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 Mekton: Rosetta Eclipse 
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Joined: Fri Dec 11, 2009 2:41 pm
Posts: 375
Post Re: Mekton: Rosetta Eclipse
Ok, the official word has come down, as I expected, holiday break. Felix, Rose, check your emails. I'm waiting for a reply back, but I'm expecting if the pickups from recruiting on the 12th didn't send their interest to Bish, I'll be running another recruiting room on the 26th and 2nd, with plans to get back online on the 9th. I know it's weeks away, but no need to dawdle.

Any newcomers, post your interest here and I or someone will take notice, this isn't the largest thread on the forum because we leave it idle.


Sun Dec 19, 2010 11:23 pm
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Joined: Fri Dec 11, 2009 2:41 pm
Posts: 375
Post Re: Mekton: Rosetta Eclipse
Bishop most likely won't be around Sunday on the 2nd, but I'm going to make it a point to be available. Anyone who can make it into Veav, I'll have the room up at the usual time, 3PM Eastern, with the usual room name.


Sat Jan 01, 2011 3:32 am
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Joined: Thu Dec 10, 2009 7:36 pm
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Post Re: Mekton: Rosetta Eclipse
Ok peeps! just letting you know, im all refreshed and ready to go! I should upload something soon on the pacifica minicamp.


Fri Jan 07, 2011 12:21 am
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Post Re: Mekton: Rosetta Eclipse
is our game going to be saturday or sunday sir bish?


Fri Jan 07, 2011 8:42 am
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Joined: Tue Dec 29, 2009 12:24 am
Posts: 67
Post Re: Mekton: Rosetta Eclipse
I probably won't be around this weekend for anything related to anything, so could someone be so kind as to e-mail me anything important that comes up and is not posted here? I may start to be unreliable, but I haven't needed to find a fix for my scheduling issues yet. Give me a reason and I'll get to it :p


Fri Jan 07, 2011 11:55 pm
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Post Re: Mekton: Rosetta Eclipse
Ok Peeps! here is the first draft of the Pacifica Details! blasted comp wouldnt let me upload pics though...

anyway, its still undecided on the day, but Saturday is a defiante No no I am afraid! Rose, what DOES interest you!?

--------------------------------------------------------------------------------------------

(pic insert 001)
Pacifica, a lovely tropical island archipelago with lots of sun ,sea and
beautiful landscapes and views, an ideal holiday place some would consider, as it
is also unspoilt, the planet itself is hidden inside an unusually large Solar
corona that extends out from the sun and intro the Bio zone with a unusually
large moon. As it is the only object of any interest, and hidden from
sensors, this system has pretty much been ignored as it is also well out in the
backwaters of the Galaxy.
The problem is, it is also a deathworld, or just evolving out of deathworld
status, pretty much most of the animals there are made to eat each other, the
plants and anyone that gets in between, and in the deep places of the planet, there are some truly horrendous monsters.
(pic insert 002)
Still it supports a relatively large population, although most of them are
currently involved in a massive inter faction civil war. The main cause of this
is the differences between the small nation states (see them as island based nations of feudal kingdoms,) whom are loosely grouped into larger alliances.
The original alliances are Elelemental based Psionists, Fire, Water, Air, Earth.
There is also a Technist faction, who are all descended from crashed or native
non psionists that have drifted together under a common cause and now form the
main population of the largest city on the planet, Dabbendai.
(pic insert 003)
technology is quite varied and spread out, but no where near the level of space going
technology, mecha are around, but they are mainly ancient frames that have been enhanced using elemental based psionics.
(pic insert 004)
A large sub culture also exists that revolves around the finding and restoration
of ancient technological caches, mecha frames, and occasionally facilities.
Further to these, there are the Wildrunners, a branch of Psionists that have
gone a different route to the normal elementals, and focused on the taming and
use of the wild and dangerous animals that populate Pacifica, they do however
stick to their families and allies in the Alliances.
On top of this, in recent years and appearing in gradually greater numbers in
what seems like seasons, have been much higher tech mecha who seem to have a
mysterious agenda, roaming, or flying all over the planet, destroying
indiscriminately, and in some areas, quarrying whole tracts of land. Needless to
say the Alliances have taken a dim view of this and fought back, destroying many
of the unknown invaders, but as yet, a central base or source for these mecha
has yet to be found.
Normally with an unknown threat like this, the Alliances pull together to
co-operate, however there has been some unusually high friction between them
,with kidnapping, murders and wholesale destruction of villages as well as
pirating between them keeping this from happening. As well as this there have
been disconcerting reports of further out to sea, a giant sea going mecha of
alien design attacking shipping, and strange mysterious apparitions, of cartoon
like spirits appearing to people, warning them of danger, before disappearing.

The planet itself has a good diversification of races thanks to a long history
involving several space going vehicles crashing to the planets surface.

Races are
(Just to note, unless said otherwise, a character can only be psionic if their LUCK and INTELLIGENCE are 6 or over)

Human: These make up the majority of the races on the planet, with normal diversity.
No change or modifications to any of the stats.

Wulfken:
A wolf like humanoid with a naturally inbuilt ability to understand technology, and a pack like society.
Traditionally, Wolfen live at a degree of harmony with their world, the majority of the population living in small packs (2-3 dozen) led, typically, by a chief, shaman, and elder. In more urbanized regions, they simply exist in a more dense cluster of packs, represented for mutual interests by a triumvirate Council, generally selected of the eldest and most potent Runecasters (similar to a mix of Psi and magic) among the group. They are staunch allies of the Ktorn trading cartels that operate across the planet, and usually act for them as senior technicians, packs remaining loyal to one cartel or another.
Description: humanoid in shape, their legs are digitigrades, with four nimble fingers and a thumb on each hand, a large bushy tail and body fur ranging from white to black, with eye colours blue to gold complete the race, with canine features to the face.

Wulfken Race Stat Modifiers
(cost to play is 4 Character Points)
Tech can go up to 13 (9+ is 2 points, 12 is 3 points in character gen)
Cool can only go up to 8
+2 to Skill Group (Acting, Human Perception, Social)
Enhanced senses (+2 to awareness notice, and actions with negative modifiers in conditions of low visibility)
Wulfken have access to a small portfolio of race specific psionic powers.


Quetzecal: More commonly known as ‘Quetz’ these are a caste based society, somewhat warlike, but also are considered to be some of the best artists, even though their society is somewhat rigid, they have a happy go lucky view on life, and usually throw themselves into whatever project they aim at with boisterous enthusiasm.
Players are most likely classless; those that have been cast out, have yet to decide on caste, or are afflicted by wanderlust, (no desire to be part of the caste system). These are treated with tolerant politeness and courtesy by Quetz society, unless an outcast, in which case they will have problems
Description: The Quetzecal are a colourful humanoid race, with a light blue to dark grey skin colour, where humans have head hair, they have a large number of tentacles, their eyes are very much gem like, reflecting the light like precious stones, with the colour varying as much as gemstones do. Further, the skin usually has iridescent patterns in bright colours, there is no body hair other than eyebrows. Tattoos are very popular as is jewellery and flamboyant dress.

Quetzecal Race Stat Modifiers
(cost to play is 2 Character Points)
+2 to skill Group, (play musical instrument, paint or draw, dance, craft (jewellery, etc)
+2 to skill Group (Blade, Hand to Hand, Airborn Tactics, a combat specialty of choice)
Empathy cannot go higher than 8
Cool cannot go higher than 8
(Skill bonuses are applied AFTER the skill level is bought)
Ylanadar: These are a humanoid race that are particularly potent in psionic powers, unfortunately they are a little fragile in body, being tall and willowy. Their society is clan based, with a strong renaissance flavor, playing the part of philosophers and scholars with the occasional warmaster. They believe that an individual should strive to be all that they can be, no matter what that is, and the clan will aid one of their own to achieve what they think is their 'calling' somewhat secular, they have however understood the need for allies, and a clan can usually be found attached to whatever Alliance is strongest in their area, providing research and Psionic abilities. The Ylanadar generally have metallic coloured hair that grows not just from their head but all the way down their back like a fine mane, also ,they have four tendrils, two that grow from the back of the neck ,and a further two that grow from either cheek bone, Their eyes also have metallic pupil colours.

Ylanadar Race Stat Modifiers
(cost to play is 4 Character Points)
Reflexes cannot go higher than 8
Empathy cannot go higher than 8
BT cannot go higher than 8
MA cannot go higher than 8
PSI gets +4
+2 to skill group (chosen psionic devotion (air earth, fire, etc))
+2 to research Skill group. (Research, Forensics, )

Vireen: The Vireen seem to be a racial mix of both insect and reptile, a rather ordered mindset might hint at some hive based background in their past, but now individuals are common. Their society is matriarchal based, with a powerful female leading something they call a ‘pond’ with these ponds grouped into ‘lakes’ in turn the lakes are grouped into Seas, the final leadership being of the ‘ocean’. Usualyl an COean will find itself attached to an Alliance, or other large grouping of individuals for mutual defense.
Each individual grouping is self governing, with group policies set by the group above it. Vireen do not have partners, instead the males of a pond are considered the harem of the dominant female, this does not mean the males have to subject themselves to her however, it is merely a ‘pool’ of individuals the female can select from.
Due to the slightly oppressive nature of their society, some of the more individualistic males break away and become ‘pondless’ roaming free to explore the universe and what it holds.
P.C.s are most likely one of these males, however, they can also be females, looking to set up another pond, or just sick and tired of it, wanting some equality.
Physically Vireen resemble short reptiles with a short tail, feathered antennae and facetted eyes. They do not usually wear clothing, but where society demands, it is usually a one piece jumpsuit of a single colour, they rarely adorn themselves with jewellery, but do take pride in their luxuriant antennae.

Virieen Race Stat Modifiers
(cost to play is 2 Character Points)
Body Type can only go up to 5
Cool can only go up to 8
Empathy can only go up to 8
Tech can only go up to 8
+2 to Skill Group (Expert (administration), Know Language, Programming, Teaching)
Vireen also have an eidetic memory
(Skill bonuses are applied AFTER the skill level is bought)
Ktorn: The Ktorn are very large reptilian creatures with a thick hide and frill bone structure around their head, a heavy lumbering gait crossed with a very affable nature makes them seem like a very large jolly, fat uncle. However, their understanding of different society norms, coupled with an instinctive ability to suss out a good deal makes them traders par excellence,. Their society is based on material wealth, the better off you are ,the higher your standing, Social grouping revolves around many trade cartels, each setting the ‘trade rules’ for their own area.
Although somewhat mercenary, the Ktorn can be surprisingly loyal, ‘knowing a good deal when they see one’ and ‘smiling never cost anything, but it sure helps trade deals’ they like to be friendly, it just makes things go smoother.. and that’s what they like, a nice comfortable life, with plenty of money rolling in, if others can share in that, good for them, as long as it does not affect their profits, cheerful company is always welcome.
Being such able traders means that the Ktorn can be found throughout the galaxy, brokering deals, and just generally providing people with what they want for a price.
P.C.s can be a freelance trader, or attached to one of the Trade Cartels, supplying groups or just scouting possible trade openings. They can also be one of the fearsome warriors, Ktorn are naturally made for combat, and have carefully cultivated their affable image so trade with other races is not affected.
Physically the Ktorn are large stocky lizard like humanoids with thick tails and a bony plate around the head, their skin is also thick and armoured. They usually dress in the finest clothing, varying its cut to suit their needs, jewellery is also ostentatious, since displays of wealth are a lot to do with social standing.

Ktorn Race Stat Modifiers
(cost to play is 4 Character Points)
Body Type can go up to 18 (14 -16 is 2 points, 17-18 is 3 character gen points each)
Reflex can only go up to 8
MA can only go up to 5
+2 to Skill Group (Expert (trade), Know Language, Streetwise, Gamble)
Ktorn also have natural armour of 5sp to all locations
(Skill bonuses are applied AFTER the skill level is bought)
Ferrilin: Small humanoid creatures, about a foot in height, with a wingspan of a foot and a half, they resemble fairies of old myths, their filmy wings aiding them in flight, the majority of their speed coming from some form of innate telepathic skill, the average Ferrelin can fly as fast as a human can run. Most of their defence and attacks come from Psionic powers, with defence of their small hidden communities being a priority.
Their society is medieval in nature, but the occasional Ferrilin has a habit of attaching itself to a traveler of a different race to see the world and have adventure.
They do eat small amounts, but most of their sustenance seems to come from Solar energy absorbed through the wings.
Bt can only go up to 3
Ground MA can only go up to 4
Cool can only go up to 8
Tech can only go up to 5
Flight speed is 10+ Ground MA (treat as human ground MA for purposes of determining run (ie flight sprint))
All Ferralin have psionic stats (average of luck and intelligence) and a psi pool of double the psi stat
all ferralin start with telekinesis at 3



Mecha

As the core frames of the mecha are dug up relics, the base mecha can only be made without any space saving or weight saving on it but the base frame must always have some form of psi lens. Command armour, hand held weapons and other systems attached to the core frame, can be modified as follows :-
Weight Efficiency:- 30% of max
Space efficiency:- 50% of component max.

Not available: Gravity lens, Magnetic Resonance lens, Anti Gravity, nuclear weapons, orbital ability, space environment protection. Thrusters over 8 MA (flight capable), Heavy hydraulics, beta and Gama Armour. Stealth

The actually command armour and weapons are in fact Psionic creations, and can be repaired by psionists expending psionic points, as well as techs with the skill. (1 psi point per 1 cp of damage) their appearance is usually based on the Elemental preference of the pilot (fire, air, earth etc.) as are weapons.

Fire Elementalists usually have energy based weapons, all must have limited shots, these can be recharged at the rate of 1 psi point per cps worth, which takes 20 minutes per cp. can build low level shields (stop ranged only) max 10 cp

Air: Usually flight capable, carry missiles, which are in fact small elemental constructs that appear according to the preference of the pilot (a standard 5 kill missile might look like a glowing winged dagger for one, or a lightning streaked energy bird for another) these can be re summoned 1 psi point per cps worth, which takes 20 minutes per cp. Air elementalists have access to 8+ thrusters.

Earth: Mainly use close combat weapons, thrown weapons, Close combat energy weapons must have limited use, these can be recharged at the rate of 1 psi point per cps worth, which takes 20 minutes per cp. Earth have access to Heavy / Super heavy Hydraulics and Beta Armour.
Water: specialists, have access to stealth and projectile weapons. projectile weapon ammunition is regrown at the rate of 1 psi point per cps worth, which takes 20 minutes per cp.


Sat Jan 08, 2011 4:20 pm
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Joined: Wed Dec 16, 2009 2:42 pm
Posts: 209
Post Re: Mekton: Rosetta Eclipse
Well i have another 12 tonight, so if there is a game or meeting I will not be in attendance , I will trust Steven to send me the log when it is complete and I wake up! :D


Sun Jan 09, 2011 4:07 pm
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Joined: Tue Dec 29, 2009 12:24 am
Posts: 67
Post Re: Mekton: Rosetta Eclipse
What would interest me? More than two games in a row :p. But seriously, we do need to come up with an agreed day and time. Sunday isn't going to work for me and if that's the ONLY time that works, then I'm probably going to need to quit. It'd be nice to know before I get invested. Otherwise as long as we specify a day and actually get a game once in a while I should be happy.


Tue Jan 11, 2011 6:38 pm
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Joined: Thu Dec 10, 2009 7:36 pm
Posts: 289
Post Re: Mekton: Rosetta Eclipse
Ok Peeps, I am REALLY trying to keep this game alive!
Currently the job situation for me is.. scary, and attempting to keep what I have is eating my time, but enough on that.
I can say, Monday or Tuesday are definates for me, 8 pm, to 12 pm, other than that I really am risking to much in the week.
Sunday and Saturday is looking to be right out for me, due to family constraints now.

I am sorry Steven, if you can suggest an alternative, because I know you have problems with those days, I am more than willing to hear them, but I cannot risk, early am starts or finishes.

Really sorry guys, but thats what it is.


Mon Jan 17, 2011 6:22 pm
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Joined: Wed Dec 16, 2009 2:42 pm
Posts: 209
Post Re: Mekton: Rosetta Eclipse
Bish, I really think you should reconsider going with saturday nights, perhaps late...if you have sundays off you could sleep in on that day and we wouldn't have to loose anyone...

Beyond that im just not sure, I have a lot of time open normally. Saturday Monday and Tuesdays are my days off.


Tue Jan 18, 2011 9:49 pm
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