- 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.
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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