Strolen\s Citadel content. 
30 Mecha Design Flaws
Systems  (Combat/ Warfare)   (General)
axlerowes's comment on 2014-02-20 09:03 PM


1) Shadow Sigil of Insanity:



You may call it a flaw or unfortunate coincidence, others may call it a brilliant statement on the fruitlessness of war, but the designer thought it evidence of his own cleverness. And clever he was until in his hubris and pride he looked at his own piece of walking shadow art.



When light hits this mech at just the right angle and the mech is standing in the correct position the shadow cast is the sigil of the being known as Penemue. Penemue is described by those familiar with him as a fallen angel and is known as the scribe of the damned. Gazing upon this sigil instills in mortal man knowledge of life’s own futility and his own mental and physical weakness. Those who have seen it grow depressed, despondent and lethargic.



“Hey Covergirl check out this sunset its…woah. You know what? I am pushing 40 and I am still playing with these f**king mechs. What is the point? I’m going to get a calzone or ten.”



2) Small pointy feet:



The feet of this mech do not distribute the machines weight well and instead of distributing weight over the entire foot, weight is forced into three tiny prongs on each leg. This means that road ways and surfaces that would normally tolerate the number newtons per square centimeter produced by a mech of this weight walking or running along it will become broken or damaged. There are other problems as well.



“Staff Sarg-ant! How many times have I told yee to wheel dose mechs out of my hanger? Them feets on da metal floor panels…worse than biting into tin foil.”



3) It looks kind of like giant bird



The birds think so too. Specifically, Megateron Dalvus, this awakened terrestrial bird weighs in at between 20 and 30 tons and is descended from the African green pigeon. The mech design in question resembles, strongly, the female of the species. If you happen to be marching this mech through the Serengeti during mating season you will be set upon by male Megaterons and subjected to their courtship dances.



“You know when said quickly over the comms, Megatron and Megateron sound a lot the same. My bad. Can you scrub the missiles?”



4) Chiral steering



The designer of this mech’s guidance system had a little known and rarely diagnosed mental abnormality. When a normal human brain signals to move the left side of the body, it fires a set of neurons on the right side of the brain and vice versa. This designer fires the left side of his brain for the left side of his body and the right for the right. Normally people with this condition are undistinguishable from people with typical brain geography and the differences are only detected in the case of stroke or brain injury. Unfortunately the mech designer used his brain as a template for the neuro-interface. Thus, when you get into this mech for the first time, you must make every action backwards. A mech operator can learn this skill no problem, but it can really throw a pilot that wasn’t expecting it. There are can also be other side effects”



“Sweetheart, you are sleep walking backwards again.”



5) Bouncy walk



The artificial muscles fibers in this mech’s calves and feet are a little tight. The pilot will not notice any physical jostling because of the excellent gyros and the smooth neural interface of this model. But anyone watching this mech walk through a treeline will notice the profile rise and fall two meters with each step. This will also make precision foot and ankle movement with this mech difficult.



“If they told us the moon had only 0.1 Gs, we may have sent a different compliment of mechs.”

Go to Comment
30 Mecha Design Flaws
Systems  (Combat/ Warfare)   (General)
axlerowes's comment on 2014-02-21 01:09 PM
Disclaimer: Before reading this know that this is not an attack on Scras. Scras, like all of us, should be able to post these self-indulgent lists and rants on this website. Yet this list has been exalted, via the votes, as a near perfect submission. If we want to reward and praise Scras for his writing and creativity he has been kind enough to give us numerous opportunities to do so on this website. This is list is a not a genuine opportunity for such praise and indeed praising this list calls into question the other high scores and positive remarks that Scras has received from the current panel on his other posts. Hell. Even part way through the author admits to giving up.

Why this list missed the mark.

1) It fails to illuminate the subject matter (mechs and the cosmic era). We all understand that there is nothing new under the sun and "great writers steal". But the above post is a not creation but a catalog of other items. Not all posts need have to a magnus opus quality to them or even need have a lot information in them. Yet this one has ton of information and why? That information has not be fused to the concept of the mech in an enriching manner. Instead we get a laundry list of things that you may apply to cosmic era mechs.

Example: The M-16 could jam mech guns could jam,

Example: There was an aircraft with a bad ejection seat a mech could have a bad ejection seat,

Example: In Battletech the scorpion fluff describes a rough combat-well it could true for the cosmic era quad mech as well.

Thus this list could just be a list of vehicle problems. Dozus says this expands the usefulness of the list. He is right. But this post is not more than a list of vehicle problems.

It would be a greater creative exercise to take the above list and then reshape into a mech specific list. Also, by failing to bridge the gap between the real world and the imagined world it also does not deserve to be a cosmic era post. Never do we get pulled into the cosmic era with this post, and we cosmic era 'facts' are mentioned they are jarring. You could take the word mecha out of this post and replace it with vehicle and not lose a thing. Also, only when discussing the LAI do we get any real science fiction. If my imaginary mech and my real life car are having the same problem where has your game taken me? The list brought the mechs down to the level of cars, which is fine if it then raise the mechs or the world back up.

2) The original content lacks any human element. The short blurb about the M16 could be used to extrapolate a lot about the nature of the war in Vietnam and has human elements as well. We have a list 30 items that purports to be about mech design flaws but I don't think there was one mention of mech designers. What the designers intent was and what the reality turned out to be would have given each point a small narrative. With the life and death drama of mech combat, could not each these flaws included a vignette on how those flaws played out on the field? You could mix and match these as well.

But it doesn't have to be an in-game human approach. One could discuss these flaws as they relate to the players and the role-playing experience. The closest we get to this is some discussion of what the modifiers should be and how they should be applied.

3) It does not have a consistent voice and tone.
I get that these are the ramblings of drunk amateur military historian. In fact I would prefer a post with that title to this one, hell just drop the mech aspect and write a post called 'Broke Guns: the ramblings of drunk amateur military historian (episode 1)'. Scars even admits that around number 21 he was just running rough shod over his content. In that last group he discusses a bunch of in game modifiers and how these things should be applied to the game. At times even in earlier points he discusses how Logistics cost are 10% more or parts cost 10% more. I assume he is talking about the cosmic era but he talking about on meta-level. Because unless there is one universal mech supply company in the cosmic era than realism demands a little uncertainty in that department. The list lacks a voice.

This is a sad point cause the post starts out kind of amusing and flippant, but it doesn't keep that up. If this had been 30 mechanical problems and the whole write up had been intended to just be an amusing than we would have something awesome. But instead we get a scatter shot of tones and a poorly defined voice. Is this a technical gaming document or piece of literature? Are we supposed to read this in order to learn how to play a game or are supposed to read in order to be entertained and inspired?

4) Numbers 8,9, 10 and 28 are pretty much the same thing.

5) It does not have the slipstream, genre bending or fantastical elements of the cosmic era. As a subtler point it does not the touch on any of the modern fantasy elements of the cosmic era.
Go to Comment
30 Mecha Design Flaws
Systems  (Combat/ Warfare)   (General)
valadaar's comment on 2014-02-17 01:33 PM
This listing made me want to see what a homebrew battletech game with all of these modifiers available. Go to Comment
30 Mecha Design Flaws
Systems  (Combat/ Warfare)   (General)
Gossamer's comment on 2014-02-21 07:52 AM
Very nice, got me in the mood of a mecha pbp. Go to Comment
Military Clones
NPCs  (Extras-Horde)   (Combative)
Scrasamax's comment on 2014-02-12 08:42 AM
Rehabbing: A mixture of chemical and conditioning therapy, a deviant clone is brought back into operational status. This technology was pioneered on criminals, and military clones have predisposition to accept this form of therapy.

Decommissioning: also known as deactivation, or liquidation. The clone is humanely terminated and sent back to a clone creche facility for a post mortem examination of the cortex to determine what changes are needed.

Operational Decommissioning: military euphemism for suicide mission. If several clones are in questionable condition, it can often be cheaper and more expedient to use a group of such clones on a throw away mission and order replacements. Also used when there is a clone surplus and there is a Reduction in Forces order. Go to Comment
Military Clones
NPCs  (Extras-Horde)   (Combative)
Dozus's comment on 2014-02-16 06:06 PM
Only voted Go to Comment
Military Clones
NPCs  (Extras-Horde)   (Combative)
axlerowes's comment on 2014-02-21 01:12 PM
This is a fun list. Go to Comment
Military Clones
NPCs  (Extras-Horde)   (Combative)
axlerowes's comment on 2014-12-04 03:22 PM
The more this has stewed in my brain the more I like it. Go to Comment
Military Clones
NPCs  (Extras-Horde)   (Combative)
valadaar's comment on 2014-02-19 10:46 AM
A great assortment of clones, and I like the use of euphemisms. Go to Comment
Military Clones
NPCs  (Extras-Horde)   (Combative)
Kassy's comment on 2014-05-06 10:49 AM
Pretty sweet list.

Some interesting reading, if you haven't came across it already is Stephen L Kent's The Clone Rebellion.

Well worth the read. Go to Comment
30 Cosmic Era PC Occupations
NPCs  (Scenario Based)   (Technical)
Scrasamax's comment on 2014-02-19 08:17 AM
Started putting this together with an eye towards PC concepts, ala the sample characters that are included in the game core books, since that is where I am heading with the Cosmic Era. I was thinking that I might should address the Race option, since there are humans, modded humans, clones, droids, etc. Go to Comment
30 Cosmic Era PC Occupations
NPCs  (Scenario Based)   (Technical)
Cheka Man's comment on 2014-10-08 07:46 PM
Wow-something I have not voted on! Until now. Go to Comment
30 Cosmic Era PC Occupations
NPCs  (Scenario Based)   (Technical)
valadaar's comment on 2014-02-18 10:10 PM
Wow, a great assortment of professions, though some feel like Prestige classes or races (mutants).

Go to Comment
30 Cosmic Era PC Occupations
NPCs  (Scenario Based)   (Technical)
valadaar's comment on 2014-02-18 10:10 PM
Wow, a great assortment of professions, though some feel like Prestige classes or races (mutants).

Go to Comment
30 Cosmic Era PC Occupations
NPCs  (Scenario Based)   (Technical)
Aramax's comment on 2014-10-08 08:42 AM
4.5-almost perfect!!!!!! Go to Comment
30 Cosmic Era PC Occupations
NPCs  (Scenario Based)   (Technical)
Kassy's comment on 2014-08-10 01:54 AM
Numbers 10 and 19 really stand out to me as interesting classes with much potential. All of them do actually.

This is pretty cool stuff Scras. Go to Comment
Youma
Lifeforms  (Constructed)   (Any)
Scrasamax's comment on 2014-02-13 05:50 AM


The Cosmic Era



The Cosmic Era has incidents during which human beings are compromised, mutated, or otherwise severely altered by the strange energies and anomalies that boil up during dimensional fatigue events. The technical term given to these individuals is 'Wight'. They retain their human appearance but develop inhuman abilities, with the most common being supernatural durability. Most Wights are able to ignore anything less than military grade hardware. Enhanced strength, parapsychic abilities, and strange biological adaptations (tentacles, new orifices with alien teeth, claws) are also present.



The Wights that are spawned in the Cosmic Era do not follow the trope of shapeshifting into monsters, and maintaining two forms. If a wight manifests a new more horrific form, that becomes it's new form. The standard Youma is based more in the anime tradition of transforming monsters, but also functions in a much more magic setting.

Go to Comment
National Corporatism
Systems  (Mercantile)   (Defining)
Murometz's comment on 2014-02-09 11:47 AM
Milton Friedman would approve. Go to Comment
The Cosmic Era
Articles  (Setting Building)   (Gaming - In General)
Scrasamax's comment on 2014-02-08 12:02 AM


Who Are the Big Players?



There are a number of powers that everyone in the Cosmic Era is aware of. The New Earth Governments are power blocs that formed around the time period of the Oxygen Depletion Incident, during the early portion of the Second Renaissance. These powers are coalitions, confederations, and multi-nation alliances and vary from being very strongly unified to being their own worst enemies.



The Atlantic Federation:



Composed of Western Europe, the Eastern half of North America, Central America, the Caribbean, Central and Equatorial Africa, and a large number of space stations, habitats, and colonies on the Moon, Mars, and on several of Jupiter's Moons. The Atlantic Federation is big, it is powerful, it is patriotically pro-military, and like Oceania, it is constantly at war. Armed with fleets of flying battleships, divisions of giant robots, and a robust supersoldier and robot army, it strides proudly onto the field of conflict.



The Eurasian Alliance:



Also known as the Neo-Soviet Union, the Eurasian Alliance is composed of the poor parts of Central and Eastern Europe rejected by the Federation, North Africa, the wasteland ruins of the Middle East, Russia, and many of the former Soviet Bloc nations. The Alliance has lagged behind in advanced technology and the space race, but can win on the ground with its peerless submarine fleet, excellent aerospace fighters, and continued usage of heavy armor. The Alliance is nationalistic, hybrid socialist, and hearkens back to the Greatness of the old Soviet Union, and it's thriving masses of the proletariat, with military parades and institutionalized stoicism.



The Asian-Co-Prosperity Sphere:



Also known as China and Friends, the ACPS is composed of China, Tibet, all of SE Asia, Korea, and large portions of Indonesia, Mars, and a number of space stations and habitats. The ACPS has remained a cultural oasis, and has resisted the encroachment of megacorps and their corporate philosophies, meaning that off all the world powers, the ACPS is going to be culturally the most organic of the world powers. The ACPS is self-serving and is expanding it's power and borders through eugenics programs, genetic manipulation, and virtual warfare.



The Pacific Rim Coalition:



The PRC is a liberal progressive collection of nations the surround the Pacific Ocean, the most notable being Nippon aka Japan, the Western North American continent, Australia, and the island nations that do not want to be annexed by the Chinese leviathan. The PRC is technologically advanced, but it's moral attitudes and ideals have left it militarily vulnerable, demonstrated by the ACPS conquest of Korea in the last decade. Unless the Coalition finds a new backbone beyond the Army of Nippon, it is looking as a slow slide into second tier status.



The United States of South America:



Also known as the Amazon League, Amazonia, and Latinia, the USSA is united by a common culture heritage, a common landmass, a common history, and a unifying hatred of the Federation for its heavy handed militarism, and the Nipponese for their intrusiveness and attempts to collapse the USSA's culture and economy. The citizens and corporations of the USSA draw upon pre-Columbian mythology, imagry, and the ideals of a warrior culture and are determined to defend their continent from outside intrusion. Communism, statism, and economic stagnation are painfully common among the USSA member states.



The South African United Republics:



Better known as the SAUR, this new earth government is composed of a coalition of nations the occupy southern Africa, and have mutual economic, cultural, and military interests. These have welded together to the point that the nations are now more states than sovereign entities, and this suits the residents of the region, as they have banded together and have colonies in space, in the ocean, and have resisted the might of the Federation, and have Prevented that power from conquering all of Africa.



Free India:



The sole National Power, India has allies, but none of them are woven into a NEG pattern charter. India is a free nation, with a strong economy, strong presence in space, and a prominent position as the abode of choice for many of the world's shadowy organizations, as well as being a haven for criminals, smugglers, and online illegal operations. India retains it's culture, and what it lacks in technology, it more than makes up for in it's zeal, and ability to react strongly and quickly to threats around it. India has repulsed several ground wars started by the ACPS, and in some instances, forced that NEG to lose ground.

Go to Comment
The Cosmic Era
Articles  (Setting Building)   (Gaming - In General)
Scrasamax's comment on 2014-02-08 12:28 AM


The New Economic Blocs



One of the hallmarks of both dystopian literature, movies, and the cyberpunk genre is the presence of the MegaCorporations. The MegaCorps miss the mark in most fiction, as the world's largest companies don't make guns, or sell drugs, they are banks, commodities trading companies, and corporations that as their business, own other businesses.



The MegaBanks:



The names of the MegaBanks aren't horribly important other than for letterhead purposes and who signs the checks. At the end of the day, these monsters spread their tentacles across nations, across NEG borders, across peoples, across entire worlds. Each and everyone of them is almost identical as they all exist for the same, sole purpose, the enrichment of their shareholders and the draconian will of their Boards of directors. They are represented by generic men in generic suits with scads of money, and obvious moral bankruptcy.



Examples: The Goliath Bank, Bank of the Northern Hemisphere, The Red Sun Bank, etc.



The TeleComms:



The CogNet is big big business, and it handles the largest part of the commerce through the entire Solar System. The companies that exist maintaining the infrastructure, designing new equipment, creating new code, new programs and enforcing cyber security make massive amounts of money. These megacorps have massive amounts of money, power, and are the behemoths in the virtual realm, and like the MegaBanks, they are cut from the same uniform templates, generic men and women in fashionable generic suits, with scads of money, low morals, and an interest not in just profit, but in entertainment and social media and controlling who, how, and what is said.



Examples: Atlantic Telecomm & TeleNet, Cyberdyne Systems, Orion Technologies, CognaPhone, Vivid-Sony, Rockstar, DisnEA, state sponsored corps.



Power Companies:



Electricity keeps the Cosmic Era turning, and while power is cheap, the companies that produce it make great amounts of money doing so. The Cosmic Era is power hungry on a scale that is staggering. Free energy has meant that the idea of conserving electricity is as absurd as breathing shallowly to conserve air. Arcos are electric, industrial geofronts are electric, the war machines and mass transit, and vertical farms, and magnetic rails launching shuttles into space all are electric. The Power companies are almost backwards in their presentation, with generic men and women in dated suits, with surly attitudes, scads of money, and a firm belief that he who controlls the Grid, controls the world. Damned if their not right, though.



Examples: Magnetar North American, MagnaVolt Technologies, Consolidated Electric, Industrial Light & Power



Classic MegaCorps:



The bottom tier MegaCorps are the ones most familiar to the dystopian reader, because for the most part bankers, media moguls, advertising executives, and power company liaisons aren't really interesting villains, even if they are more realistic. The classic MegaCorps do things like own large swaths of territory, have vertical zaibatsu structures, and are involved in construction, manufacture and distribution of sundry goods, large scale services, and military contracting.



Examples: Omni-Consumer Products, Union Aerospace Corporation, Cyberdyne-Grumman, Armadyne, SecuriCorp, Vault-Tec

Go to Comment
Total Comments:
7400

Join Now!!




Fatal error: Call to undefined function top_menu() in /home/strolen/public_html/lockmor/application/views/citadel/vfooter.php on line 2