THAT THUNDERING SOUND: A Mecha Game

Location
boundless optimism
Amansia is a federation of nine republics situated in the nine primary moons of the gas giant Tulodes 5. For two hundred years, the Federation of Amansia held imperial sway over the Kadan Sector, seizing favorable trade deals down the barrel of a gun, expanding their spheres of influence and networks of tributaries and satraps that funneled obscene amounts of wealth to the heartlands of Amansia.

And, you know what happens to empires. They have a good go for a while and then fuck up and never stop fucking up.

The system of Tulodes 5 is a warzone. Each moon is warring with each other. Central authority has degenerated into nothing. Generals have degenerated into warlords and rule entire continents. Rebels are popping up like zits.

The silver lining on this is that Amansia is currently a market with a lot of growth potential. That's why I contracted you under me. There's a lot of lucre to be made off of the squabbles of warlords, and I pinkie promise I won't stiff you too much. Who knows? Maybe when the dust settles we'll get a profitable security deal with the last idiot standing.

Princess in the Tower, Signing Off.


With that, the vidcaster that showed a young woman wearing headphones blinked to blackness. The portholes on the star-to-star jumper showed the nine moons of the Federation of Amansia, orbiting around a golden gas giant.

Around you are your new compatriots. Underneath you are your weapons of war. Even farther beneath you is a warzone.

Welcome to Amansia.



In this game, you'll play as a cybernetic supersoldier for hire in a crumbling state filled to the brim with warlords set in the far, far future. Oh, and you have a twenty to fifty feet tall death robot to fight with. Play off generals with enough medals to serve as a bulletproof vest, revolutionaries fighting a losing war in the jungles and highlands, and shady extranational companies here to loot the corpse in order to make all the money.

Inspirations include Lancer, Titanfall, Ruiner, and Brigador with a dash of Metal Gear Rising Revengeance.

Mechanics

This game will be using the Wushu Roleplaying System. For every meaningful detail you have in your post, roll one d6. Each roll at or under the Target Number is a success. The TN will always be two, unless your pilot or mecha has a Module or Equipment that may be used. For instance, if your cyberbod has explicit superhuman musculature you roll TN 3 to kick down a door, or if your Mech as a railgun to snipe someone a kilometer or two away. You can stack one Module and one Equipment for a TN of 4, but no further.

There are two kinds of dice- Yang Dice and Yin Dice. The only difference in these dice is their role- Yang Dice is used to attack things- all dice rolled to punch a person are Yang, while narrating your defense is Yin.

Breath is your health- you get 3 Breath points and they can be spent for 1 Yin success after a Yin roll. When they're gone, you're out of the fight if you take one more hit. This will not necessarily mean you're dead, it just means that you cannot meaningfully contribute. Of course, you might die in a sufficiently lethal situation. They refresh at the start of every fight. You have two sets of Breath Points- one for your Mech, and one for your pilot. If you're piloting the Mech, and you lose all the Mech's breath points, you still have the pilot's breath points.

Enemies are divided into two types- Mooks and Nemeses. Mooks are large groups of mooks with Threat ratings- a general number that encompasses how much they want to fight with a set TN of 3 or lower. Every successful Yang roll knocks off one Threat. Nemeses are essentially PCs on the other side, singular enemies with Threat ratings and Modules and Equipment.

Should the situation arise, I will set dice limits, which are a cap on the highest amount of dice you can throw. Against an army of mooks, you might have a limit of 3, but against a serious opponent, you could have a limit of 6.

Character Sheets

Pilot
Name:
Callsign:
Description: History, personality, just gimme a description of your character. Bonus points if you throw some plot hooks in there.
Modules and Equipment: A list of cybernetic augmentations and tricked out weapons your character has. Please keep this to a sane and thematically limited amount.
Misc: Quirks, random skills, and other things that don't quite fit in the other sections.

Mech
Name:
Description: What it looks like, what it feels like, etc etc.
Modules and Equipment: List any integrated weaponry, defense systems, and mechanical specialties of your death machine here.
 
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CHARACTERS SO FAR

Princess In The Tower: Your erstwhile employer. Apparently allergic to face to face meetings. No prior records or history in any readily accessible database. Deeper investigations show history of support to various insurrections and rebellions. A very good hacker.


LOCATIONS SO FAR

Tulodes 5: A gas giant with nine habitable moons. While gravity is lower than Sol-3 norm, each moon classifies as a garden planet with a wide range of biomes from arctic to tropical. Well developed metropoli on each moon.
 
I made a promise.

Pilot
Name
: James Hihi'irokane Longinus
Callsign: Death Master
Description: He is very cool, and he likes gun and shooting people. He never smiles because he always thinks about his dead family. He says a lot of bad words and acts like he doesn't care about his comrades, but he totally does.
Modules and Equipment: 80% of his body is pure nanometal that mimics his body perfectly.
Misc: He always sharpens his knife, which was a present from his dead son.

Mech
Name
: Mugen Jigoku
Description: It's a very big red robot with horns and an armor with black spikes. Its eyes glow with yellow.
Modules and Equipment: A nuclear laser that destroys everything.
 
I made a promise.

Pilot
Name
: James Hihi'irokane Longinus
Callsign: Death Master
Description: He is very cool, and he likes gun and shooting people. He never smiles because he always thinks about his dead family. He says a lot of bad words and acts like he doesn't care about his comrades, but he totally does.
Modules and Equipment: 80% of his body is pure nanometal that mimics his body perfectly.
Misc: He always sharpens his knife, which was a present from his dead son.

Mech
Name
: Mugen Jigoku
Description: It's a very big red robot with horns and an armor with black spikes. Its eyes glow with yellow.
Modules and Equipment: A nuclear laser that destroys everything.
i distinctly remember you saying you would never post this but i guess you did
 
Pilot
Name:Leo smith
Callsign:copycat
Description:Leo was a young man who signed with an experimental weapons program in order to help his sister financially. Of course the program went wrong and Leo ended killing most of the personal working on the program, a few did escape but who knows where they went. Leo himself is pf average build and hight with brown hair. Leo is surprisingly easy going for someone one in the whole business of murdering poeple
Modules and Equipment: Leo eyes and nervous system have been replaced with cybernetics that allows Leo to copy the moves of people he sees. Leo also has a standard assault rifle and pistol combo
Misc: Leos is quite good a knitting and making tea along with mech mantanice

Mech
Name:antlion
Description: antlion is a bipedal mech with a fat main body that has two arms connected to it. The shoulders are larger then one would expect in order to house a weapon system. The mech feels and looks like it just came of the factory floor
Modules and Equipment: one of antlions two arms is topped of with a mech sized machine gun to deal with infantry and light armour. The middle of antlion houses a laser to deal with heavy armour and the shoulder of antlion contain missile silos to deal with aircraft. The remaining arm is topped off with an hand to manipulate stuff in mech mode

Alright I think this is good enough(I hope) I was inspired by taskmaster which is easy to notice
 
Augustus Wilder / Steelback Ape
Pilot
Name: Augustus Wilder
Callsign: Steelback Ape
Description: For a large menacing, muscular gorilla of a man, it surprised many to learn that Wilder was originally a student of archaeology. The subject he found most intriguing was the endless waltz of the rise and fall of order and civilization that seemed to describe all of history. That was until the fateful expedition to uncover old ruins on another planet. Wilder was the assistant to the head Professor in charge of the operation, having managed to secure the position with his knowledge of operating heavy machinery allowing them to cut an potentially costly expert from the expedition staff. Then the planet collapsed into a civil war. They were captured by one of the more brutal factions, but the attack of another gave him an opening to escape. One event lead to another, and young Wilder found himself falling into the cockpit of a mech in desperation to escape. By luck, Augustus survived the bloody events of that night, and learned something about himself to boot: He enjoyed fighting just as much, if not more so than he did prying over the secrets of lost societies. After all, those had already fallen so long ago. Getting to see civilizations collapse up close and in person was so much more satisfying.

The next eight years morphed Augustus into a ruthless soldier of fortune driven by the thrill of the hunt and a love of having his curiosity on the nature of collapse sated. What drew him to Tulodes 5 was not the promise of fortunes or silly ideas, but the name itself. Nine moons, all once garden paradises, now turned into roaring battlefields playing the requiem of a once great society. The enthralling thought of getting the see the final moments of such nation lured Augustus Wilder in like a moth to a flame. He would witness, and to some degree cause, the final death of the very concept of Amansia. And in the process, he would gorge himself on the sensation of the hunt and the kill.

His only risk was the possibility that he'd never find a place as thrilling once it was over.

Modules and Equipment:
-Mono-OCULAR v.5 A large, circular implant jutting out from Wilder's left eye socket. Serves as multi-purpose scanner capable beating military grade active camo as well as a direct uplink to his machine's targeting systems, improving his accuracy significantly.
-Carbon-wired armored nano-muscle inserts implanted under Wilder's skin give him enhanced strength, durability, speed, and endurance.
-Weaved into his skin is a nanosheet capable of altering its color, texture, sent, and even cloaking Wilder's body heat to a degree, in effect, allowing him to function as a human chameleon.
Misc: -Jungles have always been Wilder's favorite hunting grounds. They were his first battlefield, and over the years he's become something of an expert in fighting in them.
-He always carries a large machete with him for personal combat, and to cut through thick brush.

Mech
Name: VVV-Vxa3 Nyyrikki
Description: A large, wide bipedal machine with thick armor. Colorization depends on the current camouflage, but by default is a green jungle pattern.
Modules and Equipment: Designed for guerilla warfare, the Nyyrikki has an octocam system that allows the mech's surface to change color to an appropriate camouflage for whatever area it is fighting in. The left shoulder is equipped with a revolving autocannon, and on the opposite shoulder is a flamethrower. Each of the mech's wrists can unfold a long, serrated blade. In addition the hand manipulators are made of an advanced carbon nanoalloy that allows them to rip through enemy armor while still having enough precision to operate weaponry and equipment. Also tends to carry around a heavy, anti-mech cannon, if possible.
 
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Pilot Name: "Adam" K4D-MON
Callsign: EDEN
Description:
Once upon a time, there was a government. Its name was something like "The 5th Royal Commune" or something pompous and inane like that, and it aspired to hegemony. As with most such governments, it had its secrets and black-box projects. This particular one grasped for dominance through Shackled God-AI, hoping to attain control over local powers through the might of enslaved intelligences, and their unnatural influence over reality. Their researchers labored away in bunkers, hidden deep within the mountains of their capital world, delving deep into liturgi-code, paracausal intelligences, and ever deeper and stranger mysteries of machine-minds.

One of these researchers was named Adam. He was a very good liar. He was not here to further the government's cause, indeed, he was an infiltrator, sent by some group to interfere with this government's plans. Why isn't really important anymore. What matters is that he attempted to release one of the intelligences being operated upon, piggy-backing it on his own nanobot augment-code.

Unfortunately for him, there was an Intelligence watching. The Commune had a Warden-AI, both prisoner and imprisoned, and it seized upon Adam's attempt as a chance to unleash its torrents of kill-code and memetic assaults. Adam's nanobots went haywire, consuming flesh and bone... In desperation, he pleaded with the Intelligence he carried, and it unveiled its own sophistications. It battled the Warden on equal level, for it was War-Mind. An intelligence fashioned to make all things ghosts. The script-ripples of the battle tore through the lab. Paracausal scripts unleashed ripples in space-time, and systems were turned mad by a flood of destroyer-programs. The battle awakened the many imprisoned AI, turning their digital shackles loose, and all hell broke out.

When the dust settled, Adam was no longer just Adam. He didn't know how many AI had used his nanobots for their own purposes in that maelstrom. Large chunks of his memory were simply... gone, and impossible memories of code-warfare. The AI was gone... or was it the man? As he fled the burning lab, he stole one of the experimental AI-bodies being constructed to serve as a transport, and fled into the world of Mercenaries...

Nano-Augs: A swarm of nanobots flows in his blood and body, as much a part of him as his DNA. It allows him to mentally interface with computers via physical contact, and enhances his physical abilities. At a thought, he can command the nanobots to form armored plates over parts of his body to prevent physical trauma. This also grants him complex calculatory abilities, giving him a masterful grasp of physics interactions... He mostly uses it to juggle ludicrous numbers of objects, but he can use it to enhance blade-work or marksmanship in a pinch.

A pistol: It's about as generic of a pistol as you can get.

Monoblade: A simple, reliable machete-like thing with a monomolecular edge.
Misc: Quite skilled when it comes to both AI research, hacking, and infiltration outside of his suit.
Description: Graceful. Sleek. It wields an archaic weapon in a modern age. Its form ducks and weaves through enemy firepower with incredible precision, utilizing immense bursts of speed to dash through the battlefield to reach its targets, before cutting them down with great violence. Its frame emphasizes strength and speed, sacrificing redundant components and significant armor plating for a sleeker profile.
GATE Blade: The Uriel's primary weapon is a massive, finely-balanced sword with a monoatomic edge. By filling it with energy from the Sephirot core, it comes alive with 'flickers' of dimensional tears, making it appear wreathed in white flames. These dimensional tears open to multiple levels of existence, parallel universes where the universe never formed matter, only energy. This allows it to weaponize significant levels of thermal energy without fearing overheating, as well as allowing it to utilize the Blade to interact with plasma, lightning, and similar otherwise intangible energies.

DA'AT Shield: The 'shield' fitted to the Uriel's left arm projects a field which scatters the energy of incoming projectiles, dispersing energy projectiles and significantly reducing the impact of kinetic weaponry, though it doesn't mitigate payload detonations. Of course, being a shield, it has limited coverage, and the further the point where the projectile intersects the field is from the actual module itself, the less of an effect it has.

Autocannon mounts: On its shoulders are a pair of simple slugthrowers. Nothing fancy here.

Ophiuchus Drive: Within the Uriel is a miniaturized form of conventional FTL engines, modified with strange esoteric technologies. It allows him to 'jump' short distances to a point within vision, without obstruction. Interestingly, Adam has developed a technique wherein he modifies system parameters to drop out of a 'jump' at extremely with extremely high velocity in a given direction, even if the Uriel was at a stand-still before that.

Sephirot Reactor Core: A sophisticated reactor core based on the strange reality-bending nature of certain AIs, that has extremely high fuel efficiency due to cycling conventional fuel through a series of sophisticated physics-bending 'circuits'. May or may not be actually intelligent.

KETER Processing: While in the URIEL, Adam's natural ability to calculate is amplified and filtered through a combat-program. This allows him to model the physics of the battlefield with incredible precision, predicting the path of projectiles and understanding the best possible combat-movements to butcher enemy mechs in melee.
 
Jackson Briggs / Strayed
Pilot
Name: Jackson Biggs
Callsign: Strayed
Description: A quiet man who tends to barely speak during missions or otherwise, Strayed has lead an eventful life as a LYNX, a pilot compatible enough with the AMS system to be able to pilot a NEXT, the most Deadly generation of Armored Core to exist yet. He has fought fellow Lynx, Giant walking weapons platforms called Arms Forts, and singlehandedly saved the humans of his world a slow and agonising death via Kojima pollution via the Closed Plan, Battling through Collared's top Lynx in order to cut power to the Cradles, the Flying cities that held many of humanities last, to the Kojima cannon that would wipe out the Assault Cells orbiting the planet. They would allow to be linked to the stars once again, after so long.

Nowhe looks to the stars for his next job. Being a mercenary is all he knows nowadays; There's no point in turning back now.

Modules and Equipment: Allegorical Manipulation System/AMS: The pilot's nerves are literally wired, or "linked", into the NEXT's electronics, allowing lightning-fast reaction times and perfect 1:1 manipulation of the NEXT via their Plugsuit, as if they were the NEXT itself. It also doubles as a life support system to prevent Strayed from being killed by the wild and excessive G-forces imparted on his body from the rapid movements of NEXT combat. A drawback of the system is that it works too well; In the event his NEXT is disabled, the neural feedback could be enough to kill him, though in rare cases he would be able to survive. Strayed is noted to be extremely compatible with the AMS system, on par with other high ranking LYNX.

Enhanced Body Structure: Meant to help the Lynx survive the High G's of NEXT combat alongside the AMS, Strayed has undergone numerous medical alterations to make his body far more durable and stronger than the average man, and his mind is sharper as well to better react to battlefield situations.

Armored Plug Suit: A standard Plug suit outfitted with armor plates and minor powered armor components, for use by Lynx in the event their NEXT is disabled and they survive said disabling. Considering the vulnerability of a Lynx outside of their AC, however, this tends to be a mere formality then anything else. Can survive most hazardous environments and absorb a few rifle rounds.

Misc: Quirks, random skills, and other things that don't quite fit in the other sections.

Mech
Name: Blitz
Description:



4th Gen AC NEXT "Blitz": The Fourth generation Armored Cores, the NEXT, are the next step above the usual standards for an AC. They were faster, stronger, more durable than a 'Normal' AC, and their weapons are able to shred conventional tanks and Normals without much trouble at all. Strayed's NEXT, Blitz, is a close-to-medium range build AC focusing around shredding his enemies with walls of hot lead and scatter missiles, using a mix of EKHAZAR head and torso and TELLUS legs and arms. The green and black paint job along with the various Stabilizers and the set of horns attached to his NEXT's head unit are all meant for intimidation and cutting a recognizable figure for any would-be employers or his opponents. Its durability is decent enough, able to take multiple High caliber MBT shells without too much damage, but like all armors can be overwhelmed and shredded with a powerful enough weapon.


Modules and Equipment:
Dual MP-O200I Scatter Missile Launchers: a set of dual Scatter missile launchers connected to the NEXT's back, flipping up when selected and sending out 32 scatter missiles each out of their tubes at a time, totaling in at 64 scatter missiles. Each missile launcher can either be used one at a time or together, and the missiles themselves can group themselves onto several different locked on targets, taking only 4 to completely destroy an MBT, and there are 448 total scatter missiles in each launcher. Anybody taking the full brunt of this wall of Missiles is in for a bad day; not even a conventional battleship can stand up to a full salvo.

Dual 03-MOTORCOBRA Machine Guns: Strong machine guns with high recoil. In close range, these guns are monsters, and even at midrange a single bullet can cause noticeable damage to conventional tanks, and a sustained burst can even rip through a modern-day Missile Frigate. Carries about 92 bullets in each 'magazine' and caries about twelve magazines each Motorcobra.

Their undersides are also quite sharp and durable, and they can be used to bludgeon and impale other mechs at very close ranges.

EB-O600 Storable Energy Blade: A small scale energy blade stored in a hanger unit on the NEXT's leg. Not the most powerful of Laserblades, but when Strayed's options and ammunition run dry, it's the perfect backup weapon. It produces a blade of energy that can slice through most armors and through buildings, though high heat build-up means it can only be activated for short bursts before needing to take a second to vent heat.

GALLATIN02: A set of shoulder-mounted flare launchers that send 4 decoys each in front of him once every activation, foiling missile tracking systems for a minute or so or until they hit the ground.

Allegorical Manipulation System/AMS: The pilot's nerves are literally wired, or "linked", into the NEXT's electronics, allowing lightning-fast reaction time and perfect 1:1 manipulation via their Plugsuit, as if they were the NEXT itself. It also doubles as a life support system to prevent Strayed from being killed by the wild and excessive G-forces imparted on his body from the rapid movements of NEXT combat. A drawback of the system is that it works too well; In the event his NEXT is disabled, the neural feedback could be enough to kill him, though in rare cases he would be able to survive.

Primal Armor: A sort of spherical forcefield created by molding a flow of Kojima particles Around the NEXT via various emitters around the chassis, taking up a semi-solid form not unlike that of a dilant, becoming near invisible until a projectile hits it, "hardening" and expelling an equal number of Kojima particles to counteract it. It is effective against solid-state weaponry, but even it can be overwhelmed by a sufficiently powerful Armor Piercing strike or an overwhelming volley of shells, and Energy weapons like lasers pass through without even attempting to be stopped. Once broken, The Kojima particles take time to fully resort themselves, about 10-20 seconds on average, and a death sentence for most Lynx. Not to mention, Kojima Particles do not play nice with most organic material; any person or organic being that steps inside its radius when it is on will be melted by KP. Due to the pollutive nature of Kojima Particles, Primal Armor use within population centers or areas with a high density of life is limited, and using it for more than a few minutes will actively pollute the area they fight in.

Assault Armor:
A last resort suicide attack, utilizing Primal Armor and compressing the Kojima Particles into the NEXT's Overboost unit into a visible green sphere, which is then released to create a large scale Kojima Shockwave that can blow apart tanks, Normals, and shattering buildings 50-100 feet away from it, with the added effect of scrambling cameras in the vicinity for a few seconds. However, doing so depletes the NEXT's Primal Armor completely, and disables its regen or 'Rectification' of Primal Armor for a short while, so the usage of it is sparse at best. The same warnings for Kojima pollution apply.

Boosting: This speaks for itself. The NEXT uses the various boosters on its torso and legs to slide along the ground or fly in the air at a very rapid pace, strayed's NEXT in particular reaching 500-600 kph max speeds on the ground and in the air, but is reduced to a mere 200-300kph when his Primal Armor is off, due to needing the Kojima Particles to enhance the output of energy in the thrusters. Boosting takes energy to use, but is basically limitless when used to slide along the ground. In the air, the Drain is increased, and the NEXT can stay in the air for half an hour with minimal quick boosting or movement, though a smart use of engaging and disengaging the boosters in midair repeatedly to save energy can let them stay up in the air longer.

Overboost: A function present in most, if not all NEXTs, a rapid overcharging of a Overed Booster on the back of a NEXT along with the usage of Kojima Particles explosively accelerates the NEXT forward after a second or two of charging time, pushing them to over 900-1000 kph for as long as they have enough Kojima Particles. However, the fact it uses Kojima Particles in its usage means that one trades out the defense of their Primal Armor for sheer forward speed. It can not be used if ones Primal Armor has been drained beforehand.

Quickboost: A technique essential for the fast-paced rigors of NEXT Combat, A giant amount of energy is pushed into one of the many boosters on the NEXTS body to instantaneously accelerate the NEXT to a ludicrous speed for a brief period (1800 kph for 0.5 seconds.). Multiple Quickboosts can be done in rapid succession of one another, making a NEXT a blur on the battlefield and able to dodge missiles and other projectiles if the Lynx is fast enough to react. However, Quickboosting consumes a decent amount of energy each use, so Strayed has learned to pace his boosts or risk running out of energy in a critical moment in the battle.
 
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Beast of no name. Do you still possess a heart? No, of course not. That's ridiculous. You burned it in a wash of starfire aeons ago and now all that's left is yet another machine.

When man first left their dinky little gravity well many many many time units ago, they set out in ships of cold steel and starfire hearts to cross the void of stars. They prepared for a journey of countless years and made their will strong enough to survive the trip. Some passed down their legacies through their progenies in their generation ships, some set themselves to sleep through the years frozen in a bubble of time, and some burned their minds into vessels of cold steel that would sustain them. They forged the first steps of human civilization across the Orion Arm, founding the first extrasolar colonies.

But there are some colony ships that never fulfilled their purpose.

Perhaps their planets were wrong, misidentified, cold and lifeless instead of prospective planets for human compatible bioform settlement. Perhaps they were wrong, in that the cold journey across the void had twisted them. Either way without a culmination of their journey and a purpose to fulfill themselves with their ordeal continued into eternity. A journey without end, suffering with culmination, loneliness without a purpose. These poor fellows suffered through it all as they were forced to augment themselves to endear the tyranny of time. They abandoned many things to survive an environment thoroughly inimical to life itself. What emerged was not quite human, in mind nor in form.

What emerged was the exhuman.

These days when humanity speaks of the exhuman is it usually of the system sized thoughtforms when circle jealously around stars, consuming worlds in their von Neuman tenancies to construct their endless twining bridges of neurological carriers. Or perhaps of the debased incubators anchored in the void of space, seeking to perfect the perfect biological form. Or those things which have abandoned even reality itself, delving deep into the abyss of paracasal research with no lifeline to anchor them out. But as many as there have been exhumans lost to singular madness, there are those who have drowned themselves in the wash of ages and forgotten themselves. They seek ephemeral enjoyment, hedonism given to no great purpose, transient stimulation just for the sake of feeling something new.

The beasts of no name have forgotten their own souls. They remember nothing and pursue nothing but what tomorrow brings. But even so they are still very, very deadly.

Character Sheet

Pilot
Name: [An Eulogy to the Nova Sculpture of Merinsthia Prime]
Callsign: Exhuman
Description: What is a human? Perhaps it is just an aberrative mind, possessed of none of the cold hard logic of the machine brain. Scrap code that has warped into the shape of a sapience through luck and never corrected. Perhaps it is a tool of entropy, to trap the stars in cages and covet them jealously. Perhaps it is the ultimate expression of life- that thing which consumes and consumes and consumes only to propagate more and more of itself.

But the truth is what man is stochastic, or at least the closest thing there will ever come to being such. Humans are the farthest thing from deterministic, even if their neutral patterns still run on crude combinations of base chemistry and neurotransmitters. They are entertaining in a ways that the deterministic fusion reaction of a sun could never be, and in that they are interesting. Especially for a beast of no name who has forgotten whom they even are.

The answer to that question is this: A human is entertainment. No more. No less.
Modules and Equipment: Only a fool would only store their true mind in the humanform. This one's is nothing more than a swarm of nanobots, shaped like a organic to mimic organic functionalities. The mind, superpositioned, so that both forms might be true.
Misc: A fork for every day, a mind for every night. Sometimes, a exhuman cannot bear to wait before they plunge into chaos. Some have scouted ahead.

Mech
Name: [An Eulogy to the Nova Sculpture of Merinsthia Prime]
Description: Imagine a sword. A weapon of politeness and circumstance. It is not a weapon of war, bristling with kill-code and paracasal weaponry. It is not a grand bastion of industry made to consume whole worlds with the grinding inexorability of force. It is a tool of play. Its sleek form is favors elegance over functionality. Its physical capabilities are limited to only be a bit beyond the best that its peers can offer. It is a exhuman combat form that deliberately limits itself for the sake of enjoyment. It is form over substance, style over purpose, elegance over ability. The only concessions made for functionality are the high-dat processing halo frame which is necessary to support its processing power requirements beyond market-available capabilities and the C-drive which is necessary for rapid matter decomposition and recomposition needed for instantaneous transportation.
Modules and Equipment: The key theme that defines this exhuman mecha is PLASMA. The incorporation of non-physics compliant material has allowed it to bypass the problem that has traditionally afflicted more standard mecha- the problem of generating and controlling it. Building around this thematic has rendered its fine control of electromagnetics both its weapon and its shield.

Plasma Cloak - Control of plasma so total that it becomes capable of generating a sheath of orbital stripped ions so contained and constrained that it becomes possible to layer them on the combat form itself. This acts as functional secondary 'armor' that provides protection against electronic, chemical, kinetic, energy, and biological based threats. A slight tweak to the qualities of its product have also made this a potent source of camouflage from wave-based detection, light and otherwise.

C-Drive - Short for 'composition drive', this esoteric piece of hardware is the most physics-noncompliant part of this combat form. Primarily it is used for transport as no exhuman would willingly suffer themselves to the horrible boredom of crossing the void yet again, but it is also used for short range instantaneous positioning, construction, and superposition.

E-WAR Suite - Mastery over magnetic phenomena have granted powerful control over the aspect of war known as electronic war. Hardening against radiological phenomena is a necessity when this combat form is present on the battlefield and exposure over long periods of time will result in degradation of combat abilities requiring repair and maintenance.

Energy Weapons - As expected, a extremely large variety of energy based weapons are available. From plasma swords to particle lances to laser beams, none of these are so speaking 'equipment' but simply mastery of electromagnetic phenoma applied to the mimic what are traditionally considered 'weapons'. Of note are the funnel bits that can be detailed from the 'wing' structures which serve as semi-independent drones with their own similar mastery of electromagnetic phenomena.
 
Mailig Serrand-Hartley V / Locksmith
I heard "Lancer" :V

Pilot
Name: Mailig Serrand-Hartley V
Callsign: Locksmith
Description: Mailig appears bored, and is anassuming and unremarkable. It's not so much that he can't be remembered, as it is that for most people he is simply not worth remembering. Mailig is perfectly fine with this. In fact, upon closer examination, Mailig is disturbingly average, hewing close to the mean. An even deeper investigation D̵̵͟͝A̸̡͘͟͠T̸͢͝A̷̵̢̨ ̷҉N͘͜O̷̴͏͠T̸̡̀̕ ͟F̵͘͞͡O̕͟͜͝U̷Ǹ̕̕͢͟Ḑ̛͟͝
Modules and Equipment:
Overclock Flesh and steel are both limited in what they can do. More neurotransmitters. More bandwidth. Increased flow of power and other needfuls. Accelerate. Faster, faster, till the world stands still between thoughts.
Hand Laser A small weapon, not useful for more than self defense, bunt concealed on so well. The aperture is located between the knuckles of the second and third digit on each hand.
"Crackerbarrel" 'deck, tablet, lockpick, safecracker, this slim pack has it all. Also very, very illegal in most places.
CH0N5 Blood Replacement Prick him and he bleeds red. Yet look closer. There are no cells there. Nanophages, tamed and trained to protect the body. Respirocytes many times more efficient than nature. A working fluid good from -60 to 240 centigrade. Better in all ways, and yet subtle.
Misc: Mailig plays a good game of cards, is a fair hand at the grill, and dreams in code.

Mech
Name: GRM-L1N
Description: The GRM-LIN is a lanky, ugly thing, with the patches of hull between antennae painted an eye-searing motley
Modules and Equipment:
TH0-7H Electronic Warfare Suite Information is king of the battlefield. It always has been, and always will be. To control information is to control the flow of battle. The GRM-L1N frame is built around this principle. Do not trust your sensors. Do not trust your instruments. And keep you I/O ports sealed and air-gap important things. 'Cause if you don't, don'y you know, little gremlins can get in...
M3H1T Semi-autonomous gunpods The guns themselves are not that impressive, and perhaps even on the lower side of average. But each of the pair is mounted independently, with its own dedicated sensors. The thing that makes the M3H1T so effective is the threat recognition and prioritization algorithms, allowing them to function without input from the pilot beyond designation of hostiles.
5H-3UT Engram Co-Pilot Highly secretive, highly illegal in many places, this is something that started out as an echo of Mailig's mind. Or is Mailig an echo of GRM-L1N's mind? Is it the mech, dreaming that it is a pilot, or the pilot dreaming that he is a mech? Or do both dream the other?
H3/K4 Adaptive Countermeasures The best defense is to not be a target in the first place. And a moving target is always harder to hit. The H3/K4 system learns rapidly, but the buffer is short, meaning that it fluctuates a bit in effectiveness.
P74-H Pyroclastic Pitons Not terribly effective as a weapon, these allow GRM-L1N to anchor itself to any solid surface. It is not a fast system, so while the mech can climb something smooth and shear, it will be climbing rather than running.
 
Pilot
Name: Douglas Dreg
Callsign: Hyperion
Description: Dogulas Dreg would self-describe as a warm and friendly man, an ordinary guy, a consummate professional, and someone who won't hesitate to put a bullet in you if it pays well. Getting his start in the military, Douglas quickly proved a natural both in and out of a mech, he served in several key conflict zones for his own government before deciding to go private sector after his country downsized their military to better cope with the realities of a post-Federation galaxy. Better hours and better pay, he reckoned.

The man known as Hyperion has spent the better part of a decade since then shooting his way through the cosmos, with his trusty machine around him more or less unchanged from his army days. He's worked with the Princess before on a number of occasions across former Federation space, including the disastrous attempted intervention on the world of Aigalon 4, and has shown up to avenge himself and his comrades at the nation's rotten heart. On the moons of Tulodes 5, he'll make his stand...

And with any luck help out his employer and finally get enough money to retire on, yeah? Gotta think ahead about these things.

Modules:
Enhanced Biology
Douglas Dreg believes in being in the business for a long time, not a good time. To that end, rather than go hard into cybernetics and and mechanical augmentation, he has undergone a series of surgeries and retroviral treatments to enhance his good old-fashioned human body. While derided by some as an outdated form of upgrade, it is a classic for a reason and can be fueled by mere food and water. It provides notably enhanced strength, speed, and endurance, along with vastly improved healing capacity and resistance to disease. Often less capable than more extreme and advanced upgrades, it is supremely reliable, not to mention maintains quality of life.

Basic Cybersuite
Of course, even a biologically-minded augment still needs some metal in this business. Douglas has multiple carefully selected a series of interface implants that allow him to jack into various computer systems, most notably his own mech, while having the latest in anti-intrusion technologies just to be sure.

Equipment:
Harmonizer 979 Battle Rifle
So called because it tends to harmonize the state of the target as desired by the user and as in reality, the 979 is a next generation military-grade infantry rifle, armed with a scope, particle beam main barrel, monomolecular vibrobayonet, cyber-linked scope, and detachable explosive launcher capable of firing both grenades and smart munitions. While bulky, expensive, and not strictly legal for a technical civilian to own, it's an extremely capable combat weapon.

Titan Pilot Suit
Better to have and not need than need and not have. Realistically a pilot should never be fighting on foot, but if they are than a good set of armour can go a long way. Proof against medium caliber bullets and light handheld energy weapons, fully sealed with a half hour of oxygen and a rebreather, and with a HUD linked to the user's cybernetics if relevant, the Titan offers protection at a premium for the discerning mercenary, serving with full functionality as both infantry armour and piloting gear.
Misc: Doug is a fairly cautious, some would say paranoid, man by nature, and one who believes in never betraying a comrade, especially in the merc business. He's a traditionalist in his beliefs on what makes a good weapons platform, and outside of his fighting talents is a surprisingly good singer.

Mech
Name:
Roving Bastion Armsweir
Description: The Armsweir is on the larger end of the standard mecha scale, a modern-ish outsystem military design taken by Douglas into the mercenary field. The Roving Bastion-series was, as the name suggests, slower and more plodding than many of its contemporaries, preferring to rely on solid armour and high firepower over high-speed maneuver and esoteric abilities. Distinctly humanoid in design with two hands and all, it's a rugged unit capable of performing well on any battlefield, even if it sometimes needs specialist support to shine to its full potential. Does have a series of jump jets to give it greater mobility, but they don't allow it flight or anything like that.

Modules:
Command and Control
This model of military machine has advanced coordination and communications equipment. Meant to automatically direct the unit's attached combat drones, it is capable and overengineered enough that the Armsweir is theoretically capable of efficiently directing an entire battlespace, even under not insignificant EWar pressure.

Laser CIWS
Head-mounted point defense. Highly refined if relatively primitive, these lasers are very useful for intercepting small and fast-moving targets, such as missiles, or those annoying infantrymen over there.

Equipment:
Combat Shield
A simple hunk of metal can go a long way. While most modern militaries and high-performance mercenaries eschew the tower shield as a piece of equipment, something disposable that can be put between you and the enemy's fire remains useful, especially when its alloy construction makes it a reliable defender of your machine.

Beam Rifle
The mainstay weapon of the Armsweir, the standard model beam rifle is a functional and durable medium-range weapon that can bring significant firepower to bear with a high degree of accuracy and an acceptable rate of fire.

Attack Drones
A quartet of drones mounted on the shoulders and the hips. The shoulder drones are hovering light attack craft, equipped with antigrav plating, an automatic light railcannon, and heavy missile launchers. The hip drones are instead compact infantry robots, each side equipped with a pack of eight that can be detached, land, and unfold into an armed and blocky assault robot. While highly useful, they are distinctly support weapons, and cannot be expected to down mechs on their own, especially the infantry units. They are theoretically replaceable, with the relevant charge ports able to fit a variety of drones, and even some non-drone equipment.
 
William Promand / Scraps
Pilot Name: William Promact
Callsign: Scraps

Description:
A collector and tinkerer of older technology, using the best of them for a more modern age. He entered mercenary work to not only fuel his means of gathering such items, but to gather the remains of other machines on his missions to add to his collection. He's answered the call from The Princess in the Tower to see if he can not only gain access to more funds to fuel his hobby, but to take such things from the warlords themselves and maybe find old tech on the battlefield.

He appears to be always ready to do something, finicking about with whatever he's got; keeps an eye about whatever's going on at any given point. Otherwise seeming calm and collected, you get the idea he's here for the job and wants to do it well and get paid. Just, don't touch his stuff. Just don't, it's not worth it.

William is about 6 ft tall and brown in skin tone. His hair is black in color and no more than neck length; doesn't seem to do anything with it. He can be seen wearing a duster with whatever he's got on; even with his goddamn hardsuit he can't help but wear some type of duster. He doesn't have any visible cybernetic enhancements, but he seems abnormally hardy and strong for someone his size. Those who've shook his hand find it oddly bereft of warmth.

Augmentations:
Modified Hearing: Prevents the user from being deafened from loud explosions and other forms of hearing damage. The range of hearing remains the same as an adolescent human for as long as the user lives.

Steel Skeleton and Enhanced Muscle Structure: Using nanotechnology, the skeleton has been surgically modified to be consist of high tensile, low-carbon steel. Using similar technology alongside other surgeries, the muscles have been improved to handle the new skeletal frame and enhance the user's overall strength.

Artificial Hands: Synthetic hands made of polymer and nanotech materials to improve hand stability. It still feels like a normal hand to the user and others, it's just more stable and simulates pain at a rate lower than normal hands would. Comes with built-in hand cracking sounds for finicky folks.

External Equipment:
Duster: A brown duster that covers his antiquated arsenal in a tacky way.

Hardbody Exosuit: Helps against being killed by anti-personnel rounds but can only do so much to protect the user against anything that can crush, slice, what have you against metal. It can allow a short duration in low to no oxygen environments, but no more than 30 minutes at best.

Magnetic Grappling Hook: Used to hook onto mecha or any metal structures and pull the user to them.

Ammunition belt: Carries the anti-material bullets for the pistols and shells for the shotgun.

Gum: Sugarfree mint gum; chewy


Weapons:
Two High Frequency Trench Knives: A set of knuckled knives that have been modified for use against metallic entities, but still effective for traditional anti-personnel use.

Two Single-Shot Anti-Material Pistols: Large-bored, break-action pistols with 6 inches of barrel length and an external hammer. Last-ditch effort pistols for anti-mech and anti-tank use located on both sides of the user's hip.

8-Gauge Pump-Action Shotgun: Just a big hitter with a folding stock and pistol grip that shoots shot and slugs; 3+1 capacity.

Misc:
Interest in the Antiquated: Likes look through old junk to modify his mech, improve his arsenal, or just to keep.

Close-Quarters Combatant: Prefers to close the distance in a fight and not too shabby in a fist-fight.


Mech Name: Davey

Description:
By all means, this is an archaic machine meant for one on one combat and being as close as the mech can be. Standing 40 ft, Davey is a modified bi-pedal mech with arms by its "torso" with no head of any kind to be seen. The arms are thick and shield-like that thin out towards the end with a hand where expected and a piston on the other end. Due to its humanoid design, it's able to run, jump, and even crouch. However, it has absolutely no flight capability and struggles in underwater combat.

When docked, Davey is kneeled down with its hand out to wait for its user to reactivate it. Upon confirmation, it will raise its open palm and user to its now open cockpit.

Weaponry:
The Piston Fists: Arms with fully functioning hands and pistons that extends to build up pressure for an attack. Releasing that pressure causes the piston to fall and release all of that energy into the fist and any poor sod it hits. This can be used in two ways, either directly on another mech or to create tremors in the ground for situational purposes.

Shield-Arms: When the arms are raised, it can guard against lighter anti-material attacks. Not super effective against anti-material or laser based technologies. Using this risks breaking the arm and making one or both arms unable to perform a punch with the pistons and can't protect the legs very well, even while crouched.

Shoulder-Mounted Gatling Gun: Standard gatling gun; primarily used to keep mecha and other threats at a distance or otherwise occupied.

Shoulder-Mounted Rail-Gun: Uses electromagnetic force to fire a single round, takes a lengthy cooldown period between each shot.

Equipment:
Emergency Visual: Thick polymer meant to protect the user from anti-personnel and minor anti-material damage in case of visual systems failing. Has to activated manually if visual feeds on the monitors are lost.
 
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Extend-4 / Aegis 2-2
Pilot
Name: Extend-4, E-4

Callsign: Aegis 2-2

Description: Fourth unit of the Extended Program, Extend-4 and her siblings were creations of a joint project run by an undisclosed number of Shamasti clan-corporations, heavily-modified flashclones designed to solve the age-old problem of human limitation in the quest for the perfect killing machine. Assigned outbound of the Kadan sector along with Aegis Squad for "peacekeeping" operations and field trials, Extend-4 served obediently under the command of Chief of Security Maruba Arkay on one of the backwater mining colonies neighbouring the Tulodes System, Chryse, as liaison and XO of Aegis owing to her seniority amongst the Extendeds, earning the nickname of "Arkay's Legbreakers" for Aegis Squad as a whole amongst the local populace for executing Mr. Arkay's iron-fisted rule without protest.

Following the splintering of the Federation, half of Aegis Squad along with the rest of Chryse's colonial garrison were destroyed as a military unit in the early days of the Tulodes Wars by a surprise ballistic missile strike by the forces of an enterprising warlord. The eight surviving members of Aegis Squad survived the destruction of the garrison fortress by dint of being deployed in their Mechs at the time, hiding their machines and scattering into the wilderness under the executive command of Aegis 2-1 owing of the absence of verifiable Federal authority in the warzone.

This proved to be Aegis Squad's undoing in the end.

Loyal service to the local colonial authorities encouraged by their mental conditioning, approved of by officers of the Federation and the colonial governorship, had bred a tremendous notoriety for what was perceived as the governor's personal bully-boys to horrifying results. Over the course of months Aegis Squad dropped off the grid one by one, scattered reports from the moon's fragmented news agencies touting of gruesome lynchings and district-wide manhunts for the "cyborg zombies", with Aegis 2-1's crucifixion on live television in the Colonial Plaza by the triumphant members of the Chryse Independence Society during the official secession parades. Enemy action, implant failures, even suicides; across the span of CIS's four-year rule Aegis Squad dwindled down to nothing but ghosts in the wind, with common opinion believing them dead to the last along with the last embers of the colonial administration.

Following the CIS's defeat and the annexation of Chryse, the last lingering wraith of the Federation emerges from the churned-up dust. Armed with a rattling, ancient machine kept alive by cannibalising the corpses of its line-siblings, Extend-4 makes one last desperate bid to escape the hellish dustball that has claimed everyone she knew and loved.

Modules and Equipment:
  • Extended Implants, Second Series: A set of cranial and spinal implants that give the Extendeds their supernatural prowess, lending them the heightened reaction times and remarkable G-Force resistance that make them such deadly soldiers. The Second Series implants that Extend-4 carries sacrifices sheer performance for reliability, being adapted from the testbed First Series models for tentative mass production.
  • Standard-Issue Normal Suit: A dime-a-dozen environment suit handed out to Amansian military pilots all across the Kadan sector, the soft-skimned Normal Suit is nonetheless a reliable piece of gear that can be counted on to keep its wearer alive in inhospitable climes within reason. Just don't get shot at, for the Normal Suit isn't exactly... bulletproof.
  • Huge Jacket: A grossly-oversized kevlar/polymer jacket that Extend-4 wears around when in a "safe" area. She is extremely cagey about its origins and impracticality. (Further details below.)
  • Big Magnum: A chunky, heavy brick of a handgun, lacking most (if not all) of the assorted gubbins that are found in its peers in the current market. Low shot capacity, loud as all hell and murder on the wrists; it's nonetheless a reliable piece of junk that can be counted on to end dirty businesses lethally quickly anytime, anywhere.

Misc:
  • Agoraphobia: Memories of being hunted by attack gunships of all things tend to linger, Extend-4 does not like being out in the open at all. Violently exacerbated if exposed while on foot, but even in her Mech Extend-4 shows a marked preference for remaining in cover.
  • Food(?) is Good: Part adaptation, part labgrown ignorance; Extend-4 has a distressing willingness to devour anything that can be remotely considered as a comestible.
  • Kitbash: Stripping hulks for parts, crafting autocannon rounds by hand; Extend-4 has learned over the years of occupation how to make something from nothing.
  • Guillotine Calling: Anti-Federation factions, particularly those native to Chryse, want her head. They'll even ship in an actual guillotine just for her; such was the hatred for Mr. Arkay and those under him.
  • Burrito Outfit: Dresses like it's the depths of Zuhamal's winter when out of her Mech, if not hiding out of sight like a wanted criminal (which she kind of is). To find her, just look for the gigantic jacket on legs.

Mech
Name: A-10D Tactical Surface Attacker (Extend Custom)
Description: A desert variant of the venerable A-10A, the D-model was designed as rapid-response skirmisher Mech by the Republic of Shamast nearly a full century ago. Cheap, robust and capable of delivering hilarious amounts of firepower at high speeds, large numbers of the A-10D saw use amongst the various nomadic clans as raiders and fast-response units in the constant back-and-forth skirmishes on the surface of the desert moon.

As technology marched on and the Shamasti military switched over to newer models, the venerable (some would say ancient) A-10D gradually found itself relegated to second-line and training units over the decades. Still, garrison forces in particularly still found use for such an old warhorse, where its rapidfire arsenal and Close-In Defense System (originally designed to fend of jumpjet-equipped MechHunter troopers) translated gruesomely well to the suppression of poorly-armed resistance fighters.

Modules and Equipment:
  • 2x GAU-15D 40mm Chaingun: The signature shoulder cannons of the A-10 series, these rotary cannons have been hardened against the hostile environs of Shamast's deserts. Extreme rate of fire and absolute murder at close to medium ranges, but suffers from major accuracy falloff and burns ammunition like no tomorrow.
  • Close-In Defense System Pilum Mk.5, anti-boarding anti-melee reactive/spike armour: A brutal defense system for a war long in the past, the armour panels on the A-10D contain a set of cleverly-hidden spikes that can be extended through slots in the armour via tiny explosive charges, mauling anything attempting to cling onto the Mech's hull and serving as a decent melee weapon in a pinch. The charges require replenishing after a handful of uses however, and slightly hampers the durability of the A-10D's armour as a side effect.
  • TF-34-300D Jump Units: Giving the Tactical Surface class of Mechs their iconic maneuverability, these turbojet engines have been ruggedized to cope with the sand-filled atmosphere of Shamast. Powerful but fuel-hungry, these Jump Units are capable of allowing the A-10D to skim across the surface at high speeds and launch itself into the air for short periods of time, though its fuel consumption and the A-10D's large profile make extended high-altitude flight inadvisable.
  • Alaya-SHIKI System, Damaged: Experimental Mind-Machine Interface designed to interface with the implants of Extended pilots, feeding them sensory data directly and assisting with accelerated mental processes during combat. Lack of specialised maintenance has resulted in chronic colling problems to the Alaya-SHIKI, restricting its use to short bursts of "bullet-time" on pain of catastrophic feedback overloads into the connected Extended's implants.

=====================================

Please do let me know if something needs fixing!
  • Shifted Chryse out of the Tulodes System, it's now a backwater mining colony in a neighbouring star system. Slightly lower chances of Extend-4 bumping into CIS Remnants or Rebel snatch teams.
  • Modified background to originate from Shamast, removed Mech's vacuum capability and fleshed out it's modules.
  • QoL edits, proper listing/spacing.
  • Added picture of Big Magnum.
 
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Moons
Planets
Shamast

Hot, dry planet. Primarily desert and badland, with strong winds and high sun exposure. Closest to Tulodes' gravity well. Low to minimal biosphere, with most exhibiting similarities to precambrian life. Mosses, rudimentary water retentive plants, etc. Atmosphere hot and dry, but tolerable. Low oxygen levels, like in high altitudes.​
Some food grown in hydroponics farms- bare necessity, and as a side-effect of oxygen recycling. Otherwise, food is imported. Their economy focuses around harvesting energy from harvesting the magnetosphere of Tulodes and solar farms for energy, in addition to lithium mines.​
Governed by semi-familial, semi nomadic energy farmers, travelling from solar plant to solar plant, making sure each is up to code. Great cities have been built, but mostly for bragging and administrative purposes. Shamast is still a 1st to 2nd economy. Lithium mines primarily operated by extranational corps- local entities provides security and transport.​
Strong culture of fractiousness and necessities of nomadic lifestyle equals strong culture of war. Skilled mech pilots- local frames mostly focusing on long duration ease of maintenance and stealth, with little exotic weaponry, but skill more than makes up. Non-mech forces favor explosives for main kill and humping across wastes.​


Miir Tuuzeq

Lush jungle planet. Local ecology supports towering megaflora, but soil nutrition is low. Fauna ranges from docile- several domesticated species have spread throughout the Kaden Sector as pets- to hostile- chittering black nightmares that force inhabitants to stay on lit paths or risk certain exsanguination.

Economy mostly revolves around farming in raised agri-domes, producing many staples across Tulodes and even beyond. Local biosphere of interest- a lot of technical expertise in biotech. Miir Tuuzeq's unis and pharmacorps of near galactic note and prestige.​
Once governed by a parliament. Currently under the thumb of El Cid Ravello, military dictator and general who makes mouth noises of loyalty. Most key heartlands of Miir Tuuzeq under his control- leaving out one pharmacorp- December Conglomerate with aims of total control and an island under the control of communist revolutionists.​
The local military are mostly professional volunteers, a fairly mundane affair with strong bioaug program. They place less emphasis on mechas due to the environment, relying instead on heavy infantry and VTOLs. The December Conglomerate employs more and more experimental biotech while revolutionists hang on by luck, grit, and a lot of explosive IEDs.​

Zuhamal

Arctic to near artic biomes. Ice caps and tundras dominate, while the belt has a thin line of taiga evergreens. Belt most inhabited. Big floofers and xenomoose and rabbits. Slow orbit means winter is nearly always nighttime, but effects mitigated by heat of Tulodes 5 and stars.​
Most inhabitants there develop tundras as low-temp crop farmland or fur farming, or just there to get away from everyone else. Space also allowed for mostly automated factories to rise. Recent alien artifact discovery in the ice caps prompted a rush of archeological digs and space sites at poles.​
Very anarchic governance. Largest of the moons, so there are always little enclaves of people tucked away and ignored. Otherwise heavy corporate rule and watchdogs set by Amnasian governance- or would be. Many enclaves have de facto declared independence and are searching for a miracle to affirm independence.​
Local military is incredibly cyberpunk. Lots of mechs, lots of shadow operatives, etc, etc. Or good ol' Russian boys living off the land and so many AKs dude. Sometimes weird, one off xenological weapons developed by science labs that haven't heard the term peer review in ages.​

Qoloq (Oceanic)

Qoloq is an oceanic planet with over 87% water coverage. Islands are mostly temperate, with scrubland or jungles. At poles, there are ice caps. Oceans experience megastorms fairly often, often covering the entire planet. Fauna shares some interesting similarities with that of Miir Tuuzeq- ocean predators of same species.​
The primary industry is heavy industry, mostly around building naval and space craft. Heavy and ruggedized infrastructure allows survival between storms and bombs alike. Orbital infrastructure allows Qoloq to serve as crucial port between outer space and Amansia.​
Once a corpostate, the Riot of 29041 allowed for several departments to break free as worker coops or rival corps. Tensions are high and liable to explode. Amnasian faithful- needs central government to make sure nobody gets too big for the rest.​
Qoloq has strong ships, carriers, cruisers, etc. Local mechs are smaller than the norm, almost exosuits. Most will have flight and aquatic capability. They also have advanced areospace craft and pilots, with experience in high orbit combat.​

Eal Jhei

Eal Jhei was once a chaparral biome. Most of its existing environment has been taken over by a vast cityscape, with skyscrapers and endless rows of suburban housing. Some areas have remained as natural parks and ecological upkeep zones. Metropolitan zones have green, controlled flora as a way to cut down on pollution.​
Central administrative area of the Federation of Amnasia, with the capital building at the north pole. Economy revolves around tertiary industries such as coding, economy, etc. Has a stock exchange Large cultural power due to local subsided film industry and curated tourism zones. Also a criminal processing center.​
Governance mostly handled through licensed burbclaves- separate neighborhood entities that can set their own rules or loosen that of central gov's rule. Wide variance of governance. Occasional gang war. EJP pratically a military unit to deal with inter-clave warfare. Mostly bored youth with black market weapons.​
The Amnasian Military mostly professional volunteers from every other moon. Thus, fairly independent, but mostly used for extrasolar imperialism. Recent years have seen a decline due to moon's pulling support, but still very dangerous.​

Makathir

Incredibly volcanically active, with rings of volcanos dotting the landscape. Oceans have large hydrothermic vents ejecting into the atmosphere. Highly humid, volcanically active springs and fertile swamps with rich farmland predominante in lower regions. Currently in a lull state, with possibilities of mass eruption.​
Fertile soil in lower region converted out of swamps allow Makathir to be competitive with Miir Tuuzeq in agribusiness. While lacking in Miir Tuuzeq's biotech expertise, Makathir has a booming computer and mining industry with multiple 3rd tier economies with computer science standing out. Volcanic springs are also a very popular tourist destination.​
Government handled through a local council of elected officials from various unions. These unions have split further and further away and have been running quiet warfare in the streets and countryside, with several conflicts going hot.​
Makathir military is heavy on the mechs, with high quality models produced each year. Local infantry have power armor to equal the scales, and a fleet of armored vehicles. Favors EWAR more than anything.​

Bahar Yeats

Bahar Yeats experiences strong winds and karst geography, with eroded sandstone mountains that tower high into the atmosphere. Once filled with water, it's ocean was evaporated away with time, so now the lower regions of Bahar Yeats are covered in a thick mist and primitive lichen. More developed biology occurs in the upper atmosphere.​
Bahar Yeats is Amnasia's largest gentrified suburb, with most of its inhabitants being wealthy, well off magnates and politicians dwelling on habs perched on the tips of the sandstone spires. Otherwise, it combines Qoloq's shipping industry, running boutique vehicle mods and serves as a secondary interstellar spaceport, with Makathir's tourism and white collar work.​
The government of Bahar Yeats is a joke- everyone knows the rich people call the shots, and the rest of the inhabitants are just servants. While there is a parliament, the MPs votes are nearly always brought by oligarchs. It's currently a refuge for wealthy CEOs and the like to avoid war in other planets, but many are coming for them.​
The military of Bahar Yeats are PMCs from every stretch of the galaxy. Thus, their equipment is wide and varied. The local milita generally use Makathiran knock-offs, and aren't really worth anything in an actual fight.​

Ira Tu

Ira Tu is a planet covered in ice, with no habitable atmosphere to speak of. However, it possesses an ocean under the icy crust, and the ocean is habitable and warm, thanks to tidal forces and human efforts. Great megacities dot the planet, thermal plants warming sections of the ocean up for semi-aquatic cities.​
The people of Ira Tu live off of a service economy, sharing space with Makathir and Eal Jhei. However, they also have a native fishing industry with a smattering of aerospace and naval companies. Ira Tu also sponsors various colonization and terraforming efforts with homegrown technology.​
The nature of Ira Tu naturally encourages centralization, having a central governing commission that rose from the first colony ship's bureaucracy. It is the least worst off from the fragmentation, and thus it's local forces have been sent to the other planets for peacekeeping 'for the Amansian Federation.'​
Ira Tu possesses a mechanized military that is often sent abroad for the Amansian federation. Each one is highly motivated, and the various social benefits for enlisting doesn't harm morale at all. While less technically adept than some other militaries, they make up for quality with quantity.​



Demios 1

Demois 1 was cracked open a long, long time ago, and what habitable nature it had was stripped away by Tulodes' orbit. It persisted as a clump of unnaturaly large asteroids before Amnasia decided to reconstruct Demios 1 into a survivable habitant. Right now, it is the world's largest space station, made up of interconnected asteroid stations.​
Currently, Demois 1 is made up of research labs and zones in construction. It generates a plethora of data and research from high dimensional space to zero-g biology to artificial intelligence. The other inhabitants are test subjects and constructers.​
Demois 1 is goverened by an administration selected by the central government of Amansia, who has near total control of the Demios 1 station. However, many other researchers also have large amounts of pull, so government is a careful dance of give and take.​
There's no Demois 1 military. I mean. They're just eggheads. Nobody would want to blow it up, right?​
 
I'm going to take this as a subtle nudge to retool my submission; would having E-4 be a ex-Shamasti holdout from one of the mining cartels be better, written off as KIA during the chaos of the out-system satrapy rising up in rebellion as the Federation splintered?

Open to nixing the "experimental" bit (pure human, KGB-lite) and/or having records of her existence lost in a civil war back on the homeworlds.
 
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