Main Characters: 1. Name: Matthew Ferrix Chilam (mathew ferix chilam)) Age: 29 Race: Derivian Class: Player Rank: Sergeant, Federation Marines Skills natural: Leadership (increase critical chance) Tactics (imitate enemy attack) Skills imbued: Assault Rifle (Burst - one) Underslung Launcher (Lob - all) Powered Suit (Jump - increase def) *Targeting Computer (Aim - increase atk) *Comm Jammer (Orders - increase party atk) Matthew is a squad leader in the 124th Drop Troops of the Federation Marines, assigned to the large transport carrier WILD CHILD; which in itself is also part of the 8th Hollmar battlegroup. His father was a Federation engineer who died at his post, in the opening shocks of the invasion. Despite his mother's tears, he joined up and six months later, was heading off into the Rim. Although calm and approachable, sometimes he shows streaks of unfeelingness; even outright disregard for anyone else's feelings, if the task called for hard decisions. He lives by the moral principle that it is the duty of the young to shape the world they live in, while they still have the energy to do so. He takes his responsibilities seriously, since he has to live up to the ideal of his father; who chose duty above family... or even his own life. He believes this, otherwise it would seem like his entire life spent without what other children considered normal, and his mother's pain, were simply pointless. Can't be. That would hurt too much. Better to just wall up and defend the heart with the armor of duty. He wants to know Why. He is characterized by his need to understand. He worries about everyone under him, though he doesn't show it. Those that now and then in the few moments he relaxes his guard, sees through his shell see the depth of how much he really cares. This is what ties the loyalty of his team so tightly. He is skilled in most weapons, and is proficient in piloting. His attacks are strong and relatively quick, his defense is good; he is the main character after all. He can use limited Skills to boost his attacks. He stands of average height, with wispy purplish hair and piercing shale-gray eyes. The face set shows a bit of sadness even when he smiles. At the beginning, he is a hollow character, an archetype. But as the game progresses and he has to make decisions in gray areas, he learns finally to rely on others, show his caring, and learn that his father could actually.. have been.. wrong? 2. Name: Raven Hieb Seleste (reyven have selest) Age: 27 Race: Derivian Class: Fighter/Medic Rank: Sergeant, Federation Marines Skills natural: Heal (heal some HP; all) Scan (see enemy HP) Skills imbued: Personal Support Carbine (Burst - one) Underslung Launcher (Lob - all) Powered Suit (Jump - increase def) *Targeting Computer (Aim - increase atk) *Trauma Pack (Stat - heals more HP; all) Raven is a corporal leading another unit. In her own way, she is as innately tragic as her erstwhile companion. She also hides behind a stern front, which though wasn't unusual (this IS the armed forces, after all) she has difficulty with social situations. She was adopted by a Federation officer, and only recently was she told that it was partly in guilty conscience... her adopted father had killed her real father. Unlike Matthew, she didn't even have a mother growing up. She was from stubborn Rim blood, and raised to be tough as nails. She is still a woman though, and wonders what it is she's missing. In a way, Matthew and Raven are uncertain parents of a disfunctional extended family. The people of their platoon was made of extremely talented but also in some way, abnormal individuals. That wasn't much of a problem though, as they were the ones who could truly accept each other. She performs her duties well, as that is what is expected of her. Perhaps she also overcompensates for her own pirate blood. Only with Matthew does she really feel comfortable, for he would never judge her for what she is but rather what she has done. Her greatest fear is being a failure as both a soldier and as a woman; an amoral bitch willing to do anything to get the job done. She tends to fixate upon the goals of a mission, and occasionally Matthew has to remind her that the ends doesn't often justify the means. She is skilled in most weapons, though specializing in assault rifles and pistols. She knows basic HEALing, but nothing really special. She can share most equipment with Matthew, though. Overall a decent fighter suitable for the front line. She stands actually a little taller than Matthew, but they were both the type not to be intimidated by any person's stance. Her night-black hair (obviously) is cropped short in a Rei Ayanami-like cut. Her portrait is that of someone trying to look stern and yet still managing to look cute at the same time. Raven is extraordinarily vulnerable to even the slightest flattery. I have in a mind a little love triangle (or at least a little flirting and driving to jealously) with Matthew and the smuggler(later). She is very insecure in her own womanhood, and when confronted with the Taenarian they rescued, despairs a little. She can see how instintive it is for Matthew to respond to feminine distress; and nothing's quite as achingly, fragile feminine as an unhappy Taenarian. Of course, if the story get linear towards the end, I'll support her getting her man. These two really deserve each other. Not all RPG romance needs that to be of a hero and a princess. 3. Khreg Hadh'rada (kreg had rada) Age: 228 Race: Zallun Class: Heavy Weapons Rank: Sergeant, Federation Marines Skill naturals: Bash (%chance ignore armor) Berserk (increase atk humongously) Skill imbued: Light Mortar (Mortar - all) Rocket Launcher (Antitank - one) *Power Fist (Maul - cause Stun) *Particle Beam Cannon (Beam Shot - one) Khreg; pronounce his name 'cream' and he'll turn you into paste. A traditional Zallun through and through (ie; dour and prone to propery destruction) he has cultivated an aura of grim ferocity that intimidates everyone he encounters. Despite this, he'd refused another promotion, this time he'd have jumped two ranks into full Captain. That would have meant being kept away from real combat, real honor. He'd grown to like living among the smaller races, these creatures moving so fast with their fleeting lives. They were so.. varied! Some were honorless, some seemed to have had the misfortune not to be born Zallun. The maximum lifespan of a Derivian was two hundred, but this even so with expensive medicine. The average was something near one hundred fourty. Zalluns often live to see four hundred. He wanted to be the witness to their lives, and the one to remember and honor them once they were gone. Matthew and Raven came to his quarters bearing the finest Zallun white wine. They were grinning, happy, for they too considered Khreg a friend, even in the short time they knew each other. He liked them since they had patience and professionalism, without the acquired arrogance that other officers inevitably developed. They celebrated, they drank, they sang, well into the night. It was that night that Matthew and Raven first let down their shields, and relaxed, and realized with each other they were actually having fun. And having fun, they laughed with Khreg at his barely-comprehensible jokes and original song creations. His masterpiece was "The Eight Behinds (of the Council)". Every member of the Security council was examined, their ancestry speculated about, their doings at night, and their running dogs. More frighteningly, the song turned to war, and the armed forces, and the many idiots in each layer of command. The song barely stopped short of calling the Federation itself as a collosal failure. It was still funny as hell. The brass had a good opinion of him. This could get him court- martialed. The outcome of such was predestined. Everyone on the major JA seats was in it. Khreg had dirt on a LOT of people. He'd lived too long and drank with too many people not to. He even devoted several stanzas to their own 'beloved sergeant'. Raven, in the morning, destroyed the datastick; but not before listening and laughing to it one last time. Even now, she can't help to to smile secretively whenever he steps into a room. He can't help but to be nervous. They could ruin his reputation as a fearsome, humorless bastard. In keeping with his ascetic Zallun warrior ethic, Khreg is almost unstoppable in close combat. His great natural strength meant he didn't need powered armor; at most he wore a ceramic plate over his torso. He could weild heavy weapons easily; which include the entire gamut of mortars, launchers, portable particle beams and antitank armaments. There is no question how much damage these can do to a hapless infantryman. He is a typical tanned Zallun, wearing warrior tattoos over the left half of his face. The portrait pack barely contains his six-horned head. In the game, he remains mostly static, but his own strength of personality bouys others. He's already two hundred years old and witness to countless battles. He's not going to change that easily. He serves as the voice of experience, but now and then his advice is too rash or driven by emotion. He isn't the leader since he's primarily a warrior, and defers to his equal in rank. 4. Name: Stefan Jade Roak (stefan jeyd rook) Age: 37 Race: Derivian Class: Secondary Fighter/Smuggler Rank: Captain, MV Freighter GHOST OWL Skills natural: Steal (steal item from enemy) Opportunism () Familiarity () Skills imbued: Pistols (Dual Tap - one) Grenade (Toss - all) *Plasma Pistols (Dual Tap - one) *Plasma Grenades (Throw - all) Stefan is a Rimmie and damn proud of it. As a free exchange low tariff import/export transporter, he answers to no one but himself. Sure, he has to dodge both pirates and the law, but hey - that's part of the charm of the sea of stars. He plays the part of the freespacer to the hilt; with contraband, women, wine and gambling. He seems selfish, but as he put it, it takes great determination to live a selfish life. Born on a mining colony nearby, his freighter is actually indispensable to many. Sure, it hauls illegal goods, but it also sometimes carried food and medicine; and if there was one thing he could boast about, that slaves would never be carried aboard his ship. The GHOST OWL was stolen from him prior to the war, and his crew dispersed. Ironically, it was a jealous mistress of his that betrayed him; he'd tried to get the 'a lover in every stop of the journey'. The criminal organization interested in his ship (not Rim Pirates, but a local warband) mauled him severely and left him for dead. Said woman nursed him back to health, and once he was well enough to walk- told him to get out of her sight and never return. He'd been trying to take back the GHOST OWL ever since. He exudes confidence and self-satisfaction, which just amazes those around him. It irritates them, he knows that they know, they know that he knows that they know - and he does it anyways! Was he stupid or suicidal, or both? Stefan doesn't regret. Anything. He thinks it a waste of the moments of his life; looking back. He tries to look always to the future, in a somewhat fatalistic optimism. And yet, he is also in his own way a coward, never risking too much of himself in anything. He wants his ship back because to him, it represented freedom. He has an innate dislike of symbols of established order, but somehow the marines amuse him. Flirting with Raven gives out predictable response both from her and the lieutenant who pretended not to be interested. Strangely too, despite his constant innuendo he has no intention of taking her to bed (yet); he knows she'd break if he simply played with her feelings and took her body (and two very angry marines would tear him limb from limb). He does care, he's not a complete jerk. Now, the Taenarian on the other hand, she could use some loving. She was more emotionally resilient, not to mention a serious 'feather in his cap', if he actually succeeded in bedding her. Too bad she's immune to his charms. And Matthew would still break his arms. I know, I know, it's a little too 'Pirates of the Carribbean: Curse of the Black Pearl' and all that, but you've got to take interesting archetypes wherever you can find 'em. Stefan isn't much of a shot, but he is an extremely fast draw. He should also have a wide range of skills. Maybe grenade-throwing now and then. His main usefulness is in his familiarity with the locations, and will provide much of the explanations and expositions of each area. He looks scruffy, with pointy unkempt hair, kinda like Spike Spiegel from Cowboy Bebop (or Ryoji Kaji from Evangelion). He wears a red leather jacket, and an evepresent rakish grin. The party shows up at a convenient time. The hangars were in disarray and the bastards who stole his ship were in a hurry piling whatever loot they had stored onplanet into the ship, so they could leave. A small but heavily-armed unit could take them all on. Afterwards, he helps out to fix up his ship, and ultimately because if he didn't, the sea of stars would suffer. What's the point of being a free trader if there's no friendly place to moor or lovely ladies to seduce? Name: (unknown) Age: (unknown) Race: Taenarian Class: Psi defender Rank: none Skills natural: Caring (heal all some) Benevolence (heal one lots) Affection (remove ailments) Love (revive) Fly (increase def, spd) Skills imbued: Taenarian Staff (Devotion - increase party stats) Taenarian Circlet (Purity - ) *Telurian Crystal Necklace (Prayer - heal all lots) *Telurian Crystal Sash (Intervention - revive and heal all) (I'll leave this for now) 6. Name: Kyara Suu (yara so) Age: 25 Race: Kitaran Class: Meelee attacker Rank: None Skills natural: Disarm (lower enemy stats) Leap Kick (disrupt enemy turn) Instinct (increase agi humongously) Skills imbued: Kitaran longblade (Jump Slash - one) Kitaran armguards (Anger - all) *Filament Sword (Bisect - one) *Kitaran Light Powered Suit (Fury - all) *Kitaran Folding Gauss Rifle (Snipe - one) Kyara is a snob. This is apparent to anyone whose ever around her even for five minutes. What is a wonder is how such a person could have, or would even have.... a reason to go this far out into the Rim. She doesn't say, but it has something to do with fleeing commitment. She ran to the furthest region of space where no one she knew would ever find her. She looks down on most everyone else as barbarians, the Taenarians as blindingly naive, and laughs at what the Zalluns consider a warrior tradition. To be fair, she does prove herself capable of matching up to most of her boasts, as her martial and sword expertise is second to none. Behind this though, she holds crippling self-doubt, and unlike the others' fears about not being good enough, her insecurity is that she's destined to be alone. Sha almost wishes to fail, to be defeated so utterly that she shouldn't have to live up to the shining self- image she'd built for herself. She made up her mind to be entirely self-sufficient and for someone so young (even Kitarans live up to 125, so someone less than thirty is barely considered adult; even if they were so physically). *In a sidenote; at thirty-two, at the time of the war, B-sol was still considered a young fluke of nature. The greatest resistance other clans have against his call for bolstering Rim defenses (independently of the Federation) was from that he was so... young. Was he sure he really knew the fullest consequences of what he was asking? Only a clanned Kit'i can be that arrogant or obsessive; Rim Kit'i tend to be more well-adjusted. Though still prone to rash action. Where she learned her fighting style is also unknown, but the memory saddens her. She'd left... something... or someone... behind when she left. Strangely, she respects Matthews fighting skills, even if she could spot several flaws in it (attributed, she says, to sparring with clumsy Zalluns). She takes it upon herself to teach him something about the Ha-raio, or the Active Life. Not quite precognition, but to some extent a person can be made to live a second or so in the future, anticipating perfectly all attacks and all possible counters in a battle. To guess at an enemy's pattern of attack and have react even before they finish thinking of it. Sidenote: Of course, not everyone can accomplish this. Even she has brief glimpses of it. Brusolla can turn it on or off at will, which was why he was nigh undefeatable in close combat; but then again he was already clinically insane, paying the price daily for such an ability. She has contempt for him, for simply being Derivian, but also some respect; for he IS Derivian and yet has the potential to achive this battle zen. The way is doubly hard, not being 'lucky enough' to be born Kitaran. Kyara is very highly skilled in the sword and martial arts. Even in an era in which guns have great range and accuracy, close combat is still a useful skill. Advanced polymer and cerafibre armor are effective against bullets and medium-power laser/plasma guns; but have little resistance to surpassingly-forged blades. A bullet might not hit a vital spot, but a sword through the eye or up the jugular is instantly fatal. And so on. I'm still against an instakill skill, though. Perhaps reducing the enemy's stats per attack, or a speed break, or even ignore armor. The sword in itself should do good damage, better than most guns. However, unlike guns there aren't that many swords, so a few times in the story the longblade is temporarily outclassed. But that doesn't mean she doesn't know how to use guns. The Kitaran Folding Gauss Rifle, near the endgame becomes the main weapon, as I don't see how any sword can get through an end boss armor. She has long blond hair, large feral orange eyes, and in the few moments she doesn't look so haughty is plenty cute; as Kitarans tend to be. You rescue her from a free-floating escape pod. Kyara hangs around the party as she has no money, and no one else wants to help her. Although she prides herself on being independent, no one else has a functioning ship and 'brave and skilled and Kitaran' she might be... the Scourge are coming and she doesn't want to die just yet. As the story progresses, she grows to care about the others and you see her more playful, kittenish side. 7. Name: Isske Halahalaa (yisk hala-hala) Age: 65 Race: Sniv Class: Engineer Rank: none Skills natural: Repair (heal self) Deploy (increase def humongously) Skills imbued: Gatling Gun (Gatling - one) Missile Pack (SRM - all) Self-destruct (SDestrct - massive damage to all) *Chainguns (Barrage - one) *Drone Command Interface (AirSuprt - all) *Jump Thruster (Jump - increase def, spd) Hallahalaa (Isske is his family name; for understandable reasons everyone refers to him using it) could have been a very scary mad scientist type of person, if only he didn't speak in stilted Galstandard. He hasn't deemed it as important to learn it; so he just changes words while keeping the Sniv arrangement; which doesn't make as much sense in other languanges. So for instance; 'I'm going out for a cup of coffee' becomes 'Outside is the coffee of mine claim." Just because sometimes he talks like Yoda, sometimes like a Jamaican, is no reason to think him stupid or uncultured. Most people do however, and so he retreats into the darkness of his machine shop. He doesn't attack, but rather calls a scratchbuilt battlebot to fight for him. The thing, being a machine, has great amounts of HP, def and is immune to most Psi attacks (though it can still be dazed or stunned; status affects can be linked to hydraulics, wiring, and such - also the main reason I'm using toxins, instead of poison). It's slow, but the Self-destruct can be plenty powerful. Perhaps we should have a certain amount of GC also deducted everytime it's used; cost for 'rebuilding' the thing. What makes him really useful is that he can upgrade storebought weapons into their 'ultimate' versions later on. Each is an involving sidequest, but well worth it. 8. Name: Xiar Liunnic (si-arr lu-nic) Age: 128 Race: Wraith Class: Psi attacker Rank: SpecOps Skills natural: PsiBolt (one) PsiShock (all) Skills imbued: Psi Blade (PsiBlade - one) Stealth suit (Sabotage - one) *Psionic Barrier (PsiStorm - all) *Cloak Field Emitter (Cloak - increase def, atk, heals self some) Xiar didn't join the Federation Marines because he wanted to. He joined since the Nightranks wanted him to. And the authority of this supreme council was absolute; over every Wraith. They had foreseen that he would serve some vital function in, if he follows the path they have laid out for him. Wraith are a rather superstitious lot, and Xiar's been getting series of bad omens recently. 9. Name: Jan Dorona (jan doronona) Age: 156 Race: Tamaran Class: Modifier Rank: none Skills natural: Bribe (exit battle) Taunt (focus an enemy's attention, ie no All attacks) Skills imbued: Pellet Rifle (Sedative - reduce enemy stats some) Tamaran Biosensor (Safeguard - auto-revive self) *Gel Launcher (Corrosive - reduce all enemy stats) *Tamaran Bioharmonic (Preserve - autoheal per turn) 9. Name: Sasshel Luqueia (sashell look keya) Age: 82 Race: Quelaar Class: Rank: none Skills natural: Diplomacy (coerce an enemy) Slap (random enemy stat goes down a bit) Skills imbued: Large Staff () Codex () Secondary ----------------------------------------------------------------------- Prolouge: Soldiers of the Federation Lesser Klamath Cloud, Pleoria Nebula Heavy Transport Carrier FNCV HOPEBRINGER unknown date Items: PwrdArm01, SAR01, PSC01, LMM01, StimPac, MedPaste, Grenades Party: Matthew, Raven, Khreg You start off in a training room, with the three characters standing in front of the squad leader, Sgt. Appolyon. He praises each of your abilities, with appropriate counterpoints. He tells Matthew that he is gratified to see his growing skills and hunger for learning, but he needs to learn how to relax and go with the flow. Raven is the second best overall in his platoon, and while he appreciates her professionalism, she musn't shut out other people. Khreg, it is an honor to fight with someone so reliable, but he needs to stop frightening his own troops near out of their wits. Then he explains that he called them to test their familiarity with the new weapons. They would need to instruct others in their use. First off, the SAR-23-C, Standard Assault Rifle; appropriately enough. Unlike former assault rifles, they had abandoned the bullpup design and made the frame more sturdy. It can accept many underslung accessories. Then the PSC-55-A, Personal Support Carbine. Unlike most assault rifles this weapon was primarily designed for close-in suppression; a high- powered SMG. It was designed as an anti-Scouge weapon, since the aliens move and close to claw range too fast for basic ranged training. As a result, while less accurate it has the potential for greater damage than even an SAR, if used properly. Finally, the LMM-04-X, Light Man Mortar. While most people would need to put it down, a Zallun could fire with it still on his shoulders. The mortar shells are designed against the flimsier but more heat-resistant Scourge Armor. Enemy: Lt. Robert S. Appolyon Weapon: AR Custom (NOT the ARC01 as seen later) Skills: Burst Snipe GrenadeL Then, you enter combat. In the battle screen, Sgt. Appolyon notes that the pride of the Marines is of course, their powered armor, designed to be strong enough to take the hit of what weapons their own marines might carry. You attack him; it doesn't quite matter if you use skills or not. At his turn, he attacks using his own skill 'Expertise', which is an all attack that shaves off a lot of your hp. If the game engine supports being taken out of battle without anyone winning, this is enough. If a side must win, then he tells you to activate stimpacks in your armor. It should clear up the wooziness. Stimpacks remove mental status ailments such as Stun, Slow, Sleep, and heals a little. Keep attacking and Healing with Raven. He'll eventually use Burst, Grenade, and Snipe. Fear the latter, it will often cause one character to die. Use MedPaste to revive, and keep attacking, he won't counter any more. After that, he says 'Good, good.' and is much more confident with the future of the Federation. He walks away, muttering about needing to buff up his armor and hammer out the dents. Raven (shyly) congratulates Matthew, and Khreg laughs. Too bad, he says. Now his nerves were awake. He challenges the two to continued practice. Matthew declines, saying he needs to talk with the troops. Raven asks him what he would say, as she feels her own troops don't respect her. Khreg is about to say something, but she interrupts, snidely telling him that she wants to lead them, not kill them. Then the alarms sound, and all marines are ordered to report to the briefing room. You get control of the party now. Check the chests for more Stimpacks and Nanopaste. Exit the room to the south and you'll be in a corridor. Proceeding left gets you into the mess hall, where seated people will tell you snippets of how badly the war is going. You can buy Rations here, which heals a little HP. Head right and you enter the hangar. Follow the catwalk down, then left, and enter the briefing room. It's in the door under the large and impressive machined weapon. In there, the partty separates, leaving only you to talk to random soldiers. Sit (move over) the only empty chair and the Marines lieutenant will begin the briefing. Cutscene. Sleek white Federation ships are moving down the screen, retreating from bubbly red Scourge ships. The lieutenant says that once again the Federation must make a tactical withdrawal. However, there is a special mission for the ship and its soldiers. It will proceed to a nearby Andromedan Science Institute and supervise the evacuation. Someone shouts about not being a cargo ship, nor wanting to be one. Lt. Appolyon says wryly, even if it's a cargo of cutting edge and probably highly unsafe experimental weaponry? .... End cutscene. Raven approaches Matthew and asks what he's thinking. He says it's a good thing. We must never ask for conflict, but an end to conflict. That is a soldier's duty. Fade to black. ----------------------------------------------------------------------- Chapter One: Andromedan Evacuation Lesser Klamath Cloud, Pleoria Nebula Andromedan Science Institute Reseach Base SSE-23 unknown date Items: PwrdArm01, SAR01, PSC01, LMM01, StimPac, MedPaste, Grenades Party: Matthew, Raven, Khreg You start out in the station's dock, where people loading oddly-shaped tarp-covered things are arguin over which is most important to load first. Two ASI scientists eventually come to blows, and Matthew comments sheepishly about how he thought scientists were supposed to be nonviolent. Raven approaches and salutes primly, Matthew sweatdrops some more and says she doesn't have to do that. She tells him that it's going to take a while and it might be a good idea to explore the station in the meantime. When asked about her own unit, she growls out 'screw 'em'. Matthew thinks that someone called her names again, and is now wearing a black eye. Explore the shops awhile, most of the items will be too expensive to buy. In one, Raven will sigh at a PwrdArm03, and wishes she were like normal girls who would yearn that way for a dress. Matthew remarks that she must be who she is. She'll be even more miserable pretending. She yells out, that she wants to pretend to be married to a rich man who will give her loads of money so she can finally buy quality military hardware. They both laugh. The screen flickers for a moment. Upon exiting; map change. Much of the station is in ruins. The two shut their helmets, noting air decompression is happening. Take two steps and get attacked by Scourge. Enemy: Scourge Scout Weapon: Claw Basic damage 20-40 Skills: Fly The Scouts won't be too much trouble, lacking proper range attacks. Now and then they'll try to Fly, which increases spd and def, but since it takes time to charge, most of the time they'll die before that happens. Head right back into port and you'll be attacked by Scourge Infantry. Enemy: Scourge Infantry Weapon: PlasmaGun Plasma damage 30-60 Skills: none These buggers are a little tougher. You may have to use up a few grenades, luckily some drop PlasmGren, which are simply better than what you're issued. Eventually, you'll be surrounded, but they are suddenly blasted away. Khreg arrives and wonders how you managed to circle around so fast. The Scourge were jamming transmissions and the only way to stop that is to take out the nearby breecher pod. Raven shouts out how the Scourge could get through, weren't the battlegroup supposed to be still engaging them? Obviously one managed to slip past, the Zallun retorts. Matthew thinks that everyone assumed he and Raven were still with their units, inside the ship. He's a little disquieted, there were no specific orders for the officers not to leave the ship.. but still.. It's on the oppposite end of the map. Raven wants to enter the weapons shop and loot it, but Matthew remarks it would be quite obvious she'd been stealing. She says she's just joking. The breecher pod has your first boss. Enemy: Scourge Commander Weapon: PlasmaRifle Plasma damage 40-80 Skills: Burst His burst attack is better than yours, but a few Plasma Grenades ought to soften him up. If you don't want to waste these few powerful items, then it'll take longer since the using Raven for FullAuto instead of Medic is chancy. Keeping her back simply for Medic would do, but it'll take even more time. Regardless, defeating it will give you four more Plasma Grenades, which can be sold for a pretty penny later. Matthew will collapse, and Raven will (almost panicked) diagnose him with internal bleeding. The Taenarian will appear then and heal all of you to full. She introduces herself as Aria Suvranna and thanks you for saving her life. Scourge have the ability to home in on Taenarians. She also says that your actions have bought enough time for the scientists to load up what might hopefully end the war early. She smiles radiantly. Khreg bows with a flourish, telling her that it was an honor to serve. Matthew doesn't quite know what to say, and Raven is trying to tell herself that she isn't jealous. Fade to black. ----------------------------------------------------------------------- Chapter Two: Belly of the Beast Lesser Klamath Cloud, Pleoria Nebula Scourge -type ship unknown date Items: PwrdArm01, StealthSuit, SAR01, FSC01, LMM01, PsiBlade, StimPac, MedPaste, Plasma Grenades, Antivenom, RegenPac. Party: Matthew, Raven, Khreg, Xiar Cutscene. The BLACK BEAR joins the 8th Hollmar battlegroup. In the hangar of the Sentinel-class Battleship FNBB STORM DRAGON is Admiral Alec Hollmar, Aria, Lt. Appolyon, and several ASI technicians. They are standing in front a strange machine. It is explained that the device might be able to listen into Scourge communications. The aliens communicate on an uppernet undetectable to all sensors. It's something both technical and psionic. Aria agrees, it explains how the Scourge seem to be able to seek out Taenarians; their own psionic presence was so strong that it naturally screws up nearby Scourge controls. The admiral asks if the device can jam Scourge transmissions, to which the ASI reply; no. Federation sensors and tactics are reliant on sensor jamming, which both sides of any conflict use liberally. But the Scourge communications can't seem to be jammed, while theirs were still vulnerable. Fortunately, Scourge targeting sensors can still be messed with. Aria says something to the effect of the Scourge being prisoners in their own minds. Adml. Hollmar says that doesn't matter, as long as they're destroyed. He is then told that the device needs an initial sampling of Scourge psionic signatures, which could only be taken from a living Scourge ship. The admiral rages, how do they expect to bring that monstrous machine in a Scourge ship? The ASI peevishly reply that the main device is a transformer. The receiver can be in a separate package. If it is necessary to board a Scourge ship, Aria suggests that they use certain Marines from the HOPEBRINGER. She has a premonition they would be very important in the near future. Hollmar scoffs at this, but is willing to grant it. He tells Appolyon to prepare, the battlegroup will attack a scourge patrol group and isolate one ship. It was necessary that they move fast, and take the sampling while the ships were still in full battle comms. The Lieutenant says he has just the people in mind. End cutscene. You begin in a long corridor, full of twisting wires and shades of maroon. The Scourge are cyborgs, after all. A breecher pod is to your left, but it's just tile decorations, the door doesn't open. The lieutenant explains he's going aft to cripple the engine. Your job is to find the bridge. A SpecOps officer should be able to help you. Matthew asks where and when. A Wraith fades into view. He's been on an earlier breecher, the Scourge just thought it was empty. He's been there all along, and will now guide you through the ship. He warns that the group might have to break through. That is so cool, Matthew says. Khreg just snarls, and everyone remembers that he's a very traditional Zallun - that also includes an innate hostility to all Wraith. Xiar snorts, and remarks that for his duty he will tolerate this. For the moment, anyway. You get control of your party. Head north. It'll open out into a cloning chamber, and Raven is horrified with the apparently painful implants being performed. Xiar asks why she should feel anything for Scourge. They are the enemy. Khreg puts in that honorable warriors do not even maltreat an enemy, how much worse to do so to one's own? Ah, chilvary- a well-defined system of stupidity; Xiar retorts. Matthew tells them all to shut up. You are then attacked by a mix of Scourge Infantry and Workers. Enemy: Scourge Worker Weapon: Claw Basic damage 30-40 Skills: Suicide The workers aren't of much problem, except that they spray acid when they die, poisoning your party. If you picked up a Chemicals Kit in the ASI station last mission, Raven can now use Detoxify. If you bought a -02 weapon or armor, then you'll just have to heal often or use Antitoxin items. Keep heading north, slaying everything in your way. You can try running from Workers, they don't give out that much XP anyway. Soon you'll reach an elevator. Entering it, you'll be attacked by a mixed group of Worker, Infantry and Warriors. Enemy: Scourge Warrior Weapon: PlasmaGun Plasma damage 30-60 Skills: Lunge The Warrior is distinguishable from the Infantry in that it's blue rather than green. Its Lunge attack can stun your people, so watch out. You'll have to use StimPacs liberally in the second floor, until you level out enough that the stun chance peters off. There is an energy fountain after the next two screens up that heals your party completely. This is a good place to level up. Because past the door after that... Is a roomful of Scourge Commanders. Fortunately, Psi attacks work well against them. But you can't take more than a few steps before another Commander random encounter. After slashing and burning through, in the next room you run smack into... Enemy: Scourge Machined Beast Weapon: PlasmaThrower Plasma damage 50-100 Dual Claw Basic damage 40-80 Skills: Stomp Bite Burning Roar This monster's big, tough, and occupies half your screen. The Scourge answer to bipedal machined weapons, treaded combat vehicles, low-flying aircraft and hardened bunkers, it's been wildly successful in tearing down many civilizations. It's also resistant to psi. And with it are three Scourge Commanders. Throw your Plasma Grenades at them until they die. That should take care of the Commanders in one turn, leaving you free to concentrate on the goliath. One good thing, is that its only ALL attack takes time to charge. The rest of its skills and attacks are nothing special, but don't let your HP dip below 50%. Its Burning Roar is a superheated plasma-backed, room-filling scream. Your people will be screaming too, from the sensation of their searing flesh. Khreg actually comments on this, but says it's not that much hotter than the red hotlands of Zallus. Once it's dead, it'll drop a Plasma Thrower. Equip this as Khreg's main weapon. You're not gonna need the All capability of the Mortar. Now head back ALL THE WAY to the energy fountain and heal up. Run through the random Commanders, keeping your own damage at a minimum. Make sure Xiar has learned PsiBlock. Go through the door the machined beast was guarding and take the elevator up to the bridge. As you enter, you see a group of Workers exit left. The door they went through won't open. Raven comments on how dark and creepy it is. Xiar says there's no such thing. Darkness shouldn't frighten anyone. That's why the night vision lens was invented. Head south through the eerily empty corridor and you'll enter a room dominated by a gigantic brain. In front of it is a Scourge dressed in a red toga. He tells you that you are all already dead. The Scourge are not to be found in flesh and blood, but in thought. A single ship was nothing to the greater swarm, a merest flicker of an afterthought. Enemy: Scourge Controller Scourge Shipbrain Weapon: Psi Gem AutoDefense Systems Skills: Psi Bolt Psi Storm Psi Block Psi Doom Psi Destroyer Pop-up All Alert Stand Down The Scourge controller serves as the living hub of a network of minds. If you've saved a few Plasma Grenades, use them now. It's weak against physical attacks. The Plasma Launcher Khreg has does only slightly more damage than what the Mortar would, but the Psi Blade does nothing at all. Xiar comments of the strength of its psi control. Make him cast Psi Block repeatedly. Psi Doom lowers all your stats, and tears apart a psi shield; however the damage it would normally do is leeched away. Forget using Raven's heal, have her Burst at it continously, and use Khreg for item healing. It shouldn't last long. It's important to take it down quickly, since its final attack will shave your HP AND cause Stun AND lower stats. Strangely, a Cloaked Xiar won't be affected by it. Once it's dead, you can now focus on the Shipbrain, whose only real strength is its irritatingly high HP. It will drop a Psi Barrier, which allows Xiar to cast the devasting Psi Storm used on you all earlier. Matthew will report that the bridge is clear, and that the Wraith was stabilizing the brain. Xiar places the device on the transmitter and says it is detecting and resending psi waves. Lt. Appolyon will then also say over radio that he had full control of the ship's engines. They will now steer the ship with another device. He then tells all, a job well done. It was high time they actually started winning. Xiar complains of a headache, and mentions that life is the ability to handle unexpected things. Nonliving things, like rock, remain always the same, but life must always try to absorb those around it. Khreg asks him if he'd gone temporarily insane. "Mayb- shut up" the agent answers hesitantly. He says it was good working with you, but there is something else he has to do. He vanishes. Raven mutters, what a strange creature. Matthew pokes the dead body of the Scourge Controller; this was way weirder, he says. Fade to black. ----------------------------------------------------------------------- Chapter Three: Death From On High Planet Melfuele, Lesser Klamath Cloud Capital city, Minth unknown date Items: PwrdArm02, BattleSuit, SAR02, FSR02, LMM02, StimPac, MedPaste, Plasma Gren, Antivenom, RegenPac. Party: Matthew, Raven, Khreg, Xiar Cutscene. The admiral enters the bridge, and walks over to the shipbrain. It's a wonder the... thing.. hasn't tried to kill itself yet. That was the problem with Scourge ships, it was thought impossible to capture one intact. With some disquiet, Ilianna notes that what she feels radiating from the shipbrains wasn't the induced rage present in all Scourge warriors but rather... an amused curiousity. A lot of machinery has been attatched to it. The ASI engineers explain that it could now be possible to 'eavesdrop' on Scourge communications. Galvo asks why the Taenarian wasn't hooked up to it yet. Hackles rise at his disprespect, but patiently the ASI explain that for this instance, having high psi ability wasn't desirable. It was more useful to hook up someone with low psi index; although the return signal was faint, it could still be possible for the device to become two-way. Better to have someone all but invisible to the greater Hivemind; or the Scourge would be able to find the fleet as easily as they themselves could sense where the aliens were. With the numerical superiority of the enemy, that would be a bad thing. The admiral, surprisingly, volunteers to be the first to test it. Though he does ask how much risk there was. Perfectly safe, they assure him; the telepathic link was entirely passive. He could even serve as the hub of a local telepath network, if they installed similar devices in other ships. The captured shipbrain would serve as the primary telepathic translator/carrier. Ilianna warns that she has a bad feeling about it. Perhaps he should let someone else have the dubious honor of being the first. Hollmar was doing it to get into the history books, if this device could really end the war, then he wanted his name to be linked with it forever. The Admiral puts it on. The screen violently starts blinking red. He is pulled away from the machine, and Illianna moves to try and heal him. He slaps her hand away. He says he doesn't need it, and everyone thinks he's just trying to be brave. The scourge... are vast and limitless, he mutters. Compared to them, the trillions of the Federation were nothing to be proud of. He brightens up, saying it was something of a success. He could feel them, he knew where they were, and what they were going to do. He orders secondary devices be given to the wing group commanders, and the have the major command eschelon called up to his flagship for a major demonstration; then planning. Now, he knew what it would take to beat those aliens... He leaves. Ilianna looks worried. End cutscene. Ahh, your first real town. Everybody's in a hurry though. Search the orbital elevator area screen for chests (there are two behind the shadow). Itemset: Stimpack Chemical courage. Inject to heal 50HP & deconfuse. Nanopaste Cell builders. Inject to recover from near-death. Antitoxins Blood purification. Inject to detoxify. Nanomeds Molecular repairbots. Inject to be healed 200HP. Bio Harmonizer Induced relaxation. Complete healing on worldmap. Cell Reconstruction Permanently increase HP by 20 IRIS system Permanently increase ATK by 10 Ceramic plating Permanently increase DEF by 10 Neural Feedback Permanently increase AGI by 10 SAR01 Standard Assault Rifle A powerful, accurate weapon with customizability. Abandoning the bullpup design, this rifle can accept a variety of accessories. Basic 20-50 SAR02 Standard Assault Rifle (ASI) This rifle uses a larger caliber but is lighter. A variant of the bullpup SAR01 previously used as Federation standard arms, this rifle is lighter and can hold more ammo. Basic 30-70 SAR03 Standard Assault Rifle (SAIRAAD) Extremely reliable, with great stopping power. This is the perfect balance between cost, perf ormance, and reliability. It's a bit heavier, so you can whack someone on the head with it. Basic 70-120 AAR02 Advanced Assault Rifle (ASI) Range, accuracy, ammo clip; just freaking lovely. With a built-in gunsight, you can now fire around corners or in pitch black. It has also lessened recoil and eliminated muzzle climb in full auto. Its range and stopping power is the best that money can buy. Basic 100-150 ARC01 Assault Rifle Custom (Appolyon) Just holding this makes you want to kill something. Lieutenant Appolyon's own rifle, given to him as a gift. You don't know where he got it, only that it's called the Black Death. Basic 250-300, critical bonus 20% ARC02 Assault Rifle Custom (Isske Upgrade) It's as if they die before you pull the trigger. Isske's mad ministrations has made what was already a very powerful rifle into the pinnacle of conventional arms. Basic 250-450, critical bonus 20% PSC01 Personal Support Carbine An expanded SMG with a folding stock. Developed from an assault rifle frame, this is meant to be an anti- Scourge weapon; as the aliens tend to close in too fast for customary ranged training. Basic 40-50 SMG01 Sub Machine Gun Your basic SMG, just point and shoot. While there are many types of SMG, they all share the same characteristics. This one however, was made for concealability in mind, so the damage is less than what you're used to. Basic 30-40 SMG02 Sub Machine Gun The mercenary's best friend Based upon the classic Arete SMG, this weapon packs both close-in punch and respectable accuracy on semiautomatic. In addition, it can accept most rifle accessories. Basic 70-90 PSC02 Personal Support Carbine (ASI) High-powered light carbine Made for those who live near the Scourge invasion path, this is a weapon designed for cramped city or corridor fighting. Basic 120-140 IAG01 Integrated Arm Gun A gun that you wear, rather than weild An experimental design, which is worn on the forearm. The outside looks like balooning bracers, and the intention was to make burst fire as easy and instinctive as possible. You can also punch someone's head in. Basic 160-180, +5 DEF, Doubletap IAG02 Integrated Arm Gun (Isske Upgrade) Arms of armament, you are death's instrument The deranged Sniv expanded the ammunition belts, for though guns can run out of ammo they do fire faster and longer than energy weapons. He however used special miniature HEAP rounds. Basic 200-220, +5 DEF, Doubletap, Ignore Armor FSR01 Folding Sniper Rifle Poke large holes into things, every time This rifle folds, so it can be used like an ordinary assault rifle, though without burst capability. Only the rear folds in, so the bullet's power remains as staggering. Basic 150-180, FSR02 Folding Sniper Rifle (ASI) Magnificent accuracy and anti-armor capability. Automatic sniper rifles tend to be less reliable than simple bolt- action ones, but the Andromedans feel that have solved the problem. AHG01 Assault Handgun LSR01 Large Shot Revolver PLR01 Pulse Laser Rifle Kinda addictive, so watch out for overheating. Firing coherent high-energy light pulses, the laser rifle has perfect accuracy, though it might not pierce advanced armor all that well. Laser 50-150 PLR02 Pulse Laser Rifle (ASI) More pull charges, more power! More expensive. Improvements in heat and power handling mean better overall output. It can punch through ceramic armor now. Watch out for the rapid drain of pull charges, though. Laser 150-250 PLR03 Pulse Laser Rifle (Isske Upgrade) You're walking AA defense, you know that? Your friend, the mad scientist, has turned what was once a lovely rifle into a mess of wires and scorched metal. You fear it might explode at any moment, but can't deny it cooks your enemies alive. Laser 300-500 SLR01 Sniping Laser Rifle Give someone a very warm greeting from 6km away. The sniping laser is the lavish assassin's tool. Incredibly accurate, it also boils the brain so fast that death is painless. Laser 100-200 SLR01 Sniping Laser Rifle (SAIRAAD) Take them out even behind armored glass. The capability to hold and sweep an area makes this also an excellent crowd control weapon. The power output is variable, and the pulse is shorter but no less damaging; meaning better cover for the shooter. Laser 200-400, cause stun SL03 Sniping Laser Rifle (Isske Upgrade) Hey, you can try always try mining with it. Isske, being bored, decided to turn the rifle into something less subtle. You now have a compact version of a battletank's secondary laser cannon. Laser 200-500, cause stun GLG01 Gatling Laser Guns MLP01 Minute Laser Pistol PCR01 Plasma Cone Rifle Plasma is generated, compressed, spun and then accellerated out to cause great damage. Surprisingly, the Scourge are weak against their own preferred weapon type. PCR02 Plasma Cone Rifle (ASI) . The plasma cone can now be packed tighter and shot out faster. The rifle is heavier as a result, but the energy drain remains the same. PCR03 Plasma Assault Rifle (Scourge) Retroengineered from Scourge guns GPG Gatling Plasma Guns PBP01 Plasma Ball Pistol SPBRX Small Particle Beam Rifle Experimental PPBCX Portable Particle Beam Cannon Experimental Go head to head with things that weigh 80 tons. This infantry-carried tank cannon is so damn powerful, even Isske didn't want to mess with it. FGR01 Folding Gauss Rifle SGG01 Short Gauss Gun GPX01 Gauss Pistol Experimental LMM01 Light Man Mortar HMM01 Heavy Man Mortar SML01 Shoulder Missile Launcher HMG01 Heavy Machine Gun Weapon damages & resistances Basic - most rifles and swords, claws, and whatnot. Damage is mostly of ballistic, though some explosives are also classed here. Considered as 'conventional' arms, their primary utility is in excellent reliability, light weight, and abundant ammunition. All armor is generally good against them, but fibre works better against bullets. Most advanced light armor are composite-fibre. Laser - advanced rifles and chainguns. Firing either in short pulses or timed high-energy beams. The damage is primarily thermal, though there's also a slight 'kick' from the energetic photons. Better against fibre armor but far less so against insulating ceramic. Plasma - plasma guns and grenades. Higher energy properties means they do more damage. Plasma deals corrosive damage, what it doesn't punch through, it tries to melt. It's an exceedingly painful way to die. However, your initial Powered Armor is composite, which kept you from being easily slaughtered by Scourge. You'll have the same problem fighting Federation soldiers later. Beam - experimental beam rifle, portable beam cannon, beam dagger. Packing both thermal and kinetic power, it goes through even advanced Federation composite like it wasn't there. Charged ion particles are sent out at just under the speed of light; dealing tremendous damage but requires insane amounts of power to fire, and generates extreme heat. Fortunately, these are rare quest items, and few are the enemies that can use this against you. It's better to redirect particle beams rather than resist them, so laminar armor works to some effect. These too are quest items. Gauss - gauss rifle, gauss minigun. Small penetrator slugs at hypervelocities; accurate, fast-firing, and though it requires both ammunition and pull charge; ammo is small and plentiful while the drain is minimal. Gauss techonology almost makes armor obsolete. Shields tend to vastly reduce small-radius kinetic damage though. Fusion - fusion ball launcher. The equivalent of a suitcase nuke going off nearby? No amount of shields and armor can protect you. Only the end boss uses this. Armor DEF represents Armor Class, the tendency of enemy fire not to hit (by the armor being light enough to allow fast duck and cover), bounce off (if the armor is thick enough), or both (in the more advanced armor types which booost strength and agility). Additional HP represents Damage Resistance; how much damage is bled off the hit in trying to go through all that armor. In the game, there are additional two types of Armor; Shield and Helmet. However, as armor items can also give various stat bonuses, the common locations have been renamed Backpack and Headset, respectively. Though Helmet in itself still sounds appropriate. FPA01 Federation Powered Armor DF +40, HP +100, AGI +10 You start with this. The Marines PA version are made of lighter materials and have a snap-on back jump booster. Completey enviro- sealed, once the helmet clicks shut, it can even function as a limited astrosuit. Normal Clothing DF +0, HP +0 Not only do they provide no protection whatsoever, they're also unstylish. Good if you wish to look unobtrusive, though. Military Uniform DF +0, HP +0 Good for impressing commoners, talking to the brass, but though made of slightly better materials are just as useless as normal clothing in battle. At the very least, it makes the enemy pick you out from among civilians. Kevlar Vest DF +5 Once your armor stops working due to an EMP burst, this is the best you have. Normally worn by police, it's good againt small handguns and knives, but not much else. Cera-fibre Mesh Jacket DF +10 Threaded ceramic is better than polymer in every way. Only slightly heavier, it's much stronger and heat-resistant. Unfortunately also that much more expensive. Full-body Mesh Suit DF+15 Providing full-body protection, this is the first choice of all commando teams everywhere. Ceramic Battlesuit DF +35, HP +80, AGI -20 Plates of ceramic are woven into a mesh suit. It provides protection similar to that of powered armor, but minus the AMC assistance. As such, only the strongest or most skilled can fight effectively when clad in it. Composite Battlesuit DF +35, HP +80, AGI -10 AMC bundles are used on the upper torso, giving some of the strength boost in normal powered armor. While it's actually heavier, it feels less so. Light Powered Armor DF +30, HP +60, AGI +15 The chosen armor of scout and ranger forces; it's light, stealthy, and packs lots of jump juice. It provides powered assist, but has somewhat thinner armor layers. Small matter, given the mission profiles. Heavy Powered Armor DF +40, HP +120, ATK +10 Similar to the Federation PA, but without the back boosters. This is a suit made for grunt combat. Ceramic Powered Armor DF +50, HP +120, -25% to Plasma, +30% to Beam Unless used in composite with other materials, protoceramic tends to flake off as it takes damage. Normally this would be good, as natural ablation removes most of the force and heat. Against that which lasts for more than 10th of a second.. like say, a particle beam... it's considerably less effective. But then who has a man-portable beam cannon, anyway? Andromedan Laminar Powered Armor DF +80, HP +160, -25% to Beam damage Having already built a prototype man-portable beam cannon, and two test beam rifles, the ASI then went on to attempt making armor resist this. As a side-effect, this is almost impenetrable to other damage. Isske Matrix Powered Armor DF+100, HP +200, AGI +20, INT +20, immune to Confuse While his technolgical wizardry could no longer improve upon the advanced materials, with Taenarian help he was able to infuse the layers with Telurian crystal matrix. Personal Shield System DF+100, -50% to Gauss damage Squee Distortion Armor DF+200, AGI +50 Jerle Devastator Armor DF+200, ATK +50 Aelanna Distinction Armor DF+200, INT +50 Headsets: Helmets represent software, sensors and comms, in addition to providing protection. The squad maintains a closed local net. STORM.1 Comm Jammer +25 DEF BLUE.1 Comm Burner +25 AGI LINKZ.1 Situation Processor +25 ATK DARK.1 Multiband Sensors +25 INT 11111111111111111111111111111111111111111111111111 title music - sendmeanangel.mid battlemusic - floorsh.mid bossmusic - ampheta.mid generic town music - good.mid giving.mid - spacemap music ASI music - firstand.mid shipmusic (carrier) - pinned.mid shipmusic (freighter) - abracadabra.mid Federation theme - pinned.mid Scourge theme - blckcele.mid Matthew theme - humanbehaviour.mod Raven theme - strangeattraction.mid Khreg theme - chutesandladders.mid Stefan theme - lovesong.mid Kyara theme - catpeople.mid Xiar theme - theemptyworld.mid Isske theme - upstairs.mid Dan theme - thedrowningman.mid 11111111111111111111111111111111111111111111111111 Subquests Carrier Chapter One 1. As you pass the marine quarters, one of Matthew's troopers approach you. Pvt. Chandler> Sir, apologies, sir! But I need your help, and now. That is, if you're not too busy. Choice: a. Sure, what's your pain? b. I'm busy, private. a. He moves back and stands next to a female marine. Pvt. Chandler> Sir, I must insist you make this woman give me back my balls. Matthew> Excuse me? Your what? Pvt. Chandler> My balls, sir. She took the only two I have, and won't give them back. Raven> Oh, I have GOT to see what this is all about. Talking to the woman will give: Pvt. Rose> His balls? Yeah, I have them. Bastard put up a good fight for them too. But I got them. Matthew> Uh... how that's even possible aside, why would you do that? I think you should give it back. Pvt. Rose> No way! Sir. They were mine to begin with! Matthew> ... Raven> Wasn't he, well.. *snicker* attached to them? Pvt. Rose> So what if they have sentimental value? He stole them from me, and I'm taking it back. Matthew> ... Raven> I think I'm starting to understand what this is all about. Matthew> You are? (This is starting to scare me) Raven> Hey, you two, last I saw you were being lovey-dovey. What happened? Pvt. Chandler> Well, we first met in a Pocketball tournament... and.. Matthew> Aaah. Isn't that where you fight virtual monsters? So the balls are.. Pvt. Rose> His two strongest monsters, yes. Which used to be MINE, until someone stole them. He tells me he bought my balls off the Net, but I don't care. What did you think - oh my God! That's sick! Sir, how could even consider...! Matthew> ... Raven> *laughs* Matthew> ... you're not helping. Raven> Look, aren't you both a little old for this sort of thing? Pvt. Chandler> You don't understand, ma'am. These balls represent the best days of our young lives. We were champions. The games teach dedication and friendship... we wouldn't have met without it. Pvt. Rose> Yeah, and you can get really attatched to these virtuals. They've got AI, you know. And so when this BASTARD won't let me have MY old friends back, he's betraying all the ideals of a Monster Ball Master! Pvt. Chandler> I had to trade ALL my other balls for these! If you take them away, you take away half my life! Pvt. Rose> That's your fault! A good Ballmaster never gives up on his virtuals! Pvt. Chandler> Are we having this conversation again? They're just lines of code and holograms! Yes, they can interact. Yes, they can learn. Yes, they have personalities. But the object of tournament is to win, to do that you have to acquire the strongest virtuals you can find. Someone ELSE spent a lot of time training up your virtuals. They don't really qualify as yours anymore. Matthew> ... (This already scares me) Raven> All right, all right. We can't have this bickering. Hey, Chilam, may I? a. No, these people are my responsibility. b. Eh. Why not? Go ahead. a. Matthew> Why don't you just share them? Pvt. Chandler> We can't. It's the principle of the thing. Matthew> You share your bodies but not your minds? Don't be stupid. People who really care about you are more important than virtuals who are programmed to care for you. Pvt. Rose> I... I guess I was being a little overdramatic there. We're marines now. We have more important things to worry about. Pvt. Chandler> Jacqueline, it doesn't matter. I'm sorry. I guess you really do think of these things like they're your children. What's the point of winning if it'll make you unhappy? I just thought you wanted me to keep being the best. Pvt. Rose> Well, you ARE the best. And.. one day, I won't be needing to care for this. I'll have other, real things to fuss about. *Pvt. Chandler gulps nervously, but with a smile. Matthew> There, that's done. Don't bother me with this silliness again. +500 XP!, Fed Rep +2 b. *Raven knees him in the groin. Raven> Give him his balls back. He needs them. Pvt. Rose> Uh... okay. Raven> Good. Now don't bother us with this crap again, or I'll do something... worse. Pvt. Rose> Daniel... baby... you all right? I'm sorry, I didn't mean for this to happen. Pvt. Chandler> ... (whimper) Raven> Ahh, young love. It conquers all, right, Chilam? Matthew> ... +800 XP!, Fed Rep -2 Map locations Carrier 1. Marines a. Corridor bigmap b. Quarters A b. Quarters B c. Sickbay d. Office e. Armory f. Simroom 2. Main Hold a. Catwalks b. Conference room 3. Bridge a. Main bridge b. Battle bridge Station 1. Shipdock a. Main Hold b. Port 2. Inside - prior a. Marketplace b. Medical center c. Library d. Armaments Dealer e. Dwelling A f. Dwelling B g. Dwelling C 3. Inside - attack a. Armaments Dealer Scourge Ship 1. Lower Deck a. Corridor A b. Cloning Chamber c. Corridor B 2. Upper Deck a. Corridor C b. Sensors Chamber c. To Bridge d. Bridge