X] Light - A frame with less weight by cutting down on armor and weaponry, focusing on speed and maneuverability. Excellent for scouts and harriers.

-[X] Amphibious (100) - You can actually float on top of the water now, and traverse it at speeds comparable to ice skating. Not as fast as most ships, but fast enough that water isn't an obstacle anymore.
-[X] Diver (100) - Requires Amphibious or Naval. You can hold your breath for several hours at a time with no ill effects and can propel yourself under the water as fast as you could on the surface. Comes with swim goggles so you can see underwater.
-[X] Animal Companion (50) - A bit more than a pet, your EC resonates with this animal on some level, letting you give it complex instructions that it easily understands. Due to the resonance it is highly loyal to you.
-[X] Kemonomimi (100) - You are one of the mech girls who developed animalistic traits after your conversion. More specifically you grew animal ears on the top of your head, as well as gained a sharper sense of smell, hearing, and night vision. You have a much easier time detecting stealthy or otherwise hidden enemies and detecting threats at a greater distance.
-[X] Twin Sister (200) - Perhaps not literally, though most often it is, a Twin in this case is somebody whose EC resonates perfectly with your own, resulting in a dramatic increase in performance from both girls. Expect to be always deployed with your Twin except under the most dire circumstances. Their starting stats are the same as yours and they have the same perks.
-[X] Knight Saber (100) - You gain the effect of Advanced Melee. However in addition you gain the ability to deflect bullets with the blade, able to move it at blinding speeds. Add 30 to your Evasion Stat.
-[X] Sensitive(+50) - Your heightened senses aren't buffered, loud noises, bright lights and foul smells affect you more severely. Requires Kemonomimi
-[X] Twin Dependency(+100) - You need your Twin and vice versa, all abilities are degraded when alone or when one Twin is incapacitated. Requires Twin Sister.
Okay, with the drawbacks approved, I added Sensitive and Twin Dependency in exchange for upgrading to fully Amphibious and Diver, so we can Submarine. Nekomimi Submarine Twins

Hows it look now?
 
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Your Chain of Command
@Whiteeyes question is our command structure different compare to the other nations in the list since we are directly under the crown and we have fewer numbers compare to other nations. What kind of leeway or influence do we have in the military if any.
You do have a chain of command, just rather simplified compared to most.

  • Commander in Chief - Her Royal Majesty the Queen of Albion, Queen Caroline the II
  • Knight General- Alicia Alvenborn, the second in command and In-Field Commander in Chief.
  • Base Commander - In charge of a whole base and usually in overall command of individual major operations. Typically has 300-400 soldiers under their belt.
  • Company Captain - In charge of aprox. 100 soldiers.
  • Sargent - In charge of squad of aprox. 10 soldiers
  • Specialist 1st-4th Bar - Mecha girls recognized for their excellence in their specialty. Often overlaps with Sargent and, depending on circumstances, may even outrank Captains when it comes to their specialty. Bars are not addressed when saying someone's rank (someone with one bar and someone with 4 are both just called Specialist) but indicate how valued they are in their specialty.
  • Private 3rd-1st class - Most of the rest of you.
 
Hmmm seems we are decentralized does that mean most operations are only handle by a base commander or they can coordinate with other bases in cases of emergency.
Edit:
And also the winning vote seems to be a hybrid of strike witches combined with kancolle submarines or azur lane shipgirls.
 
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