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  1. - Top - End - #1
    Ogre in the Playground
     
    DruidGuy

    Join Date
    Jan 2015

    Default Lancer: The Beautiful Machine OOC

    Hey everyone! please post your characters below-I'm going to be transplanting (and hopefully updating) the setting info here in the coming days along with a discord thread. Welcome aboard!

    Spoiler: Shotora: An Overview
    Show

    Shotora is a planet found far in the 10th Ring of known Union Space (the Karakoram Line). A blink gate is approximately 8 months out from the planet. Initially colonized by the SSC corpo-State in its early days as a hail-mary sort of investment when things looked dire following initial disappointments with the perfection of ontological bridging tech, today the planet is host-legally and in actuality-to a colony governed by House Canamos of the House of Stone from the capital, Klataua. This ascendency followed a series of conflicts between Karrakin and SSC elements that was only resovled with the arrival of a Loyal Wing of Albatross, the nomadic peace keeping nation-state. Following the declaration of the Alabatross for Karrakin forces under the command of the current Governess' Grandmother and a combined victory over SSC, a schism occurred in the Albatross. Some defected from the Wing to join the Governess in her moment of victory. Those that didnt escape the following purge were either killed or sent to Golgotha.

    It is a pangeal planet, its sole landmass capped by twin secondary continents of frozen freshwater, the northern of which are stained grey for how moutains barge into them, while the south's rust-ochre deserts are carved through with melted veinules of glacier. Klataua itself not only faces the (saltwater) eastern sea, but is itself partially built into the massive ocean trench and cliff it is perched upon. West of the capital lies a fertile bad of riverland that gives way to a massive, primordial forest that spans the rest of the westside of the continent, a fact known only for satellite imaging and not because of any (successful) exploration. Below is a bit more detail on the various biomes. As a note, barring the Eastern Interior the odd expedition, the majority of people in the North, South and West are descended from the the initial First Wave of SSC colonials. I also plan to fill out the biomes with various NPCs if people want to connect their backstories with them.

    Spoiler: The Crown of the World
    Show

    Going north from Klataua the verdant fields of waste-high grass begin to wilt. Give way. Shrink. Becoming first sallow marshlands, then sparse taiga cut through with rivers and studded with rock, the only visible plantlife too stubborn mosses and grass not knowing its dead. Further still north one comes to the mountains and the glacial masses of ice grown over.

    It is at the highest peaks of these ziggurauts that one might find their inhabitants, the so-called Stormcallers. All but abandoned SSC command elements pushed far north in the sanctioned Karrakis claiming of the planet, the Stormcallers are a hardbitten bunch, forced to make do with living from the various fungi and mountain fauna they've cultivated within the shelters they've carved from and into the mountain chains. Meteorologists amongst the faction have noted a marked increase in the yearly thaw, no doubt brought about by Karrakin research team elements or some other interloper sent to set a flood upon them.

    To this end, the Stormcallers have been preparing. Rumours abound from the north that they're working on some sort of great flying superweapon/contraption that is to be turned upon the capital. While this is almost assuredly media histrionics filtered through a carefully managed propaganda lenses, the fact remains that they are working on something. Something big. It doesnt help that the Stormcallers use some of the most manoeuvrable mechs on Shotora, hosting several escapees from the Loyal Wing of albatross that Canamos' grandmother betrayed.

    Spoiler: Klataua, The East
    Show

    Far and away the most developed region of the planet, the east enjoys the benefits of a dual legacy. Initally the site of unsuccessful SSC attempts at altering the planet, all House Canamos had to do was nudge the out of date efforts in the right direction to get what they wanted. Little did they know that these efforts would disrupts the equilibrium of the other SSC personnel reluctant to let go of their hard earned ways of life. Generally speaking, the one goes further away from Klataua, the less developed things get. Golgotha remains an exception insofar as it represents an actual commitment of resources by the capital to extract something in kind from the planet. Otherwise, the progression is one from a modern Karrakis standard found in the Capital to things like steel-plate domed roofs on the houses of farmers that similarly border the woods.

    Spoiler: The Great Forest
    Show

    A vast arborcology that has been the subject of many a field expedition legal or otherwise, the west has always been defined by a pair of traits: its common border with traditional Karrakin borders and the relative unknown that comes with what is truly inside. While satellite imaging can track the extent of the forest, the density and the heat put out by the flora has made it difficult to actually pinpoint individuals once they enter the forest proper.

    It is also these two traits that have made it ideal for the most pressing concern facing Governor Canamos at the moment: the Woodsmen. Once a bad bed time story told to children, the Woodsmen are made up of the veteran SSC security personnel defeated in a decisive battle by the Governor's grandmother. In the years since, at least enough of them have put swords to ploughshares within the forest to sustain themselves a society that can launch raids on Karrakin frontier elements.

    While initially founded on the principals of mobility and elegance associated with all SSC frames, subsequent raids on Karrakin and Albatross elements have led to a renvisioning of typical tactics. Now, these retrofitted frames that were once spoils of a long war not over serve as the anvil, deployed initially in raids so as to draw attention for the passing familiarity of their hulls before the more strangely styled SSC holdovers strike when the enemy is not looking.


    Spoiler: The South Wastes
    Show

    The bounty of the other biomes gives way to ash and cinder the further one goes south. Huge heaps of sand dunes clot the landscape, flanking scant rives that hold luscious bounties of durable vegetation that has found succession amidst such harsh climates. Few are the people that come to the wastes willingly, though there is something to be said for the richness of what little soil persists.

    The few who do come here to stay often do so because they have no where else to go. So called Cinderlords are madmen and outcasts from all walks of life and almost all universally Lancers or frame pilots of some kind, they chassis as much bunkers against the environs as any permanent shelter they possess.

    Subsequently, elements found here that are hostile to Karrakis are almost always also hostile to everyone else. The south is that kind of place. The mechs to be found are an eclectic bunch, as varied and from different walks of life as the people who pilot them. Still, some constants persist by way of design. Anyone who survives down south long does so with an eye towards resisting the heat, to say nothing of utilizing it as a potential armament for energy based weaponry.



    Spoiler: Golgotha: the Prison
    Show

    In spite of the impositions the prison brings to the Shortoran ecology, Golgotha is a fully functioning ecosystem all its own, possessed of a functioning on-site lab/med-bay, a garrison house (complete with an armory) and a mag lev rail system that directly connects to the capital of House Canamos colony. Further below ground one finds the massive apparatus designed to haul mining equipment and penal laborers up-Prison to hack away at the various flora above-ground.

    And again, far below that lies the prison-ghetto, a hub of "wrongly" convicted, wrongly convicted and, until recently, principles that have turned the prison-economy towards more lofty designs that the fullfillment of prison quotas. Rising up. The ghetto itself is built in three tiers into the side of a vast crevasse, extensively mined through via workers perilously strung or lashed to the cliffside where paths havent been carved for the deployment of large scale mining frames. A long rumoured jamming device mitigates what can truly be printed by the prisoners, but as Lancers and prospective heroes-to-be you've managed to cicrumvent that. It'll definitley have to go first if your to make any substantial progress to above-ground.

    Below are some of the major figures found in Golgotha, allies and notable enemies:
    Spoiler: NPCs: The Revolution
    Show

    Commander Emil Karst, Father of the Revolution: Karst is ex-Albatross, and it’s the remnant of forces still loyal to him that form the hardened core of your burgeoning revolution. Emil is an old man in his late fifties, always clad in some sort of military apparel that typically favors black as a color. It has been a long, long time since he’s been in the cockpit of his Nelson-the Last Call-but if the scraped together pilot simulators found underneath Golgotha’s surface are any indication time apart has done nothing to dull the betrayed Commander’s skills as a pilot.

    While the Commander personally divulges little regarding his imprisonment, its still relatively easy to piece together what happened to the former Albatross member. Karst’s wing arrived to Shortora in answer to an alleged distress signal. What followed were a gradual series of concession-betrayals which culminated in the Commander’s imprisonment and the ascension of Commander Gorth’s father to the head of the “Loyal” Wing remnants that would go on to form a nominal Baronic Free Company under Governor Cannamos’ purview. Many wonder what will happen when Emil meets his former friend’s son in battle.

    Karst’s role in the revolution is twofold: while Kareftis might have a mind for politics and Liz for engineering, it is the Old Man alone who knows how to command a war. The second feature is that, aside from the aforementioned Albatross veterans he brings with him, Karst has been able to scuttle, import and steal a sizable amount of munitions and armaments for you and the revolution to use, all the more impressive for how he did so from the bowels of Golgotha. He’s seen a great deal many weapons on a greatsame many worlds in his time as a cosmopolitan, which has made the unforeseen betrayal of his former comrades sting all the more. Worse than any warpike’s bite.

    Lady Irimloza Kareftis: The lady Kareftis is far from home. Raised on the icy sepulcher of Begum, Irimloza was provided with an education classical to the House of Remembrance: a mix of genetic education and the sort of cutthroat political acumen sorely missing from the revolution. Its these two pillars that the exiles and former noble members of Klataua have subsequently flocked to, deferring to the noblewoman for her her superior ranking amongst them as much as for her scientific acumen in the field of biology.

    It was this very same skill that saw Irimloza to Shortora, ostensibly on a survey mission investigating remnants of genetic diversity in the Long Rim. What she discovered was a truth known to some but not all: Karrakis was late to arriving on Shotora first. Naturally, Governor Cannamos could not let such an idea propagate amongst the lower rungs of Klatauan society. Public censure did little to curtail Lady Kareftis’ research into prior colonial elements and, undisuadid by threat or promise of reward, the Lady kept looking. Too high within her the House of Moments to risk the fallout of a death abroad, Governor Cannamos instead opted to “reassign” Irimloza to the depths of Golgotha.

    Now amongst the lowborn (and a few sympathetic nobles), Kareftis acts as the informal head of the Revolutions intelligentsia, having accrued intellectuals and thinkers the way a sponge sops up water. While Karst might have a mind for war and Liz for machines, it is the Lady and her thinkers that are concerned not only with maintaining the haleness of the prison’s population (as she’s keen to remind other Karrakin nobles technically it is Doctor Kareftis) but with their education in the political as well. Irimloza, like Karst has seen what the rest of Union space contains in terms of its peoples and their myriad outlooks. Time will tell if her work yields something entirely new in terms of thought or if it is the genesis of Shotorans thinking like a more established entity.

    Liz & SLATE: The laborers of Golgotha are an informal bunch, much more inclined to their work then they are to socialize with the prior to factions of the Revolution. Publically, their representatives are a wizard of an engineer and her hulking guardian of an NHP. The dyad of woman and artifice (Throne only knows where and how she cycles it below ground) have been instrumental in ensuring not only that Golgotha’s quotas are met via the repair of essential mining tools, but that the bare minimum of provided habitation technology that allows for work underground is maintained so as to preserve the prison-community’s “ecosystem”.

    Much more cagey than Kareftis in the origins of her incarceration, it’s a matter of hotbutton conjecture the prison over just what Liz did to land themselves in Golgotha, to say nothing of how it’s a topic of frequent good-natured debate between the Revolution’s Laborers and Intelligentsia. There's even a small betting pool going on. There's an unspoken expectation that the reveal and conclusion of the betting will be timed to coincide with the “Big Push” as Karst puts it, no doubt blared out via whatever speakers Liz’s NHP has been able to suborn.

    While not an active combatant, Liz and SLATE bring the full technical expertise of the laborers and their engineers to the revolution’s cause. This is displayed is a strange knack for improvisation, a talent which plays no small part in their ability to maintain the many work machines the laborers use for mining Shotora’s flesh. It was only natural that this technical acumen could be further applied to the mech frames that made the revolution a feasible option for Liz and her NHP. Rumors abound that the young Shotoran native is working on converting SLATE’s chassis into a mech-frame of their own



    Spoiler: NPCs: Antagonists (Golgotha)
    Show


    Warden Rhosyane-Ludra: a governor writ-small against the backdrop of the would-be kingdom that is Golgotha, the warden is a brutal individual. She sees the prisoners under her thumb as little more than economic units, numbers that run up and down alongside other tallies. It is an earned cynicism, accumulated like so many layers of sediment after a long and storied career abroad in the House of Stone’s Paragon Company. The brutality of this outfit-and the commanding position she held within it-made her well suited to controlling mining interests far away from the Capital.

    This totalitarian haigography is all fueled by a common, well known origin in the Long-Rim putting down pirates on various satellite planetoids in defense of the House of Stone’s economic holdings abroad. It was during this service to the House that Rhosane-Ludra was injured against a paracausal entity. The wound has since permeated her body, leaving the austere woman unable to leave the confines of her mecha, The Gavel.

    Something of a careerist, its never personal with the Warden. Its just business. Well. Sort of. When the Warden came to Golgotha they came with family. A son, the result of some sort of dalliance on an off-planet colony during her time in service. Bashir-her progeny-is the only person in all the prison who does not call her Warden.

    Security Chief Harkon: A big bull of a man on an extended leave from the Capital, Harkon is the much more public facing middleman between the Warden and Golgotha’s prisoners. Where the Warden is a careerist who sees herself as the head cog in the prison machine, Harkon has something arguably more dangerous than duty: ambition. Not for some petty position lording over the condemned but a return to the sunshine and leisure of the capital.

    in keeping with his role as the Warden’s presence, Harkon’s reasons for exile from the capital are unknown, though whatever nobility might have been involved in the Security Chief’s departure has long since be eroded away by the confines of his current environment. Now he acts as a bully first and head of security second, readily abusing his authority in a manner that’s seen Golgotha take a remarkable turn towards corruption under the Warden’s current tenure.

    In this sense, Harkon fills a vital niche in the prison’s economy: he’s the go to person for acquiring things not readily available from the surface. Karst has had to take great pains to circumvent Harkon’s parasitic stranglehold on Golgotha’s prison economy. This has played a large part in the decision to excise the Security Chief as a part of the Revolution, to say nothing of the fact that Golgotha boasts a readily available complement of security personnel, many of them hand-chosen from the Warden’s former unit. It galls the Security Chief all the more that these veterans recognize that he’s never served and so afford him the requisite amount of respect.

    The OVERSEER: While the Warden secures Golgotha’s place in the greater planetary ecosystem and Harkon sees to order at the end of a gun barrel, the actual administration of the prison has been given over to an NHP given the simple designation of the OVERSEER. The being is responsible for ensuring that the quotas stripped from Shotora’s flesh are processed and melted down into something more suitable for transport to the capital.

    Much like the Warden, the OVERSEER is a dispassionate worker, largely framing itself as an ally when the reality of its cognition is that it is incapable of feeling things like cruelty, joy or contempt for those around it. This dissmemination has a flaw insofar as the OVERSEER has a prime unit it typically occupies close to the upper levels of the prison, but many more of its RPVs and subalterns can be found in the prison's depths proper.

    Typically, the OVERSEER occupies a number of RPV chassis, haunting the various work crews and prisoner mining outfits with a ghoulish sort of indifference. Beyond the filling of quotas that is. Thus, the OVERSEER stands as a sort of mocking reminder: Golgotha could be wholly capable of mechanizing its production and focusing on the reform of its prisoner elements. But it hasn’t.



    Spoiler: Reserve Roster
    Show

    Temporary Assets (Golgotha)
    Temporary Assets are available on a mission-to-mission basis.
    1) Homecoming, Lance of the First Maktaba (Unique Main Melee, Threat 3, Knockback 2, Thrown 5, 1d6 Kinetic Damage): At the end of your turn, if you have Thrown this weapon it automatically returns to you. Karst will want this small little victory from the Betrayal of the Wing back when your done with it
    2) Underslung (Weapon Mod): As long as your mech has the weapon mount this mod is attached to, you may add +5 to the range of any grenade you bring with you on a mission.
    3) Extra Core: When acquired, this reserve grants an additional use of the Pilot's Core Power (edited)

    Permanent Assets
    Permanent Assets are ones that, due to their availability or due to being permanently secured during downtime as an LTP, are always available to acquire prior to a mission. Reserves marked with a fraction within a parentheses ex: (1/4) Are acquiring these reserves ticks these factions as a clock associated with them. When the clock is filled, the reserved is removed from the available roster.
    1) High Quality Ammunition: Spend this reserve at the start of any combat scene to give all your weapons Reliable 1 until the end of the scene . If your weapon already has Reliable, increase the value by 1.
    2) Redundant Repair: Expend this reserve to Stabilize 1/mission as a free action
    3) Recon Drone: At the start of any combat, Scan 1 enemy NPC within 50 spaces. (edited)

    Location-Specific Assets (Golgotha)
    Location-Specific Assets are permanent assets, but only so long as the PCs remain in a location associated with them.
    1) Environmental Shielding: Equipment that allows you to ignore a particular battlefield hazard or dangerous terrain-Lava in this instance.
    2)The Breath of Ra: This asset may be acquired as either a Krakatoa Thermobaric Flamethrower from LL 1 of the Ghenghis or a Slag Cannon from LL 2 of the Kobold. This weapon may be mounted for the duration of the mission it was acquired for on an appropriate mount of the corresponding type as though the user possessed the required LL for the weapon
    Last edited by n0ble; 2024-04-16 at 11:50 AM.
    “Have no fear, you will find your way. It's in your bones. It's in your soul.”- Mark Z. Danieleweski, House of Leaves

  2. - Top - End - #2
    Troll in the Playground
     
    Griffon

    Join Date
    Mar 2012

    Default Re: Lancer: The Beautiful Machine OOC

    Hello to all! If we're picking speaking colors, I think Levi will speak in Bolded Navy.

    Spoiler: Levi Royston
    Show
    » Levi Royston // ECHO «
    LL0
    [ SKILL TRIGGERS ]
    Act Unseen and Unheard (+2), Patch (+2),
    Spot (+2), Take Someone Out (+2)
    [ GEAR ]
    Stealth Hardsuit, Medium Signature,
    Light A/C, Patch x2,
    Sleeping Bag
    ***
    [ TALENTS ]
    Brutal 1, Crack Shot 1, Infiltrator 1
    [ MECH ]
    « DULL ROAR »
    GMS Everest
    H:0 A:2 S:0 E:0 SIZE:1
    STRUCTURE:4/4 HP:12/12 ARMOR:0
    STRESS:4/4 HEAT:0/6 REPAIR:5/5
    ATK BONUS:0 TECH ATK:0 LTD BONUS:0
    SPD:5 EVA:10 EDEF:8 SENS:10 SAVE:10
    [ WEAPONS ]
    MAIN MOUNT: Thermal Rifle
    HEAVY MOUNT: Anti-Materiel Rifle
    FLEX MOUNT: Nexus (Light) / Segment Knife
    [ SYSTEMS ]
    Personalizations, Rapid Burst Jump Jets System,
    Pattern-A Smoke Charges, Custom Paint Job

    Share Code: 97AW2B


    Leo Royston is on his third name.

    Originally born as Daud Sliney to parents who had more children than they cared to care for, he was “encouraged” to seek his fortune off-world as soon as it was feasible. Daud barely needed the push; he shipped off from his family the instant it became available, taking the first shady offer for escape that he was given.

    This shady offer off-world did not end as poorly as it could have; Daud was robbed, forced into what amounted to enslavement to the crew during the voyage, and left for dead at the next stop, rather than anything worse. Daud spent a few years scraping together what he could of a life from those inauspicious beginnings, doing whatever he had to in order to make it to the next day. He discovered that he had a gift for moving quietly, a keen eye, and steady hands; skills that he honed into a modest talent at assassination.

    By the time he took his first true contract, he had shed his old name; Daud Sliney was now Ephraim Spang, an identity he had stolen from a few different sources to cobble together into his own. As Ephraim, he traveled the stars, taking whatever jobs he could find, whatever they looked like. He made a small name for himself that way, though he was far from the best in any of his fields. He even learned to pilot a mech in this time.

    Ephraim never intended to remain in Shotora for long. A seemingly simple job had turned out to be much larger and more complicated than he had thought, and it had gone sideways at the second-worst moment; he wasn’t killed in the aftermath, but his name reached the ears of powerful people looking for vengeance. Shotora was a small, quick stopover towards even more remote locations. Unfortunately, manna and transport out of Shotora were two things Ephraim didn’t have, and so he went looking for work once again, using the alibi “Levi Royston” to keep his whereabouts from reaching unfriendly ears.

    You know the old, old saying “fool me twice, shame on me”? Well, Levi is certainly the fool, then. Once again, a simple job—assassinating a low-ranking government official—spun rapidly out of control, and before he knew it, Levi Royston was in Golgatha, a known rebel sympathizer. Essentially forced to hitch his star to the rebellion if he has any hope of leaving this rock, Levi is perhaps not the most fervent of their supporters, but his support is genuine; once he is out of the prison camp, he can start thinking about his other problems, and where to go from there.

    It seems like he’s been living one day at a time for as long as he can remember, unsure if he’ll make it to the next. This mess is practically par for the course.


    Looking forward to playing with everyone!
    Originally Posted by Xefas:
    "I need the Goblins in phalanx arrangement. Sky Blotters in the back! Swissles? Assume the Swizzle Stick Formation! We're going in!"
    What Pokemon am I?
    Spoiler
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  3. - Top - End - #3
    Titan in the Playground
     
    BelGareth's Avatar

    Join Date
    Nov 2008
    Location
    ಠ_ಠ
    Gender
    Male

    Default Re: Lancer: The Beautiful Machine OOC

    Thanks!

    I’ll grab dark red

    Share code: 9XZEUX

    Spoiler
    Show

    » William St Aloycius III // BIFF «
    Exiled Noble, LL0
    [ SKILL TRIGGERS ]
    Act Unseen or Unheard (+2), Read a Situation (+2),
    Survive (+2), Take someone out (+2)
    [ GEAR ]
    Assault Hardsuit, Medium Signature,
    Archaic Melee, Flexsuit,
    Stims, Mag-Clamps
    ***
    [ TALENTS ]
    Infiltrator 1, Skirmisher 1,
    Spotter 1
    [ MECH ]
    « REGISTERED OFFENSE »
    GMS Everest
    H:0 A:2 S:0 E:0 SIZE:1
    STRUCTURE:4 HP:12 ARMOR:0
    STRESS:4 HEAT:0 REPAIR:5
    ATK BONUS:0 TECH ATK:0 LTD BONUS:0
    SPD:5 EVA:10 EDEF:8 SENS:10 SAVE:10
    [ WEAPONS ]
    MAIN MOUNT: Assault Rifle
    FLEX MOUNT: Missile Rack // Missile Rack
    HEAVY MOUNT: Heavy Melee Weapon
    [ SYSTEMS ]
    EVA Module, Personalizations,
    Rapid Burst Jump Jet System, Custom Paint Job,
    Manipulators

    [ FLUFF ]
    William St Aloycius III was his former lifes name, he no longer goes by. He answers to Biff currently, mostly as he doesn't remember much from his former life as an Albatross. He was apart of the initial group, and came in with the Commander Emil Karst.

    Not much is known about him, as his memory was wiped, except his former association, and that everything was ripped from him in a horrible betrayal, much like most of the other Albatross'.

    Biff is somewhat of a spy, capable of getting in and out without being noticed, surviving in the least hospitable locals, he thrives on expectation, and duty.

    Biff is an older looking man, his salt and pepper hair showing itself upon his face with his signature handlebar mustache, he wears a leather bomber jacket, which he seems to keep stealing back from the guards, not matter how many times they take it from him.



    Spoiler: Pics
    Show




    Last edited by BelGareth; 2024-03-29 at 09:36 AM.
    Spoiler
    Show

    Bel's Compendium
    Homebrew sig
    Epic items of interest
    Sir cowabunga of clubs
    ENTJ-A

    “Take but degree away, untune that string, And, hark, what discord follows!” -Shakespeare
    “Gnyðja mundu nú grísir, ef þeir vissi, hvat inn gamli þyldi” -Ragnar Lodbrok

    "I have a high art; I hurt with cruelty those who would damage me." -Archilochus

    Discord -Now with a recruitment bot!

  4. - Top - End - #4
    Dwarf in the Playground
     
    ElfRangerGuy

    Join Date
    Jan 2024

    Default Re: Lancer: The Beautiful Machine OOC

    I forgot about this detail of the discord when I applied. If it is required, I can’t do it. There is still time to choose someone else. But if not, here’s my character.
    I choose Bolded Black.
    » Rowen Holden // POLTERGEIST«
    Spy, LL0
    [ SKILL TRIGGERS ]
    Act Unseen or Unheard (+2), Hack or Fix (+2),
    Spot (+2), Stay Cool (+2)
    [ GEAR ]
    Stealth Hardsuit, Medium Signature, Medium A/C, Omnihook, SSC Sylph Undersuit, Smart Scope, Stims
    ***
    -- GMS Everest @ LL0 –
    « GHOST »
    [ LICENSES ]
    N/A
    [ CORE BONUSES ]
    N/A
    [ TALENTS ]
    Infiltrator 1, Tactician 1, Skirmisher 1
    [ STATS ]
    H:0 A:2 S:0 E:0
    STRUCTURE:4 HP:12 ARMOR:0
    STRESS:4 HEATCAP:6 REPAIR:5
    TECH ATK:+1 LIMITED:+0
    SPD:6 EVA:10 EDEF:8 SENSE:10 SAVE:10
    [ WEAPONS ]
    MAIN MOUNT: Thermal Rifle
    FLEX MOUNT: Pistol, Pistol
    HEAVY MOUNT: Anti-Materiel Rifle
    [ SYSTEMS ]
    Rapid Burst Jump Jet System, Pattern-A Smoke Charges, Personalizations, Custom Paint Job
    Last edited by ProgressPaladin; 2024-03-28 at 03:29 PM.
    For every battle lost, there is a battle won.

  5. - Top - End - #5
    Ogre in the Playground
     
    DruidGuy

    Join Date
    Jan 2015

    Default Re: Lancer: The Beautiful Machine OOC

    Quote Originally Posted by ProgressPaladin View Post
    I forgot about this detail of the discord when I applied. If it is required, I can’t do it. There is still time to choose someone else. But if not, here’s my character.
    I choose Bolded Black.
    » Rowen Holden // POLTERGEIST«
    Spy, LL0
    [ SKILL TRIGGERS ]
    Act Unseen or Unheard (+2), Hack or Fix (+2),
    Spot (+2), Stay Cool (+2)
    [ GEAR ]
    Stealth Hardsuit, Medium Signature, Medium A/C, Omnihook, SSC Sylph Undersuit, Smart Scope, Stims
    ***
    -- GMS Everest @ LL0 –
    « GHOST »
    [ LICENSES ]
    N/A
    [ CORE BONUSES ]
    N/A
    [ TALENTS ]
    Infiltrator 1, Tactician 1, Skirmisher 1
    [ STATS ]
    H:0 A:2 S:0 E:0
    STRUCTURE:4 HP:12 ARMOR:0
    STRESS:4 HEATCAP:6 REPAIR:5
    TECH ATK:+1 LIMITED:+0
    SPD:6 EVA:10 EDEF:8 SENSE:10 SAVE:10
    [ WEAPONS ]
    MAIN MOUNT: Thermal Rifle
    FLEX MOUNT: Pistol, Pistol
    HEAVY MOUNT: Anti-Materiel Rifle
    [ SYSTEMS ]
    Rapid Burst Jump Jet System, Pattern-A Smoke Charges, Personalizations, Custom Paint Job
    Its not required but it definitely helps communicate faster-in that sense it might be required just because it'll help a lot with running combat. Is there another type of chat you could use?
    “Have no fear, you will find your way. It's in your bones. It's in your soul.”- Mark Z. Danieleweski, House of Leaves

  6. - Top - End - #6
    Dwarf in the Playground
     
    ElfRangerGuy

    Join Date
    Jan 2024

    Default Re: Lancer: The Beautiful Machine OOC

    Quote Originally Posted by n0ble View Post
    Its not required but it definitely helps communicate faster-in that sense it might be required just because it'll help a lot with running combat. Is there another type of chat you could use?
    Unfortunately, it’s just this. Would that still be ok?
    Last edited by ProgressPaladin; 2024-03-28 at 04:04 PM.
    For every battle lost, there is a battle won.

  7. - Top - End - #7
    Barbarian in the Playground
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    Default Re: Lancer: The Beautiful Machine OOC

    Hello everyone, looking forward to playing.

    Reposting my character below.

    Spoiler: Lupo Teutonborg
    Show


    » Lupo Teutonborg // DUST «
    Techno-Knight, LL0
    [ SKILL TRIGGERS ]
    Assault (+2), Charm (+2),
    Hack or Fix (+2), Stay Cool (+2)
    [ GEAR ]
    Heavy Hardsuit, Medium Signature,
    Medium A/C, Omnihook,
    Prosocollar, Thermite Charge
    ***
    [ TALENTS ]
    Hacker 1, Spotter 1,
    Leader 1
    [ MECH ]
    « CALIBURN »
    GMS Chomolungma
    H:0 A:0 S:2 E:0 SIZE:1
    STRUCTURE:4 HP:12 ARMOR:0
    STRESS:4 HEAT:0 REPAIR:4
    ATK BONUS:0 TECH ATK:3 LTD BONUS:0
    SPD:4 EVA:8 EDEF:12 SENS:15 SAVE:11
    [ WEAPONS ]
    MAIN/AUX MOUNT: Rocket-Propelled Grenade / Missile Rack
    FLEX MOUNT: Assault Rifle
    [ SYSTEMS ]
    Personalizations, Pattern-A Jericho Deployable Cover,
    Custom Paint Job, Type-3 Projected Shield,
    Armament Redundancy, Manipulators


    Lupo is an avowed knight of the Tabernacle of the Transcendant Eumetazoan, colloquially known as Eumats. This part religion, part philosophy and part boundary pushing scientific research group was founded in the idea of creating a superior strain of humanity that was able to perfectly balance the philo-divine characteristics of the Sapien, the Primate and the Other.

    Like most of the experimental subjects who became knights Lupo was an orphan and raised with care, love and dedication by Eumat nuns until he reached the age of 21 and was asked if he would like to join the knighthood. As can be imagined, the amount of people willing to turn down a request from the organisation responsible for raising them their entire life is typically very low. Lupo said yes and the two years of gene modification, implants, brain surgery, nerve regrafting, engram enforcement, parasigilistic metavorey and more were carried out until he said his vows as part of the 35th clade of Eumat knights. Though his generation, like all 34 clades that came before him, were put into the field, assessed and designated a technical failure as they didn’t represent a true step beyond humanity according to the Eumat’s religio-philosophy; this was almost expected at this point and he and his comrades continued to undertake their knightly duties to support the best in humanity and take up arms to defeat the worst. It was a time of greatness when he first learned to pilot a mechanised chassis and took part in campaigns that are still legendary on their respective worlds.

    This continued for years until the Eumat schism of 4876u, when clade turned against clade and the great design to uplift humanity turned into an inward facing religious war. Ordered to assault the heterodox chapel-ship Saint Yusuf-Stevens, Lupo took no part and took the opportunity of the chaos to set out to the Long Rim.

    Since then Lupo’s life has been a mixture of trying to lie as low as possible while sticking to his knightly vows, a contradictory approach doomed to failure. For anyone who cares, his name semi-regularly shows up in reports from war zones across the rim; a minor footnote of a dated Eumat knight armed with an mechanised chassais attaching himself to rebellions and quixotic causes. Those footnotes, which were broken up by decades of cryogenically frozen sub-light travel, have ceased for the past 3 years since an attempt to bring down a particularly brutal House of Stone Underbaron lead to Lupo’s imprisonment in Golgotha.

    As a prisoner in Golgotha he is known to most as a hardworking but silent presence, some even think him brain damaged or suffering some kind of mental disorder. The truth that only a few know is that in the face of a torturous life designed to grind away at prisoners, he spends most of the days with his sapience artificially dialled down by his cognitive modules until he is little more than a fleshy automaton. In this manner he survives though an oppressive existence with it barely registering on the fully functioning version of himself that comes alive in the small hours of the night when the plotting begins.



    Share code: 38HNDT
    Last edited by Bitter; 2024-03-31 at 12:58 PM.

  8. - Top - End - #8
    Bugbear in the Playground
     
    RedKnightGirl

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    Mar 2016

    Default Re: Lancer: The Beautiful Machine OOC

    Woo Heya all. Reposting everything here for the time being. I think I'll stick with Bold Blue

    Spoiler: Bio
    Show
    Derek is perhaps one of the 'wrongly' accused types down in the prisons, depending on your perspective. Second son of a noble and once a soldier for the Governor's forces, he now finds that his usefulness has worn out. In fact, his own relationship with his noble father was to remain a secret, he suspects for reasons of infidelity even if his father never admitted to it. Hidden in childhood and enlisted, he found a new broken home inside a cockpit.

    Though he is a former demolitionist and combat engineer by title, Derek was actually more of a loose cannon and lover of pyrotechnics. Brutally effective during the Ascendency, but having someone with his disregard for collateral damage lauded as a hero and role model would be an embarrassment to the current regime and his family. He was reassigned down below, working a mining frame and dynamite as the need arose....with strict limitations.

    But Derek has been biding his time down here, working backwards to reverse engineer and modify his industrial Frame's schematic into something more combat ready should be get a chance. When the time is right, he plans to ally with the revolution or anyone who will take him and get himself out of here. Maybe his new family will help him settle the score with his old one.

    Spoiler: Sheet
    Show
    » Derek // THANATOS «
    Soldier, LL0
    [ SKILL TRIGGERS ]
    Act Unseen or Unheard (+2), Blow Something Up (+2),
    Invent or Create (+2), Word on the Street (+2)
    [ GEAR ]
    Assault Hardsuit, Heavy Signature,
    Light Signature, Frag Grenades,
    Thermite Charge, Camo Cloth
    ***
    [ TALENTS ]
    Grease Monkey 1, Demolitionist 1,
    Vanguard 1
    [ MECH ]
    « GREY »
    GMS Sagarmatha
    H:0 A:0 S:0 E:2 SIZE:2
    STRUCTURE:4 HP:10 ARMOR:1
    STRESS:4 HEAT:0 REPAIR:4
    ATK BONUS:0 TECH ATK:0 LTD BONUS:1
    SPD:4 EVA:8 EDEF:8 SENS:10 SAVE:10
    [ WEAPONS ]
    MAIN MOUNT: Shotgun
    FLEX MOUNT: Rocket-Propelled Grenade
    HEAVY MOUNT: Heavy Machine Gun
    [ SYSTEMS ]
    Pattern-B HEX Charges, Pattern-A Smoke Charges,
    Personalizations, Custom Paint Job


    Looking into EXPLOSIVES. Drake or Iskander planned for the future but LL0 just mainly a shooty mech.

    Share Code: GGZ6WL
    Last edited by CateranEnforcer; 2024-03-31 at 02:43 PM.

  9. - Top - End - #9
    Barbarian in the Playground
    Join Date
    Sep 2011

    Default Re: Lancer: The Beautiful Machine OOC

    My general build plan is all the hacking all the time and sticking with Chomolungma as my frame.

    Specifically thinking of:

    Goblin 1
    Goblin 2
    Goblin 2 / Manticore 1
    *Respec*
    Caliban 2 / Manticore 2

    So at that point the build I’m wanting becomes active, which is to have Manticore’s powerful but self-damaging hacks on the Chomolungama’s more dedicated hacking frame combined with Caliban’s hard point reinforcement to get resistance to damage on my own turn so the Manticore hacks don’t hurt as much. The Goblin levels are just to get some extra hack options while it comes online and then they get respecced out for Caliban.

    If that steps on anyone’s toes build wise let me know because I have a few dozen unplayed builds that I’d love to play and I don’t think my character calls for a particular build type.

  10. - Top - End - #10
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    BelGareth's Avatar

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    Default Re: Lancer: The Beautiful Machine OOC

    I haven’t really nailed down a role yet, but currently thinking run’n’gun concept, but swallowtail support is awesome as well.
    Spoiler
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    Bel's Compendium
    Homebrew sig
    Epic items of interest
    Sir cowabunga of clubs
    ENTJ-A

    “Take but degree away, untune that string, And, hark, what discord follows!” -Shakespeare
    “Gnyðja mundu nú grísir, ef þeir vissi, hvat inn gamli þyldi” -Ragnar Lodbrok

    "I have a high art; I hurt with cruelty those who would damage me." -Archilochus

    Discord -Now with a recruitment bot!

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    ElfRangerGuy

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    Default Re: Lancer: The Beautiful Machine OOC

    Quote Originally Posted by BelGareth View Post
    I haven’t really nailed down a role yet, but currently thinking run’n’gun concept, but swallowtail support is awesome as well.
    I was thinking of doing a Dusk Wing, Swallowtail, and Minotaur build, with Nelson 2 somewhere with Sunzi 1. Is this stepping on your toes?
    For every battle lost, there is a battle won.

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    Griffon

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    Mar 2012

    Default Re: Lancer: The Beautiful Machine OOC

    Still getting the hang of Lancer, so this is deeply subject to change, but right now I'm waffling between going Death's Head/Pegasus for what seems to be a more "classic" pure Artillery build, or possibly seeing if I can make an Artillery/Striker build and go all offense in some way. Artillery is the first thing that called to me when looking at the roles, so I leaned there, but I'm willing to adjust to fit group needs as I learn the system more and find out what's fun.

    EDIT: Looking more into builds, I think I might grab Death's Head/Saladin and go Artillery/Defender, building on Artillery first. Death's Head is almost certainly where I'm going to start at this point, at the very least.
    Last edited by Zelphas; 2024-03-28 at 11:04 PM.
    Originally Posted by Xefas:
    "I need the Goblins in phalanx arrangement. Sky Blotters in the back! Swissles? Assume the Swizzle Stick Formation! We're going in!"
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  13. - Top - End - #13
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    BelGareth's Avatar

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    Default Re: Lancer: The Beautiful Machine OOC

    Quote Originally Posted by ProgressPaladin View Post
    I was thinking of doing a Dusk Wing, Swallowtail, and Minotaur build, with Nelson 2 somewhere with Sunzi 1. Is this stepping on your toes?
    Not at all, in fact it helps!

    Edit: maybe melee focused with a balor
    Last edited by BelGareth; 2024-03-28 at 09:57 PM.
    Spoiler
    Show

    Bel's Compendium
    Homebrew sig
    Epic items of interest
    Sir cowabunga of clubs
    ENTJ-A

    “Take but degree away, untune that string, And, hark, what discord follows!” -Shakespeare
    “Gnyðja mundu nú grísir, ef þeir vissi, hvat inn gamli þyldi” -Ragnar Lodbrok

    "I have a high art; I hurt with cruelty those who would damage me." -Archilochus

    Discord -Now with a recruitment bot!

  14. - Top - End - #14
    Ogre in the Playground
     
    DruidGuy

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    Default Re: Lancer: The Beautiful Machine OOC

    Quote Originally Posted by ProgressPaladin View Post
    Unfortunately, it’s just this. Would that still be ok?
    It shouldnt be as long as your comfortable with dicussing things on here-I mostly use discord because the speed of communication is super helpful for discussing things like tactics/turn order/NPC infor but I can convene that easily enough with posts on here-just might require a bit of extra vigilance on both our ends but thats fine by me

    As a heads up we are going to be using roll20 for the combats & retrograde minis for the sprites for it because we really do need a visual medium for combat Worst to worsts I can always just copy and paste the map we're using to a spoiler here for you if you cant use roll20
    “Have no fear, you will find your way. It's in your bones. It's in your soul.”- Mark Z. Danieleweski, House of Leaves

  15. - Top - End - #15
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    DruidGuy

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    Default Re: Lancer: The Beautiful Machine OOC

    Quote Originally Posted by Zelphas View Post
    Looking more into builds, I think I might grab Death's Head/Saladin and go Artillery/Defender, building on Artillery first. Death's Head is almost certainly where I'm going to start at this point, at the very least.
    Thats a really cool idea! Would it be using things at higher LL like the Enclave Pattern Support Shield for sniper nests? Using that and its other defense systems (hello NOAH) could be a really good way to generate heat off-turn to fuel things like Nuclear Cavalier 2 on the turns your sniping people. If you stuck with the antimaterial rifle you would do comparable damage to a cyclone pulse rifle with Nuclear Cavalier 2 active AND you'd only have to skirmish which would free up an action to use your defense systems. NuCav in general also has exceptional synergy with the Railgun from LL 3 of the Death's Head as well. Theres also the core bonus Overpower Caliber which is just a straight up extra 1d6 damage/round to an attack.

    The only real downside to all of this heat gen synergy is that the Deaths Head (like most SSC mechs at baseline) folds like wet carboard when it takes heat. And every enemy NPC in the game can use Fragment Signal. Investment in Engineering definitely offsets this, but if you go for 3 LL in Saladin there is the Harrison Armory core bonus Superior by Design, which just straight up increases your heat capacity by 2, and Heatfall Coolant System which locks your Overcharge at a maximum of 1d6 heat. The former of these plus 4 in Engineering means your deaths head would have 10 heat which is nice. The latter of these, while really good, can probably wait for levels 7, 8 & 9. Around there I'd pick up levels in Sherman for heat managment support. And the Tachhyon Lance
    “Have no fear, you will find your way. It's in your bones. It's in your soul.”- Mark Z. Danieleweski, House of Leaves

  16. - Top - End - #16
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    ElfRangerGuy

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    Default Re: Lancer: The Beautiful Machine OOC

    Quote Originally Posted by n0ble View Post
    It shouldnt be as long as your comfortable with dicussing things on here-I mostly use discord because the speed of communication is super helpful for discussing things like tactics/turn order/NPC infor but I can convene that easily enough with posts on here-just might require a bit of extra vigilance on both our ends but thats fine by me

    As a heads up we are going to be using roll20 for the combats & retrograde minis for the sprites for it because we really do need a visual medium for combat Worst to worsts I can always just copy and paste the map we're using to a spoiler here for you if you cant use roll20
    Roll 20 is fine, my school won’t let me access retrograde minis.
    For every battle lost, there is a battle won.

  17. - Top - End - #17
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    DruidGuy

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    Default Re: Lancer: The Beautiful Machine OOC

    Quote Originally Posted by ProgressPaladin View Post
    Roll 20 is fine, my school won’t let me access retrograde minis.
    No problem! I'll create a sprite for you and can copy & paste the map to a spoiler here during combat.

    Discord Link for people who want to use it
    Last edited by n0ble; 2024-03-29 at 10:05 AM.
    “Have no fear, you will find your way. It's in your bones. It's in your soul.”- Mark Z. Danieleweski, House of Leaves

  18. - Top - End - #18
    Dwarf in the Playground
     
    ElfRangerGuy

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    Default Re: Lancer: The Beautiful Machine OOC

    Quote Originally Posted by n0ble View Post
    No problem! I'll create a sprite for you and can copy & paste the map to a spoiler here during combat.
    Thank you so much! I’m sorry about not being able to use discord.
    For every battle lost, there is a battle won.

  19. - Top - End - #19
    Ogre in the Playground
     
    DruidGuy

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    Default Re: Lancer: The Beautiful Machine OOC

    Quote Originally Posted by ProgressPaladin View Post
    Thank you so much! I’m sorry about not being able to use discord.
    No worries at all! We'll make do for ya
    “Have no fear, you will find your way. It's in your bones. It's in your soul.”- Mark Z. Danieleweski, House of Leaves

  20. - Top - End - #20
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    Griffon

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    Default Re: Lancer: The Beautiful Machine OOC

    Quote Originally Posted by n0ble View Post
    Thats a really cool idea! Would it be using things at higher LL like the Enclave Pattern Support Shield for sniper nests? Using that and its other defense systems (hello NOAH) could be a really good way to generate heat off-turn to fuel things like Nuclear Cavalier 2 on the turns your sniping people. If you stuck with the antimaterial rifle you would do comparable damage to a cyclone pulse rifle with Nuclear Cavalier 2 active AND you'd only have to skirmish which would free up an action to use your defense systems. NuCav in general also has exceptional synergy with the Railgun from LL 3 of the Death's Head as well. Theres also the core bonus Overpower Caliber which is just a straight up extra 1d6 damage/round to an attack.

    The only real downside to all of this heat gen synergy is that the Deaths Head (like most SSC mechs at baseline) folds like wet carboard when it takes heat. And every enemy NPC in the game can use Fragment Signal. Investment in Engineering definitely offsets this, but if you go for 3 LL in Saladin there is the Harrison Armory core bonus Superior by Design, which just straight up increases your heat capacity by 2, and Heatfall Coolant System which locks your Overcharge at a maximum of 1d6 heat. The former of these plus 4 in Engineering means your deaths head would have 10 heat which is nice. The latter of these, while really good, can probably wait for levels 7, 8 & 9. Around there I'd pick up levels in Sherman for heat managment support. And the Tachhyon Lance
    For sure; Heat and heat management is going to be the biggest thing for me to get the hang of with all of this, and it looks like Nuclear Cavalier is a necessity for some of that. At this point, Death's Head 3 is pretty close to a certainty in my mind for simplicity's sake, but (again, looking at other builds, I can't claim the skill to put this together) I'm wondering if I should lean into Saladin or instead get Napoleon 2/Barbarossa 1; I won't have quite as many shields and dedicated bubbles as Saladin gives, but the Napoleon's ability to make a weapon shoot through cover and to just "nope" a ranged attack coupled with the Barbarossa's "roller" grenades to push enemies away (and siege stabilizers to increase Death's Head weapon range even more, just for kicks) looks pretty nice. Plus, that would still be 3 Harrison Armory licenses, so I could still grab Superior by Design.

    The Sherman is definitely on my list for much later build ideas; lasers are simply cool. And of course, the downside to either/any of these builds is that I won't have much in the way of mobility, but I think I have to accept that at this point and/or figure out mitigators down the road. Being able to wall-crawl will be nice, at least.
    Originally Posted by Xefas:
    "I need the Goblins in phalanx arrangement. Sky Blotters in the back! Swissles? Assume the Swizzle Stick Formation! We're going in!"
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  21. - Top - End - #21
    Ogre in the Playground
     
    DruidGuy

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    Default Re: Lancer: The Beautiful Machine OOC

    Quote Originally Posted by Zelphas View Post
    For sure; Heat and heat management is going to be the biggest thing for me to get the hang of with all of this, and it looks like Nuclear Cavalier is a necessity for some of that. At this point, Death's Head 3 is pretty close to a certainty in my mind for simplicity's sake, but (again, looking at other builds, I can't claim the skill to put this together) I'm wondering if I should lean into Saladin or instead get Napoleon 2/Barbarossa 1; I won't have quite as many shields and dedicated bubbles as Saladin gives, but the Napoleon's ability to make a weapon shoot through cover and to just "nope" a ranged attack coupled with the Barbarossa's "roller" grenades to push enemies away (and siege stabilizers to increase Death's Head weapon range even more, just for kicks) looks pretty nice. Plus, that would still be 3 Harrison Armory licenses, so I could still grab Superior by Design.

    The Sherman is definitely on my list for much later build ideas; lasers are simply cool. And of course, the downside to either/any of these builds is that I won't have much in the way of mobility, but I think I have to accept that at this point and/or figure out mitigators down the road. Being able to wall-crawl will be nice, at least.
    Thats also totally viable-Phase Ready mod is a really really good one to put on something when you want to do it every turn I think, there's also the Paracausal Mod from the Saladin which gives Overkill (1 heat/re-roll when a damage dice comes up as 1) and the damage cant be reduced in any way. The way I can see the turns breaking down for you is definitely maximizing positioning early on in order to offset any high damage Ordnance rifles/weapons you might want to mount. If its an outside of deployment zone objective you'd probably want to try and nab a high spot to take advantage of Mag Clamps
    “Have no fear, you will find your way. It's in your bones. It's in your soul.”- Mark Z. Danieleweski, House of Leaves

  22. - Top - End - #22
    Barbarian in the Playground
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    Default Re: Lancer: The Beautiful Machine OOC

    Updated my build to swap Stormbringer for Spotter

  23. - Top - End - #23
    Bugbear in the Playground
     
    RedKnightGirl

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    Mar 2016

    Default Re: Lancer: The Beautiful Machine OOC

    Did some minor updates, changing end goal to Viceroy to get another tough close range striker. The idea will be to use mines and missiles to really make enemies think twice about moving away.

  24. - Top - End - #24
    Bugbear in the Playground
     
    RedKnightGirl

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    Default Re: Lancer: The Beautiful Machine OOC

    Woo IC Post is here! It's a doozey!

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    ElfRangerGuy

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    Default Re: Lancer: The Beautiful Machine OOC

    Could I choose scouting?
    For every battle lost, there is a battle won.

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    Troll in the Playground
     
    Griffon

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    Default Re: Lancer: The Beautiful Machine OOC

    It sounds like you can double-up on choices (as in, you and another person/other people can choose the same thing without it running out), so if you want scouting, I'd say go for it!
    Originally Posted by Xefas:
    "I need the Goblins in phalanx arrangement. Sky Blotters in the back! Swissles? Assume the Swizzle Stick Formation! We're going in!"
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  27. - Top - End - #27
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    DruidGuy

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    Default Re: Lancer: The Beautiful Machine OOC

    Reserves list is up!
    “Have no fear, you will find your way. It's in your bones. It's in your soul.”- Mark Z. Danieleweski, House of Leaves

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