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Flashes of light flicker before your 'sight' as you watch ten meter tall suits of armor- no...
0.0 Character Creation

ReinZero

QQ voters, geniuses at opposing their own goals.
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Flashes of light flicker before your 'sight' as you watch ten meter tall suits of armor- no, mechanical constructs engage in furious combat. It was as though a dream, if not for the fact that your 'view' of it was directly at the battlefield itself and your 'senses'. Yet it was quite unreal as in one moment 'you' were fighting knightly styled ones with swords and the occasional blasts of magic. In the next 'you' were fighting in the void beyond the world, beams of light and bullets flying about along with the rare axe to the face.

The other guy's face of course.

From time to time the scenes before you flicker about between the two, blending together at some point unbeknownst to you. It was a strange sensation bullets met magic, two vastly different natures and yet strangely you felt nothing strange about it. As though that was simply how it would be, a moment in time.

The image flickers for a moment.

It was always as it had been, magic and technology, hand in hand. Traversing into the stars beyond, settling them as the world itself progressed in leaps and bounds. Conflicts only escalated along with them, in both their nature and the means fought with. From more fleshly forms to golems, early constructs of yore repurposed as to protect its operator.

The background shifted as time flew by.

At some point an uneasy status quo had settled in and with it a deescalation of sorts. But that was not your concern instead what caught your attention was the lack of pure fleshly forms. Instead you only saw smaller armors mixed with fleshly parts, not necessarily armed but still not quite the same as before the Genesis War Conflict...?

The name stood out as it simply 'popped' into your mind.

But that was only natural as the fallout had... had... had...? Your vision flickered as your senses seemed to fade in and out, with it your thoughts. As though it wasn't something worth processing, as if it was something you lacked the clearance for. Or... perhaps a knowledge purged from you?

For a moment your vision fades to black. With a 'clicking' sound, the sounds around you growing slightly clearer as the lid of the medbay unseals itself, lifting upwards as your vision fades back in. You blink as the ceiling lights blast into you, briefly blinding you. It was a tad bit too bright after the bout of darkness you were in whist recovering from your injuries.

Shaking your head, you move along despite your vision being a slight blurry from the aftermath. There wasn't a single person in sight, other than the prone forms of several other sealed medbays. Well, that wasn't your concern, it was standard procedure to self checkout from the sickbay. After all, there was a shortage of staff lately so more crucial personnel had to double up to cover other areas.

Or was it? Was it simply always automated? It was a thought that occupied your mind until you reached the doorway, almost bumping into it. Your head reflecting off the door's sleek and lit surface.

A mechanical head, a mechanical construct.

That... was what you were yet weren't. Your memories come up blank, as though they were never there. No, bits and pieces were there, merely in them you were always like this.

And so were others.

Even so "Armor" wasn't a race. No, it was what those smaller mechanical constructs were. And also, what your current state was as well too. A preliminary form necessary to operate those large mechs... Frames, Armored Frames. They were named such due being larger versions of Armors.

As far as you recall/sought, what was/is your race?
[ ][Race] Human - The originally predominant race if your memory-dream are to believed, even if they're no longer that populous by said absolute margin. Though that might be why Humans are rather more proficient with technology. But overall Humans are slightly diverse with a degree of flexibility between their strong points. (+1 Tech, +0.5 Range, +0.5 Willpower)
[ ][Race] Elven - The magically inclined race, encompassing a number of differing flavors with similar or overlapping aspects. These differences are fairly minor in comparison to their unifying emphasis and excellent with magic in general, a point that typically overshadows their overall edge both afar and upfront. The latter is oft forgotten as it's rather risky due their forms being a bit more fragile by just enough, thus rendering them the most fragile amongst the races. (+1 Magic, +1 Melee, +1 Range, -1 Defense)
[ ][Race] Bestial - Human yet not Human, a race of those who're a cut bit closer to that of various different animals and creatures than not. Due to the variance between racial subsets, their 'main' aspect of note is their penance for more martial solutions to settle disputes. It should be noted that a portion of Bestials are fairly poor in handling more advanced technology, a flaw that isn't due to intellectual deficits. Probably. (+1 Melee & one of: [+1 Mobility, +1 Defense, -1 Tech] or [+1 Mobility, +1 Magic, -1 Defense] or [+0.5 Mobility, +0.5 Defense]
[ ][Race] Dwarf - The so called 'Dark Elves' in origin, one less so apparent from their shorter and sturdier appearance. Dwarves are fairly tough as due necessity borne from living in harsher environments, lacking as much potency in magic compared to other Elves. Instead they make up for it in their proficiency in handling technology. (+1 Defense, +1 Tech)
[ ][Race] FOE - Frame Operative Entity, an artificially developed race originally created during the late stages of the Genesis War as to replace the need for people to fight in person as well as to combat the moral and ethical concerns pertaining the treatment and lives of Operators. As far as reality itself is concerned it is not a valid 'race' that one can become. (N/a)

And of what particular divergence?
[ ][Div] Lander - Those that prefer the feel of nature and the world around them. Landers are generally a bit more in tune with mana and its applications. Similarly, as to survive and cope with usual threats in civilized areas, a greater degree of martial skill is par norm. (+1 Magic, +1 Melee)
[ ][Div] Spacer - Those that sought freedom from the limits of the worlds and stars. Spacers are rather more reliant on technology as a consequence thus more intimately familiar with them. With the greater distance between anything in the void, the need for greater precision over the distances is rather necessary. (+1 Tech, +1 Range)
[ ][Div] Wander - Nomadic tribes and groups that roam across the void and planets, neither favoring one nor the other. Instead they are well versed in dealing with others be it to bargaining or to avoid needless conflicts. To that end Wanders are also rather skilled in getting around. (+1 Charisma, +1 Mobility)
[ ][Div] Alter - Survivors of great changes who've since pursued the way of simply not dying. Alters are well known for being able to make do with whatever is on hand, as though favored by luck. Similarly as those of a lineage of survivors, they are a fair bit tougher than others sometimes too tough. (+1 Luck, +1 Defense, +1 Willpower, -1 Charisma)

Or so the logic went? It didn't seem to make sense for them to be named retroactively. Yet that was how it was came to be. Was?

It was a strange sensation as bits of memories trickled in. Reality was/is malleable towards those who became/are a Operator in order to pilot Armored Frames. That blank state was a consequence of the procedure, a condition that would persist until their identity was fully rebuilt, anchored at some point far down the line.

As to regain it, the requirements had one small catch to it, well several snags. First they had to survive and thrive enough to do so anyways. Second, they needed to reaffirm their history, their past prior. And lastly, they needed to regain their sense of self. At least that was what you felt was needed.

What was/is your current background?
[ ][Background] Academy Graduate - For aspiring Operators of course. Naturally useless before waking up.
[ ][Background] Mechanic - You're good with repairs and custom work provided you have the time and stuff.
[ ][Background] Merchant - At one point you had a business, a ship even. It wasn't much, but that was then.
[ ][Background] Salvager - It's a pity how much loot goes to waste due a lack of salvaging instead of recycling.
[ ][Background] Mercenary - Non-Frame work that is, though it's helped toughen you up for things to come.

As for why... only the first was obvious. Fresh Operators were blank slates influenced by outside factors, which also influenced the 'initial' choices available to you. For a malleable blank slate, you had plenty of potential you could seek out to change things ask so desired. It was in no small part the reason you became an Operator.

What was your motive behind becoming an Operator?
[ ][Motivation] To Rise to the Top - Not necessarily -the- peak itself, but somewhere around that range. As for in what capacity and form, that was a bit dependent on other factors.* (Varies by Affiliation.) (+1 Stat Point)
[ ][Motivation] Harem Seeker - It's nothing complicated nor much to ask for, merely it wasn't something you could exactly manage on your own before now. Of course you -would- be infringing upon others... a small price to pay for helping them survive no? (+1 Charisma, -1 Luck)
[ ][Motivation] Changing Your Past - Your background wasn't the kindest to you or was simply unfulfilling. One way or another, it was one you sought to change at all costs. As for the future... that was for the future you in the distant future.* (+1 Willpower, -1 Luck)
[ ][Motivation] Vengeance/Lifesaving - To seek out power for a cause to avert the deaths of some. To gain the power to extract retribution upon your enemies. A simple reason for a good man to go to war.* (+1 Luck, -1 Charisma)
*(Follow up Vote in Next Update. Unless the Winning Plan has workable specifics attached.)

Of course what your current options were weren't particularly great, merely a decent start.

There was just the small catch as to how much you could tweak things? It did beg the question as to why you could even decide your affiliation? Maybe what you saw while you were in the medbay still had something to do with it.

What was/is your affiliation? (Faction Vote in Next Update.)
[ ][Affiliation] Federation of Stars - A pesudo-unified government spanning dozens of stars and their local states. While it is fairly fair to its member stars, there is plenty of competition between different factions as they joist for priority and distribution of resources. In ways it can be considered a functional representative democracy, with each faction a sort of nation onto themselves. [The government itself favors Cost-Practicality, rendering the unified forces split between generic and specialist forces. The specifics varies wildly by Faction, with better variants of those same mechs being exclusive on a per faction basis.)
[ ][Affiliation] Merchant Confederation - A Confederation of Merchant companies attempting to seize a cut of known civilization for themselves. Simply in part by buying out nations and local governments, then ruling with an iron grip in the so called name of equal opportunity for all. Unless one was rich enough to buy off their citizenship, Military service was mandatory for all, a capitalist socialism. [Favors cheaper mechs, though if you have the money you can buy anything. Quality may not necessarily scale to price.]
[ ][Affiliation] Royal Alliance - An alliance of three kingdoms and a few lesser ones, all in the name of maintaining a comparative presence equal on paper to the Holy Empire whist retaining their respective independence. To this end the nations of the Royal Alliance have long since adopted a meritocratic system whist retraining only some trappings of noble inheritance for those whom prove themselves worthy of being counted amongst the ranks of nobility. [Favors quality cost-performance, though this is less pronounced for mass produced and non-Noble mechs. Ones at the higher end tend to run into supply-demand shortfalls.]
[ ][Affiliation] Holy Empire - A religious empire spanning hundreds of stars, the sole greatest power of them all. Yet also the one most plagued by internal strife and ever growing corruption within. However in spite of this, not only has it not seemed to weaken until now, it has only gradually grown over the years. For only in the Holy Empire could one be casually granted a world of their own as a reward for their service, should one accumulate enough that is.
[ ][Affiliation] Independent States - One of the many lesser powers in existence. Most of these nation's prolonged existence being simply due to the balance of power between the big four. Though in turn it is also why they are the ones that seek to push limits and boundaries the most as to gain enough of an edge so that they may stand on their own without fear of being swallowed up. And not merely by the big four, but also that of their peers. [Favors more exotic and/or specialized mechs. Longer serving or well performing veterans are better equipped than usual as to help bridge numerical shortfalls via quality. However advancement opportunities are fewer and more difficult.]
[ ][Affiliation] A Mercenary Company [Pick One: Join/Form] - An alternative to straight up serving in any one nation. A soldier of fortune... as of now anyways. Either as a part of an existing one or one-to-be-formed of your own. [General description of what people would prefer would help the QM tailor the options accordingly if you're joining one. If you're forming one of your own, then please note which nation you would prefer starting in or near.]
---
Plan Voting is in effect.
---​
tl;dr premise #1: You-are-the-mecha? (or power-armor)
tl;dr premise #2: Techy/Fantasy mecha? Solution: Both.

QM Section: I will be using 1d10 for rolls with applicable modifiers, with the result varying based on the degree of success in relation to the action itself. If there's sufficient opposition, opposing rolls may apply. Stats, Skills, and Equipment will all factor into account so a shortfall in one area could be shored up in others.

Technically there are also some other races, but they make poor starting choices for some reason or another. Or simply don't fit properly for/as a starting point. In short, cause QM said so. (P.S. Also crossposted on SB.)

Personal Stats:
Willpower - To not flinch or falter in the face of adversity, to retain consciousness in the face of extreme pain. So on so forth.
Charisma - How social/personable you are S well as one's looks as far as reality is concerned. Negotiations, social affairs, diplomacy....
Luck - The winds of fortune. A factor that weighs in when things come down to pure luck or crucial situations such as life and death. Plot armor is one application of it.
Tech - Pertains using more advanced equipment and applicable towards other tech stuffs. Derivative skills may further expand its scope and applicability.
Magic - Pertains the use of magical spells and effects... as well as unusual or unexpected power needs. Through deriving skills from it, its effectiveness and utility may increase.

Combat Stats
Piloting - The all round stat for Frame piloting applicability. It also has more specific and higher requirements to improve due to its wide applicability. However it is more limited in skills derivable from it and applications outside of piloting things.
Melee - How well you can reliably handle yourself in close combat, and naturally with melee range weapons. With other skills and maybe equipment, it has other applications as well...
Range - How well you can reliably handle yourself in mid to long range combat. It doesn't naturally cover in-direct fire nor extra long range or greater. Though they are related to it....
Defense - How good you are at shrugging off hits, or at least mitigating them. In mech/Frame combat this reflects your ability to block attacks reliably. Whereas in person it is directly how much punishment you can take before potentially dying. Survival skills that apply to your mech/Frame and/or yourself are derived from this stat.
Mobility - How fast you are, or rather how well you can move around without losing speed or perhaps even gain speed more optimally while doing whatever you're doing. When not in your mech/Frame this stat also affects how fast you move and how much ground you cover at a time.
Command - Or aka how well you can lead/direct others to carry out your orders. This also covers your ability to deduce and judge the battlefield's situation on the fly. If you're trying to commandeer those not under your command it will rely on a (Command+Charisma)/2 modified roll and face steeper difficulties unless you have the right skills.
 
[Reserved]​
You can post now.
 
[X]Plan Is it Wrong to Pick Up Girls in a Repair Hangar?
-[X][Race] Human
-[X][Div] Spacer
-[X][Background] Mechanic
-[X][Motivation] Harem Seeker
-[X][Affiliation] Federation of Stars
 
[X] Plan Shanagan
- [X][Race] Human (+1 Tech, +0.5 Range, +0.5 Willpower)
- [X][Div] Alter (+1 Luck, +1 Defense, +1 Willpower, -1 Charisma)
- [X][Background] Salvager
- [X][Motivation] Vengeance/Lifesaving (+1 Luck, -1 Charisma)
-[X] [Affiliation] Independent States
 
Need to figure out how to properly handle tally'ing across two sites... (and the feature changes on SB since uh... I last came on much on SB.)

Anyhow as is that's a total of 5 different votes (3 SB, 2 QQ), with SB favoring Elven uniformly and QQ favoring Human uniformly. Independent State has four different plans supporting it, whereas Mechanist has 3 plans in favor of it.
 
[X] Plan Survivor
-[X] [Race] Elven
-[X] [Div] Alter
-[X] [Background] Mechanic
-[X] [Motivation] Vengeance/Lifesaving
-[X] [Affiliation] Independent States
 
[X] Plan Human Wanderer
-[X] [Race] Human
-[X] [Div] Wander
-[X] [Background] Salvager
-[X] [Motivation] To Rise to the Top
-[X] [Affiliation] Independent States

Honestly a lot of the plans look interesting, so in the inability to choose between them I just made my own.
 
I'll close the vote in about 1~2 hours from now. Getting lunch.

I'll check by plan and by line when counting votes. If people need a votedeadline extension, please poke me.

Edit: Vote Tallying atm... huh, oh I can just link the two to tally together...

Vote Tally : Magicannons & Coilguns (A Mecha Fantasy/Sci-Fi Quest) | Questionable Questing [Posts: 4-8]
Magicannons and Coilguns (A Mecha Fantasy/Sci-Fi Quest) | SpaceBattles [Posts: 4-14]
##### NetTally 2.2.8
[X] Plan Nomad
-[X][Race] Elven - The magically inclined race, encompassing a number of differing flavors with similar or overlapping aspects. These differences are fairly minor in comparison to their unifying emphasis and excellent with magic in general, a point that typically overshadows their overall edge both afar and upfront. The latter is oft forgotten as it's rather risky due their forms being a bit more fragile by just enough, thus rendering them the most fragile amongst the races. (+1 Magic, +1 Melee, +1 Range, -1 Defense)
-[X][Div] Wander - Nomadic tribes and groups that roam across the void and planets, neither favoring one nor the other. Instead they are well versed in dealing with others be it to bargaining or to avoid needless conflicts. To that end Wanders are also rather skilled in getting around. (+1 Charisma, +1 Mobility)
-[X][Background] Merchant - At one point you had a business, a ship even. It wasn't much, but that was then.
-[X][Motivation] Changing Your Past - Your background wasn't the kindest to you or was simply unfulfilling. One way or another, it was one you sought to change at all costs. As for the future... that was for the future you in the distant future.* (+1 Willpower, -1 Luck)
-[X][Affiliation] Merchant Confederation - A Confederation of Merchant companies attempting to seize a cut of known civilization for themselves. Simply in part by buying out nations and local governments, then ruling with an iron grip in the so called name of equal opportunity for all. Unless one was rich enough to buy off their citizenship, Military service was mandatory for all, a capitalist socialism. [Favors cheaper mechs, though if you have the money you can buy anything. Quality may not necessarily scale to price.]
No. of Votes: 2
[◈] Plan: Nomad

[X] Ironcrow
[X] RookDeSuit

[X] Plan Survivor
-[X][Race] Elven
-[X][Div] Alter
-[X][Background] Mechanic
-[X][Motivation] Vengeance/Lifesaving
-[X][Affiliation] Independent States
No. of Votes: 1
[◈] Plan: Survivor
[◈] Plan: Survivor


[X] F4152

[X] Plan Zero to Hero (With Magitech!)
-[X][Race] Elven
-[X][Div] Spacer
-[X][Background] Mechanic
-[X][Motivation] To Rise to the Top
-[X][Affiliation] Independent States
No. of Votes: 2
[◈] Plan: Zero to Hero (With Magitech!)

[X] Designated Minion #345277
[X] just a logger

[X] Plan Human Wanderer
-[X][Race] Human
-[X][Div] Wander
-[X][Background] Salvager
-[X][Motivation] To Rise to the Top
-[X][Affiliation] Independent States
No. of Votes: 1
[◈] Plan: Human Wanderer

[X] Happerry

[X] Plan Is it Wrong to Pick Up Girls in a Repair Hangar?
-[X][Race] Human
-[X][Div] Spacer
-[X][Background] Mechanic
-[X][Motivation] Harem Seeker
-[X][Affiliation] Federation of Stars
No. of Votes: 1
[◈] Plan: Is it Wrong to Pick Up Girls in a Repair Hangar?

[X] SpacePaladin

[X] Plan Shanagan
-[X][Race] Human (+1 Tech, +0.5 Range, +0.5 Willpower)
-[X][Div] Alter (+1 Luck, +1 Defense, +1 Willpower, -1 Charisma)
-[X][Background] Salvager
-[X][Motivation] Vengeance/Lifesaving (+1 Luck, -1 Charisma)
-[X][Affiliation] Independent States
No. of Votes: 1
[◈] Plan: Shanagan

[X] shanagan

Total No. of Voters: 9
Vote Tally : Magicannons & Coilguns (A Mecha Fantasy/Sci-Fi Quest) | Questionable Questing [Posts: 4-8]
Magicannons and Coilguns (A Mecha Fantasy/Sci-Fi Quest) | SpaceBattles [Posts: 4-14]
##### NetTally 2.2.8

Task: Race

[X][Race] Elven - The magically inclined race, encompassing a number of differing flavors with similar or overlapping aspects. These differences are fairly minor in comparison to their unifying emphasis and excellent with magic in general, a point that typically overshadows their overall edge both afar and upfront. The latter is oft forgotten as it's rather risky due their forms being a bit more fragile by just enough, thus rendering them the most fragile amongst the races. (+1 Magic, +1 Melee, +1 Range, -1 Defense)
No. of Votes: 5
[◈] Plan: Survivor
[◈] Plan: Nomad
[◈] Plan: Survivor
[◈] Plan: Zero to Hero (With Magitech!)

[X] Designated Minion #345277
[X] F4152
[X] Ironcrow
[X] just a logger
[X] RookDeSuit

[X][Race] Human (+1 Tech, +0.5 Range, +0.5 Willpower)
No. of Votes: 3
[◈] Plan: Is it Wrong to Pick Up Girls in a Repair Hangar?
[◈] Plan: Human Wanderer
[◈] Plan: Shanagan

[X] Happerry
[X] shanagan
[X] SpacePaladin



——————————————————————————————————————————————
Task: Div

[X][Div] Spacer
No. of Votes: 3
[◈] Plan: Is it Wrong to Pick Up Girls in a Repair Hangar?
[◈] Plan: Zero to Hero (With Magitech!)

[X] SpacePaladin
[X] Designated Minion #345277
[X] just a logger

[X][Div] Wander - Nomadic tribes and groups that roam across the void and planets, neither favoring one nor the other. Instead they are well versed in dealing with others be it to bargaining or to avoid needless conflicts. To that end Wanders are also rather skilled in getting around. (+1 Charisma, +1 Mobility)
No. of Votes: 3
[◈] Plan: Human Wanderer
[◈] Plan: Nomad

[X] Happerry
[X] Ironcrow
[X] RookDeSuit

[X][Div] Alter (+1 Luck, +1 Defense, +1 Willpower, -1 Charisma)
No. of Votes: 2
[◈] Plan: Shanagan
[◈] Plan: Survivor
[◈] Plan: Survivor

[X] shanagan
[X] F4152


——————————————————————————————————————————————
Task: Background

[X][Background] Mechanic
No. of Votes: 4
[◈] Plan: Is it Wrong to Pick Up Girls in a Repair Hangar?
[◈] Plan: Survivor
[◈] Plan: Survivor
[◈] Plan: Zero to Hero (With Magitech!)

[X] SpacePaladin
[X] Designated Minion #345277
[X] F4152
[X] just a logger

[X][Background] Merchant - At one point you had a business, a ship even. It wasn't much, but that was then.
No. of Votes: 2
[◈] Plan: Nomad

[X] Ironcrow
[X] RookDeSuit

[X][Background] Salvager
No. of Votes: 2
[◈] Plan: Shanagan
[◈] Plan: Human Wanderer

[X] Happerry
[X] shanagan



——————————————————————————————————————————————
Task: Motivation

[X][Motivation] To Rise to the Top
No. of Votes: 3
[◈] Plan: Human Wanderer
[◈] Plan: Zero to Hero (With Magitech!)

[X] Happerry
[X] Designated Minion #345277
[X] just a logger

[X][Motivation] Vengeance/Lifesaving (+1 Luck, -1 Charisma)
No. of Votes: 2
[◈] Plan: Shanagan
[◈] Plan: Survivor
[◈] Plan: Survivor

[X] shanagan
[X] F4152

[X][Motivation] Changing Your Past - Your background wasn't the kindest to you or was simply unfulfilling. One way or another, it was one you sought to change at all costs. As for the future... that was for the future you in the distant future.* (+1 Willpower, -1 Luck)
No. of Votes: 2
[◈] Plan: Nomad

[X] Ironcrow
[X] RookDeSuit

[X][Motivation] Harem Seeker
No. of Votes: 1
[◈] Plan: Is it Wrong to Pick Up Girls in a Repair Hangar?

[X] SpacePaladin



——————————————————————————————————————————————
Task: Affiliation

[X][Affiliation] Independent States
No. of Votes: 5
[◈] Plan: Shanagan
[◈] Plan: Human Wanderer
[◈] Plan: Survivor
[◈] Plan: Survivor
[◈] Plan: Zero to Hero (With Magitech!)

[X] Happerry
[X] shanagan
[X] Designated Minion #345277
[X] F4152
[X] just a logger

[X][Affiliation] Merchant Confederation - A Confederation of Merchant companies attempting to seize a cut of known civilization for themselves. Simply in part by buying out nations and local governments, then ruling with an iron grip in the so called name of equal opportunity for all. Unless one was rich enough to buy off their citizenship, Military service was mandatory for all, a capitalist socialism. [Favors cheaper mechs, though if you have the money you can buy anything. Quality may not necessarily scale to price.]
No. of Votes: 2
[◈] Plan: Nomad

[X] Ironcrow
[X] RookDeSuit

[X][Affiliation] Federation of Stars
No. of Votes: 1
[◈] Plan: Is it Wrong to Pick Up Girls in a Repair Hangar?

[X] SpacePaladin

Total No. of Voters: 8
 
Last edited:
0.1 An Elven Mechanic is You
[X][Race] Elven - The magically inclined race, encompassing a number of differing flavors with similar or overlapping aspects. These differences are fairly minor in comparison to their unifying emphasis and excellent with magic in general, a point that typically overshadows their overall edge both afar and upfront. The latter is oft forgotten as it's rather risky due their forms being a bit more fragile by just enough, thus rendering them the most fragile amongst
[X][Background] Mechanic - You're good with repairs and custom work provided you have the time and stuff.
[X][Affiliation] Independent States - One of the many lesser powers in existence. Most of these nation's prolonged existence being simply due to the balance of power between the big four. Though in turn it is also why they are the ones that seek to push limits and boundaries the most as to gain enough of an edge so that they may stand on their own without fear of being swallowed up. And not merely by the big four, but also that of their peers. [Favors more exotic and/or specialized mechs. Longer serving or well performing veterans are better equipped than usual as to help bridge numerical shortfalls via quality. However advancement opportunities are fewer and more difficult.]

The door hissed open as you stumbled out of the sickbay. If you had a choice you'd rather avoid that disgraceful blunder, but there was little you could do about it as more memories, information 'clicked' into your head all at once. Like a sledgehammer cracking your shell of a head. Fortunately no one's around to see your slip up, with the limited manpower to spare, everyone was doing their job in some way as to help on out. It was only natural, not a compulsion at all...?

You 'frown' as much as your fixed mechanical expression would allow. That is to say- not at all. The edges of your slanted mechanical ears swirls lightly, an approximation of your disappointment. They're not drills damnit.

But still, compulsion? That was a strange thought in all honestly, as you don't recall your actions prior being out of any compulsion? Just merely moving on as though it were perfectly natural... oh. Your visor flickers as it sinks in. It was like running a preprogrammed task if the right conditions were met, just not with the necessary flexibility nor thought behind the actions. As though one were a doll.

Merely a doll with some grounding as to what programs were in place. In other words, one was still 'them' but simply without true awareness. Moving as you ponder your memories for more information, it simply confirms what your assumption was as conversations 'logged' in your memory aren't exactly stock phrases or lines without context. Just that they were talks without much emotion, much self behind them. But you could recall them, and that was a world of difference. For there was value in making sure people survived.

As for yourself, well you weren't one of those guys who attended an Academy for Operators. That wasn't the requirement after all, it was just helpful for new to-be Operators. Rather you had picked up enough to be a proper Mechanic to service'em Frames. So how did you get dragged into being an Operator? That, that was easy.

Just them enlisting any applicants with at least basic training on hand. Or well, on the precondition they'd be put through it. Readying Operators was the easy part. Recruiting willing applicants was the hard part. After all, being you, but not all there is rather... scary. Not to mention the fact that you could wind up dying while like that. And that, that was why you'd rather be apart of an Independent State than one of the big four.

You were apart of one of the many lesser powers in in existence, or more precisely one of the second rate powers that be. Nations stuck between a rock and a hard place with regards to the grander scheme of things. After all, on one hand any one of them weren't strong enough to contend with the big four on their own and those that could be considered their peers were just as much their competition, their rivals. With the outbreak of war between the big four, it was an opportunity for them to stake their claims, to rise up and overturn the status quo.

Which one were you apart of?
[ ][State] Interstellar Republic - One of the largest Independent States, spanning over two dozen stars under one banner. Yet its main 'focus' is upon its void holdings and colonies, of which also serve to connect its domains together as the nation itself is unfortunately centered upon one of the regions sparse in habitable planets. It is for this reason that it is on amicable terms with the Federation of Stars. Consequently the Republic has steadily sought to remedy this shortcoming as well as prioritizing seizing habitable stars that would better connect its stars, its people together. The Interstellar Republic excels more in space warfare, which in tandem with the vast emptiness within its territories, allowing for drawn out engagements in their preferred element. In turn their forces suffer noticeably when operating within planetary environments, a factor further hampered due a reluctant to engage in planetary devastation as a means to an end. [Interstellar Republic forces favor Tech + Mobility ; Generally optimized for space combat, affording them a noticeable edge but fair worse in planetary combat.]
[ ][State] Unified Planar Realm - A strange Independent State formed through a gathering of worlds unified as a single 'realm', a connection by some strange application of magic or technology that allows them to connect planets to planets. Consequently this allows them to hold an outsized amount of territory despite much of it being fairly or poorly developed, with occupied territories often stripped of much if not all of their trappings of modern civilization and what not. As a result their infrastructure is centered upon a few core planets deep within their territory. Thirteen worlds comprise their "Civilized" designation are a sort of mix between more feudal trappings with a degree of modern technologies interwoven. Thus it is mostly their "Uncivilized" populace that bears the brunt of their military burden, kept loyal through deliberate manipulation and other subversive means. As of current only their eldest "Uncivilized" territories are not embroiled in conflict, even as they seek to infringe upon the sovereignty of their neighbors... [Unified Planar Realm forces favor Melee + Defense ; Due to their cultural trappings they generally favor more traditional forms of engagement even when logistics is normally not as much a concern for them. However due to their ease of planetary movement, they are rather poor with space combat.]
[ ][State] Kingdom of Heaven - An Independent State with a lofty name and officially thirty-three stars to its name, and the largest Independent State in all but name. It is a conservative kingdom that favors that of royalty and nobility, with a predisposition towards maintaining internal status quo as well as a mentality that favors might makes right. The Kingdom of Heaven treats many of its "Vassal Territories"- subordinated conquests- as though they belong to it. Even as it officially refuses to recognize them as apart of its sovereign rule due to claiming them as being too lacking. The Kingdom of Heaven favors levied forces backed by a core of their own formal military detachments, of which happens to be one of the few avenues for advancement for those belonging to its "Vassal Territories". Notably their drafted "militia" and "proven" conscripted forces are given significantly better treatment, though the number that meet that standard are usually one-per ten plus conscripts. [Kingdom of Heaven forces favor Raw Numbers + Solid Core ; You have a Cannon Fodder, I have a Cannon Fodder, Cannon Fodders for everyone else!] (Note: Pick Proven or Militia)
[ ][State] Astra Imperial State - The largest Independent State on paper, said to be founded from a splinter faction from the Holy Empire. A claim with some basis as the Astra Imperial State is almost similar with religion separate of its governance and spans well over a hundred stars whist possessing a unified military and governance. In practice much of its territory are rural, poorly developed, or poorly located thus regulating it to a second rate power. A distinction only furthered due to its military being spread too thinly as to protect its borders, leaving little left in the way of uncommitted forces. Thus instead of expanding the Astra Imperial State has sought to consolidate and shed holdings as to reduce the number of neighbors it borders. Unfortunately to shore up some fronts it's has had to commit to an offense earlier than ideal, placing it in an inconvenient position where much of its territory- parts it cannot quite afford to abandon- is likely to be caught up in the conflict to come. [Astra Imperial State forces favor Magic + Balanced ; Magic application is fairly widespread, its application used to also bolster local force quality.]

Or it would've been an 'easy' prospect if not for the actions of some third rate powers and the aggressive expansion by the Holy Empire and the Merchant Confederation. The two superpowers engaging in a push amongst many fronts against lesser powers. Fortunately these efforts were by individual actors or organizations outside of the nation's direct rule. In other words, a cause not beyond saving. It was an action that's drawn in some support from the Federation of Stars and the Royal Alliance as they sought to expand their influence amongst undecided nations.

The formation of the Stellar Freedom Alliance as a haphazard, temporary second rate power was one of the resultant consequences, one wide in scale yet loose in unity. An alliance meant to deter others through sheer intimidation. One rather a slight bit self defeating as it's only given others all the more justification for their causes. It was through one such campaign that led to you regaining your senses. Well one half of it anyways, for with the pace of the current conflict, the leadership were pushing to continue the rapid advance

They would have to slow as to consolidate their gains at some point. That much was obvious, if the last battle hadn't tipped them off already. From the fragments of memories that flash through your mind, it was a strange situation that didn't make too much sense. Somehow or another, the defenders had deployed a different line of Frames than before on a wide scale. One that felt a little too off, as they weren't necessarily of the quality that would 'scream' secret weapon or whichever. Rather their sheer numbers had simply worn down the invasion force, resulting in heavy causalities but few losses in any way.

It certainly wasn't for a lack of trying.

Otherwise the detachment you were apart of would be on the offense still. Instead of well... this?

[ ][Assignment] Weeding out Holdouts - There's no few number of surviving opposition forces on planet. It'd be unwise to leave them unattended to, even if there's a garrison left on planet to deal with these things. It was also a chance for people to distinguish themselves instead of languishing while the detachment makes a full recovery. So there was no way they were going to leave it to the garrison. [Planet Ops.]
[ ][Assignment] Border Defense - A necessary task, but one that ultimately shouldn't be too... busy? There's been news about suspicious behavior along the border lately, particularly something about those Frames you fought last time. In any case you'll wind up being a bit of a first responder if something comes up. [Space Ops]
[ ][Assignment] Special Duty - A nonstandard assignment, but one that's been rather peaceful so far? You don't have the clearance as to know what's going on though. But you're fairly sure it'll be a bit dangerous. [Unknown Ops.]

As you affirm that thought, you arrive at your destination.

Which was...
[ ][Location] The Simulators, get some more practice in as a pilot. From your bit of experiences in the field prior... you can maybe familiarize yourself enough to turn it into something solid?
[ ][Location] The Hanger, help with repairs and maybe a bit more? As it stands the mechs are only battle ready on average so they're not quite at peak readiness just yet. Plus dips on short stocked equipment.
[ ][Location] The Exercise Room, training would always help in ways. After all, with how Frames work- and if you need to fight in person- a solid grasp of fighting skills will definitely come in handy.
[ ][Location] The Shooting Range, getting better at making your shots land would go a long way, as it's also applicable for Frames. Aside from magic, there was a limit to the ease of resupply during a firefight.

Carried over, streamlined votes from last update...

And of what particular Racial Divergence?
[ ][Div] Spacer - Those that sought freedom from the limits of the worlds and stars. Spacers are rather more reliant on technology as a consequence thus more intimately familiar with them. With the greater distance between anything in the void, the need for greater precision over the distances is rather necessary. (+1 Tech, +1 Range)
[ ][Div] Wander - Nomadic tribes and groups that roam across the void and planets, neither favoring one nor the other. Instead they are well versed in dealing with others be it to bargaining or to avoid needless conflicts. To that end Wanders are also rather skilled in getting around. (+1 Charisma, +1 Mobility)
[ ][Div] Alter - Survivors of great changes who've since pursued the way of simply not dying. Alters are well known for being able to make do with whatever is on hand, as though favored by luck. Similarly as those of a lineage of survivors, they are a fair bit tougher than others sometimes too tough. (+1 Luck, +1 Defense, +1 Willpower, -1 Charisma)

What was your motive behind becoming an Operator?
[ ][Motivation] To Rise to the Top - Not necessarily -the- peak itself, but somewhere around that range. As for in what capacity and form, that was a bit dependent on other factors.* (Varies by Affiliation.) (Interstellar Republic = +1 Range ; Unified Planar Realm = +1 Willpower ; Kingdom of Heaven = +1 Command ; Astra Imperial State = +1 Luck)
[ ][Motivation] Changing Your Past - Your background wasn't the kindest to you or was simply unfulfilling. One way or another, it was one you sought to change at all costs. As for the future... that was for the future you in the distant future.* (+1 Willpower, -1 Luck)
[ ][Motivation] Vengeance/Lifesaving - To seek out power for a cause to avert the deaths of some. To gain the power to extract retribution upon your enemies. A simple reason for a good man to go to war.* (+1 Luck, -1 Charisma)
*(Follow up Vote in Next Update. Unless the Winning Plan has workable specifics attached.)
---​
QM: Motivation bit for To Rise to the Top's +1 Stat Point has been specified now since Affiliation has been narrowed down. If picking Kingdom of Heaven, you do need to specify either Militia or Proven. And... I realize I forgot to specify MC's sex... I could swear I did note it. Ah whatever. Just go with Male? Or "Yes"?
 
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[X] Plan Imperial Elite
-[X][State] Astra Imperial State
-[X][Assignment] Border Defense - A necessary task, but one that ultimately shouldn't be too... busy? There's been news about suspicious behavior along the border lately, particularly something about those Frames you fought last time. In any case you'll wind up being a bit of a first responder if something comes up. [Space Ops]
-[X][Location] The Hanger, help with repairs and maybe a bit more? As it stands the mechs are only battle ready on average so they're not quite at peak readiness just yet. Plus dips on short stocked equipmet.
-[X][Div] Wander - Nomadic tribes and groups that roam across the void and planets, neither favoring one nor the other. Instead they are well versed in dealing with others be it to bargaining or to avoid needless conflicts. To that end Wanders are also rather skilled in getting around. (+1 Charisma, +1 Mobility)
-[X][Motivation] To Rise to the Top - Not necessarily -the- peak itself, but somewhere around that range. As for in what capacity and form, that was a bit dependent on other factors.* (Varies by Affiliation.) (Interstellar Republic = +1 Range ; Unified Planar Realm = +1 Willpower ; Kingdom of Heaven = +1 Command ; Astra Imperial State = +1 Luck)
 
Hrm, uh... going to just toss up a vote tally.
Vote Tally : Magicannons & Coilguns (A Mecha Fantasy/Sci-Fi Quest) | Questionable Questing [Posts: 11-11]
Magicannons and Coilguns (A Mecha Fantasy/Sci-Fi Quest) | SpaceBattles [Posts: 20-25]
##### NetTally 2.2.8
Task: State
[X][State] Astra Imperial State
No. of Votes: 4
[◈] Plan: Imperial Elite
[◈] Plan: MAGITEK!

[X] Happerry
[X] Designated Minion #345277
[X] F4152
[X] Ironcrow
[X][State] Interstellar Republic
No. of Votes: 1
[◈] Plan: Under Contract

[X] RookDeSuit
[X][State] Unified Planar Realm
No. of Votes: 1

[X] F4152


——————————————————————————————————————————————
Task: Assignment
[X][Assignment] Special Duty - A nonstandard assignment, but one that's been rather peaceful so far? You don't have the clearance as to know what's going on though. But you're fairly sure it'll be a bit dangerous. [Unknown Ops.]
No. of Votes: 2
[◈] Plan: MAGITEK!

[X] Designated Minion #345277
[X] Ironcrow
[X][Assignment] Weeding out Holdouts
No. of Votes: 2
[◈] Plan: Under Contract

[X] F4152
[X] RookDeSuit
[X][Assignment] Border Defense - A necessary task, but one that ultimately shouldn't be too... busy? There's been news about suspicious behavior along the border lately, particularly something about those Frames you fought last time. In any case you'll wind up being a bit of a first responder if something comes up. [Space Ops]
No. of Votes: 1
[◈] Plan: Imperial Elite

[X] Happerry


——————————————————————————————————————————————
Task: Location
[X][Location] The Hanger, help with repairs and maybe a bit more? As it stands the mechs are only battle ready on average so they're not quite at peak readiness just yet. Plus dips on short stocked equipment.
No. of Votes: 5
[◈] Plan: Imperial Elite
[◈] Plan: MAGITEK!
[◈] Plan: Under Contract

[X] Happerry
[X] Designated Minion #345277
[X] F4152
[X] Ironcrow
[X] RookDeSuit


——————————————————————————————————————————————
Task: Div
[X][Div] Spacer - Those that sought freedom from the limits of the worlds and stars. Spacers are rather more reliant on technology as a consequence thus more intimately familiar with them. With the greater distance between anything in the void, the need for greater precision over the distances is rather necessary. (+1 Tech, +1 Range)
No. of Votes: 2
[◈] Plan: MAGITEK!

[X] Designated Minion #345277
[X] Ironcrow
[X][Div] Wander - Nomadic tribes and groups that roam across the void and planets, neither favoring one nor the other. Instead they are well versed in dealing with others be it to bargaining or to avoid needless conflicts. To that end Wanders are also rather skilled in getting around. (+1 Charisma, +1 Mobility)
No. of Votes: 2
[◈] Plan: Imperial Elite
[◈] Plan: Under Contract

[X] Happerry
[X] RookDeSuit
[X][Div] Alter
No. of Votes: 1

[X] F4152


——————————————————————————————————————————————
Task: Motivation
[X][Motivation] Changing Your Past - Your background wasn't the kindest to you or was simply unfulfilling. One way or another, it was one you sought to change at all costs. As for the future... that was for the future you in the distant future.* (+1 Willpower, -1 Luck)
No. of Votes: 2
[◈] Plan: Under Contract

[X] Ironcrow
[X] RookDeSuit
[X][Motivation] To Rise to the Top - Not necessarily -the- peak itself, but somewhere around that range. As for in what capacity and form, that was a bit dependent on other factors.* (Varies by Affiliation.) (Interstellar Republic = +1 Range ; Unified Planar Realm = +1 Willpower ; Kingdom of Heaven = +1 Command ; Astra Imperial State = +1 Luck)
No. of Votes: 2
[◈] Plan: Imperial Elite
[◈] Plan: MAGITEK!

[X] Happerry
[X] Designated Minion #345277
[X][Motivation] Vengeance/Lifesaving
No. of Votes: 1

[X] F4152


——————————————————————————————————————————————
Task: Gender
[X][Gender] Female
No. of Votes: 1
[X] F4152
[X][Gender] Male I guess
No. of Votes: 1
[◈] Plan: MAGITEK!

[X] Designated Minion #345277

Total No. of Voters: 5
I'll lock in [State] and [Location] since those two have unanimous/near unanimous agreement (4/5 and 5/5 votes respectively). I'll start working on part of the update in the morning/after sleep. Options locked in: [State] Astra Imperial State + [Location] Hanger.

[Assignment ] [Div] [Motivation] are still open for voting.

Gender is not really a vote. I was just noting QM oversight.
 
0.2 Of Frames and Influences
[X][State] Astra Imperial State - The largest Independent State on paper, said to be founded from a splinter faction from the Holy Empire. A claim with some basis as the Astra Imperial State is almost similar with religion separate of its governance and spans well over a hundred stars whist possessing a unified military and governance. In practice much of its territory are rural, poorly developed, or poorly located thus regulating it to a second rate power. A distinction only furthered due to its military being spread too thinly as to protect its borders, leaving little left in the way of uncommitted forces. Thus instead of expanding the Astra Imperial State has sought to consolidate and shed holdings as to reduce the number of neighbors it borders. Unfortunately to shore up some fronts it's has had to commit to an offense earlier than ideal, placing it in an inconvenient position where much of its territory- parts it cannot quite afford to abandon- is likely to be caught up in the conflict to come. [Astra Imperial State forces favor Magic + Balanced ; Magic application is fairly widespread, its application used to also bolster local force quality.]
[X][Assignment] Border Defense - A necessary task, but one that ultimately shouldn't be too... busy? There's been news about suspicious behavior along the border lately, particularly something about those Frames you fought last time. In any case you'll wind up being a bit of a first responder if something comes up. [Space Ops]
[X][Location] The Hanger, help with repairs and maybe a bit more? As it stands the mechs are only battle ready on average so they're not quite at peak readiness just yet. Plus dips on short stocked equipment.
[X][Div] Wander - Nomadic tribes and groups that roam across the void and planets, neither favoring one nor the other. Instead they are well versed in dealing with others be it to bargaining or to avoid needless conflicts. To that end Wanders are also rather skilled in getting around. (+1 Charisma, +1 Mobility)
[X][Motivation] Changing Your Past - Your background wasn't the kindest to you or was simply unfulfilling. One way or another, it was one you sought to change at all costs. As for the future... that was for the future you in the distant future.* (+1 Willpower, -1 Luck)

The ship's hanger was less 'just' a hanger and more a full fledged deck of its own, a hallmark of Astrai Carriers and Cruisers or at least the non-"Assault" types. The difference between them being primarily in terms of Assault ships sporting heavier armaments and protection in exchange for fewer bays for Frames onboard. Of course that was the same factor that allowed them to play a more active role in the frontline, whereas pure Carriers were by far more fragile than not. Given the logistical importance of Carriers in maintaining and repairing two dozen plus Frames at once with ample space to spare for transporting spares, it was only logical that your temporary posting to one was over now. Given the similarities in the hanger deck, it'd seem you were now assigned to a Cruiser.

Each 'Standard' Astrai Cruiser could hold up to five Lances, twenty Frames in all, at once if one were to disregard the space necessary for conducting extensive repairs and overhauls. In practice they normally held a Company of Frames comprising three Lances. Yet currently there were only eight Frames onboard, one Lance short from the usual three Lance per Cruiser. Unfortunately each Frame were still under various different states of repair, even if they could be sortied in an emergency. The problem was one born out of quality, the very same factor that saved many a lives, including yours.

The AIS-09FII model, aka the Aeris Fii, was the mainline rank and file Frame of the Astra Imperial State's regular forces. It was a fifth generation Frame, designed for a mix of quality while remaining cost effective without cutting corners too much. It was the latest of the Aeris line, improved and fitted with a deployable 'Valiant Shield' built into its chest, a mana generated magic shield on a scale that was just enough to protect a Frame from the front. Given the normal constraints that's limited non-solid shields to warships, it's a rather significant development.

Unfortunately it relies on the pilot themselves being capable of actually casting the shield. Furthermore while active it wasn't possible to return fire either, a flaw that warship mounted shields lacked. It also drew upon the same reserves needed for other Frame-scale spells and tapped into the Operator's own reserves and skill, thus limiting the other usable equipment to stuff that didn't rely on magic. Even so it's saved many lives, as combined with the thickness of the Frame's torso armor, it's enough to avoid being two shotted by a bazooka.

It was a sight you were a little too familiar with as the Company you were originally apart of had two Aeris Fii wrecked from one such bazooka happy ambush. Neither Operator died, but the Frames themselves were pretty much scrapped from the second hit. As for yourself you were lucky enough to get off with being hit just once by them heavy weapons, it wasn't a pleasant experience though, not with the follow up wave of attackers. But in the end you made it through without sustaining too much damage.

Your luck didn't quite hold out afterwards, hence landing you in the medbay.

Most of the damage sustained by the Aeris Fii were amongst their limbs or back, with minimal damage sustained by the frontal torso. Even so, three of them had signs of more extensive damage inflicted through the cockpit, none of them being too severe as to prevent them from being sortied. At worst it'd just unnecessarily strain the shield when active, a shortcoming that'd hamper its effectiveness if it weren't patched up properly. In turn that was... probably why it was a lesser priority compared to getting them back into ready condition.

A dozen people of differing races bustle about in an effort to repair and replace damaged components and parts here and there. Overseeing them are three older mechanics, one of whom you recall speaking with in passing once or twice. He was a rough looking human in his forties, by far the oldest of those present in terms of appearances. The others deferred to him for instructions from time to time, as though they were rather new to the task.

You made your way over to him, calling out as you approach. "Is there anything I can help with?"

"Huh, you...," the guy pauses as he looks over you, his expression twisting in confusion, "you're not one of the new transferees right?"

"No, I've just left the sickbay," you answer while gesturing towards your former Frame. "That was the one I was originally piloting."

Of the three in particular worse condition, the one you had previously used was in the best condition as you had managed to avoid taking extensive damage. Racking up a kill count wasn't your intention, and with two members of the Company having being nearly killed due to misaligned priorities, you had taken greater effort to avoid that fate befalling you. Otherwise it wouldn't be wrong to say that you would've taken just as much damage as the other two fellows.

"Oh." He nods almost absentmindedly before double taking, his eyes widening slightly. "You're not dead?"

"Nearly died several times in the last stretch," you answer, nodding in understanding at the man's concern. After all, Operators were technically 'one' with their Frame when piloting them and thus experienced sensory feedback accordingly. It wasn't fully synchronized, and the sensations were dampened a fair bit, but that meant little when taking direct hits through the cockpit. "So then... the others didn't make it?"

"Well they've been recruiting willing applicants on short notice so... at least any survivors aren't going to be up and running about anytime soon," the man shrugs as he nods in the direction of the others. "So we've been stuck with fresh hands from here and there, too green to handle the more delicate parts of the Aeris Fii."

Your visor flickers as you 'wince' at the news. The Aeris Fii's shield was more or less the most complex part of it, with poor repairs warranting even more work than the initial repairs themselves. It was a price of implementing recent, cutting edge developments especially as it was through magic and not raw technology. Which itself became less of a concern during the initial campaign as the mechanics got better at patching it up as it continued.

Given how much time it took an experienced crew to adapt and fix them up, you understand the reason for prioritizing the other five. Better five fully repaired than merely one. But if it took this long then there was a more pressing concern. "No spare parts, Frames?"

"No factory ready parts but plenty of battle damaged ones to salvage from," answers the mechanic. He gestures over to the far side of the hanger, towards the storage block whist making a showing of motioning to the haphazard limbs and parts sprawled across that end of the deck. "We're supposed to be receiving some Frames, two Lances worth. But we neither have the space to spare, nor any of the Operator transferees available to help out. Well, other than you now."

"Wait, so... we have just fresh recruits?" your visor glows a slight eerily blue as your concern deepens.

"With you that makes four experienced Operators, but the others are drilling the recruits to bring'em up to speed. So as it stands we kinda have more pilots than we have Frames for ya all." He takes out a portable terminal and flashes it towards you. "Just take a look at it yourself."

You tap the transceiver on the terminal, 'receiving' the data he offered... no, rather you just loaded it up. There was nothing portable about the 'terminal'. As the 'human mechanic' himself was simply bringing out a sort of 'digital' or illusionary screen that you then touched upon.

The strange sensation lasted for a few moments before it fades away as though the fantastical sight was a lie. There was a feeling of something more to it, a fleeting wrongness/rightness to it, as though things weren't/were quite all there. That maybe the world was a little more flexible than how it was is?

Huh, that happened again?

"Hey, you alright there? Did something happen?" the man's voice feels almost a bit different/same. Younger/Softer, as though they changed without changing. a hint bit concerned as though it weren't the first time he's seen this behavior.

"No, nothing happened...," you insist, not quite willing to touch upon the matter. Even so it's a curiosity you can't quite bring yourself to ignore. "Have others been like this too?"

"Personally? No. But I've heard people say that Operators are a strange lot, a bit detached from reality honestly," he answers, his appearance seemingly no different than before, a hint bit vagueness to the edges of his figure being of no concern. No that's a concern. "Like one Operator claiming some woman was a guy. Or how another had supposedly died in an accident years ago. General nonsense ya?"

"Yes, I suppose so." Your visor wavers for a moment. Fucking hell. That's not the malleable you were told about. Not it being bloody casually screwy in that way. But you suppose that at least made some sense, as with reality being malleable to-for Operators, eventually some conflict of interest will appear. It was just a bit problematic that you needed to rein in yourself as well to not accidentally commit to unnecessarily influencing things other than what you really wanted or needed.

Even if the exact extent of the influence on reality and how malleable it is a bit more than what you were expecting, you know there's a limit to how much you can exert a time. There was a cost for everything after all. What you could do without, or make do with through other avenues were best done without needless influencing. After all, you still had to figure out what would help you gain more influence to bring about your desired changes thus it wouldn't do to squander wastefully.

"If you're helping out then we should somehow be able to get them all fully repaired in a few hours tops. Just tell me if you need anything we're short on right now and I'll try and get you it. As long as it's not too much, it should be approved"

[ ][Frame] Aeris Fii (AIS-09-FII)

The Aeris Fii is the current mass production Frame used by the Astra Imperial State, armed with a deployable, chest integrated "Valiant Shield" formed by magic. When in use the shield is capable of trivializing light weapons and even taking a hit from a heavy weapon without completely failing. However when active the degree and scope the shield covers prevents the Operator themselves from attacking. Aside from the shield the Aeris Fii is fairly well armored with greater emphasis on Operator protection like all models of the Aeris line. As a result it is fairly average outside of these two particular points.

Weapons: x1 Casterifle (Medium: Regular/Light: Rapidfire), x1 Spell Sword/Axe
Armor: Light-Medium (Limbs) ; Medium (Head) ; Medium-Heavy (Torso)
Mobility: Medium/Average
Equipment Slots: x1
Special: Chest Integrated "Valiant Shield" (Req. Magic 1 ; Higher Magic = Performance Boost)

[ ][Frame] Gallant Adrei (AIS-04-AIII)

The Gallant series of Frames were originally conceived as quad legged pseudo-cavalry in the form of centaurs and meant for planetary warfare. Instead it came to only aesthetically resemble them, while in practice it is more akin to a versatile all terrain assault platform, with its 'legs' being little more than a flexible thruster array allowing for movement beyond mere land, and its 'arms' being a pair of twin magicannons comparable to solid bazookas. In exchange for its higher mobility and firepower, Gallants sport lighter armor and lack melee capability and sustained rapid fire capacity at maximum output. Notably the Adrei version is also capable of channeling spells through its magicannons instead of conventional shots as to increase its range of utility/versatility.

Weapons: x2 Twin MagiCannons (Fixed Arm Weapons)
Armor Type: Light Armor
Mobility: Fast/Mobile
Equipment Slots: x1
Special: All Terrain Mobility (Yes it can fly in atmosphere)
Notes: Twined Fire Mode (Heavy Weapon) / Rapid Fire (Medium Weapon)

[ ][Frame] "Faia" aka Aeris Fai (AIS-09-FAI)

The Aeris Fai, better known as Faia, is the successor model of the Full Armor variant line, meant to provide increased protection for the base model. Unlike its predecessor the Faia is a complete overhaul with a reinforced structure and spell armor, giving it equivalent protection to the Aeris Fii while remaining lighter. Furthermore it is capable of stripping materials off the field to incorporate as an expendable layer of protection at the cost of slowing the Frame, or facilitate the creation of disposable shields. Due to the Aeris Fii's shielding, cheaper cost, and greater ease of use, the Faia was not adopted as the current mainline Frame like it's predecessor was. However it is still sees fairly widespread "limited" production due for everywhere else within the Astra Imperial State that cannot acquire the Aeris Fii for whatever reason.

Weapons: x1 Heavy Casterifle (Heavy Weapon ; Medium: Rapidfire/Heavy: Sporadic), x1 Spell Sword/Axe
Armor: Light Spell Armor (All Except Torso) ; Light-Med Spell Armor (Torso)
Mobility: Fast (w/o Extra Armor) ; Medium (w/ Extra Armor)
Equipment Slots: x1
Special: Can form extra armor/disposable shields on site.
Extra: Mechanic/Salvager can field craft/repair. This uses Magic and Tech Stats.
Note: The Faia is roughly 75% more expensive than the Aeris Fii.

[ ][Frame] Blazing Tempest ("AIS-12") [Not enough clearance]

The Blazing Tempest, or "Blape" as affectionately known by its pilots, is the previous mainline Assault Frame fielded by the Holy Empire. They are heavily armored modernized First Generation Frames built with high mobility and acceleration, meant to break enemy formations while ensuring Operator survivability. In practice they are layered with spell armor thick enough to shrug off single heavy weapon hits without damage, though concentrated fire and both energy and spellblades are capable of punching through it. In terms of drawbacks they are generally hampered mainly by the fairly steep requirements necessary to operate them as well as costing an equivalent of at least one Company of high quality Frames' worth with maintenance and repair complications no less than that.

Notably the Blazing Tempest is styled in the vein of knights with optional equipment meant to further invoke that imagery. Unfortunately its aux equipment and armaments are not made available for export to the few nations that are allowed to procure Frames from the Holy Empire. The Export Version uses more commonly available parts and equipment to render it less of a maintenance nightmare as well as curb costs reasonably without suffering too much of a performance drop.

[Export Version]
Weapons: x4 Forearm Spell Blades (One Per Forearm Rocket) ; x1 Chest Integrated Magicannon Blaster (Focused/Scatter Fire) ; x2 Shoulder Integrated Heavy Dual Casterifles ; x1 Gransword (Oversized Spell Greatsword)
Armor: Heavy Spell Armor
Mobility: "Low" ; High Speed Burst Acceleration
Special: Its Chest Blaster and GranSword are technically Anti-Ship weapons....
Note: What-is-a-super-robot-doing-here.
Special Piloting Requirements: Yes.
Equipment Slots: Nope.

Fifth Generation Frames like the Aeris Fii were meant to improve upon the cost-effective 'golden ratio' that the Fourth Generation had achieved. To this end they were meant to incorporate particularly useful developments while remaining relatively inexpensive to field. Relatively of course of was the keyword, a stark comparison to that of the First Generation Frames that were the embodiment of raw power and performance at hefty price tags... performance that left most Operators incapable of actually using them.

The Second Generation in contrast was the opposite extreme, specializing in cheap massed numbers of Frames. They were easily replaceable, disposable, but most importantly, simple to use so that any Operator could use them. Yet with their fragility and disposable nature, there was a strong push by the people and Operators to seek better alternatives.

That alternative was the Third Generation. An experiment in 'balancing' quality and cost. While successful in shifting doctrine away from the two extremes, the Third Generation itself lacks any distinguishing aspects of its own aside from being the starting point for many lines of Frames further refined and developed in later generations.

It was only in the Fourth Generation that more optimal cost-effective Frames were developed, though it was at the price of cutting extraneous features and modularity to a minimum. Hence it was a generation of refinement of preexisting developments in all areas, with few in terms of truly new developments. Later Fourth Generation Frames differ from Fifth Generation Frames purely in terms of cost and how plain or exotic they are.

From this lens it is why the Faia is 'worse' than the Fii from a mass production point of view. On the other hand, the Gallant is a Fourth Generation Frame with no successor presently, though it's always lagged behind in development due to its divergent nature. There were also other Frames fielded by the Astra Imperial State, but those were primarily either second rate, older Frames, or imported models.

As the situation hasn't deteriorated enough, they weren't about to flood the military with the former two. While the latter was generally avoided barring more exotic or situational needs. None of which were quite appropriate as is. Yet... why the hell was a superheavy from the Holy Empire on the inventory list.

Well, sure the export version was 'just' a heavy assault Frame. But... there wasn't a need for that kind of sledgehammer was there? Or was there just something else going on behind the scenes? Certainly the activity amongst the borders were a bit concerning and if something came up, the last thing you'd want was to get screwed out of a shot at participation. Though frankly speaking it's probably nothing right?

You shake your head as you move along with handling the repairs and other Frame work.

Even if there wasn't significant modularity or customization to most Fourth, Fifth Generation Frames it wasn't as though there was nothing of the sort. Between swapping out certain pieces of technology for better or different ones, or in the Astra Imperial State's case, swapping out gemstones, spells, and maybe the occasional secondary system or two to make do.

In other words, it was entirely possible to push the limits provided you could convince the right people to approve of it.

Tweaks (Pick 2)
[ ][Tweak] Spellrifle - A mana specialized variant of the Casterifle that forgoes regular shots in favor of dedicated spell launching. Spellrifles sport a lower rate of fire due to drawing up and firing charged spells as to saturate the battlefield according to the specific needs or whims of the Operator. This can range from a remote, temporary Lightning Curtain to intercept missiles/torpedoes to Freezing Spells meant to jam joints or straight up remote sig spikes to draw attention elsewhere. [Note: These are not standard issue and limited in inventory.]
[ ][Tweak] Solid Spell Shield - Arm the Frame with a thicker shield made plated with Spell Armor, allowing it to bear the brunt of damage without weighting down the Frame very much. In an emergency it's possible to enspell the edge of the shield to serve as an improvised cutting weapon. [Note: The normal shields issued are non-Spell Armor variants. Those are heavier and make for poor spell conductors.]
[ ][Tweak] Missile Pack Unit - Tack on an optional missile pack to provide more disposable, heavier firepower. While loaded, the equipment will slow the Frame down a little while chancing collateral damage if the mounted areas are hit. Specialized ammo can be requisitioned if circumstances allow for their use. [No Specialized Ammo Currently.]
[ ][Tweak] Magicannon Pack Unit - Mount a magicannon over the Frame's shoulder via an integrated backpack unit. This proves the Frame with a more stable, easier to handle heavier weaponry. However in turn it draws power from the same supply needed for its thrusters, making it difficult to maintain high speed maneuvers while maintaining a consistent rate of fire. It's less a concern if staggering out shots over time, though speed still suffers slightly due to the increased drain.
[ ][Tweak] GranSword - Swap out the melee equipment with a larger anti-ship sword. With enough momentum there's nothing you can't cut, or so the saying goes. It is fair durable as well, with some Operators having opted to use them to intercept everything from heavy weapons to shots from a warship's main guns. Of course doing so is a significant drain on most Frames, often overtaxing it and the Operator themselves, taking them out of action entirely.
[ ][Tweak] Mana Core+ - Replace the Frame's power output with a higher quality one. Generally these are reserved for more senior Operators, usually more so than you. Overall this means you can sustain heavier usage for energy hungry weapons and equipment, as well feed a burst of mana to temporarily bolster the Frame's baseline performance. [Note: Requires prep time before deployment.]
[ ][Tweak] Maneuver Array - By adjusting the structure slightly, it's possible to integrate more thrusters here and there across the Frame as to allow for greater mobility and overall speed. This tends to complicate maintenance and repairs, especially if a Frame uses better than normal types of armoring and tends to reduce armor effectiveness around these tweaked sections. [Note: Requires prep time before deployment.]
[ ][Tweak] Covert Ops Spec [Counts as 2] - Swap out components while tweaking things here and there as to optimize the Frame for stealth operations of various types. This also has the tendency to make it more difficult to spot and get a lock on the Frame, especially so when there are other signatures present to draw attention. When operating in a lack of sig heavy environments lowered power outputs is generally advised as to evade detection, though it also means severely limiting performance. Cover Ops Spec generally requires preapproval from above, with explicit warnings regarding reduced durability of the Frame as a whole. [Note: Requires prep time before deployment.]

Time seemed to gloss over as you moved along, there and not quite there. As though things changed/remained in flux at times yet settling at others. None of which seemed to actually affect you yourself. No, it simply seemed to at least 'deny' you a degree of freedom beyond a certain point.

For one thing, you couldn't just drop the repair work to investigate the phenomena. Instead you didn't have to focus on the task at hand, as it simply carried along with only the slightest input from yourself. As for interacting with others, you chose not to chance it just yet. There was no telling how lasting this assignment would be.

Besides, you had originally chose to become an Operator to change your past, not that of others' presents/past. Present, not that of their... past? Your confusion slips by unnoticed as a few passing interactions 'in passing' gloss by, setting off a strange feeling to your line of thought.

To change yours was perhaps influence others first. Or the reverse that yours would alter their pasts. Even if it were a change to the present first, a retroactive twist... that somehow leaves everything else intact? You ponder it for a while before it sinks in.

Those sorts of changes were a cosmetic tweaking of reality. Of little impact on their own, but building blocks that could turn nothing into something. But they were 'easy' changes, small yet casual drains on accumulated influence. Changes that made it easier to fight on if one had nothing to help their mentality.

You... didn't need that. Of course it was a bit tempting if your luck was going to kick your ass again. Cause, missing out on easy influence accumulation from the current frontline war effort? It was a waste of a good opportunity. Hopefully the border defense assignment is just temporary, it'd suck if you missed out on the next engagements.

Well, at least you weren't stuck on resupply duty. Now that, that would suck. It was what the Frigate Corps and Operator washouts were for.

In any event, you made note of a few distant places that seemed to 'bleed' strange ethereal colors that others seemed to not've noticed. One red, one yellow, and the third a brownish silver. It was as though a bleed off of influence exerted by other Operators. Even so, none of it seems to affect you nor the hanger in the slightest.

But it was at least assuring that there were at least three others you could perhaps count on.

Why do you seek to change your past?
[ ][Past] A Ruined Future - You had a bright future, even if it was a bit prearranged in parts by your parents through their connections across many a places. It wasn't exactly clear as to what had happened, but between a broken engagement and the abrupt decline of your family, it was obvious there was something afoot. It was a freedom you didn't quite ask for, it was one whose price was too much for you to accept. Thus, you had resolved to change it for the better. [+Nobility]
[ ][Past] A Pirate's Life - You had winded up being raised by space pirates for some reason or another. They weren't exactly the worst of folks, but neither could you say they were good people. Even so, they had standards and sought to move on to more legitimate territory. Yet they were rebuffed and eventually force on the run, scattering across the stars... while you were left behind. A so called innocent caught up in the mess. Be it to determine your origins or to help your foster family gain a more legitimate line of work, you had plenty of reasons to seek change. [+Piracy]
[ ][Past] A Transactional Exchange - At one point you had sought vengeance upon those that had ruined your family's flourishing trade business. One unfortunately ended during your short ownership due to the scheming and plotting of others. It was only later that you found out that a key part of the family secret to success was due having exploited the benefits an Operator would be privy to. Therefore you changed tracks seeking a legitimate avenue that would be just a right mix of risk and profit. [+Merchant]
[ ][Past] A Seeker of Glory - Salvaging was a profession you fell back upon, one taught to you by the folks that picked you up as a child. After all, they were soldiers of fortune and bounty hunters all the same. A risky trade that sought profits and glory, one that you were kept aside from for your safety. Even so you contributed to a point, a point that fell apart that one day. A day where everything went horribly wrong, leaving you as the sole survivor. A survivor to carry on their name and glory, and change things as your way of repaying them. [+Salvager]
[ ][Past] The Most Dangerous Game - It would be a lie to say your life before was bad by any means. No, it was enough for you to live on barring inexplicable disasters. Yet it was simply aimless, dull and lacking, a sort devoid of meaning. From it came a desire to live a more fulfilling life, one perhaps fraught with danger and perils that would go beyond merely the present itself. After all, if your past was more interesting, it would make for a even brighter, satisfying future no? [+Bounty Hunter]
[ ][Past] Something Else? - Or maybe there's some other particular reason for you to change your past?
---​
QM Notes: Electronic Warfare does exist as supported by the Cover Ops Spec, but generally speaking it's not to the extent/minimum that it itself is a key concern. But generally speaking, if you can get a lock on your target, they will know they've been targeted. So barring remote/deliberate tracking weapons, most engagements disregard target locks.

Sensor detection is a different matter, as picking up signals doesn't mean you will be detected in turn. In a sense most Electronic Warfare favor/targets this angle instead. Which in turn contributes to closer ranged engagements instead of straight up long distance shootouts. And overall magic and tech shenanigans just pretty much screws with the concept as a whole.

Name: N/a?
Race: Elven (+1 Magic, +1 Melee, +1 Range, -1 Defense)
Div: Wander (+1 Charisma, +1 Mobility)
Base Motive: Change your Past (+1 Willpower, -1 Luck)
 
0.3 Pre-Operation Meet Up
[X][Frame] Aeris Fii (AIS-09-FII)
[X][Tweak] Solid Spell Shield - Arm the Frame with a thicker shield made plated with Spell Armor, allowing it to bear the brunt of damage without weighting down the Frame very much. In an emergency it's possible to enspell the edge of the shield to serve as an improvised cutting weapon. [Note: The normal shields issued are non-Spell Armor variants. Those are heavier and make for poor spell conductors.]
[X][Tweak] Maneuver Array - By adjusting the structure slightly, it's possible to integrate more thrusters here and there across the Frame as to allow for greater mobility and overall speed. This tends to complicate maintenance and repairs, especially if a Frame uses better than normal types of armoring and tends to reduce armor effectiveness around these tweaked sections. [Note: Requires prep time before deployment.]
[X][Past] A Ruined Future - You had a bright future, even if it was a bit prearranged in parts by your parents through their connections across many a places. It wasn't exactly clear as to what had happened, but between a broken engagement and the abrupt decline of your family, it was obvious there was something afoot. It was a freedom you didn't quite ask for, it was one whose price was too much for you to accept. Thus, you had resolved to change it for the better. [+Nobility]

You opt to make do with an Aeris Fii while placing in a request to have it tweaked to incorporate a Maneuver Array. It was a common configuration that originally started out as an improvise "upgrade" to the first of the Aeris series, persisting across the years decades as a go-to measure for local forces to mitigate performance gaps. Though that was only a thing thanks to the adopted mass production Frames sharing around 90% of the same overall structure from generation to generation.

In a sense it's contributed to the slowed adoption of the Faia as the 'local' alternative due to it sharing just a staggering 70% structural similarity to the base "Fia", the Aeris Fii's direct Fourth Generation predecessor. Which is rather a moot point thanks to the differences being in places that specifically don't impair common modifications. Even so, it made replacing parts a far worse logistical concern as they couldn't just slap on parts from other Aeris models and call it a day.

Therefore it would serve you well enough, with margin for other tweaks later on if you don't wind up wrecking it too frequently. From what you recall... yeah, you didn't have that much luck during the campaign. But it's an experience that you draw upon to make your decision, picking out a Solid Spell Shield from the inventory as well.

It was rather fortunate they had any on hand, as they made for a good fall back defense against heavy weapons. With enough juice and a well timed spell to bolster it, it was a better way of blunting bazooka happy harassers. Unfortunately the part of the front you were previously on wasn't considered as 'priority' enough to get their hands on any consistent stock of these shields. Although whether or not you can pull it off that well remains to be seen.

With your pick of it, only one Solid Spell Shield remains in inventory. Which from the faint red glow ebbing from it, is probably already taken. There wasn't a hint of red earlier, much less any other color in particular...? No, that might not be true. You have a color of your own too right?

What's your Color?
[ ][Color] Magenta
[ ][Color] Abyssal
[ ][Color] Snow White
[ ][Color] Fiery Blue
[ ][Color] (Write In)

As the realization 'clicks', you notice a faint glow ebbing off the shield you claimed for yourself. A strange yet familiar sensation rolling off it as though it was perfectly natural. While on the inventory checklist the item fades out into black, as its stock drops to zero. With it the glow of your color ebbs away, fading into the backdrop away.

Huh, so it works like that?

Small changes to accommodate multiple Operators poking at the same thing, or maybe a sort of manifestation when dealing with 'priority' disputes? You move along as you discard that idea, as it doesn't feel like you had to expend any bit of influence over it. If anything, it feels as though it's 'settled' a little bit instead of 'flowing' on a casual whim.

"Huh, where di- who took the shields?!" echoes a voice from somewhere, a tinge of brownish silver to it.

"That is your concern?" retorts a second colored voice, this time a yellow hue. "Wait, that color... oh, uhm," We have a fourth person now? Wow."

You note the choice of words, 'a fourth person' and not 'a full Lance'. It was a strange feeling of hearing... colored voices? Glancing about you notice an ethereal shading to the surroundings as well as time seeming to return to normality, as the 'glossed time' fades away...

... leaving you standing in the Ready Room?

No, it's an almost illusionary feeling with a nonsensical color and feel to the environment around you. Your color trails off you as you glance about at your surroundings seeing three others present. They look over you in fleeting silence, their colors ones you recognize from earlier.

[Background Check (Nobility) = Pass]
[Charisma =/= 0 = Yes]
[Contribution Check = Fully Repaired]

One a faded yet brilliant shade of archaic red as you felt from before, the familiar/unfamiliar feeling behind their her as though you've potentially met her at some point or another. A few white carbon strands extend out from the back of her head, winding around her earpieces as though it were hair, and in all her most distinct feature alongside her color. She nods at your presence in tacit approval as though expecting you.

"Repairs. In time. Thank you." Her voice is faint, soft as though it were barely there. From the inflection in her voice, it is a formal polite tone, one spoken between equal. Yet it is one that would elude you if it were not for the color to her words.

"No, I only did what was necessary." Your words are dyed in your color, seemingly drowning out the faint color of her words. It was the truth, as your decision would serve to improve your odds.

"Huh, waitasec," speaks another, a hue of yellow flickering with anticipation, "did she just speak-"

"Ha?" scoffs the last figure, her voice carrying with it a brownish silver hue. Her visor shines a foul shade of brown. "You're the arse that claimed the shields? Shouldn't juniors let the seniors have their pick of things first?"

"Oi, you woke up only a little bit before him, like a hour ago." The yellow speaker, male from his dress uniform the tone of his voice Stepping slightly over as to interpose himself between you and her. "I mean, other than Crimson here, the rest of us might as well be recruits."

"Tch, fine." The woman-girl clicks her tongue, a slight screeching sound being its mechanical inflection. "But that doesn't give him the right to it without contributing like us."

"Ah well, that's... a better reason," acknowledges the yellow speaker with some reluctance. He looks to you with a slight shrug. "Sorry about this, but she has a point there. The three of us were raking the transferees in the sims to try and push them along so...."

Strange. It'd seem they didn't hear the one he called 'Crimson' thank you for your part. Then again, this whole sensation itself was downright bizarre. "And I was helping get our Frames in order. A ten, twenty percent performance gap here or there isn't nothing is it?"

That number was a slight exaggeration, but if you were to consider the need to push your Frame to its limits at times or while under prolonged combat conditions, it was entirely true. With the way the repairs were prioritized less critical areas were of secondary concern, which itself meant that depending on the circumstances it could very well wind up leading to someone's death. The most straight forward consequence was quite literally the Frame's ability to hold up under prolonged, heavy combat.

"Hmph, it's just a patrol, what could possibly happen?"

"Oi. You the same thing about our Operator complement."

The brownish silver figure turns away slightly, her visor crackling for a moment as though wincing at the memory. "Th-that... fine! Hmph! It's not like we didn't wrangle out a few good finds. No thanks to her."

She glares at the other other woman wait she's not? lady oi what the hell. girl. "She's not even paying us any attention!"

"Changes. Frame numbers," interjects said girl, 'Crimson' as the other guy had called her. "Four more."

"Huh, just wait just a sec-"

The three of you, well the two others gesture across their surroundings as though conjuring up a screen. A screen readily appearing as though on cue, each manifesting in their respective colors. No, rather they were already there and you simply didn't see them. It was simply a lack of synchronization?

"Seriously? They weren't there during the sims. were there? Huh? Huh?!" The brownish silver figure sputters indulgently as she glances between you and the information shown to her. "How is this even fair?!"

The yellow guy shakes his head as he strides back to his original position. "Very? I mean it doesn't cost any influence now for a tweak, so he's clearly contributed enough."

"Fine, but it's not like there's much to choose from," grumbles the brownish silver figure, her armored gauntlet nursing her forehead. "Well whatever, as long as he pulls his weight. I'm out then, see you lot on deployment."

"Wait just a sec-" as the words leave the yellow Operator's mouth, the room is suddenly short one person. "Argh, seriously? What a pain...."

He sighs a dull whining sound, shaking his head as he stumbles over his choice of words. "So, this... it's just a Pre-Op Meeting Room of sorts? I mean, it's arranged by party so... yeah, I dunno how you'd managed to enter without someone introducing you here in person."

"I'm not sure either, all I did was just feel about a little bit when the surroundings were acting up." It's not a lie, but it doesn't feel quite right to you. A feeling you don't think you should share with them/those two. After all, unlike 'Crimson' they don't seem to have a good grasp on how to best apply their influence. Furthermore, it doesn't seem as though 'Crimson' has bothered explaining much to either of the other two.

"Ah well... that's fine? In any case, it's generally accessed through a simple exchange, handshake, so such and tacit agreement between the inviter and the invitee. So I suppose it might've been a subconscious action at some earlier point."

You simply nod, going along with his interpretation. It was rather sound if you thought about it a little bit more. From the faint glow when you picked out the solid spell shield... that was probably when you were invited in. At least that was the only prior interaction you recall having. "So, about those screens?"

"Oh, this is just a menu window, er... right that's not the question. Just focus on a sort of display that's convenient for you," he answers as he waves his hand about, shifting it from a screen to a board, a tablet, to a monitor and back to a screen again. "We're still figuring out the heads or tails of it but... it's a hassle to experiment when we haven't had much of a chance to build up extra influence. It's honestly a pain having to nudge the Lost to their senses, their Spirit."

You 'roll' your eyes, your visor glowing similarly. "Isn't it easier to say they're asleep and we're awakened?"

"If they were acting on stock behaviors sure. But that's not the case," elaborates the yellow Operator with a slight sigh to his voice. He glances off the side of his screen as though checking something. "As for ourselves, well, 'Spirit' is just what I'm call it for now. Anyhow, I'd just get ready to deploy since we have limited time to prep before the next operation. Just look over the 'Key Objectives' and pick out between one of the three two- god damnit. The hell is going on out there."

"Alright, I'll do that." You call to mind the terminal from earlier and one pops into is in your hands. Seriously? That's how it works? "So what will you go with...?"

"Gold, please," the man insists, his visor beaming a bright shade of yellow as though it'd help. "I mean, it's not like attempts at naming yourself beyond a certain point will stick. We've tried, plentifully. Sure you'll hear/see yourself say/write the words, but that's all. It won't stick."

"Well it's either that or our Lance, Company, whichever designation, you get the idea right? So just pick something you won't quite regret...." His words trail off as he notices your visor's flicker. "No, it's not yellow okay. Really. It's just a shade of gold."

You nod as you roll with his plea. "Sure. So then I'll see you later?"

"Yeah, just... don't die out there. Mission success or failure be damned." With that Totally-Not-Yellow fades out, his presence dispersing from the room.

With that it leaves just 'Crimson' across from you...?

She strides over to you, her hand gesturing for your terminal. "A moment, please."

"Ah sure." You do so without much fanfare.

"Thank you." 'Crimson's' free hand shifts between a navigating your terminal and her own display projected in parallel next to it. Her fingers tapping and dragging a few things here and there, the latter mostly from hers to yours. After a few moments she hands your terminal back to you. "Done. Please, don't die."

Accepting it back, you simply reply. "You too."

With that she fades away, the room shimmering and fading thereafter. But not before a single faint word finds its way to you. "Alpha."

And you find yourself back in your cockpit in Manual Operation. You blink as you examine your surroundings to be sure. Indeed you're back in your Frame... with the three frames assigned to you having reported in as well? No wait, when the hell did you get a command of your own?

You glance at the terminal floating before you, aglow in your colors. A few parts glow a faint red, a sign of 'Crimson's' handiwork. It could be summarized rather simply as:

The Valiance Class Cruiser 'Endeavor' is hereby appointed as the flagship of the newly formed 4th Border Hound Taskforce assigned to reinforce the border to the rear of the current advance. Two Guardian Class Frigates and their respective Lances will be assigned to reinforce the Endeavor's two Lances Frame Company. Due to conflicts in procurement and supply priorities, the Taskforce is authorized to call upon reinforcement from the local/nearby systems should the situation deem it necessary.

In light of the unusual situation at the front and suspect circumstances along the borders, Operator numbers are being bolstered in preparation of unexpected developments and further security of the homeland. As to provide them guidance, when possible senior Operators will be granted provisional Lance Leader status for the time being. Depending on the senior Operator's merits and achievements it may be deemed a formal promotion.

... or basically she forcibly shoved in a whole Lance's worth of Frames in to accommodate your addition to their party. Given the 'issue' with names, it's an understandable solution? Yet it just feels a bit like a waste of Influence. After all, it wasn't as though there weren't enough to go around in the first place-

You are a member of Bronze-2 Lance the leader of your own provisional Lance, comprising one of the Endeavor's three Lance of Aeris Fii. On second thought, that might be for the best. Given the other Operator's dislike of you, the last thing you'd want is to give her ample chances to screw you over in favor of her own benefits.

No wait, 'it' just rolled with the numerical tweak? Then what of your prior actions-

"Eight? That's nonsense ya? Though I won't fault ya for not being up to date. It was a last minute call by the folks up above. They were a bit in worse condition than the rest so we'd been putting off on it for a bit more than we're comfortable with. Cause it'd be terrible if the newbies can't fix'em well enough to render the shields usable."

The mechanic shrugged as he shook his head at your concern. "Those were the ones from Alpha Lance's previous assignment, banged up from three five back-to-back operations with almost no chance for any proper repairs to the cockpit block. So we've been putting'em off for now along with the extra requests from Alpha Leader. Since we're about done here now we'll be getting'em done now."

"Ah these tweaks? I don't mind showing ya how to do'em yourself if you want. Problem? Nah, ya see, if you can handle'em yourself then if ya can make off with the right parts from the battlefield, you can simply install'em on your own time. As long as you ain't pilfering from the military's inventory it's all good as long as you can do it right. So, come let me show ya how it's done."


[+Knowledge on Tweaks, +(Knowledge) Mana Core+ Tweak, +(Knowledge) Maneuver Array Tweak]

Your head swirls as the conversation flickers into being, filling up chunks of time here an there in between the repair work from earlier. Well that explained why she could pull a Lance out of nowhere. Just... which/what was she thanking you for then?

Shaking your head you note the Frame composition for the Lances.

Alpha Lance - Aeris Fii (All w/ Maneuver Array ; Alpha Leader w/ Mana Core+ & Solid Spell Shield)
Gold Lance - Gallant (Gold Leader w/ Mana Core+)
Bronze-1 Lance - Aeris Fii (Bronze Leader w/ MagiCannon Pack)
Bronze-2 Lance - Gallant
Your Lance - Aeris Fii (Yours with Maneuver Array & Solid Spell Shield)

Your Lance's Callsign?
[ ][Callsign] Delta
[ ][Callsign] Silver
[ ][Callsign] Noble
[ ][Callsign] (Write In)

Going by the distribution it'd be a good idea to either stick with Alpha Lance or Gold Lance. That was the original idea you'd considered, a rather short lived plan as you check the 'Key Objectives' Not-Yellow had spoke of.

[Pirate Hunting][5+ IP Total] - Pirate Base is located within the range of the Taskforce's jurisdiction. Root them out. [Dispatched: Tan-Silver]
[Convoy Rescue][2 IP Total] - A Civilian Registered Convoy will soon be attacked. Intercept/Ignore ? [Dispatched: No One]
[Check On Unknown Signals][3 IP Total] - Strange Signals have been detected in a nearby sector. Check it out and report back. [No, bait.]
[Standing By][0 IP Cost] - Awaiting Further Developments. [Status: 'Crimson']

"Wait a, she's already left?" you nearly curse at the development, your words bleeding a colorful stain into the air.

"Well... she has to find'em first," answers Not-Yellow, his voice a tad bit disembodied, clearly not coming from the speakers or any real comm unit. "Things shift to facilitate the timing if it's relevant or points people to the general direction. It's just, if we all go in one direction it'll take the fleet with us."

"So it doesn't even need to be the 'same' objective does it?" you muse while glancing over the 'help' tidbit hidden off the side of the information displayed.

'Key Objectives' were a manifestation where parts of reality were fluid enough yet weighted down by certain truths and objectives driven by others, the people other than Operators. In other words, they were determined to be of value or importance in some way, yet happening to occur nearby Operators like yourself thus being ripe opportunities for you to capitalize upon while changing things in a way that benefits others. With how much it benefits others translating in turn to how much IP- Influence Points, you would gain upon successful completion of the task.

Officially you would be assigned the task afterwards, thus allowing things to remain coherent. Of course it wasn't always the case as it could happen in reverse. Likewise in those circumstances as well as ongoing 'Key Objectives' things can change for better or worse. Therefore its value could rather drastically change.

That was why 'Standing By' was an option, one of the 'do nothing' options. Those typically would cost you Influence if there were particularly pressing or sensitive Key Objectives occurring. It was the 'price' to pay for reality to bend enough to allow you an 'out' from instances not to your liking.

[Background Check (?) = Fail]
[Relevant Experiences/Luck = Partial]

"Then what's the plan? Help Tan-Sil? Or not?" you question. It was a little suspicious that a 'easy' objective was even a thing originally. Much less the sizable amount for mere pirate hunting.

"Tan-Sil? Huh, well, don't let Bronze hear that." Not-Yellow chokes down a laugh, snickering as he forcibly continues. "Well, if you're taking the Convoy then I'll back her up. Or vice versa. Cause if we both back'er up then we'll be short a Lance to save the convoy. Though we'll have ship support if that's the case."

Except you feel that Alpha is deliberately choosing to hold back for some reason or another.

"Go. It's fine," chimes in 'Crimson' as though she could handle whatever'll come up herself just fine. "Just hurry."

Your visor flickers at her choice of words. "Say Gold, how long does it take to redeploy?"

"That depends on how fast you can wrap up the objective and if anything else comes up. Why?"

"Curiosity." A half lie, for expediency. It would take too long to explain your gut feeling to him. "I take it this line won't hold up if we're too far out?"

"Yeah. Though well, you can forcibly withdraw if there's nothing left or whichever," replies Not-Yellow, elaborating a bit more on redeployment as though he's thought of something. "But it'll be abandoning the objective if it's incomplete. So making sure it finishes without a hitch is important. It's a good idea if you feel things will spiral out of control. Better a loss than death."

Yeah no. He didn't get it. But... it should be fine right?

Something is a bit off with the timing...
[ ][Objective] Pirate Hunting [5+ IP Total] - Since there's a shot at rooting out a pirate base, it'll nip one potential trouble in the bud.
[ ][Objective] Convoy Rescue [2 IP Total] - Even so, leaving people to die or worse would leave a bad taste in your mouth. Well it should be a quick task right?

Pondering it for a moment, you glance over your Lance's Operator profiles... drawing a lot of blanks and glossy textures. Your visor almost creaking from the nonsensical 'information' that bombarding it. It wasn't 'fixed' in place just yet, with most of their information being presently nonexistent like yours was up until earlier today.

From their handiwork earlier you at least could look up an aspect of their background prior to them becoming an Operator. Much like how you were a 'Mechanic' as far as your current background was concerned. After all it didn't 'explain' or account for why a Noble would be a Mechanic. Their circumstances right now was similar in that regard.

With your Influence you could potentially 'impose' a change upon one or two of them. Otherwise you'd be leaving it up to luck if you were to push to make it relevant now. In either case it would only be worth it if you were to push for a bit more competency as Operators. But it would potentially deny some potential... possibilities down the line if you were to allow them to naturally come to. Of course you could just 'invest' more in one of them to artificially facilitate things along.

Do you invoke their Background? (You have 3 IP)
[ ][Lance] No, Leave Them Be. It wasn't worth imposing on them for your benefit. Even if it might help with their odds of survival. After all that was dependent on their luck or Influence expenditure from you.
[ ][Lance] Yes, Leave it to Luck. Hopefully at least one of them have a background that'll improve their Frame operating capabilities in some way. Bounty Hunter, Mercenary, Academy Graduate... Pirate? Bandit? Something?
[ ][Lance] Yes, Influence Slightly. It'll cost you uh... 1 IP or 2 IP, but at least you won't be leaving it to luck. As long as you do well enough and succeed in your first operation as yourself you'll recoup your expenses. (Specify 1 IP or 2 IP. Basically roll+ 1 or 2 rerolls. Guarantee minimum of 1 success.)
---​
QM: Yeah the transitions are a little rough. But it's more in line with how reality is... being well, reality. Rewrote chunks/segments several times plus some other uh... distractions. For IP Cost Context: Tweaks Cost 1+ IP when you can't naturally acquire them. Likewise Sim'ing to acquire Backgrounds for Lancemates is 1 IP per attempt per Operator + Downtime + Personal Action (and can fail). Discount/Rate Up applies for doing in bulk, you just don't benefit from the latter because you weren't a contributor.
 
[X][Color] Abyssal
[X][Callsign] Delta
[X][Objective] Convoy Rescue [2 IP Total] - Even so, leaving people to die or worse would leave a bad taste in your mouth. Well it should be a quick task right?
[X][Lance] No, Leave Them Be. It wasn't worth imposing on them for your benefit. Even if it might help with their odds of survival. After all that was dependent on their luck or Influence expenditure from you

Rule #1 with anything that implies some kind of overaching narrative is at work, if something looks like it's a milk run it probably isn't and should be looked at with squinted eyes and readiness for the bovine to hit the rotory wings.
 
[X][Color] Abyssal
[X][Callsign] Delta
[X][Objective] Convoy Rescue [2 IP Total] - Even so, leaving people to die or worse would leave a bad taste in your mouth. Well it should be a quick task right?
[X][Lance] No, Leave Them Be. It wasn't worth imposing on them for your benefit. Even if it might help with their odds of survival. After all that was dependent on their luck or Influence expenditure from you
 

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