Duodecimarch Revolution Redux: Metroid x Worm x Warhammer etc Multicross

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The stars are right and realities collide. The Warp stirs and monsters and menaces untold hunger for a chance to fall on fallow and unready worlds. Standing in their way is a young Samus Aran and her friends as worlds such as Earth Bet and Primal Earth face the terrors of being within the crossfires of interversal and extraterrestrial conquerors a plenty.
Introduction and initial party building

Spartakrod

Judeo-Spartacist Bolshevik-Kabbalist
Location
Sanctum Arcanorum
Pronouns
Fae/Faer/Faers/Faerself
The year is 102,014; you are Samus Aran, fourteen years old; one year after leaving Zebes to learn how your own kind interacts with one another; hot on the trail of unknown spacecraft in the Dasha Galaxy far on the fringes of charted space. Your own sleek red craft, the Dormach; buzzed near the saucer shaped space in real-space, a red comet designed by yourself and assembled in a process you directed. You were proud of it, every last atom of it was a work of love from your restless mind; as much a thing to take pride in as the chozo tech armour you wore around yourself, designed by you with the direction of your caretakers to fit your own growing body in a red and yellow carapace.







Next to your own craft was a nimble blue strike fighter designed by your close companion and someone who; should destiny not correct itself; will walk down a road that leads to him being your rival Sylux. The Sleipnir, personal craft of Arne Skjoldr, who lived for freedom of being in the pilot's chair and feeling the solar winds on his skin through his neural link with his forward swept winged craft as it spun through a debris field, pushing ahead of yours in his eagerness to get the Saucer in his sights; the Alimbic technology craft sliding through a curtain of missiles released from the top of the Saucer in an attempt to get away from its pursuers, your own gunship just bulldozing through the primitive warheads without slowing down.





"+How much longer until this guy leads us to where the rest of his group is?+" You asked as Arne's craft deftly accelerated and winged unnervingly close to the Saucer, forcing it to go the direction he wanted before he pitched down and redirected his thrusters to avoid its barrage of mass-driver rounds; once again leaving you somewhat at a loss as to why craft these primitive even bothered to attack the convoys the two of you were travelling with to get used to socialising with more "normal" people.

"+Shouldn't be too long, he's firing his weapons off frantically without any care for ammo consumption and that Saucer doesn't have any self-sustainment capabilities.+" He responded, his nerves so much calmer when he was in the cockpit of his craft as your suit fed your nervous system through its psionic link data about new contacts. Your own latent psychic abilities and mystic talent gave you brief flashes of visions and possible strands of fate, letting you get a sense for the swarm of craft starting to head your direction.

"+Wer sind diese Leute? Ihre Manövrierfähigkeit ist unmöglich!+" (Tl: "Who are these people? Their manoeuvrability is unbelievable!") According to your armour this language was one that hadn't been spoken by humans in a very, very long time. But even with that you understood that the speaker was terrified, his voice filling the comm waves that your ship intercepted with ease.

"+Denken Sie an Ihre Flugübungen und umgeben Sie sie. Es gibt nur zwei von ihnen.+" (Tl: Remember your flight practice and surround them. There are only two of them.") almer, clearly confident that you were just two bandits to be sent on your way somewhere far from whatever or wherever it was that these people thought was so important. But based on the savagery of their attack on civilians for reasons you couldn't really fathom; you welcomed a chance to pick a fight with them.

Your heart was hot and your chest tight, the coldness with which they strafed civilians relaxing on the beaches as part of the convoy's stop infuriated you with a sensation of molten metal in your veins. Nobody would hurt like you did eleven years ago, never again would you not be able to help people screaming all around you, never again would you shy away from the flames of war when those who could not and would not fight were at risk.

"+Rette unseren Kameraden vor diesen Eindringlingen und gib unseren Raumschiffen einen direkten Pass zum Realitätstor. Heil Ziegler!+" (Tl: Rescue our comrades from these invaders and give our spaceships a direct passage to the reality gates. Hail Ziegler!) Reality gate then? From another universe? That sort of technology seemed way beyond people like this. But who was this Ziegler? So many questions...

"+Ah that's how they escaped my sensors...reality phase cloak. Pretty clever honestly, but now that I know what to look for...Samus should we follow them through this gate or not?+" Arne asked, deferring to your judgement as he did so often.

"+Why do you ask questions you already know the answer to?+"

"+Just need confirmation, that's all.+" He responded a bit sheepishly, seeming to believe you were angry at him for some reason.

"+Arne, I'm not mad, not at you anyway. But whatever our past priorities were, we need to stop them from trying anything like what they did at Sondras III again.+" You said, your voice calm, a bit pitying but understanding. He didn't always appreciate it, but you always took care to treat him delicately. You didn't like to see him get hurt.

"+Samus we were asked to accompany that convoy. Even if this follows from what we were doing before; shouldn't we at least tell them where we're going?+" He asked. Such a stickler for doing what he was told whenever it was by people he trusted the authority of.

"+It's alright, don't worry about our previous orders. Keeping them safe is more important than following directives. Zurvduat isn't here to hurt you if you don't.+" You said, feeling his brief melancholy at the mention of the name of that monster before he shook his head.

The enemy craft took ages to race to your position as they disgorged from their ovoid shaped carriers in large numbers, each seeking to find their place in formation against you as they split into teams of four. It would be clever, if you weren't entire levels of existence above the technological capabilities of whomever it was these people were.

You wanted to shoot them down, to blast them to pieces and rip through their ranks. You wanted to just rip into them without pause until they were all gone, but you had to restrain yourself, you were picking up the odd signatures of their so called Gate now that you were actively searching for it; and you couldn't let yourself get distracted with the smallfry.






The Swastikas were hard to miss and with the language being used and their usage of the term "Heil"...it seemed insane, an absurdity for a menace of humanity's ancient pre-spacefaring history to still be here. If Arne and yourself didn't look into the history of your Jewish ethnicities you may never have been more than vaguely aware of what that symbol meant beyond that it symbolised one of humanity's ancient mistakes like the Imperial Double-headed Eagle, the Rising Sun banner, the Union Jack, or the Stars and Stripes.

But the gate they were approaching was a rather interesting contraption. A great circular machine at the centre of a decent-sized starfort; whose magnaflak guns and missiles were furiously trying to menace you and Arne's ships as you slid through the barrages of firepower thrown your way in a desperate attempt to stop you from making the trip.

You sent the command to your ship, the Dormach ripple-firing a series of rift torpedoes that collapsed into short-lived black holes that drew in the matter of one of the smaller ships towards its event horizon before the timed hawking acceleration tore the rift apart in a brilliant blast of superheated ejecta.

In an eyeblink afterwards, the immediate path for you to let Arne's positron cannons tear through a shielding stripped warship with blistering arcs of anti-particle electricity.

Hot alloys spun away from the sites of impact, bodies pulled into the void desperately grasped towards any salvation as you did your best to not look too closely at the personnel pulled into the empty void; pushing through the lines of enemy fire and simply letting their lasers overheat themselves against your shielding as you approached the swirl of strange energies and warped spacetime.

"+Are you sure we should just rush through? The scanners are indicating an incredible degree of chrono-spatial fluxes....a lot of them immaterial. It's interesting math but incredibly tempermental.+" Arne said, the lightning rider's voice cracking a bit as he ran the numbers in his brain.

Strange, bruise-like colour patterns danced across the normally blue-white skin of the fluctuation fields, and you could briefly hear whispers of an evil power at the edge of your thoughts before you decided to shut them out of your mind altogether by simply denying them access. You could understand his trepidations though, but you were inheritors to the progenitor cultures; you'd be fine. You think, and you were very smart so you trusted your thoughts.

"+We don't have time to debate this, let's go and put this to rest.+" You responded as you gunned the engines and shot through the eye of the interdimensional storm, pushing through the veil of reality and through a tunnel of strange colours and shapes.

Quite different from the spectral sights of N-Space or the mirror finish of Alcubierre drives, quite stranger, quite darker. You briefly felt the attentions of fathomless beings who keenly noted your passage through the unspace between all existences in realms without reality or definition, where distance and time not only held no meaning but did not exist. Things you struggled to assign even basic resemblances to swam around in a nothingness beyond description, not black, not transparent, not white; just nothing, and things in that nothing that had no realness.

In what felt like both forever and no time at all, you slipped out of the other side of the reality gate into a different set of stars altogether. Your eyes and the computers assisting your brain within your armour and your ship identified a number of constellations and calculated the star charts with a surprising result.

"Earth?" You said as it made a 99.99% match based on the collected data when compared to the continents on the world below and the pale white moon in the distance. Based on the positions of the stars and the radio data from nearby satellites.

"Two thousand and eleven..." You muttered. Ancient history, closer to the time of Caesar than to you. What was going on?

The ships moved in formation, untraceable to the primitive equipment not even designed with the possibility of orbital lanes over Earth being congested by anything bigger than a small space station. Based on their trajectory and turning capabilities they didn't seem set on stopping by at the planet itself. But they had the firepower to utterly devastate life on an unshielded planet like this,

"+Samus are you seeing that?+" Arne asked, clearly confused by what his instruments were reading or what his eyes were seeing.

"+A different universe I think?+" You said as your two strike craft pulled away from the gate, moving through the void of space in orbit around this small blue rock, third from its star.

A number of things called your attention, a strange mental signal from youthful voices lost and alone calling for help, flare ups of energies that seem consistent with highly ritualistic and regular sorts of magic, unusual chatter by technology far beyond the planet below's general capabilities that suggests mechanical intelligence, and the fluctuations of spacetime below indicative of some manner of permanent portal.

All of them near a small city in what used to be called Connecticut in a country that hadn't existed for a very long time. And you could tell at a quick glance that some of the saucers of these zeppelin like craft were descending towards the world like meteors in clandestine ops.


Was anyone helpful to you following you two, and if so who?

Choose something to respond to:

[]: Odd psychic signal: An immaterial signal from the planet has reached your mind, calling for help from any who might be sensitive to such energies in the hopes of being rescued. (Adds some young Eldar to your initial group upon mission checkpoint; providing more esoteric capability such as warpcraft. They're young Eldar though and Eldar are somewhat...standoffish with humans.)
[]: Mystic energy build up: Energies whose patterns suggest ritualistic sorts of magic are detected on the surface below, likely tied to spellcasters of some sort. (A band of adventurers from Golarion who are quite the jack of all trades as a group and can cover just about every niche albeit with a weakness when it comes to technology)
[]: Anomalous technological readings: (Puts you into immediate contact with the Autobots, who are durable and tanky combatants and have substantial resources to call on as well as experience with blending in.)
[]: Odd Dimensional Activity: (Puts you into contact with extradimensional superheroes from the same multiverse that these nazis hail from; Paragon City to be exact. Quite familiar with cape culture and how to deal with the nazis, though they're lost kids like yourselves.)

Initial Companions: This will set the tone of the campaign and how heavy the burden of being actual children facing a great multiversal cataclysm are.

[]: Freelancer mentors: Start with support from Ghor, a Cyborg technopath and one of the most famous active names in the field of freelance star hunting, as well as Spire; the last known member of the Diamont Progenitor species and an impressively powerful silicoid warrior with technosorcery to rival your own. Let's the two of you start with home universe mentor figures who can teach you more about the ropes of how to come into your own as inheritors and possibly even freelancers yourselves, but does mean that you'll have people who are going to act as custodians who will be able to act as guardians for you. Also as very obvious aliens, some may be more uncomfortable with them and most other freelancers.
[]: Inheritor Friends: Two other inheritors will come through, doubling the number of inheritor grade characters you have to start with. While just as traumatised and...weird as you due to being raised by differing progenitor culture aliens, these are two very powerful forms of assistance in combat even if they're just as socially awkward and stuck half-way between humanity and alienness as you are.
[]: More "normal" friends: A larger number of less powerful but still abnormal helpers like Ian Malkovich will end up coming through. Though they're not as powerful as inheritors, and more vulnerable, they are more well adjusted to polite society and can help with peer social interactions in particular, though keeping them up with yourselves may be more difficult.
[]: On your own: The two of you came on your own, which does mean that you'll have to handle more of the initial work of the quest by yourselves but it also gives you a lot more freedom to act as you see fit and you can help other people from your reality come over to help you as time passes later on.

What initial gear did you bring?: Choose up to eight items. You start with the Morph Ball/Psychomorph, Scan Visor, Morph Ball Bomb/Psychomorph Pulse, Long Beam, Charge Beam, Grapple Beam, and Missiles. Zero suit starts with paralyser pistol, modular rifle, and thruster boots.

[]: Super Missiles: Allows for ranged attacks to have the Large Area of Effect descriptor, and greatly increases ranged damage magnitude when using missile ammo
[]: Speed Booster: Increases Speed magnitude and allows for high magnitude melee charge attacks.
[]: Varia Suit: Increases defensive magnitude for shielding and armour, ignore extremes of temperature
[]: Ice Beam: Allows freezing and cold damage descriptors to be attached to range and melee attacks and moderately increases damage
[]: Positron beam: Increases ranged damage significantly, attaching electrical and anti-matter descriptor to beams and arm-blade
[]: Blink Pack: Allows for line of sight teleportation and redeployment of self and carried objects
[]: Time-Dilator: Allows for distortion or even freezing of time, allowing for greater number of actions
[]: Spazer Beam: Allows attacks to hit multiple times
[]: Infrared Visor: Negates stealth by enemies with Invisibility (Infrared)
[]: Spider Ball: Allows for Wall-Crawling.
[]: Jump Boots: Increases mobility magnitude, allowing for greater chance of evading incoming attacks.
[]: Regenerator: Allows for shield and armour, and zero suit integrity and shield health to recover over time without outside energy
 
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Rules and mechanics
The Basics

  • STATS: The Stats in Duodecimarch Revolution are are divided into primarily combat and social stats, with additional stats governing corruption and magic. These Stats provide the dice (always D20s) and/or modifiers used in rolls to determine the results of a social encounter or a combat round.
    • The Stats are represented by greek letters on either a positive scale or a negative scale, in positive scale the closer to Alpha the higher the average result of the roll, while in negative scale the closer to Omega the higher the average result of the roll.
      • Most stats working on a positive scale are actively used in rolls, while negative stats usually represent more passive attributes and are typically rolled to provide a partly randomized difficulty to overcome.
        • In all cases a higher positive rating is superior to a lower rating, while in negative scale the opposite is typically, but not always true.
      • Stats working on either a positive or negative scale are both used as modifiers for other rolls.
        • In both scales the Rho rating represents a "baseline" providing neither a negative or positive modifier when used to provide one.
    • These are the following stats used in Duodecimarch Revolution.
      • Combat: ...
        • Ablation, represents both a character's various layers of defense, but also their general health and physical status in the form of a body rating.
          • Ablation: Usually Positive Scale some examples maybe be Negative Scale.
        • Weapons have two ratings, their effectiveness which works like most other stats, and a number of attacks they make in a single round.
          • Effectiveness: Positive Scale
        • Beyond Ablation and Weapons most of a character's combat stats deal with their ability to compel their foes to flee and/or surrender and their ability to resist similar compulsions.
          • For major characters the latter is represented by their Willpower: Positive Scale
          • For minor characters or mobs of enemies the latter is represented by their Morale: Positive Scale
          • For both types they have an Intimidation stat to represent their ability to compel foes to flee or surrender: Negative Scale
        • Other forms of Equipment are typically represented as abilities affecting the course of combat, additions to these stats, or modifiers added to the rolls they provide.
      • Corruption: …
        • Corruption comes in both Physical and Psychological forms, that can grow as a character is exposed to them and fails to resist their influences.
          • Physical and Psychological Corruption Ratings are color coded according to the Entity with the greatest influence on a character's corruption.
          • Both forms of Corruption: Positive Scale
        • There is a stat, Steadfastness, that is rolled to resist these forms of Corruption, but at first its rating is hidden and can only be discovered later.
          • Steadfastness: Negative Scale
      • Magic: …
        • Magic is divided into four types each with two ratings for their Cost: the chance of losing the ability to cast further after casting, and Risk: the chance of something harmful happening in response to the casting or otherwise going wrong.
          • Psionics or Esoteric Abilities is a category of magic covering a wide variety of powers that are generally both low cost and low risk.
          • Vancian Magic possesses very formalized practices and components that has little risk but a high cost for inexperienced practitioners.
          • Warp Sorcery draws upon the chaotic energies of its originating dimension with very little cost, but a great deal of risk involved.
          • Ritual Magic is both highly risky and requires a great deal of preparation with little room for error even when expending everything it requires.
        • All four magic types also have an associated Efficacy rating representing how skilled a practitioner is in a particular type of magic.
        • Efficacy: Positive Scale, Spell Level: Positive Scale, Cost & Risk: Negative Scale
      • Social: …
        • Empathy, represents a character's general effectiveness at understanding, sympathizing, and communicating with others.
          • Empathy's rating tends to rise and fall with overall trends in their connections to other people and exposure to particular events.
          • Empathy: Positive Scale
        • Mood, represents a character's present emotional state positive or negative.
          • Mood tends to swing more wildly than other Ratings based off more recent events with it usually returning to an equilibrium particular to the character.
          • Mood: Positive Scale
        • Socialization, represents a character's experience with socializing with others and understanding of social norms and etiquette.
          • Socialization tends to change as the character socializes more and with rolls against it becoming easier over time and social exposure.
          • Socialization: Negative Scale
  • RESOLUTION: When a rating is being tested against another their two associated dice pools and modifiers are tallied up and then rolled against each other. The highest total of roll+modifiers wins.
    • If a tie results, reroll once, if another tie results whichever side has the higher modifier wins the tie.
The Rest

  • COMBAT: Physical conflicts deadly or otherwise are separated into Rounds, during a Round all available actors to the conflict select their targets, and then simultaneously roll their weapons against the ablations of their targets. After all these rolls have been resolved and their results applied, does the Round end and a new Round begins if any opposing actors remain both capable and willing of carrying on the conflict.
    • Towards the end of each round of combat, actors on both sides of a conflict will roll their willpower and morale against the highest intimidation rating on the opposing side that remains capable after the direct damage has been tallied and applied. Failing these rolls will cause an actor to either flee or surrender, taking them out of the conflict.
      • In the case of major characters they will also apply their Mood modifier to their Willpower rolls.
  • CORRUPTION: When a character is exposed to corruption their hidden Steadfastness rating is rolled against the source of Corruption's rating. On a success they completely resist the corruption, while if they fail their physical, psychological or both corruption ratings increase.
    • Once they have a physical and/or psychological corruption rating it can further impede the character and require Steadfastness to be rolled, and possibly even grow independent of any further exposure to Corruption.
  • MAGIC: When casting a spell, a character rolls their Efficacy in the type of magic they are using against a Spell's Level rating, if they succeed in the roll the spell is successfully casted.
    • However, the spell's type of magic also rolls its Cost and Risk ratings, if they roll higher than the caster's Efficacy roll then the caster suffers from cost or risk.
      • Suffering cost tends to make that type of magic temporarily unavailable to the caster until they can recover the resources necessary to once again practice that type of magic.
      • Suffering risk, while variable between the different types of magic, tends to create complications for the caster detrimental to their goals, in warp sorcery this is often drawing the attention of demons or unleashing corruption for example.
    • When rolling Efficacy vs. Spell Level, if the Efficacy rating is different than the Spell Level rating the difference between the modifiers of the two ratings is then added as a negative modifier (if Efficacy is higher than Spell Level) to the Cost and Risk rating rolls, or added as a positive modifier (if Efficacy is lower than Spell Level) to the Cost and Risk rating rolls.
  • SOCIAL: In most social encounters a character will roll the highest of their Empathy or Mood against their Socialization rating, with additional modifiers added based off personal familiarity with the person they're interacting with, previous history, circumstances, and so on. If they roll higher than their Socialization rating's roll they succeed.
    • The most common exception to this is in social encounters where socialization is not a practical representation of the expectations the other party may have towards communication in which case the Character rolls their Empathy and the individual they are trying to communicate with rolls their own Empathy. The goal in this case is to match rolls.
      • Positive modifiers instead of being solely used in a positive manner can be used to either lower or raise the roll closer to the other Empathy roll's result.
      • Negative modifiers however push the roll in the direction further from the other roll possibly being used to add to instead of only subtracting from the roll's total.
 
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[X] Plan Kids and their new Guardians

-[X]: Odd Dimensional Activity: (Puts you into contact with extradimensional superheroes from the same multiverse that these nazis hail from; Paragon City to be exact. Quite familiar with cape culture and how to deal with the nazis, though they're lost kids like yourselves.)

-[X]: Freelancer mentors: Start with support from Ghor, a Cyborg technopath and one of the most famous active names in the field of freelance star hunting, as well as Spire; the last known member of the Diamont Progenitor species and an impressively powerful silicoid warrior with technosorcery to rival your own. Let's the two of you start with home universe mentor figures who can teach you more about the ropes of how to come into your own as inheritors and possibly even freelancers yourselves, but does mean that you'll have people who are going to act as custodians who will be able to act as guardians for you. Also as very obvious aliens, some may be more uncomfortable with them and most other freelancers.

-[X]: Speed Booster: Increases Speed magnitude and allows for high magnitude melee charge attacks.
-[X]: Varia Suit: Increases defensive magnitude for shielding and armour, ignore extremes of temperature
-[X]: Ice Beam: Allows freezing and cold damage descriptors to be attached to range and melee attacks and moderately increases damage
-[X]: Time-Dilator: Allows for distortion or even freezing of time, allowing for greater number of actions
-[X]: Infrared Visor: Negates stealth by enemies with Invisibility (Infrared)
-[X]: Jump Boots: Increases mobility magnitude, allowing for greater chance of evading incoming attacks.

Alright time for making a new team of "Super Heroes" i guess would be the best term
 
[X] Plan Alien Powers Unite

-[X]: Odd psychic signal: An immaterial signal from the planet has reached your mind, calling for help from any who might be sensitive to such energies in the hopes of being rescued. (Adds some young Eldar to your initial group upon mission checkpoint; providing more esoteric capability such as warpcraft. They're young Eldar though and Eldar are somewhat...standoffish with humans.)

-[X]: Inheritor Friends: Two other inheritors will come through, doubling the number of inheritor grade characters you have to start with. While just as traumatised and...weird as you due to being raised by differing progenitor culture aliens, these are two very powerful forms of assistance in combat even if they're just as socially awkward and stuck half-way between humanity and alienness as you are.

-[X]: Speed Booster: Increases Speed magnitude and allows for high magnitude melee charge attacks.
-[X]: Varia Suit: Increases defensive magnitude for shielding and armour, ignore extremes of temperature
-[X]: Positron beam: Increases ranged damage significantly, attaching electrical and anti-matter descriptor to beams and arm-blade
-[X]: Blink Pack: Allows for line of sight teleportation and redeployment of self and carried objects
-[X]: Time-Dilator: Allows for distortion or even freezing of time, allowing for greater number of actions
-[X]: Spazer Beam: Allows attacks to hit multiple times
-[X]: Infrared Visor: Negates stealth by enemies with Invisibility (Infrared)
-[X]: Regenerator: Allows for shield and armour, and zero suit integrity and shield health to recover over time without outside energy
 
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[X] Plan Robot and Cyborg Friends
-[X]: Anomalous technological readings: (Puts you into immediate contact with the Autobots, who are durable and tanky combatants and have substantial resources to call on as well as experience with blending in.)
-[X]: Freelancer mentors: Start with support from Ghor, a Cyborg technopath and one of the most famous active names in the field of freelance star hunting, as well as Spire; the last known member of the Diamont Progenitor species and an impressively powerful silicoid warrior with technosorcery to rival your own. Let's the two of you start with home universe mentor figures who can teach you more about the ropes of how to come into your own as inheritors and possibly even freelancers yourselves, but does mean that you'll have people who are going to act as custodians who will be able to act as guardians for you. Also as very obvious aliens, some may be more uncomfortable with them and most other freelancers.
-[X]: Varia Suit: Increases defensive magnitude for shielding and armour, ignore extremes of temperature
-[X]: Positron beam: Increases ranged damage significantly, attaching electrical and anti-matter descriptor to beams and arm-blade
-[X]: Blink Pack: Allows for line of sight teleportation and redeployment of self and carried objects
-[X]: Time-Dilator: Allows for distortion or even freezing of time, allowing for greater number of actions
-[X]: Infrared Visor: Negates stealth by enemies with Invisibility (Infrared)
-[X]: Jump Boots: Increases mobility magnitude, allowing for greater chance of evading incoming attacks.
-[X]: Spider Ball: Allows for Wall-Crawling.
-[X]: Regenerator: Allows for shield and armour, and zero suit integrity and shield health to recover over time without outside energy

I don't know how Ghor and Autobots would get along, but I want to see it happen. I don't know who Spire is so I can't make much comment on them. Having aliens on the world may ironically help clue them into the setting better than locals to the world. They have no connection to Earth or its history. The term freelancer, progenitor, and inheritor being thrown around stand out. I don't think the Chozo were ever called that, but I could be wrong. Definitely clues us into the fact that this is different from canon, if every else didn't make that clear enough of course. It did make it feel a little confusing, like being thrown into the deep end of the pool. Here's the world you're living in it. It makes it stand out though.

I will say that it was an odd decision to keep German as German even after it seems like the character had translated it. Maybe it switching to English mid way through could have helped get that across. The introduction was a little clunky and front loaded with a few run on sentences. It had a bit of a weird flow because of that. I'm not quite clear on the item vote. It says pick 8, but the votes so far only list 6 items picked. Morph Ball is included on starting material but also on the list, making it a bit unclear if it really is included or not. I threw it in there just to be sure.

Edit: Switched Morph Ball to Spider Ball
 
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Progenitor refers to ancient and highly advanced societies who have been around since the beginning of universal recorded history: Chozo, Luminoth, N'Kren, Ylla, Alimbics etc.

Inheritor refers to those of post-progenitor civilisations adopted into a progenitor society, such as Samus. They're generally rather rare and their creation isn't done lightly because there's way more that goes into them than just lego-genetics. The process is as much one of mysticism as it is science.

For a point of comparison, the creation of an inheritor is as involved as say; making a Primarch.
 
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[X] Plan Alien Powers Unite

Not totally convinced on Positron Beam or Spazer Beam over Jump Boots or Spider Ball, but that's my obsessive need to unlock movement options as quickly as possible in video games to get access to secret areas sooner speaking up.

Vote spelf pls. Space Elves are awesome and cool. I would appreciate it if we voted that option. Of course, I'll respect whatever decision is made, for none are objectionable, but I prefer this one. :)

@Fission Battery, @SteelWriter77 , @Amorous Intent, @meloa789, @Dab master
Smh, can't even go onto a smoke-filled discord room to plan out your voting slate.
 
[X] Plan Alien Powers Unite

I'm interested to see where this goes…

Edit: Wait.
*re-reads Odd Dimensional Activity description*

So,
1) Is this the 5th Column or the Council we're dealing with?
2) Have you played on any of the rogue servers yet?
 
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Ooh this one's decently close.
 
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