Intergalactic, planetary [ EDIT ]
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With the discovery of faster-than-light travel, humanity rapidly spread to distant star systems and began colonizing other worlds. Alien life proved to be primitive and posed no real threat to human technology. But that all changed a decade ago, when humans made first contact with the Xenos.
The Xenos are an aggressive species of interstellar conquerors who ruthlessly wipe out their rivals. As human forces struggled against the invasion of organic warships and bioengineered mutants, scientific minds developed a new weapon to help turn the tide—giant armored robots controlled by human pilots, wielding a fearsome array of weapons and powered by self-recharging energy cores. The Mechs and the urgency of organizing manufacturing and logistics to support them drove the development of an interplanetary military into an interplanetary industrial dictatorship.
Several years have passed since the fall of the empire, which coincided with a retreat of the Xenos, and a newly-formed republic now attempts to restore democratic rule throughout the galaxy. But the fledgling government is still young, and remnants of the former empire continue to operate on the fringes of society, just as new criminal organizations have clawed their way up to fill the power vacuum.
The Laser Knights are a religious order of guardians and protectors, who use their psychic powers and laser swords to maintain peace throughout the galaxy. But these are challenging times, with greed and corruption spreading throughout the republic. Powerful guilds vie with ruthless crime lords, while something even more dangerous lurks in the shadows, pulling the strings.
Meanwhile, is it true that the Xenos will be coming back? The remaining Mechs are not in mint condition.
You are cunning mech pilots. You work with your comrades as part of a special unit that seeks to preserve the Republic against all dangers.
You have been selected to land on the Jungle Planet of Ramen and locate an old Imperial depot that is supposed to contain hundreds of spare mech actuators. It is unknown what obstacles you may face!
With the discovery of faster-than-light travel, humanity rapidly spread to distant star systems and began colonizing other worlds. Alien life proved to be primitive and posed no real threat to human technology. But that all changed a decade ago, when humans made first contact with the Xenos.
The Xenos are an aggressive species of interstellar conquerors who ruthlessly wipe out their rivals. As human forces struggled against the invasion of organic warships and bioengineered mutants, scientific minds developed a new weapon to help turn the tide—giant armored robots controlled by human pilots, wielding a fearsome array of weapons and powered by self-recharging energy cores. The Mechs and the urgency of organizing manufacturing and logistics to support them drove the development of an interplanetary military into an interplanetary industrial dictatorship.
Several years have passed since the fall of the empire, which coincided with a retreat of the Xenos, and a newly-formed republic now attempts to restore democratic rule throughout the galaxy. But the fledgling government is still young, and remnants of the former empire continue to operate on the fringes of society, just as new criminal organizations have clawed their way up to fill the power vacuum.
The Laser Knights are a religious order of guardians and protectors, who use their psychic powers and laser swords to maintain peace throughout the galaxy. But these are challenging times, with greed and corruption spreading throughout the republic. Powerful guilds vie with ruthless crime lords, while something even more dangerous lurks in the shadows, pulling the strings.
Meanwhile, is it true that the Xenos will be coming back? The remaining Mechs are not in mint condition.
You are cunning mech pilots. You work with your comrades as part of a special unit that seeks to preserve the Republic against all dangers.
You have been selected to land on the Jungle Planet of Ramen and locate an old Imperial depot that is supposed to contain hundreds of spare mech actuators. It is unknown what obstacles you may face!
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Mech Creation
Each player creates their mech as follows:
1. Choose a weight: Heavy (roll 3d6 for strength and armor challenges, but only 1d6 for speed and stealth), medium (2d6 for speed, stealth, strength, and armor), or light (roll 3d6 for speed and stealth challenges, but only 1d6 for strength and armor challenges).
2. Select a chassis: Assault (roll 3d6 for long-range attacks), brawler (roll 3d6 for close-quarters attacks), or sentinel (roll 3d6 for perception challenges).
3. Pick a perk: Guided missiles, camouflage tech, scouting drones, short-range flight, plasma blade, protective force field, or engineer bots.
4. Select a quirk: Compromised armor, outdated controls, glitchy sensors, faulty targeting system, defective servomotors, poor maneuverability, or inefficient cooling systems.
5. Grab 3 energy tokens and 3 frame tokens.
6. Invent a call sign for your mech and introduce yourself to the squad (e.g., "I’m the pilot of Harpy, a light assault mech capable of short-range flight, but suffering from defective servomotors").
Pilot Creation
Note - this is for an example, only. When it comes to the "dismounted" portion of the game, I would recommend using the Troopers rules for this.
Each player creates a character as follows:
1. Choose a trait: Agile (reflexes, dexterity, stealth, and ranged combat), brawny (strength, vitality, athletics, and melee combat), or crafty (smarts, charm, alertness, and mental/social combat).
2. Select a concept: Oni, skinturner, vampire, ghost, ghoul, goblin, sasquatch, pooka, or something else.
3. Pick a perk: Eerie awareness, hideous visage, magical affinity (describe it), parasitic vigor, quick, terrifying visage, mesmeric gaze, fearless, or something else.
4. Select a quirk: Bloodthirsting, moonbound, brutal, covetous, duplicitous, promise-keeper, truth-teller, vainglorious, surly, vengeful, or something else.
5. Grab 3 karma tokens and 3 resolve tokens.
6. I am Yevon, a brawny goblin who has eerie awareness and is a truth-teller.
Each player creates their mech as follows:
1. Choose a weight: Heavy (roll 3d6 for strength and armor challenges, but only 1d6 for speed and stealth), medium (2d6 for speed, stealth, strength, and armor), or light (roll 3d6 for speed and stealth challenges, but only 1d6 for strength and armor challenges).
2. Select a chassis: Assault (roll 3d6 for long-range attacks), brawler (roll 3d6 for close-quarters attacks), or sentinel (roll 3d6 for perception challenges).
3. Pick a perk: Guided missiles, camouflage tech, scouting drones, short-range flight, plasma blade, protective force field, or engineer bots.
4. Select a quirk: Compromised armor, outdated controls, glitchy sensors, faulty targeting system, defective servomotors, poor maneuverability, or inefficient cooling systems.
5. Grab 3 energy tokens and 3 frame tokens.
6. Invent a call sign for your mech and introduce yourself to the squad (e.g., "I’m the pilot of Harpy, a light assault mech capable of short-range flight, but suffering from defective servomotors").
Pilot Creation
Note - this is for an example, only. When it comes to the "dismounted" portion of the game, I would recommend using the Troopers rules for this.
Each player creates a character as follows:
1. Choose a trait: Agile (reflexes, dexterity, stealth, and ranged combat), brawny (strength, vitality, athletics, and melee combat), or crafty (smarts, charm, alertness, and mental/social combat).
2. Select a concept: Oni, skinturner, vampire, ghost, ghoul, goblin, sasquatch, pooka, or something else.
3. Pick a perk: Eerie awareness, hideous visage, magical affinity (describe it), parasitic vigor, quick, terrifying visage, mesmeric gaze, fearless, or something else.
4. Select a quirk: Bloodthirsting, moonbound, brutal, covetous, duplicitous, promise-keeper, truth-teller, vainglorious, surly, vengeful, or something else.
5. Grab 3 karma tokens and 3 resolve tokens.
6. I am Yevon, a brawny goblin who has eerie awareness and is a truth-teller.
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