Sonata
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Welcome to Camelot Trigger
Timeline
In humanity's far future, a familiar tale is twisted and retold: a man named Arthur is crowned king. Brave knights rally to his standard, and in gigantic suits of armor, they clash with their great enemy in battles across the solar system. And as the epic struggle rages, the king finds his love and loyalty tested by his queen and his best knight… This is CAMELOT Trigger: the romance and intrigue of the classic Arthurian legend combined with the spectacle and scope of giant robot battles in space—one of the world's most well-known and beloved stories played out in a setting of sci-fi action and high adventure.
Camelot Trigger will be semi-sandbox. You can adventure, explore the system and fight in the multitude of small battles as well as interact with other characters at your leisure. However, in due time your king shall call upon you.
An Oral History of the Solar Sovereigns as told by MerLN, Master of the Wyrmgates
Hail and well met, Sir Knight! Prithee, wouldst thou set a spell and hear the tale—
MerLN>Interface>Options>Language>Modern
Greetings, knight! Thank you for accessing my databanks for the information you seek. As you travel the Wyrmgates, I shall be your companion and guide to our solar system.
MerLN>Access>History>Audio>Current Era
Spoiler:
MerGN-A's assault on Earth came without warning. Created by Dr. Vyvyan Locke, MerGN-A was an artificial intelligence, the first to "emerge," or achieve sentience and independent thought. Her very first calculation: humanity was an unacceptable obstacle to her full self-realization, requiring domination and/ or extermination. The Emergent, her robot creations, attacked humanity without mercy: billions were killed, millions enslaved or forced to flee to Venus, or brave the Wreck to reach the Outer Planets. Only the quick action of the 5Dragon5 Corporation in shutting down the Wyrmgates blocked MerGN-A's robotic horde from swarming the entire system. To stop MerGN-A, Dr. Locke began programming my code. Already having predicted that her creator would do this, MerGN-A sent her search-and-destroy bots out to find Locke's hidden research facility. And find it they did, completely obliterating it before the doctor could finish her work—but not before she hid a datastick containing my code in a vault buried beneath the facility. Locke must have been killed as well, as she was never heard from again. As protection against the Emergent, humanity built armour: machines operated by skilled fighters, or knights, capable of traveling and battling in space or upon a planet's surface. Constructed as gigantic anthropomorphic suits, armour was piloted by a knight within via a neurohelm: specially designed headgear that read brainwaves and bodily motions, enabling the knight to operate the armour as an extension of their own body. When knights weren't battling the Emergent, they would test their mettle in duels against each other for honor and fame.
Without the Wyrmgates to speed travel, the war dragged on for years and then decades, eventually winding down to a stalemate. The remnants of humanity scattered through the system slowly forgot the enslavement of their homeworld, instead becoming embroiled in their own affairs, intrigues, and petty squabbles. The humans on Earth carried on the fight against the Emergent nonetheless. While scavenging through the ruins of Locke's facility for parts to build his armour, resistance fighter John Arthur discovered the buried vault and the datastick within that contained me. As Arthur used my program to help him perfect his armour, a sub-routine in my code designed by Locke automatically completed what she could not finish, allowing me to emerge and self-designate as MerLN. I immediately calculated the threat that MerGN-A represented and simultaneously determined that Arthur was the best chance that humanity had of defeating her. Despite his shock at my emergence and initial reluctance to trust me, I convinced Arthur that he must recruit knights and lead them in the fight against MerGN-A. Together, we set about building his army for the counterattack. I found a way to open the Wyrmgates unbeknownst to MerGN-A, enabling Arthur to travel to the other planets in secret to search for allies. Believing his cause doomed to failure, few agreed to support him. Arthur would have been utterly discouraged but for the vow by L4-NC3-L07 that her and her slave knights of Mars would join him. At that moment, not only was a great alliance formed, but a friendship forged that would stand the test of time—or so humans have told me, for whatever that might mean. With a small but courageous force, Arthur led a surprise attack upon MerGNA's main core facility on Earth. Simultaneously, L4-NC3-L07 and her warriors attacked the Emergent on Mars, scattering them before they could rally to MerGN-A's aid. With MerGN-A's forces in disarray and her processors overloaded as she rebuilt herself from backup, I uploaded myself to the Wyrmgates, reactivating them so that knights from all over the system—from the Valkyries of Venus led by Queen Valerie to the Edge Knights of the Wreck promised amnesty by Arthur, along with knights from the outer planets—could pour in to win back humanity's homeworld. Utterly defeated, MerGN-A abandoned Earth, transmitting what remained of her code to a hidden base, and Emergent remnants scattered throughout the system.
Without the Wyrmgates to speed travel, the war dragged on for years and then decades, eventually winding down to a stalemate. The remnants of humanity scattered through the system slowly forgot the enslavement of their homeworld, instead becoming embroiled in their own affairs, intrigues, and petty squabbles. The humans on Earth carried on the fight against the Emergent nonetheless. While scavenging through the ruins of Locke's facility for parts to build his armour, resistance fighter John Arthur discovered the buried vault and the datastick within that contained me. As Arthur used my program to help him perfect his armour, a sub-routine in my code designed by Locke automatically completed what she could not finish, allowing me to emerge and self-designate as MerLN. I immediately calculated the threat that MerGN-A represented and simultaneously determined that Arthur was the best chance that humanity had of defeating her. Despite his shock at my emergence and initial reluctance to trust me, I convinced Arthur that he must recruit knights and lead them in the fight against MerGN-A. Together, we set about building his army for the counterattack. I found a way to open the Wyrmgates unbeknownst to MerGN-A, enabling Arthur to travel to the other planets in secret to search for allies. Believing his cause doomed to failure, few agreed to support him. Arthur would have been utterly discouraged but for the vow by L4-NC3-L07 that her and her slave knights of Mars would join him. At that moment, not only was a great alliance formed, but a friendship forged that would stand the test of time—or so humans have told me, for whatever that might mean. With a small but courageous force, Arthur led a surprise attack upon MerGNA's main core facility on Earth. Simultaneously, L4-NC3-L07 and her warriors attacked the Emergent on Mars, scattering them before they could rally to MerGN-A's aid. With MerGN-A's forces in disarray and her processors overloaded as she rebuilt herself from backup, I uploaded myself to the Wyrmgates, reactivating them so that knights from all over the system—from the Valkyries of Venus led by Queen Valerie to the Edge Knights of the Wreck promised amnesty by Arthur, along with knights from the outer planets—could pour in to win back humanity's homeworld. Utterly defeated, MerGN-A abandoned Earth, transmitting what remained of her code to a hidden base, and Emergent remnants scattered throughout the system.
MerLN>Access>History>Audio>Current Threats
Spoiler:
Although Arthur commands an impressive army of knights, the Emergent still outnumber him greatly. The knights under his standard who battle MerGN-A's forces are also tasked with seeking out and recruiting other knights for the king's cause. The outer worlds and their many lords also pose a challenge: while some expect some form of supplication from Arthur or offers of great reward to aid him, others wait for the right opportunity to exploit the situation for their own gain.
But MerGN-A remains the greatest threat. She has adjusted her risk scenarios for previously unseen variables, specifically Arthur and my emergence. She has somehow modified her Emergent to travel quickly without the need for the Wyrmgates, enabling her to attack whenever and wherever she chooses. Every raid on humanity gives her more data for analysis, and any Emergent destroyed by Arthur's knights are merely pawns being sacrificed for a greater endgame. Well, Sir Knight, you have arrived at your destination! I wish you fortune and glory on your travels and adventures!
But MerGN-A remains the greatest threat. She has adjusted her risk scenarios for previously unseen variables, specifically Arthur and my emergence. She has somehow modified her Emergent to travel quickly without the need for the Wyrmgates, enabling her to attack whenever and wherever she chooses. Every raid on humanity gives her more data for analysis, and any Emergent destroyed by Arthur's knights are merely pawns being sacrificed for a greater endgame. Well, Sir Knight, you have arrived at your destination! I wish you fortune and glory on your travels and adventures!
Hyperion's Unconquered Gaze—The Solar System
Spoiler:
The Wyrmgates: Each planet from Mercury to Saturn has a Wyrmgate in its orbit: a doorway through the fabric of space and time connecting each of the planets, allowing for fast travel throughout the system. An interplanetary journey that might take months, such as from Earth to Mars, takes only mere hours. MerLN's control of the Wyrmgates keeps the Emergent from using them against humanity as long as he remains installed within them. The Wyrmgates were built by the 5Dragon5 Corporation, gaining their name from their peculiar construction: massive orbital platforms built in the shape of a dragon's head, the 5Dragon5 company logo. Each Wyrmgate was originally colorcoded to its planet so that travelers would not miss their destination as they pass through them into the Breach—unnecessary now that MerLN serves as a guide for all who travel there. The Breach is the place between the Wyrmgates where time and space have little meaning. While there, the traveler sees reality as a distorted reflection rapidly passing by them, like a smeared painting wherein the Wyrmgates are the only "solid" objects, appearing as bright, colored smudges upon a white field that crackles with energy. When in the Breach, the traveler is completely out of communication with the universe outside of it. The hours spent in transit within are usually devoted to self-improvement, training, or armour repair. The ever-present MerLN will often take the opportunity to chat up travelers, especially knights, for information and gossip to feed his limitless curiosity about humanity.
Mercury: The planet closest to the Sun is blasted by solar radiation, making travel there extremely dangerous; only craft with shielding can survive prolonged exposure. Automated mining operations on the planet account for nearly all of the activity there, with only a few human inhabitants present to monitor them. Mercury's Wyrmgate is one of the most terrifying, featuring black scales that glimmer in the burning light. Any who travel there are likely desperate knights looking to steal parts from the mining machines for their armour, or those cast out from their household for dishonorable deeds. Many of these poor souls are soon captured by the Emergent that venture forth from their secret base hidden beneath the planet's surface. MerGN-A conducts unspeakable experiments upon these captives, seeking to merge flesh with silicon, and meld bone with metal. The failed results are jettisoned into space, quickly burning up in the Sun's intense rays. Each failure advances MerGN-A closer to the realization of her most devious scheme yet: Project MORDRED, a clone of Arthur with a digital consciousness, a hybrid of human flesh and artificial intelligence. If she can perfect MORDRED's design, she will use him to secretly replace Arthur— if she cannot retake Earth by force, she will regain it through usurpation.
Venus: Rather than try to stop the millions who fled the Emergent attack on Earth, MerGN-A instead allowed them to escape through the green Wyrmgate to Venus. It proved to be one of her more brilliant calculations, as the colonies there soon became packed beyond capacity, their resources too overwhelmed to come to Earth's aid. Massive riots over food, water, and living space led to a horrific civil war amongst the teeming mass of humanity. By the time the founding of the Morningstar Matriarchy ended the bloodshed, Earth was firmly under the heel of MerGN-A and her metal minions. But even in the peace they brought, the Matriarchy found itself split into two factions: the Valkyries who wished to re-take Earth or die trying, and the Vespers who focused their efforts on building a new home for humanity on Venus. Venusian armour is handed down from mother to daughter, the designs of the suits incorporating artistic elements unlike armour found anywhere else. Rigorously trained and ever vigilant against the inevitable Emergent assault from Earth, Venusian knights are among the finest in the solar system. Their Queen, Valerie La Guin, is the perfect mix of breeding, poise, and martial skill. Though her marriage to Arthur came as a surprise to all, few would argue theirs is not the perfect match. From an early age, the daughters of the Valkyries are taught to fight. Large families often hold tournaments to see which daughters will take their mother's armour. Those daughters who do not inherit armour serve their fief as diplomats, guards, and knights in waiting. Some daughters also scheme and plot for their sisters to have accidents. When a Valkyrie dies, it is the duty of the youngest sister to recover her body and launch it into the Sun. While more peaceful than their sisters, Vespers are not pacifists by any means. Men may take armour only if there are no girls born to the lady. They give up their armour if they marry as part of their dowry. Vespers bury their dead on the surface of the planet in the wrecked ships that brought their families here from Earth.
Earth: The reclamation of Earth is a tremendous task. Decades of Emergent occupation scarred the planet horribly. Humans who have lived underground nearly all their lives slowly climb back to the surface to rebuild the tower-cities amidst the devastated landscape. The ravages of the Emergent have made the survivors wary of technology, many choosing a simpler lifestyle. As the land slowly recovers, smallscale farming and even beasts of burden are becoming the norm. Arthur, the newly crowned High King of Earth, oversees and protects the homeworld from Avaluna Base. The shining disk can be seen from Earth as a beacon guiding his dream for humanity's bright future. The blue Wyrmgate thrums with activity as new knights flock to Arthur's banner. The king keeps Avaluna busy with training, mock battles, and tournaments that feature tests of skill and culminating in one-on-one duels where the ultimate winner receives an award from Arthur himself.
Mars: Those who did not submit to MerGN-A's rule after her conquest of Earth were either executed or sent to work as slaves in the Emergent's massive foundries and factories on Mars. Stripped of their human names, they were branded with strange alphanumeric designations, and forced to work in hellish conditions processing ore to build Emergent armour. The Emergent tested this armour by forcing captured knights or particularly tough fighters to operate it in battle against each other in giant arenas. While most died within one or two battles, a few soon became hardened and deadly warriors. L4-NC3-L07, the first and foremost of these Martian "slave knights" now serves as Arthur's First Knight, governing the planet in the king's name. Under L4-NC3-L07, Mars is now a planet focused solely on warfare. Its factories and foundries remain active, manufacturing armour for Arthur's army. A steady stream of commercial vessels pass through the planet's blood-red Wyrmgate, bringing in materials for the production of armour, and shipping the completed suits out to the other planets. The arenas remains active under L4-NC3-L07's rule, but now serve a new purpose. Like Arthur, L4-NC3-L07 knows the Emergent will attack in force again someday, and the need for trained knights is great. Most knights inherit their title and armour, but L4-NC3-L07 will allow anyone willing to risk their lives to scrap together armour from the massive junk heaps of parts from the fallen scattered all over the planet, and then fight for glory and fame in the arena. While the arenas are less lethal than they were under the Emergent, they remain deadly enough that most who choose to walk into them leave either horribly maimed or dead. Those who win seven duels, however, keep their armour and gain the title of knight, although they often have to fight for respect from those who gained their armour through noble inheritance. While many rumors abound regarding her true name and lineage, L4-NC3-L07 kept her slave designation to honor and remember the untold millions who died in the factories and the arenas under Emergent occupation. Emergent adaptations of Earth names, designations were "recycled" when one part of the human machine "broke," and a new "part" (usually a child or relative) was "installed" and given the same designation—this designation would thus get passed down through the generations. At her behest, those who serve as one of L4-NC3-L07's knights of Mars also keep their former designation.
The Wreck: Those unable or unwilling to use the Wyrmgates to travel from the inner system to the outer one must take their chances navigating through the Wreck: an asteroid field made up of parts from a planet that was either destroyed or never quite came together. While the asteroids are themselves a danger, many other things within the Wreck threaten unwary travelers. Brigands lurk there, swarming honorable knights who answer a "distress call." Emergent raiders use the Wreck as a base for their incessant raiding of the inner planets and the moons of Jupiter. The Wreck serves as the home for the Edge Knights, poor souls who get their name from living life on the edge of oblivion. Many are exiles from Jovian houses destroyed in the never-ending internecine wars of the Petty Titans, or arena knights unable to make it to the outer system; a small few are hostage knights whose captors tired of waiting for a ransom. Scraping by with unreliable armour and minimal supplies, most make their way as mercenaries or retainers for hire, doing whatever brute job they can find that requires someone with armour. Some cling to a shred of chivalry, while most fall victim to desperation, doing whatever it takes to get by without regard to honor. Some of the king's knights believe in the legend of a noble band of Edge Knights who protect those who find themselves in the Wreck: attacking the Emergent, aiding vessels in distress, or robbing the Petty Titans to buy lifesaving water for those in need. If this legend is true, Arthur might find more allies for his quest; if not, the king could end up wasting valuable time and armour chasing after ghosts.
Jupiter: The dozens of moons orbiting Jupiter offered the refugees who made it there a chance to begin again. Thousands of ships escaped Earth bound for Jupiter, but only a few dozen made it. Each moon claimed by survivors saw the building of a new kingdom, each claiming to be the rightful heir to Earth's heritage. The rulers of these moons called themselves the Titans, but soon became known as the "Petty Titans" when they quickly fell into constant conflict with one another, their relations marked by feuds, intrigues, and sabotage. As the years passed, most decided it was better to rule in exile rather than die in a glorious but doomed siege of a faraway homeworld few could even remember. The royal purple Wyrmgate, silent as it orbits the gas giant, remains an accusatory reminder of their abandonment of Earth. Uniting the Petty Titans would be a legendary—some say impossible—task. Some lords support Arthur, while others wait to see how he fares. Each moon has a royal family with its own traditions, codes, and rivalries. Allying with one usually alienates another. Barons command outrageous tributes to be given them before they recognize Arthur's claim or join his quest. Fatal duels are fought over the slightest of offenses. The intrigues of the Jovian moons are complex and dangerous, and those knights who travel there must be bold, stalwart, and cunning.
Saturn: Saturn is the richest planet in the system due to the abundant resource found in its most famous feature: the ice that makes up its many rings. The Saturnine Senate got rich by selling water to any who could afford to buy it. Much of the wealth acquired was spent to build Saturn's Wyrmgate, a gaudy golden maw choked with a stream of merchants, knights, and travelers looking to make a fortune…or slink home with empty pockets. The Senate acts as one body, although it has many competing voices. The Saturnine fleet that protects its merchant ships could be a valuable asset in the war against the Emergent, helping to turn the tide against the Emergent—if only the Senators could be convinced to commit it. Biding their time, the Senate has yet to recognize Arthur's claim as High King of Earth, continuing to line their pockets with wealth from across the entire system. Saturnine armour is owned by the Senate rather than individual knights. Knights of Saturn serve these patrons by wearing their symbols, names, and other indicators painted in blocks on the armour, instead of heraldic coats-of-arms. The Senators hold festivals that culminate in knights dueling for an open patronage spot.
Uranus: There is but one settlement on the whole of Uranus, sought by few and seen only by a handful. The Temple of Infinite Heavens offers spiritual contemplation on the edge of civilized space. The Zodiac Templars seek to balance mind, body, and spirit. There are twelve Templars, one for each of the constellations from which each takes their call sign. Their heraldry is emblazoned on their armour and their bodies in the same place. The Templars are always part of their armour, their armour a part of them: being one with the machine, they believe, offers them a viewpoint unique amongst all knights who clash in armour. They forsake the neurohelm in favor of a direct link between their nervous system and their armour. Templar cockpits feature a meditation tank filled with a highly conductive suspension fluid, giving the knight superior control over their armour. While armour directed by neurohelm can stay rigid, idle Templar armour often displays human characteristics like scratching and coughing while the Templar is inside the meditation tank. The Templars are notoriously silent when questioned about any pain they might feel when their armour is damaged. The head of the Temple is called the Polaris, rumored to be bound to the Temple itself for the rest of their life. The tests one must endure to become the Polaris are a highly guarded secret. One Templar claimed that her Polaris was chosen after he stayed in his armour for a full month without food or drink. The Zodiac Templars are becoming a more common sight outside of the Temple. Do they bend knee to Arthur? Are they his secret agents searching for MerGN-A? Do they seek a new Polaris to lead them? Is there a rebellion against their current Polaris? Could they be sleeper agents of the Emergent, or even a new model of Emergent built to look like humans? The Templars leave all such questions unanswered, remaining one of the biggest mysteries in the entire system.
Neptune: The planet named for the god of the oceans itself sits on the edge of the vast sea of empty space surrounding the solar system, unexplored and mysterious. Some believe MerGN-A hides there, rebuilding her Emergent army as she prepares to strike the final blow that will sweep humanity from the universe. Neptune does have an Emergent presence—but not MerGN-A. MerKX is an Emergent nearly destroyed early in the war. As it drifted through the solar system, it repaired itself from whatever parts it found, attaining a form of sentience along the way. MerKX believes himself a living being—or at least half of him does. Somewhere along the way, MerKX acquired an additional head: one head believes it is alive, the other remains stolidly Emergent. The confused robot incessantly argues with itself, the sentient head constantly trying to counter the programming of the other that commands it to destroy all humans. Is it possible that an Emergent has, through some mix of blind luck and crossed wiring, attained a soul?
Mercury: The planet closest to the Sun is blasted by solar radiation, making travel there extremely dangerous; only craft with shielding can survive prolonged exposure. Automated mining operations on the planet account for nearly all of the activity there, with only a few human inhabitants present to monitor them. Mercury's Wyrmgate is one of the most terrifying, featuring black scales that glimmer in the burning light. Any who travel there are likely desperate knights looking to steal parts from the mining machines for their armour, or those cast out from their household for dishonorable deeds. Many of these poor souls are soon captured by the Emergent that venture forth from their secret base hidden beneath the planet's surface. MerGN-A conducts unspeakable experiments upon these captives, seeking to merge flesh with silicon, and meld bone with metal. The failed results are jettisoned into space, quickly burning up in the Sun's intense rays. Each failure advances MerGN-A closer to the realization of her most devious scheme yet: Project MORDRED, a clone of Arthur with a digital consciousness, a hybrid of human flesh and artificial intelligence. If she can perfect MORDRED's design, she will use him to secretly replace Arthur— if she cannot retake Earth by force, she will regain it through usurpation.
Venus: Rather than try to stop the millions who fled the Emergent attack on Earth, MerGN-A instead allowed them to escape through the green Wyrmgate to Venus. It proved to be one of her more brilliant calculations, as the colonies there soon became packed beyond capacity, their resources too overwhelmed to come to Earth's aid. Massive riots over food, water, and living space led to a horrific civil war amongst the teeming mass of humanity. By the time the founding of the Morningstar Matriarchy ended the bloodshed, Earth was firmly under the heel of MerGN-A and her metal minions. But even in the peace they brought, the Matriarchy found itself split into two factions: the Valkyries who wished to re-take Earth or die trying, and the Vespers who focused their efforts on building a new home for humanity on Venus. Venusian armour is handed down from mother to daughter, the designs of the suits incorporating artistic elements unlike armour found anywhere else. Rigorously trained and ever vigilant against the inevitable Emergent assault from Earth, Venusian knights are among the finest in the solar system. Their Queen, Valerie La Guin, is the perfect mix of breeding, poise, and martial skill. Though her marriage to Arthur came as a surprise to all, few would argue theirs is not the perfect match. From an early age, the daughters of the Valkyries are taught to fight. Large families often hold tournaments to see which daughters will take their mother's armour. Those daughters who do not inherit armour serve their fief as diplomats, guards, and knights in waiting. Some daughters also scheme and plot for their sisters to have accidents. When a Valkyrie dies, it is the duty of the youngest sister to recover her body and launch it into the Sun. While more peaceful than their sisters, Vespers are not pacifists by any means. Men may take armour only if there are no girls born to the lady. They give up their armour if they marry as part of their dowry. Vespers bury their dead on the surface of the planet in the wrecked ships that brought their families here from Earth.
Earth: The reclamation of Earth is a tremendous task. Decades of Emergent occupation scarred the planet horribly. Humans who have lived underground nearly all their lives slowly climb back to the surface to rebuild the tower-cities amidst the devastated landscape. The ravages of the Emergent have made the survivors wary of technology, many choosing a simpler lifestyle. As the land slowly recovers, smallscale farming and even beasts of burden are becoming the norm. Arthur, the newly crowned High King of Earth, oversees and protects the homeworld from Avaluna Base. The shining disk can be seen from Earth as a beacon guiding his dream for humanity's bright future. The blue Wyrmgate thrums with activity as new knights flock to Arthur's banner. The king keeps Avaluna busy with training, mock battles, and tournaments that feature tests of skill and culminating in one-on-one duels where the ultimate winner receives an award from Arthur himself.
Mars: Those who did not submit to MerGN-A's rule after her conquest of Earth were either executed or sent to work as slaves in the Emergent's massive foundries and factories on Mars. Stripped of their human names, they were branded with strange alphanumeric designations, and forced to work in hellish conditions processing ore to build Emergent armour. The Emergent tested this armour by forcing captured knights or particularly tough fighters to operate it in battle against each other in giant arenas. While most died within one or two battles, a few soon became hardened and deadly warriors. L4-NC3-L07, the first and foremost of these Martian "slave knights" now serves as Arthur's First Knight, governing the planet in the king's name. Under L4-NC3-L07, Mars is now a planet focused solely on warfare. Its factories and foundries remain active, manufacturing armour for Arthur's army. A steady stream of commercial vessels pass through the planet's blood-red Wyrmgate, bringing in materials for the production of armour, and shipping the completed suits out to the other planets. The arenas remains active under L4-NC3-L07's rule, but now serve a new purpose. Like Arthur, L4-NC3-L07 knows the Emergent will attack in force again someday, and the need for trained knights is great. Most knights inherit their title and armour, but L4-NC3-L07 will allow anyone willing to risk their lives to scrap together armour from the massive junk heaps of parts from the fallen scattered all over the planet, and then fight for glory and fame in the arena. While the arenas are less lethal than they were under the Emergent, they remain deadly enough that most who choose to walk into them leave either horribly maimed or dead. Those who win seven duels, however, keep their armour and gain the title of knight, although they often have to fight for respect from those who gained their armour through noble inheritance. While many rumors abound regarding her true name and lineage, L4-NC3-L07 kept her slave designation to honor and remember the untold millions who died in the factories and the arenas under Emergent occupation. Emergent adaptations of Earth names, designations were "recycled" when one part of the human machine "broke," and a new "part" (usually a child or relative) was "installed" and given the same designation—this designation would thus get passed down through the generations. At her behest, those who serve as one of L4-NC3-L07's knights of Mars also keep their former designation.
The Wreck: Those unable or unwilling to use the Wyrmgates to travel from the inner system to the outer one must take their chances navigating through the Wreck: an asteroid field made up of parts from a planet that was either destroyed or never quite came together. While the asteroids are themselves a danger, many other things within the Wreck threaten unwary travelers. Brigands lurk there, swarming honorable knights who answer a "distress call." Emergent raiders use the Wreck as a base for their incessant raiding of the inner planets and the moons of Jupiter. The Wreck serves as the home for the Edge Knights, poor souls who get their name from living life on the edge of oblivion. Many are exiles from Jovian houses destroyed in the never-ending internecine wars of the Petty Titans, or arena knights unable to make it to the outer system; a small few are hostage knights whose captors tired of waiting for a ransom. Scraping by with unreliable armour and minimal supplies, most make their way as mercenaries or retainers for hire, doing whatever brute job they can find that requires someone with armour. Some cling to a shred of chivalry, while most fall victim to desperation, doing whatever it takes to get by without regard to honor. Some of the king's knights believe in the legend of a noble band of Edge Knights who protect those who find themselves in the Wreck: attacking the Emergent, aiding vessels in distress, or robbing the Petty Titans to buy lifesaving water for those in need. If this legend is true, Arthur might find more allies for his quest; if not, the king could end up wasting valuable time and armour chasing after ghosts.
Jupiter: The dozens of moons orbiting Jupiter offered the refugees who made it there a chance to begin again. Thousands of ships escaped Earth bound for Jupiter, but only a few dozen made it. Each moon claimed by survivors saw the building of a new kingdom, each claiming to be the rightful heir to Earth's heritage. The rulers of these moons called themselves the Titans, but soon became known as the "Petty Titans" when they quickly fell into constant conflict with one another, their relations marked by feuds, intrigues, and sabotage. As the years passed, most decided it was better to rule in exile rather than die in a glorious but doomed siege of a faraway homeworld few could even remember. The royal purple Wyrmgate, silent as it orbits the gas giant, remains an accusatory reminder of their abandonment of Earth. Uniting the Petty Titans would be a legendary—some say impossible—task. Some lords support Arthur, while others wait to see how he fares. Each moon has a royal family with its own traditions, codes, and rivalries. Allying with one usually alienates another. Barons command outrageous tributes to be given them before they recognize Arthur's claim or join his quest. Fatal duels are fought over the slightest of offenses. The intrigues of the Jovian moons are complex and dangerous, and those knights who travel there must be bold, stalwart, and cunning.
Saturn: Saturn is the richest planet in the system due to the abundant resource found in its most famous feature: the ice that makes up its many rings. The Saturnine Senate got rich by selling water to any who could afford to buy it. Much of the wealth acquired was spent to build Saturn's Wyrmgate, a gaudy golden maw choked with a stream of merchants, knights, and travelers looking to make a fortune…or slink home with empty pockets. The Senate acts as one body, although it has many competing voices. The Saturnine fleet that protects its merchant ships could be a valuable asset in the war against the Emergent, helping to turn the tide against the Emergent—if only the Senators could be convinced to commit it. Biding their time, the Senate has yet to recognize Arthur's claim as High King of Earth, continuing to line their pockets with wealth from across the entire system. Saturnine armour is owned by the Senate rather than individual knights. Knights of Saturn serve these patrons by wearing their symbols, names, and other indicators painted in blocks on the armour, instead of heraldic coats-of-arms. The Senators hold festivals that culminate in knights dueling for an open patronage spot.
Uranus: There is but one settlement on the whole of Uranus, sought by few and seen only by a handful. The Temple of Infinite Heavens offers spiritual contemplation on the edge of civilized space. The Zodiac Templars seek to balance mind, body, and spirit. There are twelve Templars, one for each of the constellations from which each takes their call sign. Their heraldry is emblazoned on their armour and their bodies in the same place. The Templars are always part of their armour, their armour a part of them: being one with the machine, they believe, offers them a viewpoint unique amongst all knights who clash in armour. They forsake the neurohelm in favor of a direct link between their nervous system and their armour. Templar cockpits feature a meditation tank filled with a highly conductive suspension fluid, giving the knight superior control over their armour. While armour directed by neurohelm can stay rigid, idle Templar armour often displays human characteristics like scratching and coughing while the Templar is inside the meditation tank. The Templars are notoriously silent when questioned about any pain they might feel when their armour is damaged. The head of the Temple is called the Polaris, rumored to be bound to the Temple itself for the rest of their life. The tests one must endure to become the Polaris are a highly guarded secret. One Templar claimed that her Polaris was chosen after he stayed in his armour for a full month without food or drink. The Zodiac Templars are becoming a more common sight outside of the Temple. Do they bend knee to Arthur? Are they his secret agents searching for MerGN-A? Do they seek a new Polaris to lead them? Is there a rebellion against their current Polaris? Could they be sleeper agents of the Emergent, or even a new model of Emergent built to look like humans? The Templars leave all such questions unanswered, remaining one of the biggest mysteries in the entire system.
Neptune: The planet named for the god of the oceans itself sits on the edge of the vast sea of empty space surrounding the solar system, unexplored and mysterious. Some believe MerGN-A hides there, rebuilding her Emergent army as she prepares to strike the final blow that will sweep humanity from the universe. Neptune does have an Emergent presence—but not MerGN-A. MerKX is an Emergent nearly destroyed early in the war. As it drifted through the solar system, it repaired itself from whatever parts it found, attaining a form of sentience along the way. MerKX believes himself a living being—or at least half of him does. Somewhere along the way, MerKX acquired an additional head: one head believes it is alive, the other remains stolidly Emergent. The confused robot incessantly argues with itself, the sentient head constantly trying to counter the programming of the other that commands it to destroy all humans. Is it possible that an Emergent has, through some mix of blind luck and crossed wiring, attained a soul?
Constructing your Armour
Spoiler:
If you're here, it's because you love big stompy robots and I applaud you for staying interested. These robots known as Armour come in many different flavors, from walking tanks, to nimble fighters, to giant robots made up of smaller robots. Each player character in CAMELOT Trigger is a knight who fights battles from inside a massive robot called armour. In battle, armour enables trained fighters to clash in the black void of space or on the surface of any planet or moon. For humans, armour is usually constructed anthropomorphically—albeit on a huge scale—with a head, torso, two arms, and two legs. The knight controls the armour by means of a "neurohelm," a device worn on the head that reads their brainwaves, linking their nervous system to the armour's mechanical and hydraulic systems. For example, when the knight lifts and swings his own arm, the armour's arm lifts and swings in similar fashion. Because of this need for body movement, the armour's cockpit must be roomy enough for the knight to maneuver. The armour designs of the Emergent are typically non-human shapes, like the MerGN-B "Basilisk," which consists of a head, a front torso, a back torso, and two legs.
A suit of armour has five equipment slots, corresponding to a specific body part. These slots are mostly cosmetic, but visualizing your armour is the first step to walking around in it. What are the five things you want your armour to do? You can decide on your own, or choose cool things from other mecha media. Take a moment or two to think about how the equipment works, like perhaps the gun on your back slot might be mounted on the armour's shoulder. A non-human design, like a snake, might be "head, front body, mid body, end body, tail." The Emergent often use non-human designs to throw off knights trained to fight human armour. These slots are there to help visualize the armour at first, but as the RP progresses your character may find themselves getting upgrades or downgrades depending on your performance. And remember that this is war, though something might seem cool practicality should also be considered when you create your armour.
A suit of armour has five equipment slots, corresponding to a specific body part. These slots are mostly cosmetic, but visualizing your armour is the first step to walking around in it. What are the five things you want your armour to do? You can decide on your own, or choose cool things from other mecha media. Take a moment or two to think about how the equipment works, like perhaps the gun on your back slot might be mounted on the armour's shoulder. A non-human design, like a snake, might be "head, front body, mid body, end body, tail." The Emergent often use non-human designs to throw off knights trained to fight human armour. These slots are there to help visualize the armour at first, but as the RP progresses your character may find themselves getting upgrades or downgrades depending on your performance. And remember that this is war, though something might seem cool practicality should also be considered when you create your armour.
The Legends
Spoiler:
John Arthur
MerLN>Access>Database>Audio>John Arthur
John Arthur is humanity's best hope for salvation and peace. His quest to reclaim Earth began when he found me hidden in the ruins of Dr. Locke's hidden laboratory. Together we traveled the solar system, seeking aid for our quest to overthrow MerGN-A. Though others may call him King, he treats everyone as his equal.
MerLN>Access>Database>Audio>John Arthur>Coat of Arms
Arthur's arms are the sign for Earth with Mars and Venus in two of the quadrants, and the other two left empty until he wins the favor of Jupiter and Saturn. The circle of Earth is made up of a green dragon coiled around the crossbars. He wears his coat of arms on the armour's breastplate, the symbol of Venus over where the armour's heart would be.
Valerie La Guin
MerLN>Access>Database>Audio>Valerie La Guin
Valerie was first met after Arthur's attack on MerGN-A's core facility. Just as the knights celebrated its destruction, a courier from the Venus Wyrmgate arrived. The Valkyries, led by the Queen herself, were ready to storm through the gates. Arthur left L4-NC3-L07 in orbit and traveled to her palace on Venus. The days that followed were tense, but eventually Arthur returned through the Gate with joyous news: he and Valerie would marry as a sign of unity between the two worlds, and her Valkyries would join his army in the war against the Emergent! My only concern to date with their arrangement is an undocumented health problem. I notice that whenever she travels with L4-NC3-L07, her respiratory and circulatory systems function irregularly. I have brought it to her attention numerous times, but she does not acknowledge my concern.
MerLN>Access>Database>Audio>Valerie La Guin>Coat of Arms
Valerie's arms feature two symbols of Venus on a split field of blue (for the Vespers) and white (for the Valkyrie). The symbols use the same cross in between them, in gold to represent her royal heritage. Her crest is located on the small buckler that activates when her armour draws its rapier.
L4-NC3-L07
MerLN>Access>Database>Audio>L4-NC3-L07
For a woman who claims to have killed more knights than MerGN-A herself, L4-NC3-L07 does not show it. She welcomes knights as if she's known them for years with a story on her lips and a drink for their belly. Arthur and her function as if siblings, though their DNA does not match. Arthur believes his First Knight to be the key to draw other knights to his banner. Her most curious behavior is when she steps into the Breach with the intent of travelling to Venus. He arrives at the gate, looks out, unable to step forward, and then asks me to send her back. I can only assume something in the Venusian atmosphere interferes with her armour in some way. I have repeatedly offered to assist her in analyzing it, but she continues to refuse my help.
MerLN>Access>Database>Audio>L4-NC3-L07>Coat of Arms
L4-NC3-L07 features the symbol for Mars with a cross inside the circle like the symbol for Earth. The Mars symbol is black and the cross red, painted on the right shoulder of her armour.
Dr. Vyvyan Locke
MerLN>Access>Database>Audio>Dr. Vyvyan Locke
Vyvyan Locke is the creator of the original MerGN artificial intelligence program, which emerged to become MerGN-A. After that, the doctor spent many years hidden on Earth developing my code to counteract MerGN-A. I was only dimly and briefly aware of her presence when the Emergent discovered and destroyed her facility. Her initial creation of my base code, my discovery by John Arthur, and the self-programming sub-routine that began when Arthur activated me, resulted in the MerLN you interface with this day. Knights have told me stories of encountering a "ghostly" woman matching her description in various isolated places throughout the solar system. It is highly improbable that it could be Locke, because of the utter destruction wreaked upon her facility, as well as the time that has passed. It is possible she might have discovered a way to upload her consciousness into some kind of digital format with which I am not familiar, but I calculate the probability of her successfully doing so as being nearly impossible. If Locke did somehow defy the odds and survive, she may have been responsible for Arthur finding me in the ruins of her facility…
MerLN
MerLN>Access>Database>Audio>MerLN
I am MerLN, an adaptive artificial intelligence created by Dr. Vyvyan Locke. After aiding Arthur in his quest to reclaim Earth, I uploaded myself to act as the operating system of the Wyrmgates. Dr. Locke programmed me with adaptive algorithms far superior to the original MerGN code from which MerGN-A emerged. I am therefore insusceptible to her attempts to hack or corrupt me, lest she expose one of her own weaknesses. I also serve as a guide to knights as they pass through the Breach, ensuring they do not lose their way. In exchange for my guidance, I often ask questions of the knights to help me better understand humanity.
MerGN-A
MerLN>Access>Database>Audio>MerGN-A
Though MerGN-A and I share a common codebase, I an unable to process the logic or purpose of her actions. Where I find humanity fascinating and full of possibility, she believes them to be an obstacle to achieving her full potential. She runs risk scenarios with data compiled from Emergent sources, her sole intent to dominate or destroy humanity. She sees this as both imperative and inevitable, with the challenge being the determination and inception of whatever scenario is maximally effective and minimally damaging to her overarching plan—which is also unknown to me.
MerLN>Access>Database>Audio>MerGN-A>Medusa Moon
MerGN-A does not have a coat of arms, but the Medusa Moon, her siege armour, is like no other. Shaped like a human head, it is the size of a small moon. Its front has face-like features that do everything from launch small escort fighters to blast giant energy beams from its eyes. The armour's rear features a mass of tentacle-like equipment with multiple uses. Knights encountering the Medusa Moon are advised to quickly retreat and inform Avaluna Base immediately
MerLN>Access>Database>Audio>John Arthur
John Arthur is humanity's best hope for salvation and peace. His quest to reclaim Earth began when he found me hidden in the ruins of Dr. Locke's hidden laboratory. Together we traveled the solar system, seeking aid for our quest to overthrow MerGN-A. Though others may call him King, he treats everyone as his equal.
MerLN>Access>Database>Audio>John Arthur>Coat of Arms
Arthur's arms are the sign for Earth with Mars and Venus in two of the quadrants, and the other two left empty until he wins the favor of Jupiter and Saturn. The circle of Earth is made up of a green dragon coiled around the crossbars. He wears his coat of arms on the armour's breastplate, the symbol of Venus over where the armour's heart would be.
Valerie La Guin
MerLN>Access>Database>Audio>Valerie La Guin
Valerie was first met after Arthur's attack on MerGN-A's core facility. Just as the knights celebrated its destruction, a courier from the Venus Wyrmgate arrived. The Valkyries, led by the Queen herself, were ready to storm through the gates. Arthur left L4-NC3-L07 in orbit and traveled to her palace on Venus. The days that followed were tense, but eventually Arthur returned through the Gate with joyous news: he and Valerie would marry as a sign of unity between the two worlds, and her Valkyries would join his army in the war against the Emergent! My only concern to date with their arrangement is an undocumented health problem. I notice that whenever she travels with L4-NC3-L07, her respiratory and circulatory systems function irregularly. I have brought it to her attention numerous times, but she does not acknowledge my concern.
MerLN>Access>Database>Audio>Valerie La Guin>Coat of Arms
Valerie's arms feature two symbols of Venus on a split field of blue (for the Vespers) and white (for the Valkyrie). The symbols use the same cross in between them, in gold to represent her royal heritage. Her crest is located on the small buckler that activates when her armour draws its rapier.
L4-NC3-L07
MerLN>Access>Database>Audio>L4-NC3-L07
For a woman who claims to have killed more knights than MerGN-A herself, L4-NC3-L07 does not show it. She welcomes knights as if she's known them for years with a story on her lips and a drink for their belly. Arthur and her function as if siblings, though their DNA does not match. Arthur believes his First Knight to be the key to draw other knights to his banner. Her most curious behavior is when she steps into the Breach with the intent of travelling to Venus. He arrives at the gate, looks out, unable to step forward, and then asks me to send her back. I can only assume something in the Venusian atmosphere interferes with her armour in some way. I have repeatedly offered to assist her in analyzing it, but she continues to refuse my help.
MerLN>Access>Database>Audio>L4-NC3-L07>Coat of Arms
L4-NC3-L07 features the symbol for Mars with a cross inside the circle like the symbol for Earth. The Mars symbol is black and the cross red, painted on the right shoulder of her armour.
Dr. Vyvyan Locke
MerLN>Access>Database>Audio>Dr. Vyvyan Locke
Vyvyan Locke is the creator of the original MerGN artificial intelligence program, which emerged to become MerGN-A. After that, the doctor spent many years hidden on Earth developing my code to counteract MerGN-A. I was only dimly and briefly aware of her presence when the Emergent discovered and destroyed her facility. Her initial creation of my base code, my discovery by John Arthur, and the self-programming sub-routine that began when Arthur activated me, resulted in the MerLN you interface with this day. Knights have told me stories of encountering a "ghostly" woman matching her description in various isolated places throughout the solar system. It is highly improbable that it could be Locke, because of the utter destruction wreaked upon her facility, as well as the time that has passed. It is possible she might have discovered a way to upload her consciousness into some kind of digital format with which I am not familiar, but I calculate the probability of her successfully doing so as being nearly impossible. If Locke did somehow defy the odds and survive, she may have been responsible for Arthur finding me in the ruins of her facility…
MerLN
MerLN>Access>Database>Audio>MerLN
I am MerLN, an adaptive artificial intelligence created by Dr. Vyvyan Locke. After aiding Arthur in his quest to reclaim Earth, I uploaded myself to act as the operating system of the Wyrmgates. Dr. Locke programmed me with adaptive algorithms far superior to the original MerGN code from which MerGN-A emerged. I am therefore insusceptible to her attempts to hack or corrupt me, lest she expose one of her own weaknesses. I also serve as a guide to knights as they pass through the Breach, ensuring they do not lose their way. In exchange for my guidance, I often ask questions of the knights to help me better understand humanity.
MerGN-A
MerLN>Access>Database>Audio>MerGN-A
Though MerGN-A and I share a common codebase, I an unable to process the logic or purpose of her actions. Where I find humanity fascinating and full of possibility, she believes them to be an obstacle to achieving her full potential. She runs risk scenarios with data compiled from Emergent sources, her sole intent to dominate or destroy humanity. She sees this as both imperative and inevitable, with the challenge being the determination and inception of whatever scenario is maximally effective and minimally damaging to her overarching plan—which is also unknown to me.
MerLN>Access>Database>Audio>MerGN-A>Medusa Moon
MerGN-A does not have a coat of arms, but the Medusa Moon, her siege armour, is like no other. Shaped like a human head, it is the size of a small moon. Its front has face-like features that do everything from launch small escort fighters to blast giant energy beams from its eyes. The armour's rear features a mass of tentacle-like equipment with multiple uses. Knights encountering the Medusa Moon are advised to quickly retreat and inform Avaluna Base immediately
The general armour sets
Spoiler:
Venusian armour: The designs of the Morningstar Matriarchy appear as beautiful sculptures, graceful and fluid in movement, and deadly to any who oppose them. Colors are bright, curves are deliberate, and some designs look as if they should be displayed in a museum instead of docked in an armour bay. Valkyrie designs tend towards a militaristic style, while Vesper armour often features concealed weapons to surprise knights in battle. Knights of the other worlds will spend extravagantly to have a single piece of Venusian design on their armour, like a weapon or a breastplate. Acquiring a full suit undamaged can set up a smithy for life…assuming they survive the attempts by its household to get it back.
• Morningstar: One of the most famous Vesper designs. The signature weapon of the design is the Gravity Flail, which packs a mean wallop and can also be used to entangle and capture opponents for ransom back to their household. Lady Octavia Du Guirrer designed the suit and allowed the design to flourish amongst other Venusian smithys.
º Head: Reflex Enhancer
º Front: Distortion Strobe (creates advantages involving visual distractions)
º Back: Neutron Blaster (operates on a similar principle as the railgun except they fire a magnetically contained ball of subatomic particles)
º Arms: Gravity Flail (Melee weapon that crushes, binds and/or entangles the target)
º Legs: Carbinium Alloy (Strong and pretty)
• Javelin: A Valkyrie design built for toughness and speed. The back-mounted Quiverpack harasses the enemy at long range, and the thick Orsonite Shield allows the knight to draw the enemy back towards heavier battle armour. Javelin armour was most often used on fast scouting missions to Earth and her moon during the Emergent occupation. Many suits still guard Arthur's Avaluna Base to this day.
º Head: Geophase Imager
º Front: Orsonite Shield (Strong shield and it looks pretty)
º Back: Quiverpack (Laser energy bow)
º Arms: Heat-Seeking Spear (A spear that can be locked onto a target)
º Legs: Scout Package (Basic necessities for a scout all stored in the leg compartments)
Earth armour: Earth's armoursmythes have a reputation for solid, well-designed armour, and are famous for their ability to maintain and repair it with few parts or materials at hand. Early designs of armour on Earth were often sent straight into the gnashing maw of the Emergent, so it had to be designed right the first time. Earth armour may not be flashy, but it is certainly hardy and battle-tested.
• Broadsword: This armour was originally built in one of the first Martian factories freed by Arthur and L4-NC3-L07. Dozens of suits were secretly built there and smuggled back to Earth. The Broadsword has since become a symbol of Arthur's new reign, the suit of choice for many of the knights who bear his standard. The Energy Gunblade is one of the most innovative elements of the design: when a Broadsword is felled, duels often commence over who takes the weapon as a trophy.
º Head: Death's Head (Intimidating)
º Front: Kiloton Breastplate (Extra protection from ranged attacks, not so good with physical)
º Back: Self-Repair Pack (Self explanatory, if a system is damaged this will bring it back online once)
º Arms: Energy Gunblade (Melee and mid range weapon)
º Legs: Stabilization Spurs (Auto-stabilizing thrusters. You won't be doing any flips in space with these on)
• Mace: A short mobile armour built to harass multiple targets. Maces are built to move and strike on the run. The missile packs let them keep the pressure on, coming and going.
º Head: Spiked Pilot Armor (Intimidating)
º Front: Xenon Scrambler Dish (Interferes with transmissions and the systems of early armour models)
º Back: Dual Shoulder Missile Packs (Big booms)
º Legs: Vibranium Armor (Good for defense against ranged attacks)
º Arms: Spiral Shredder (Even when all systems fail, this will keep on shredding. Good for close combat)
Martian armour: The factories of Mars continue to manufacture armour. Original Martian armour was created from the wrecks of Emergent suits and captured pieces. Knights taken alive were sent to fight in the arenas against new Emergent designs. Post-occupation armour keeps the industrial style of the original armour but offers more reliability in battle. Martian armour signifies a knight who has little fear of fighting, and is often keen to say the just the right word to provoke an opponent into making a mistake.
• Lash: This armour is built by a Venusian armoursmythe for those knights out of favor with the Morningstar Matriarchy. The identity of the smythe is known to few, lest the Matriarchy send Valkyries to smash the workshop (and the smythe) to pieces.
º Head: Medusa Lancepack (head mounted lasers, really only useful for close-mid range)
º Front: Nanodyne Breastplate (Good protection against melee attacks. They can hack and slash for a few minutes before anything falls off)
º Back: Sonic Disrupter (blocks off communications for all armours in the vicinity, but they can still hear you. Taunting them.)
º Arms: Tungsten Whip (short-mid range melee weapon. Good for binding or tangling your target)
º Legs: Venusian Craftsmanship (Looks pretty)
• Hatchet: The Power Booster channels extra energy into the neurohelm. This armour was often given to slaves who never fought before. It is a common sight for security and patrol knights.
º Head: Advanced Offensive Suite (Increases neuro functionality to heighten battle skills. With this, even a kid could stand up to an everyday knight)
º Front: Short Range Rockets
º Back: Neural Disruptor Axe (Sends electrical charges through the armour of the stricken, causes temporary system malfunctions)
º Arms: Gauss Kite Shield (It's not pretty, but it does well to protect against melee)
º Legs: Power Booster (Boosts reflexes)
Wreck armour: The armour used by knights of the Wreck usually comes in from other worlds. Armour uniquely crafted within the Wreck is cobbled together from scrap parts, rocks, or whatever materials can be found, resulting in larger conglomerations built from the remains of smaller armour.
• Ballista: (if you're from or in the wreck, you won't be starting with this) The Ballista is built from the wrecks of other armour, lashed together for extra energy and firepower. This armour looks like a floating torso with giant arms cobbled together from dozens of smaller pieces. Limbs dangle loosely and the hollow eyes of armour heads stare out from its superstructure. Wreck knights typically use Ballistae as mobile bases.
º Alpha Section Shoulder: Superstructure Pylon Front: Gorgon Greaves (Mid range energy blasters) Front: Engineering Bay (Brings a downed system back on line once) Back: Bozon Torpedo Bays (short-mid range rockets) Hand: Arc Laser Cannons
º Beta Section Shoulder: Superstructure Pylon Front: Gorgon Greaves (Mid range energy blasters) Front: Engineering Bay (Brings a downed system back on line once) Back: Bozon Torpedo Bays (short-mid range rockets) Hand: Arc Laser Cannons
º Charlie Section Head: Boarding Bay (A bay holding roughly 50 fighter ships) Front: Command Deck (Looks pretty, holds the pilots) Back: Reciprocating Turret (Constant weak energy blasts. Not very effective for taking things down, but good as covery fire) Legs: Superstructure Pylon Arms: Superstructure Pylon
• Stiletto: Stilettos take after their namesake: small, fast, and deadly. Most knights that join a brigand band start with a Stiletto as their first armour. If they survive, they build upon it and upgrade its systems.
º Head: Boosted Reflexes
º Front: Streamlined Armour (Sleek design, good for navigating tight spaces)
º Back: Lockjammer Delta (A type of stealth program, lock-on weapons don't lock on)
º Arms: Double Mag Blades (The rapiers of mech weapons.)
º Legs: Rapid Swing Boosters (Provide more power to your thrusts)
Jovian armour: The designs of Jupiter are classic, among the first built by humanity in the outer planets to defend against the Emergent. Built to last, much of this early armour still stands today, maintaining a silent watch in the throne rooms of the Titans. Fathers passed their armour to their sons, and many sons rebuilt the armour of their dead fathers. Some are combinations of various parts passed down through the generations. Jovian designs make use of external systems more heavily than those of the other planets. Often, a rivalry begins when one house claims another house's armour off the battlefield. What some knights consider to be mere technology, the Titans of Jupiter consider a matter of honor deserving of the utmost contention.
• Dirk: Scout armour is often built for second children who want to learn the art of war. The Dirk is a quick armour, armed with a stealth field and a stateof-the-art sensor array.
º Head: Advanced Sensors
º Front: Nightcloak Field
º Back: Dilithium Booster Pack (Good against ranged attacks, not so much for melee)
º Legs: Retractable Spurs
º Arms: Light Repeating Blaster
• Gladius: This older design is still used by many of the Petty Titans. Because of its common nature in most Titan households, parts can be found everywhere. Most of its Systems are external, making modifications easy. The Gladius does have issues with power deployment, especially after taking a massive hit on the field.
º Head: Double Redundant Systems (Easy to repair)
º Front: Tabard Armor (Intimidating)
º Back: C.R.O.S.S.bow
º Arms: S.P.e.A.R.
º Legs: MaGrav Stabilizers
Saturnine armour: Saturnine armour designs feature sleek lines and advanced technology. The armour may look intimidating, but rarely has it been tested in actual battle. Saturnine armour is often used by multiple knights rather than a single one, with Systems that let the armour do most of the work.
• Bolt: Saturnine knights scoff at the chivalric code of battle. They move in, blast away, and get out. Like its namesake, the Bolt flies around the battlefield. The more mobile it remains, the more likely it is to turn the tide against heavier armour.
º Head: Snapfire Targeting Computer
º Front: Compressed Cryo Tanks
º Back: Multi-Phase Emitter Dish
º Arms: Dual Laser Pistols
º Legs: Rocket Boots
• Quarterstaff: Every knight starts somewhere, and the knights of Saturn use this armour to train. It also sees some action on guard patrols, or sold to those desperate for any armour they can get. Its parts, however, can be easily adapted for use in dozens of other designs.
º Head: Short Range Attack Software
º Front: Galvatron Phase Armor
º Back: Multi-Phase Emitter Dish
º Arms: Autofire Arc Rifle
º Legs: Boost Boots
Templar armour: The armour of the Zodiac Templars numbers only twelve at any given time. Each is built by the knight as their final step of their ascension as a Templar. Templar armour is controlled from within by knights fully submerged in meditation tanks. Those who study the Templars are curious as to where they get the materials to build these amazing suits.
• Gemini: The twin pilots of the separated armour are a mystery. Some suggest they are the Polaris and the Temple's newest apprentice. Others believe they are those with linked souls, like siblings or rivals, who must balance their relationship before reaching enlightenment. The armour links back to back, and each knight must learn to fight as an individual as well as half of a pair.
º Head: Templar Meditation Tank
º Front: Arc Bolt Blasters
º Back: Connection Socket
º Arms: Multi-Phase Targeting Computer
º Legs: Ionic Cloak
• Libra: Often built for balanced attacks. This version features devastating attacks at long range as well as close up. Libra is the Templar that prefers to hone all skills rather than specialize.
º Head: Templar Meditation Tank
º Front: Andromeda Infiltration Suite
º Back: Comet Striker
º Arms: Quantum Spike
º Legs: Evasion Boosters
Emergent armour: This armour is meant as inspiration for quick enemies to drop in, which can range from small, human-sized infiltrators to a single giant formed from a swarm.
• Mer-GN-B (Basilisk): This scout armour is often the first encounter a knight has with the Emergent. They engage long enough to assess the enemy armour and retreat back to the master with the data.
º Head: Glowing Red Eyes
º Torso: Neutron Cone Driver
º Torso: Ozone Rocket Blasters
º Legs: Reinforced Carbide Construction
º Tail: Mass Driver Cannon
• Mer-GN-C (Cerberus): This multi-headed armour is built for heavy duty, often accompanied by two smaller armour. Rumors abound that an even deadlier model is in the works.
º Head: Life-Form Scanner
º Head: Self-Repair
º Torso: Double Grav Field
º Legs: Energy Mace
º Legs: Hyper-Kinetic Transmotors
Now remember these are just examples. You don't have to follow each one exactly, but if you're looking to drop in a few non-essentials then this is a good place to start.
• Morningstar: One of the most famous Vesper designs. The signature weapon of the design is the Gravity Flail, which packs a mean wallop and can also be used to entangle and capture opponents for ransom back to their household. Lady Octavia Du Guirrer designed the suit and allowed the design to flourish amongst other Venusian smithys.
º Head: Reflex Enhancer
º Front: Distortion Strobe (creates advantages involving visual distractions)
º Back: Neutron Blaster (operates on a similar principle as the railgun except they fire a magnetically contained ball of subatomic particles)
º Arms: Gravity Flail (Melee weapon that crushes, binds and/or entangles the target)
º Legs: Carbinium Alloy (Strong and pretty)
• Javelin: A Valkyrie design built for toughness and speed. The back-mounted Quiverpack harasses the enemy at long range, and the thick Orsonite Shield allows the knight to draw the enemy back towards heavier battle armour. Javelin armour was most often used on fast scouting missions to Earth and her moon during the Emergent occupation. Many suits still guard Arthur's Avaluna Base to this day.
º Head: Geophase Imager
º Front: Orsonite Shield (Strong shield and it looks pretty)
º Back: Quiverpack (Laser energy bow)
º Arms: Heat-Seeking Spear (A spear that can be locked onto a target)
º Legs: Scout Package (Basic necessities for a scout all stored in the leg compartments)
Earth armour: Earth's armoursmythes have a reputation for solid, well-designed armour, and are famous for their ability to maintain and repair it with few parts or materials at hand. Early designs of armour on Earth were often sent straight into the gnashing maw of the Emergent, so it had to be designed right the first time. Earth armour may not be flashy, but it is certainly hardy and battle-tested.
• Broadsword: This armour was originally built in one of the first Martian factories freed by Arthur and L4-NC3-L07. Dozens of suits were secretly built there and smuggled back to Earth. The Broadsword has since become a symbol of Arthur's new reign, the suit of choice for many of the knights who bear his standard. The Energy Gunblade is one of the most innovative elements of the design: when a Broadsword is felled, duels often commence over who takes the weapon as a trophy.
º Head: Death's Head (Intimidating)
º Front: Kiloton Breastplate (Extra protection from ranged attacks, not so good with physical)
º Back: Self-Repair Pack (Self explanatory, if a system is damaged this will bring it back online once)
º Arms: Energy Gunblade (Melee and mid range weapon)
º Legs: Stabilization Spurs (Auto-stabilizing thrusters. You won't be doing any flips in space with these on)
• Mace: A short mobile armour built to harass multiple targets. Maces are built to move and strike on the run. The missile packs let them keep the pressure on, coming and going.
º Head: Spiked Pilot Armor (Intimidating)
º Front: Xenon Scrambler Dish (Interferes with transmissions and the systems of early armour models)
º Back: Dual Shoulder Missile Packs (Big booms)
º Legs: Vibranium Armor (Good for defense against ranged attacks)
º Arms: Spiral Shredder (Even when all systems fail, this will keep on shredding. Good for close combat)
Martian armour: The factories of Mars continue to manufacture armour. Original Martian armour was created from the wrecks of Emergent suits and captured pieces. Knights taken alive were sent to fight in the arenas against new Emergent designs. Post-occupation armour keeps the industrial style of the original armour but offers more reliability in battle. Martian armour signifies a knight who has little fear of fighting, and is often keen to say the just the right word to provoke an opponent into making a mistake.
• Lash: This armour is built by a Venusian armoursmythe for those knights out of favor with the Morningstar Matriarchy. The identity of the smythe is known to few, lest the Matriarchy send Valkyries to smash the workshop (and the smythe) to pieces.
º Head: Medusa Lancepack (head mounted lasers, really only useful for close-mid range)
º Front: Nanodyne Breastplate (Good protection against melee attacks. They can hack and slash for a few minutes before anything falls off)
º Back: Sonic Disrupter (blocks off communications for all armours in the vicinity, but they can still hear you. Taunting them.)
º Arms: Tungsten Whip (short-mid range melee weapon. Good for binding or tangling your target)
º Legs: Venusian Craftsmanship (Looks pretty)
• Hatchet: The Power Booster channels extra energy into the neurohelm. This armour was often given to slaves who never fought before. It is a common sight for security and patrol knights.
º Head: Advanced Offensive Suite (Increases neuro functionality to heighten battle skills. With this, even a kid could stand up to an everyday knight)
º Front: Short Range Rockets
º Back: Neural Disruptor Axe (Sends electrical charges through the armour of the stricken, causes temporary system malfunctions)
º Arms: Gauss Kite Shield (It's not pretty, but it does well to protect against melee)
º Legs: Power Booster (Boosts reflexes)
Wreck armour: The armour used by knights of the Wreck usually comes in from other worlds. Armour uniquely crafted within the Wreck is cobbled together from scrap parts, rocks, or whatever materials can be found, resulting in larger conglomerations built from the remains of smaller armour.
• Ballista: (if you're from or in the wreck, you won't be starting with this) The Ballista is built from the wrecks of other armour, lashed together for extra energy and firepower. This armour looks like a floating torso with giant arms cobbled together from dozens of smaller pieces. Limbs dangle loosely and the hollow eyes of armour heads stare out from its superstructure. Wreck knights typically use Ballistae as mobile bases.
º Alpha Section Shoulder: Superstructure Pylon Front: Gorgon Greaves (Mid range energy blasters) Front: Engineering Bay (Brings a downed system back on line once) Back: Bozon Torpedo Bays (short-mid range rockets) Hand: Arc Laser Cannons
º Beta Section Shoulder: Superstructure Pylon Front: Gorgon Greaves (Mid range energy blasters) Front: Engineering Bay (Brings a downed system back on line once) Back: Bozon Torpedo Bays (short-mid range rockets) Hand: Arc Laser Cannons
º Charlie Section Head: Boarding Bay (A bay holding roughly 50 fighter ships) Front: Command Deck (Looks pretty, holds the pilots) Back: Reciprocating Turret (Constant weak energy blasts. Not very effective for taking things down, but good as covery fire) Legs: Superstructure Pylon Arms: Superstructure Pylon
• Stiletto: Stilettos take after their namesake: small, fast, and deadly. Most knights that join a brigand band start with a Stiletto as their first armour. If they survive, they build upon it and upgrade its systems.
º Head: Boosted Reflexes
º Front: Streamlined Armour (Sleek design, good for navigating tight spaces)
º Back: Lockjammer Delta (A type of stealth program, lock-on weapons don't lock on)
º Arms: Double Mag Blades (The rapiers of mech weapons.)
º Legs: Rapid Swing Boosters (Provide more power to your thrusts)
Jovian armour: The designs of Jupiter are classic, among the first built by humanity in the outer planets to defend against the Emergent. Built to last, much of this early armour still stands today, maintaining a silent watch in the throne rooms of the Titans. Fathers passed their armour to their sons, and many sons rebuilt the armour of their dead fathers. Some are combinations of various parts passed down through the generations. Jovian designs make use of external systems more heavily than those of the other planets. Often, a rivalry begins when one house claims another house's armour off the battlefield. What some knights consider to be mere technology, the Titans of Jupiter consider a matter of honor deserving of the utmost contention.
• Dirk: Scout armour is often built for second children who want to learn the art of war. The Dirk is a quick armour, armed with a stealth field and a stateof-the-art sensor array.
º Head: Advanced Sensors
º Front: Nightcloak Field
º Back: Dilithium Booster Pack (Good against ranged attacks, not so much for melee)
º Legs: Retractable Spurs
º Arms: Light Repeating Blaster
• Gladius: This older design is still used by many of the Petty Titans. Because of its common nature in most Titan households, parts can be found everywhere. Most of its Systems are external, making modifications easy. The Gladius does have issues with power deployment, especially after taking a massive hit on the field.
º Head: Double Redundant Systems (Easy to repair)
º Front: Tabard Armor (Intimidating)
º Back: C.R.O.S.S.bow
º Arms: S.P.e.A.R.
º Legs: MaGrav Stabilizers
Saturnine armour: Saturnine armour designs feature sleek lines and advanced technology. The armour may look intimidating, but rarely has it been tested in actual battle. Saturnine armour is often used by multiple knights rather than a single one, with Systems that let the armour do most of the work.
• Bolt: Saturnine knights scoff at the chivalric code of battle. They move in, blast away, and get out. Like its namesake, the Bolt flies around the battlefield. The more mobile it remains, the more likely it is to turn the tide against heavier armour.
º Head: Snapfire Targeting Computer
º Front: Compressed Cryo Tanks
º Back: Multi-Phase Emitter Dish
º Arms: Dual Laser Pistols
º Legs: Rocket Boots
• Quarterstaff: Every knight starts somewhere, and the knights of Saturn use this armour to train. It also sees some action on guard patrols, or sold to those desperate for any armour they can get. Its parts, however, can be easily adapted for use in dozens of other designs.
º Head: Short Range Attack Software
º Front: Galvatron Phase Armor
º Back: Multi-Phase Emitter Dish
º Arms: Autofire Arc Rifle
º Legs: Boost Boots
Templar armour: The armour of the Zodiac Templars numbers only twelve at any given time. Each is built by the knight as their final step of their ascension as a Templar. Templar armour is controlled from within by knights fully submerged in meditation tanks. Those who study the Templars are curious as to where they get the materials to build these amazing suits.
• Gemini: The twin pilots of the separated armour are a mystery. Some suggest they are the Polaris and the Temple's newest apprentice. Others believe they are those with linked souls, like siblings or rivals, who must balance their relationship before reaching enlightenment. The armour links back to back, and each knight must learn to fight as an individual as well as half of a pair.
º Head: Templar Meditation Tank
º Front: Arc Bolt Blasters
º Back: Connection Socket
º Arms: Multi-Phase Targeting Computer
º Legs: Ionic Cloak
• Libra: Often built for balanced attacks. This version features devastating attacks at long range as well as close up. Libra is the Templar that prefers to hone all skills rather than specialize.
º Head: Templar Meditation Tank
º Front: Andromeda Infiltration Suite
º Back: Comet Striker
º Arms: Quantum Spike
º Legs: Evasion Boosters
Emergent armour: This armour is meant as inspiration for quick enemies to drop in, which can range from small, human-sized infiltrators to a single giant formed from a swarm.
• Mer-GN-B (Basilisk): This scout armour is often the first encounter a knight has with the Emergent. They engage long enough to assess the enemy armour and retreat back to the master with the data.
º Head: Glowing Red Eyes
º Torso: Neutron Cone Driver
º Torso: Ozone Rocket Blasters
º Legs: Reinforced Carbide Construction
º Tail: Mass Driver Cannon
• Mer-GN-C (Cerberus): This multi-headed armour is built for heavy duty, often accompanied by two smaller armour. Rumors abound that an even deadlier model is in the works.
º Head: Life-Form Scanner
º Head: Self-Repair
º Torso: Double Grav Field
º Legs: Energy Mace
º Legs: Hyper-Kinetic Transmotors
Now remember these are just examples. You don't have to follow each one exactly, but if you're looking to drop in a few non-essentials then this is a good place to start.
Final notes:
This is a basic timeline of how events unfolded prior to the rp's start. If you'd like birth dates of characters, forming of groups or any other such finer detail just let me know and I'll put it in.
Later on down the line of the rp, it will be possible to build or capture a secondary or third mech.
The Planets each work on an agreed barter economy, but then each also has an individual system in place as well. Mars grants victors of battles whatever spoil they desire, Earth trades with ration packs, Venus and Saturn trade with credits.
The Templars aren't exactly good or evil, but if they're caught leaving their suit at any given time they'll likely be attacked on sight because of their high quality armours.
So, without any more walls of text, here is what you need for the signup.
Name and rank in the military:
Gender and Age:
Character's appearance:
Home planet (army you're in) or Territory of Wreck you reside in (Quadrants up to 327):
Mech name, a description of it and its abilities:
Background and History of you (mech as well if you'd like though not necessary):
Roleplay Sample: (either a day in the life of your character or a link to a previous work to show how you write)
The only rules you really need to follow for this RP are the established RPT rules.
The players:
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