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talonNES: MES/NES III

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Well, it's not like there's ever any fewer NESes around. Let's get this show on the road. Welcome to the third incarnation of

The MES/NES

This NES features a rag-tag bunch of misfits (that's you, dear readers) as they travel from timeline to timeline on their quest for alcohol.




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Character creation: You have 100 points to spend on three categories: Hit Points, Magic Points, and Chrono Points. The only restriction is that you may not have more than fifteen Chrono Points. Characters also need five Abilities and two Disabilities. Characters must detail what clothing/armour they are wearing, and may also have five Items, including weapons and magical foci. Items are anything that you possess, besides clothes

Abilities: Each character also has five abilities and two disabilities, which modify rolls. Two (no more, no less) are to be combat-oriented. Make 'em up: a name and a short description of the intended roll modification are required, at which point I will determine the actual effect. Abilities may also be earned by experience, and disabilities will be added and removed as appropriate. Some abilities and disabilities (though by no means an exhaustive list):
Spoiler:
Abilities:
Acrobatics: you are capable of unusual feats of agility
Alchemy: you can combine different ingredients to create magical potions.
Archery: you can use a bow very well.
Bandit Killer: you can fight off undisciplined troops more easily.
Biology Knowledge: you know things about a group of beings (not necessarily human)
Bionic Fighting: you can use your bionic limbs with better ability (as long as you have them).
Blademaster: you can use swords and other similar weapons.
Combat Happy: you feel at home while in the battlefield
Command: you are good at leading others.
Commando: you are good at using assault rifles.
CQC Fighter: the art of fighting at very short distances with small weapons and your body has no secrets for you.
Detection: you are good at detecting other beings near you.
Dramatic: you know how to communicate without speaking.
Eagle Eyes: you can see further and better than other people.
Energy Weapons: you are good at using weapons that shoot energy in some way.
Engineering: you know how to develop and build machines of many kinds.
Escape Training: you are good at getting out of enclosed places.
Evasion Training: you are good at dodging.
Explosive Man: you are good at using all kinds of explosives.
Extreme Training: you are able to do great physical effort.
Fast Learner: you learn faster than normal.
Guerrilla: you are good at fighting by using the environment.
Hacking: you are quite capable at messing with computers and learn all of their secrets.
Handgun Master: you have trained to use handguns with better accuracy.
Healing: you know how to heal other people with medicine or other arts.
Heavy Weapons Guy: you are good at using rocket launchers and other heavy weaponry.
Intuition: you can intuitively identify objectives and intentions of those around you.
Inventor: you can invent new things.
Looter: you are better at finding objects hidden somewhere.
Magic: you can use magical abilities to fight the enemy (see Magic on first post).
Marksman: you are better at hitting your enemy's vital points.
Martial Artist: you have trained to use a certain Martial Art (Taekwondo, Kung-Fu, Judo, Karate...).
MacGyvering: you can improvise weaponry and other objects out of simple components.
Mechanic: you can fix apparatuses, as long as you know how they work).
Pathfinder: you know how to find your way from point A to point B.
Physiology: you know the physiology of a kind of being.
Piloting: you are good at controlling vehicles.
Poisonous Touch: you naturally generate some sort of poison through your skin.
Psychology: you can understand hidden intentions and emotions of other characters.
Rhetoric: you know how to make speeches to encourage others to act.
Scouting: you are able to track enemies and spot other things.
Spear User: you are able to use a spear to attack an enemy, in short and long distances.
Sniper: you can use a rifle to shoot at long distances.
Trickster: you are able to cheat and deceive others.
Vitaecraft: you possess the ability to transfer life between living beings and objects.

Disabilities:
Arrogant: you don't like taking advice or warnings from other people.
Black & White Morality: you see everything as either good or bad, without any grey points.
Daredevil: you put yourself in danger for no actual reason.
Disciplined: you obey orders from anyone you consider a superior.
Disobedient: you disobey orders and don't respect leaders you dislike.
Eccentric: you have unconventional and slightly strange views and/or behaviour.
End-Justifies-The-Means Mentality: you don't care about any collateral damage as long as you achieve your objective.
Fanatic: you are devoted to a cause or person against all reason.
Greedy: you tend to prefer the actions that provide more money.
Green: you are not used to being shot at/otherwise potentially killed.
Inhuman: your appearance is clearly non-human, thus impacting on your ability to relate with other humans.
Jerk: you behave unfairly with others.
Lack of Common Sense: you tend to do things that make little to no sense.
Mission-Driven: you are unable to take actions that may jeopardize the mission.
Pessimistic: you tend to find the bad side in every situation, and act in consequence.
Physical Weakness: you find it difficult to carry out tasks that require a physical effort.
Pixie: you measure 4 feet, have two butterfly wings, and can't carry heavy weapons.
Poisonous Touch: you naturally generate poison through your skin.
Psycothic: you are specially prone to devastating mental breakdowns.
Reckless: you tend to be quite careless when facing a danger.
Self-Preservation: you find it difficult to act if it puts you at high risk.
Silent: you don't speak unless completely necessary.
Solitary: you tend to prefer to be alone.
Trigger-Happy: you have to fight the compulsion to not start shooting at any moment.
Unstealthy: you are always conspicuous.
War Weary: you dislike war, and avoid combat unless necessary.
Xenophobe: you hate a certain type of beings that is different from yourself.

A character submission should look like this:
Name: General Sandalphon
Origin: Timeline 7109, Consanzan Royal Army, Year 459 (Second Age) - i.e. timeline of origin, occupation/affiliation, time of origin
Stats: HP: 62 MP: 30 CP: 8
Abilities: Summoner, Artilleryman (bonus to aiming, firing, and otherwise using artillery-sized weapons), Command, Stealth x2 (VERY sneaky)
Disabilities: Lost Spellbook (cannot learn new spells), Grieving (penalty to all rolls in periods of prolonged quiet)
Items: Ring (focus for spellcasting), Dagger, 2 Arcane Anchors (see spells)
Armour: Woolen underclothes, silken uniform, chainmail
Spells (if a magic-user; I will determine cost):
Summon Friend: Summons one person (person summoned must be preprepared, appears next to Sandalphon. Additional persons may be summoned simultaneously for an additional cost).
Return to Anchor: Teleports self and objects worn/carried to specified Arcane Anchor.
Open Portal: Opens a portal to another dimension (which is differentfrom another timeline, dammit!), addresses to which are contained in his Dimensional Addressbook, which he unfortunately left in his home timeline. He has, however, memorized the address of one dimension, the Dimension of Fire. The Open Portal spell is still useable, therefore, as a Fireball.
Injuries: None

Spoiler for Backstory (optional):
Two men raced through pitch-black city streets. They stumbled once or twice, but the street patrols were mercifully both few and inattentive. The City Wall loomed ahead, and beyond it could be seen the glow of thousands of torches. After ten minutes, they arrived at the wall and began picking their way down the way to a good-sized plaza. At the far end stood a large granary. The younger, more elaborately dressed man pointed at it, and the older man nodded.
As they crept up to it, the youner man whispered, "Denmora! Strong Gravity!" The older man, Denmora, quickly produced a large tome from the pack on his back and rapidly leafed through it. He showed the younger man the page. The younger man pointed his fist at the sky and whispered what was written on the page.
A great circle appeared in the sky above that was, if possible, blacker than the sky around, With a whooshing noise, both men (and a fair quantity of road dirt) were pulled upward toward it. As they reached the level of the granary roof, the man with the ring swung his arm so that now it pointed forward. As the ring on his finger moved, so did the circle. He and Denmora were pulled forward now, onto the roof. He pulled his fist back, and the circle vanished.
The man with the ring surveyed his surroundings. The roof was large, flat, strong, and importantly, had a clear view of the wall across the plaza. The two men paused, counting silently to 100, so that any soldiers on the wall who may have heard the whooshing had time to conclude they imagined it. The younger man began to chant.
"Sandalphon?" asked Denmora, offering the book, now open to another page. Sandalphon had apparently memorized this spell already, and ignored him. With a flash, sixty men and ten cannons appeared. The roof creaked.
Sandalphon collapsed from the effort of casting such a powerful summons. Denmora stuck a vial in Sandalphon's mouth; he swallowed, and in a few moments picked himself up. He began issuing orders to the artillerymen. They aimed their cannon squarely at the walls. With a cry of "Fire!" the walls shook, and a section collapsed. Hundreds of men outside swarmed in. The defenders in the nearest tower tried to close the door, but were too late. The invaders took the tower and began moving along the wall. Others streamed down every street, The city's agony had come. With a sign of relief, Sandalphon surveyed the scene, waving regally at those who recognized him, friendly and enemy alike. The war was over. They had won.
The only discordant note in the symphony was a magical adept who smiled smugly at Sandalphon as he died.
***
A week later, as the triumphant army returned to Consanza, the city was in full festival mode. After the obligatory speechmaking, impromptu parade, and general fetes, Sandalphon finally stumbled home, the dark cloud of that adept's smile hovering over him.
The stench almost bowled him over, but Sandalphon had been on enough battlefields to understand instantly what had happened. The curse of knowledge is that it kills hope. You know what has happened, what is happening, what will happen regardless of your desire to remain ignorant.
Sandalphon walked through his house, wanting to run to his wife but unwilling to move any faster than a walk through the horrors around him. Blood was everywhere. An elegant glass cabinet in the foyer had had her faced pressed up against it. You could still see the prints of her face and hands in the dried blood, and the fragile shells she had painted herself were inside undamaged. No one had pushed her against the glass, she had been possessed and rubbed and held her face just enough to leave the mark.
It was like this in every room. She had climbed unto the rafters in their sitting room and tied her long hair to the rope braces. Then she had leapt off, her hair and patches of flesh from her head still dangled there. The paintings that hung in the hallway to their bedroom had been painted over with cruel messages to him, all in her handwriting. Sandalphon tried to ignore them.
She was in the bedroom, somehow still alive. A grey rune glowed on her chest, binding her to the realm of the living. Fumbling for his last "dispel magic" scroll, he dispelled the rune. He kissed her, one last time.
Sandalphon made his way morosely into a tavern, looking for a strong drink. A cheer greeted the hero of Consanza, and he blindly shoved them off and stumbled through a back door looking for peace and quiet.
The Pub in the Hub, regrettably, is not known for being peaceful and quiet.

To be clear, I do not expect so much effort put into your character submissions as I did on the example - I got a little carried away.

One further thing - barring any exceptions I feel would be particularly entertaining, all characters are human.

Magic: There are nine varieties of magic, each counting as a combat-oriented ability. They are as follows:
Spoiler:
Beastmasters have an affinity with animals. They may not harm an animal except in self-defence or in greatest need, but get a significant bonus on rolls involving animals and cheap spells.
Missionaries do not regain Magic Points through time as others do, but rather through preaching the Way of their personal preference. Conversions get a massive boost in Magic Points. Your god may also give you tasks which will give you a Magic Point payoff.
Mystics do not use the normal time = Magic Points system either; rather, they meditate and regain Magic Points three times as quickly.
Shamans are similar to Missionaries, though where Missionaries are rewarded based on their preaching, conversion, and fulfilling of tasks, Shamans are rewarded on a more inward-looking way. More important than anything is maintaining a good relationship with your god (through prayer, sacrifices, and any other appropriate rites), and in return your god will grant you requests.
Sorcerers' magic is tied to material components, each of which must be studied beforehand to learn what spell(s) may be cast with it. As a result of this tie, Sorcerers' spells are more powerful.
Summoners summon things. These can be extra-dimensional things if you're of a divine-magic bent, or just things that are not around. If you want to summon a particular thing rather than just one of its class (i.e. a particular sword, rather than just any sword), the thing has to be prepared. As Summoning is a one-off spell (i.e. no extended concentration required), Summoners are more flexible.
Technomancers' magic can be more accurately described as Magitek. Magic is a science, to be harnessed through experimentation in predictable ways. From these come your alchemists, your madder scientists, etc.
Vancian magicians have a fire-and-forget system. Specifically, after firing the spell, they forget it. Can't do it again, unless they memorized it multiple times. Vancians also lose any spells they have not cast during the day that night, and so must prepare at the start of each day. To compensate, Vancian spells only cost 1 Magic Point (except the exceptional ones, natch).
Wild Men have a different fire-and-forget magic system, the more traditional kind. Unlike others, Wild Men do not need to concentrate for their extended-duration spells to stay in effect. Best not to forget about the spell entirely, though, or the effects may well bite you in the behind.

We need all manner of characters: Medics, gunners, engineers, pilots, communications officers, mad scientists, commanders, and miscellaneous gun-toters are all recommended.

Actions: Whenever you want to do something more complex than movement or speech, and less routine than eating and relieving yourself, that's an Action. Actions are resolved by rolling a random number. This is compared to the following table:
Spoiler:
  • 0 = Gone Horribly Right: let's say that going overboard is NOT a good idea...
  • 1 = Critical Success: your ability has helped you succeed beyond all expectations!
  • 2 to 20% of baseline = That Was Great!: you did it really well!
  • 21% to 50% of baseline = Quite Good: you do what you wanted. Not perfectly, but, well...
  • 51% to 100% of baseline = Not So Bad: you did not do what you wanted, but it was so near...
  • baseline+1 to baseline+50% of DIF = So... Near...: well, you nearly managed to do it. You still failed, though.
  • baseline+51% of DIF to baseline+80% of DIF = Awww: it was not so easy, wasn't it?
  • baseline+81% of DIF to 98 = Dammit!: your failure gets compounded with something extra that screws you up.
  • 99 = Epic Fail: you fail so hard that you wonder how it did not hurt more.
  • 100 = Gone Horribly Wrong: well, here you might as well kiss your ass goodbye.

The baseline is determined by the difficulty of the Action in question and modified by any relevant abilities/disabilities. DIF is the distance from the baseline to 100. If you get a roll you don't like, you may spend a Chrono Point to roll again.

MESes: Your MES, or Multiverse Exploration Spaceship, is your vehicle to booze, and therefore greatness. It has a bunch of stats:
100/100 HP
10 missiles
100% plasma beams
100% deflectors
20 rounds point defence
Shuttles: Shuttle 1 (20/20), Shuttle 2 (16/20)
75 units of food
75 units of water
24 bottles of beer
4 bottles of whisky
100 units of unobtainium
10 units of spare parts
1000 credits

Spoiler for Explanation:
Hit points are self-explanatory
Missiles are powerful, long range, and expensive. Good against targets both in space and planetbound.
Plasma beams are your standard space-based weapon. Reduced percentages mean both less damage and higher chance of failure.
Deflectors protect against plasma beams. They reduce in percentage as they're hit, and increase in percentage with time and/or spare parts. Lower percentages mean reduced effectiveness.
Point Defence is a countermeasure to missiles. Think lots of tiny turrets. The number of rounds is a measurement of how long they can be fired - husband this wisely. At close range Point Defence may be fired directly at the enemy.
Shuttles are listed along with hit point totals.
Food and water are self-explanatory. Each character must consume 2 units of each per day to function properly.
Alcohol is (at least at the beginning) your primary commodity. Bring it back to the Hub and sell it. In addition, based on your personalities (or what I deduce, considering you had to be in some sort of bar to wind up in the Pub), you each have to consume a bottle of the stuff per day, lest you get a Disability. You can, through abstinence (and suffering through the Disability), increase the number of days a bottle will last you.
Unobtainium is the fuel on which your MES runs. Buy it in the Hub or search for it in likely-looking asteroids.
I have no inclination to list all the possible parts on a timeline-shifting spaceship, so spare parts are an abstraction based on how severe the repairs needed are.
Credits are the currency of the Hub. This number is the group's savings. Sell stuff for credits, spend credits for stuff.
Any miscellaneous stuff important enough to warrant note will be listed below the credits.


The Hub: Whenever you return to the Hub, you'd better have either a positive balance of credits saved or something to sell. If you do, congratulations! Food, water, unobtainium, and spare parts can all be bought at the Hub, as well as anything else you could possibly dream up.

Lastly, Turns: Updates be short and (hopefully) frequent, with multiple ones per mission. Orders will be submitted as a series of instructions for your character, as detailed as you care to make them. Failure to submit orders will result in your character sitting in the fetal position for the duration of the update, which, depending on the circumstances, could be harmless, or could mean bad stuff. Orders can be submitted either in a post or ONE PM.

While this may sound obvious, submit your instructions in the order you want them to be carried out. I may well have the update (particularly a mid-mission update) occur before your character has a chance to complete all of them, so order is important.


EDIT: Would someone tell me what I'm doing wrong with the embedding process?

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