tag:blogger.com,1999:blog-77318777390252566002024-03-14T07:48:47.403-04:00Terminus-StationOne hundred years in the future, the tyrannical Earth Gravity Sphere dominates the planet Earth, the penal colony of Luna, and the Orbital stations. They don’t want you anymore. You are outcast, an Exile. And you may never, ever return to Earth.
Z-G Interaction Figures by AtomotonCestus Merchttp://www.blogger.com/profile/04836075164970190042noreply@blogger.comBlogger45125tag:blogger.com,1999:blog-7731877739025256600.post-24421701921978398283000-09-29T13:38:00.000-04:002016-01-04T17:31:10.963-05:00Z-G IdeasBicycle Orbital Commuters<br />
Octo-Arms<br />
Exotic families<br />
Polemarch & Strategoi<br />
Mummers building a neural network in deep space/Oort cloud<br />
Bio-Mummers - exotic spinoffs (Seconds? Fourths?)<br />
Syndic obsessed with knowledge, "I will not die ignorant"<br />
Grange - reveals robotic/teleprescence aliens that only artifex can communicate with.Cestus Merchttp://www.blogger.com/profile/04836075164970190042noreply@blogger.com0tag:blogger.com,1999:blog-7731877739025256600.post-84710307715250582092109-10-29T04:15:00.000-04:002009-10-26T16:52:17.964-04:00Armada Scrambles to Intercept Rogue Cab<a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjy0FzEi8rZ3iLBu8Os4e1uJzXjqivGhBUWZWNovpYJea4VKEvyl2a35ETj3NBzLQGTDuHI9J5xQ01vTb_mXF7WpHd9DLFe_NOPR0V9lEPRI8GokaIDVEqXR0IOFZatctJOQLYBybHKrVw/s1600-h/green-claw.png"><img style="margin: 0pt 0pt 10px 10px; float: right; cursor: pointer; width: 127px; height: 307px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjy0FzEi8rZ3iLBu8Os4e1uJzXjqivGhBUWZWNovpYJea4VKEvyl2a35ETj3NBzLQGTDuHI9J5xQ01vTb_mXF7WpHd9DLFe_NOPR0V9lEPRI8GokaIDVEqXR0IOFZatctJOQLYBybHKrVw/s400/green-claw.png" alt="" id="BLOGGER_PHOTO_ID_5394764922868887170" border="0"></a><br />
<br />
<blockquote>"I totally saw the Armada shooting from Terminus today... They blew up that guy's car like right there."<br />
-Erica Sandal<br />
</blockquote><br />
Few would question the Armada's protective envelope around Venus these days, but we can easily forget that the lion lives at home too. Today a rarely witnessed fleet action was seen right on our doorstep here at Terminus. A speeding BlackCab was detected at 03:34 GMT on an unfiled flight plan towards Earth. It did not respond to Terminus flight control messages or Armada warning shots. At 04:00, the SkyCar and an unknown number of crew were shot down as they entered Terminus airspace. Terminus Sweepers were dispatched to deal with a large amount of debris. An estimate of fatalities is expected within the week. Any information about this incident will be rewarded ¢150 via the Solon anonymous tip line.<br />
This is Tomo McKnight, ENN Terminus StationThesperhttp://www.blogger.com/profile/14495612535529656259noreply@blogger.com0tag:blogger.com,1999:blog-7731877739025256600.post-18163425686325131602109-10-19T16:46:00.000-04:002009-10-19T17:35:41.724-04:00Vanguard Induction Ceremonies to be Held Despite Dust Storms.<a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgNbyEIUjYqAqCW_PnVrKoewy7t9Cm7iTk70uTuejlmwHiHnyxjgMbmSpwm-lBJmbSrqzPMbUzx4P2Xf55r2WDiewjK57lmDqy1Ht2-5w6ljhx8W8Ul3zqPwjIpaXbfP8v8bf1YRXz-7iw/s1600-h/Mars24+-+Sunclock+-+Dust+Clouds.png"><img style="margin: 0pt 0pt 10px 10px; float: right; cursor: pointer; width: 400px; height: 400px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgNbyEIUjYqAqCW_PnVrKoewy7t9Cm7iTk70uTuejlmwHiHnyxjgMbmSpwm-lBJmbSrqzPMbUzx4P2Xf55r2WDiewjK57lmDqy1Ht2-5w6ljhx8W8Ul3zqPwjIpaXbfP8v8bf1YRXz-7iw/s400/Mars24+-+Sunclock+-+Dust+Clouds.png" alt="" id="BLOGGER_PHOTO_ID_5394423923004518930" border="0" /></a>17:34 EDT Camp Thermidor, Mars.<br /><br />The Polemarch declared late monday morning that Legion "Hotel" Vanguard induction ceremonies will not be delayed despite the worst spring Dust Storm since the founding of the Camp Thermidor in 2021. Weather and Rad alerts have plagued settlements all over Mars due to numerous S4 solar events over the last 65 sols. Power and information blackouts are common during this high energy solar events, but the hardy Martians have yet to see a global GDP loss. Regionally, things are not so rosy. Both polar mines have been under lockdown for nearly an entire martian year. No information is known about their situation, but an aide from the Office of Martian Affairs in the EGS maintains that the official position is that <blockquote>"Conditions are nominal, and no further speculation will be entertained."</blockquote>Thesperhttp://www.blogger.com/profile/14495612535529656259noreply@blogger.com0tag:blogger.com,1999:blog-7731877739025256600.post-24619404068942265072109-10-14T02:06:00.000-04:002009-10-14T09:25:47.291-04:00Untitled TextIf you're getting this message, then can i hav ur bandwidth? The denial of service attack that started two weeks ago is only now starting to clear in the biggest networks. Been raking the spam out of my inbox for a week now. Despite essential services coming back online a few hours after the "accident," vid channels and friend location networks are STILL DOWN!!<br />
<br />
Come clean, EGS, the so called "asteroid strike" was no doubt actually a new weapon test by the Monzonz that backfired. My friend Ersatz says he SAW a monzon on a strecher out in storage six and I heard on Cband that dozens of fresh launchies were lost in the decompression because they weren't wearing their ulsters. And if you think that this choad-load Mummer spam and the endless twisted spools of santo ASTAN(boooring) were uploaded by a bunch of homeless religious infectoids...<br />
<b>WAKE UP!! </b><br />
<br />
It is obviously a clever false flag operation by Solonz to obfuscate the fact that the Terminus network infrastructure is overloaded and out of date. They'll never silence the voices of the exiles! Yo buy my new single featuring MelTz and Celeria Cambrian!! and check out my new +++GiggaD+++ megadose vitamin supplements!!<br />
<br />
Shreeker Screed, Unet Terminus StationThesperhttp://www.blogger.com/profile/14495612535529656259noreply@blogger.com0tag:blogger.com,1999:blog-7731877739025256600.post-66517451630000267282109-10-02T00:47:00.000-04:002009-10-05T10:37:25.463-04:00Contamination Scare Snarls Traffic at TerminusLate friday night a stationwide DCon was issued on Terminus Station. The alarm was triggered by an asteroid strike on Storage Six, a supply depot that integrated two and a half years ago. DCon teams were quick on the scene to rescue a BlackCab that had been passing through the interconnect at the time. Early reports from terminus locals said there were injuries on the scene and a broken bulkhead, but DCon has not issued a statement about contamination or the status of the injured people, only that station service is to be restored to Storage Six by the end of the week. Traffic attempting the counterspin loop has been authorized to detour through Residential 6-5.<br />
This is Tomo McKnight, ENN from Terminus StationCestus Merchttp://www.blogger.com/profile/04836075164970190042noreply@blogger.comtag:blogger.com,1999:blog-7731877739025256600.post-8811925797620873542109-09-25T06:34:00.002-04:002009-10-05T10:10:52.618-04:00Shadowleague ZG Vandals Ejected from EGSIn a startling early morning raid on ZG Arc8 colo in El Segundo, CA, USA a Shadowleague cell was identified and EGS issued Exile notice to all relations of the three online participants and thirty five recorded past users. No further arrests are expected said the El Segundo Solon Captain Richard Dega, "These kids aren't talking and this type of cell is hard to crack, but we have our best Freakers tearing down the server and they can't hide their tracks from us."<br />
Onivia Watts, ENN USACestus Merchttp://www.blogger.com/profile/04836075164970190042noreply@blogger.comtag:blogger.com,1999:blog-7731877739025256600.post-89603696879748223112109-09-09T12:30:00.000-04:002009-10-05T09:36:15.369-04:00100 Years in the Future . . .Exactly one hundred years in the future...<br />
<br />
The planet Earth, orbital stations, and penal colony of Luna are dominated by the tyrannical Earth Gravity Sphere. All who defy the EGS' rule, even the young, are exiled to the far reaches of the solar system - the frontier known as the <span style="font-weight: bold;">GRANGE</span>. Though separated by millions of miles of space, <span style="font-weight: bold;">EXILE </span>and <span style="font-weight: bold;">CITIZEN </span>come together to clash in the wildly popular Z-G tournaments. Who will win at Dark Side Station and lead the exiles to freedom?<br />
<br />
One hundred years in the future, the tyrannical Earth Gravity Sphere dominates the planet Earth, the penal colony of Luna, and the Orbital stations. They don’t want you anymore. Earth is too full of people for anyone to get a second chance, no matter how young, no matter how small the crime. Neither wealth, nor privilege, nor merit will save you. Your homeworld is not your home anymore. You are outcast, an Exile. And you may never, ever return to Earth.<br />
<br />
Yet along with this bitter punishment comes the call to adventure. The whole of the Solar System is open to you now, and with danger comes possibility. The Grange is not kind to neonates; there are myriad perils to face. But with survival comes power. Out here in the darkness of space, a person can achieve greatness. No dream is too great to fill the cosmic void. Recently, in the shadow of mighty Saturn, these Exiles have given birth to a new sport, a new passion, a new form of the ancient and terrible art of war. There is no law out here other than that of the gun. “Krewes” of well-armed zGladiators battle one another for control and dominance. Too brash to know fear, with reflexes fast enough to adapt to the newest technologies, it is the young who fight. Earth still has a mighty pull, and its fascination with the spectacle provides the victors with a rich bounty of spoils – war has become a ratings game, and lucre is the reward. These young warriors have become heroes in a game of power and politics that could well alter the fate of the human race itself. The Exiles fight for their freedom, and the freedom of the whole human race! Gearing up with the latest weapons, armor, and equipment, the Exiles take their struggle to the Z-G arenas, where only the skillful and lucky rise to the top.<br />
<br />
And all you can think about is surviving your next battle . . .Thesperhttp://www.blogger.com/profile/14495612535529656259noreply@blogger.comtag:blogger.com,1999:blog-7731877739025256600.post-89972518997728159882101-10-03T20:13:00.000-04:002009-10-14T20:15:38.239-04:00RIOT ON PC 47Broadcasting in all media from the Asteroid 47 Penal Colony, famed Thesper Marlo Candide documented a shocking struggle between feuding Exile gangs. Arming themselves with gear from the zMarshal's personal armory, two terrifying rival krewes, the RS Komets and BC-47, went at each other with everything they had. The entire asteroid served as a makeshift war zone for these twisted freaks as they lit up the void of space with their crossfire. In the end, BC-47 dominated the field after forcing the Komets to attempt a desperate flameout!Thesperhttp://www.blogger.com/profile/14495612535529656259noreply@blogger.comtag:blogger.com,1999:blog-7731877739025256600.post-87083616567018986622101-09-26T15:45:00.001-04:002009-10-01T17:58:10.916-04:00The Card StoryThe Technology of Z-G freed us from gravity and ushered us into space. It also gave us the game. Which became our obsession…<br />
<br />
"He's coming to - we've got him this time. Open those eyes, BREATHE. You can do it now." Zak slowly rises from a mist-filled cryogenic chamber. Hands wipe the film from his face, and he looks up dizzily.<br />
<br />
"Where am I?"<br />
"This is a Sleeper clinic, a hospital. You are cured. But you've been under a long time…" <br />
"How long have I been out? Where's my sister?" <br />
"You've been asleep a long, long time; nearly 100 years. You died twice, so your revival required almost a year of reconditioning. You're lucky to be alive at all."<br />
"But my sister? She was sick too, she…" <br />
"Zak, she is the reason we woke you. <span id="SPELLING_ERROR_0">Lodetek</span>, holographic computers, gave us sentient helpers, creating the <span id="SPELLING_ERROR_1">Neutopia</span>. But with them arose new questions of humanity and morality." <br />
<br />
Zak drifted away into sleep again. When he awoke, an intense young man sat rigidly next to his bed. <br />
<br />
"Well, you're finally up. Excellent! My name is Ice. I'm your legal guardian in this brave new world. You're a curiosity, you know - the only Sleeper who was actually born in the last millennium. The reporters are clamoring for interviews. Things are very different from when you were last around. But let me explain why I am here. We are looking for someone accused of crimes against humanity. Sedition, illegal cloning, creation of Lodes without internal constraint logic. A member of a criminal secret society, but with the talents of a Promethean. The inventor of the Lode, and so the creator of a new age. And with a unique connection to you…<br />
"So let me make this very clear. If you ever want to see your sister again, you'll do exactly what I say and help me find my quarry."<br />
<br />
<a name='more'></a><br />
<br />
Clones have become the new underclass, doing tasks others refuse to do, denied their humanity and their rights. A Steel door opens, and Roy-Roy, an <span id="SPELLING_ERROR_2">Omniclone</span>, hesitantly walks in.<br />
"I have been instructed to show you the outside." <br />
<br />
The immense city rises around them, reaching into the heavens, teeming with life below. Thousands of <span id="SPELLING_ERROR_3">skycars</span> fall from the sky, dappled with the silver light of dawn, commuters on their way to work from Orbital suburbs. The Star Rain. <br />
<br />
Roy-Roy says, "You must be an important person, Zak. Everyone likes you."<br />
<br />
Zak asks Roy-Roy, "But what about you, Roy-Roy? What are you - human or <span id="SPELLING_ERROR_4">Artifex</span>?"<br />
<br />
"I am no robot, but some say I am not human either. They don't see me, or care who I am. I like you, just like I liked your sister before you. But she did not adjust well. They sent her away." says Roy-Roy<br />
<br />
"I must find her. She's all I've got. She's my only connection to home in this mad, mad world." thinks Zak-9.<br />
<br />
The <span id="SPELLING_ERROR_5">Ecstasis</span> generator, now outlawed, allows experiences to be shared, identities merged, revelations found. No thought need be private any longer. <br />
<br />
As they explore the city, they meet a scruffy-looking <span id="SPELLING_ERROR_6">Trancer</span>, <span id="SPELLING_ERROR_7">Mok</span>-Z. "You're that Sleeper they just thawed. Take this - catch the vibe!" <br />
<br />
"Leave him alone; he doesn't play your games." says Roy-Roy<br />
<br />
"Easy, clone, I'm trying to help." Mock-Z produces two trance caps and seven memory spools. "Take these, but don't get caught with them! This will totally catch you up. Clone, try feeling a real emotion for once."<br />
<br />
With these trance caps you can live in someone <span id="SPELLING_ERROR_8">else's</span> mind, see what they see, think what they think. You become them for a time. Zak places the spider-like device on his head. Roy-Roy stares, then does the same. <br />
<br />
<br />
"That was exquisite! You're a natural with the claw!"<br />
<br />
The neurological component of Z-G can only be fully utilized by the young. You must grow new nerves to to link perfectly to finely tuned <span id="SPELLING_ERROR_9">zGear</span>. In a large pit in the bowels of the city, Zak and Roy-Roy finally find what they have been looking for. An illegal Shadow League fight.<br />
<br />
Blur, an Exotic, nonchalantly defeats all challengers, then looks up at Zak. "Can't anyone here fight?" <br />
<br />
Zak jumps into the pit and picks up a defeated player's mock claw. "Oh, it's the caveman! You don't have the reflexes, training, or breeding to beat me!" <br />
<br />
Blur charges faster than any human could. Zak swings his claw wildly. Blur connects with a kick, but Zak's untrained swing also connects.<br />
Blur is grappled.<br />
Zak grabs his throat. "Say Uncle!"<br />
<br />
The small crowd of kids cheers the rising star. Linkers furiously race to post it on the net. One girl pushes her way to the front. <br />
<br />
Earth is a garden, the crown jewel. The roads are being torn up, ecosystems restored. But change is feared; the world becomes static. <br />
<br />
Alexandra, a beautiful young Terran, pats Zak on the shoulder. Living out memories not his own, Zak discovers that he is not alone in his loneliness. He begins to unravel the mysteries of this alien world. <br />
<br />
"it was just dumb luck, you know. In fact, I hit myself at the same time." says Zak<br />
<br />
"I know who you are, you're all over the <span id="SPELLING_ERROR_10">Vid</span>. You lived in a good time. No clones or genetic freaks. But this is an amazing age. You live in space, on the moon; you have Z-G." <br />
She turns, and pauses, "That's what they want you to think, of course. Old Earth must be restored. If we don't do something soon, the human race will become extinct. Here's my advice - live a long life, stay on Earth." she turns and leaves Zak alone in the arena.<br />
Zak is no closer to finding his sister, and removes the trance <span id="SPELLING_ERROR_11">zGear</span>. Roy-Roy leads him back to the offices of the Solon, Ice.<br />
<br />
While it projects an image of tolerance, the <span id="SPELLING_ERROR_12">EGS</span> is monolithic and harsh. Above all else, the citizens fear the return of chaos. <br />
<br />
Zak approaches the Solon. "Ice, I'm sick of your lies and manipulations. I want to know where my sister is!"<br />
<br />
"This is a government operation. You're on a need-to-know basis." retorts Ice<br />
<br />
Zak picks up Ice's desk and smashes it to pieces. <br />
<br />
Ice explodes, "Don't cross me, <span id="SPELLING_ERROR_13">zPunk</span>; I know what you've been up to. Your sister had a special purpose, as do you. You belong to us!"<br />
<br />
Zak picks up Ice and throws him to the floor. They fight fiercely but Ice summons help.<br />
"Security, <span id="SPELLING_ERROR_14">Phrensy</span> Alert!"<br />
<br />
Lt. Damien, a <span id="SPELLING_ERROR_15">Monzon</span> agent in full battle <span id="SPELLING_ERROR_16">zGear</span>, bursts into the room and grabs Zak up off the floor with one arm. "You are under arrest under the terms of the Zero Tolerance Laws. Come quietly." <br />
<br />
<br />
<br />
Citizenship is reserved for those who serve the state: it is a privilege, not a right. Without it, one may be exiled for the slightest infraction. High in a gilded chamber, Zak sits in trial. His attorney, Raphael, a Paragon, shuffles nervously through his notes. <br />
<br />
In walks Argus, an <span id="SPELLING_ERROR_17">Exarch</span>: confident, secure and supremely well connected. Raphael drops his head. "Someone must really want you exiled."<br />
<br />
The <span id="SPELLING_ERROR_18">Exarch</span> begins, "It is disappointing when a youth so privileged, a role model, decides to flout the law."<br />
<br />
The Trial begins, then ends swiftly.<br />
<br />
The Judge concludes, "We have performed a thorough brain scan and testing regimen, and you are judged to be a danger to society. You have violated the Zero Tolerance Security Act and are hereby exiled from Earth!" <br />
<br />
Zak is astonished at this brutal justice. Exiled?<br />
<br />
"Furthermore, you are sentenced to three years in the ice mines of Luna. You have seven days to say your farewells."<br />
<br />
Having been awake for only a few weeks, Zak has no one else to turn to. No one except the people whose memories he has shared.<br />
<br />
<br />
The Orbitals are the playground of the rich. As the <span id="SPELLING_ERROR_19">EGS</span> cleanses Earth of the taint of industry, more and more move above. The spool of <span id="SPELLING_ERROR_20">Quatro</span>, an Orbital, made it clear he rarely descends from orbit. At home above, a prince of the heavens, he shall never again know the mortal tread. Zak has to take the commute to near Orbit. Fortunately, <span id="SPELLING_ERROR_21">Quatro</span> grants him a hearing. <br />
<br />
"Well, I don't know many Exiles, but I hear it's rough. So I suppose I'll try to help. We are free up here, from gravity if not the hegemony. You may have this. It's an ulster - a survival suit. You might as well get used to it now."<br />
<span id="SPELLING_ERROR_22">Quatro</span> turns and reaches for a small pillow of cloth before continuing, "This single device - this simple suit - is the key to space. Without it we could not survive in the cold vacuum of the void. It's completely flexible, self repairing, almost a living organ, a symbiotic, self-contained environmental system." <br />
<br />
Zak accepts the gift, "It fits like a glove. I can go anywhere now, can't I?" <br />
<br />
<br />
Many seek escape and find it in the spectacle of Z-G. Nothing matters but the fight. It is the new age of the Gladiator. Zak loves this game they call Z-G. It's his passion. While in orbit, he travels to the Perihelion Arena. Not since the days of Rome has there been a live show this full of mayhem and madness. A twin laser fires, destroying the ulster of a hapless foe. The crowd roars in disdain for the loser. <br />
<br />
The <span id="SPELLING_ERROR_23">zMarshal</span> bellows, "Special guest star, direct from the Grange, Corsair of the Oort Cloud. The woman you love to hate!!" <br />
<br />
Sneaking his way backstage, Zak confronts the infamous <span id="SPELLING_ERROR_24">Skrag</span>, Madame Notorious.<br />
"I have something of yours…very revealing." says Zak<br />
<br />
"How did you get back here?! Resourceful boy. But that is a private recording." coos Madame Notorious.<br />
<br />
"You want it back? I can understand why. But tell me, as a veteran of this grim game, can you give a beginner some advice?" <br />
<br />
"Watch your back, and always have a way out. Give me my spool, and take this indulgence - it has served me well." She hands him a small jewel, a Lode.<br />
<br />
<br />
As science has progressed, so has the need for people with the IQ to use it. Genius is now designed. Who doesn't want the best for their child? Zak travels to Prague for a match of <span id="SPELLING_ERROR_25">Quo</span>, a glass bead game of subtle complexity. <span id="SPELLING_ERROR_26">Krandel</span>, a Savant, battles an <span id="SPELLING_ERROR_27">Artifex</span>. No one has ever beaten a Lode. The Savant waves his hands in the air.<br />
<br />
"It really is quite simple, if you think about it logically and find a way to put your foe off guard. Checkmate!" <br />
<br />
Zak approaches. "I have <span id="SPELLING_ERROR_28">unspooled</span> your thoughts, I know your secrets, and I need your help." <br />
<br />
"Impossible! Sleeper, you couldn't handle my thoughts. Ah, perhaps you can, and have… Impressive." <br />
<br />
"I am addicted to the game - as you are. It's a passion." <br />
<br />
"Clever! I will answer one question." <br />
<br />
"How can I find my sister?"<br />
<br />
"let her find you. Guard your secrets. Expect the unexpected. This <span id="SPELLING_ERROR_29">bibliofex</span> belongs to you now."<br />
<br />
<br />
<br />
No theory can ever be proved, only disproved. We possess but the illusion of what could be, based only on what is not and cannot be. Zak finds himself in a rundown neighborhood alley, looking for his next contact. Hands reach from the shadows and pull him in, covering his mouth.<br />
<br />
"<span id="SPELLING_ERROR_30">Shhhh</span>! Are you trying to get us criminalized? I've been in this store for months."<br />
<br />
Hunter, a <span id="SPELLING_ERROR_31">Thesper</span>, crouches. Three orbs whirl around her, recording everything. On her head, a trance cap is barley visible. "You're that Sleeper that got exiled. How about an exclusive?" <br />
<br />
"No way. Your reports helped bring me 100 years up to date. You have a way with life, and a story." <br />
<br />
"I can see the headlines now - 'Sleeper to Exile in Two Weeks'. Give me your tale and I'll reward you with these wings. Remember, if you control the masses, you control the future. But tell me, do you live by the wire? Do you spool yourself?" <br />
<br />
"Why would I want anyone to know my weaknesses? Are no one's thoughts sacred anymore?" <br />
<br />
<br />
<br />
Fame has become the only commodity left of any true worth. Those who know how to use it can galvanize opinions and turn heads. Zak knows the Avatar <span id="SPELLING_ERROR_32">Euphonous</span> plies in emotion for profit - but what choice does he have? She's making as special appearance at the Bacchanal Guild. The line of pods and camera orbs stretches for blocks, all seeking one glimpse of the star. Zak has never seen a crowd so huge. It's like an ocean of shrieking, shoving bodies. <br />
<br />
"I need to speak to <span id="SPELLING_ERROR_33">Euphonous</span>!"<br />
<br />
"You and everyone else on this planet!" the bodyguard scoffs. <br />
<br />
"I know who you really are!" <br />
<br />
<span id="SPELLING_ERROR_34">Euphonous</span> is amused. "Let him through, Jake." <br />
<br />
"I know whom you emulate, whom you seek to be. We share a past. I need your help." <br />
<br />
<br />
<br />
There is not enough room on Earth for everyone to live forever; extended life is reserved for the elite. But many refuse to accept their natural fate. The Avatar sends Zak off in a private <span id="SPELLING_ERROR_35">skylimo</span>. A holographic flickers to life inside the car. It's the face of a young woman with a weary look of age in her eyes. Zak leans in toward the screen. "Who are you?" <br />
<br />
"We must hurry; they will soon discover the source of my transmission. It has been so long… You look well, It is I, Evelyn Eve - your mother." <br />
<br />
"You aren't my mother, you look nothing like her. What do you want from me?" <br />
<br />
"I am a fugitive; I must change bodies frequently. There is much you do not know and cannot know. There are great forces at work, and exile is the only way I could find to keep you safe. You must be patient if you want to find your sister. You will discover the hardships of the Void. May it make you stronger. You must persevere. The fate of our family depends on you." <br />
<br />
<br />
<br />
Strange times offer stranger <span id="SPELLING_ERROR_36">intoxications</span>. A synthesis of music and mania, the Vibe is a melding of minds. A force that cannot be stopped. Zak finds his way to a <span id="SPELLING_ERROR_37">trancer</span> haven, an impermanent pod formed in the center of a ring of ships.<br />
<br />
Empty Space.<br />
<br />
The Void. <br />
<br />
Upon the whirling, flashing platform hovering over the crowd stands the Sybil and her gathered host. The crowd seethes with tension as the music begins. Each wearing an Ulster and a trance cap, the <span id="SPELLING_ERROR_38">ecstasis</span> guided from above, their minds slowly fused into one. Suddenly the floor drops away and everyone hangs in space. Then the <span id="SPELLING_ERROR_39">gravitronics</span> begin to twist and turn the bodies of the dancers. It's a glorious dance, created by and for the music, with each body submitting in whole and part to the spectacle that was. He sees many familiar faces flash before him in a blur, but what was dream and what was real in this teeming mass? <br />
<br />
From their dance they conjure a new Chimera. It takes the name Nana. A pseudo-sentient being living in common amidst a thousand minds.<br />
"Soon will arrive a new being, the first of her kind. Artificial, yet thinking herself real. Prepare for her coming."<br />
<br />
<br />
<br />
The most trusted and powerful force in the system, the Armada, protects Earth as diligently as it defends its own honor. Abruptly the music ends and there is only silence. Zak finds himself face-to-face with a wild-eyed Armada cadet, <span id="SPELLING_ERROR_40">Jett</span>.<br />
<br />
"Nana has thrown us together, Sleeper, there is a strange purpose in it. I can feel it. We must leave, the party is over. We've been betrayed."<br />
<br />
They left knowing what they should do, but not why. They go to his gleaming space yacht, with the glyph of the Hegemony on its bow. "I'm Armada, but I think for myself." <br />
<br />
Once again they don the trance caps and attempt to recreate that which was but would never be again. <br />
<br />
"We create the Chimera and they re-create us in turn. The patterns and ideas that flow between us, they are alive, like <span id="SPELLING_ERROR_41">spirits</span> of thought. Revel while you can - there's no unity in the ice mines, my friend!"<br />
<br />
Their trance lasts forever, or no time at all.<br />
<br />
"Our time is at an end. I have been ordered to escort you to the prison ship. It is my duty. We must leave now." <br />
<br />
<br />
<br />
The irony of the <span id="SPELLING_ERROR_42">neuAge</span> is that the one resource that Earth has in abundance is the most valuable element in the Grange. Water. The stuff of life. The prison ship drops Zak on his new home, Luna. Dark, barren surface. Pulsating life in caves below. <br />
<br />
Petra, a Consortium lackey, welcomes his Exile group. "Move it, <span id="SPELLING_ERROR_43">Launchies</span>! Form the line! You've got a fresh start here. Leave the old ways behind. Carve a new identity, in these rocks. Ice is life! You will do hard labor in caves deep below and work your way up." <br />
<br />
Under miles of rock, Zak grinds the moons crust. He practices Z-G not only to defend himself, but because he is destined for the arenas.<br />
Three years pass.<br />
Every day he curses those who put him in the mines and is filled with coiling fantasies of dark revenge. A cave collapses, taking all but Zak. He survives for nine days in a tiny crevasse, protected only by his Ulster. The wardens respect him as a survivor and promotes him to <span id="SPELLING_ERROR_44">Cestus</span>, a trustee. They give him a new name - Zak-9. The <span id="SPELLING_ERROR_45">Cestus</span> run their warrens through respect heavily laced with fear. Life as a trustee beats the subterranean drudgery of the proles, but one is still enslaved.<br />
<br />
As Zak-9 makes his rounds, he begins to know the prisoners, to see them as more than simple numbers. A few proles begin to trust him. At age 16 he has his own crew. Zak-9 becomes intrigued by a beautiful, but frail prisoner. Number 737322, but the others call her <span id="SPELLING_ERROR_46">Fenn</span>. Zak-9 helps <span id="SPELLING_ERROR_47">Fenn</span> when opportunity permits. She is grateful, but some prisoners begin to mutter about the "mixing of races." <br />
<br />
A bravo by the name of Vito Chi puts the fix on Zak-9. "Don't think you run this crew, I do. The cartel owns this warren." <br />
<br />
<span id="SPELLING_ERROR_48">Fenn</span> warns, "Watch your back. Vito plans to take you out." <br />
<br />
<br />
That afternoon, in the tunnel, Vito distracts Zak-9, and he's suddenly struck down from behind. Rolling over, covering his exposed Ulster, Zak-9 sees and feels the booted feet of Vito's work detail slamming into his sides and head. Zak-9 struggles to his feet, lashing out with his dual grappling claws and delivering stunning shocks with his ulster.<br />
<br />
The riot is quickly quelled. <br />
<br />
<br />
<br />
A cabal of scientists compete to effect the most progress. They, more than any other, are the creators of the new age. Following the riot, Zak-9 rises in rank and respect. He's given authority over an entire warren. As Zak-9 relaxes with a quaff in the Jupiter Haze, he's interrupted by a visitor. She exudes power and mystery. <br />
<br />
"I am Ari. We have been watching your progress and know much about you. You are both a scrapper and a destroyer." <br />
<br />
"I crush rock to survive. I fight to live. I'm tired of cryptic messages. Stop playing games and tell me what you want me to do."<br />
<br />
"Everything is a game. Even your assignment here. Events are set into motion for a purpose. She will be here soon. She is the first, priceless, unique. How we treat her now will establish how her kind shal treat us in the future." <br />
<br />
"Tell me who started all this. Who holds the strings?" <br />
<br />
"I cannot tell you that; I cannot tell you anything. They are not my secrets to share. You will help us whether you intend to or not."<br />
<br />
The EGS was created in the horrifying wake of the second cold war. Never again did Earth wish to be bombarded from above. The leaders of the Cestus gang meet to decide what to do about the situation at hand.<br />
<br />
"There are three of them, it's all over the news from earth. Everyone is after them…" <br />
<br />
"A outlaw ensign, son of a president. A boy who somehow launched himself into space with an Ulster! And a lode who thinks she's sentient." <br />
<br />
"Sentient lode? I've never heard of such a thing, but it sounds like trouble. EGS trouble." <br />
<br />
"They are exiles just like us, the enemies of our enemies. We must help them. " <br />
<br />
"We can't trust the EGS! This is just an excuse to send their spies up here. We should take the load and use it for our cause!" <br />
<br />
"Those methods might be a bit extreme, but in this case, I agree with the sentiment. Luna must be Free." <br />
<br />
"If there's going to be a revolution, we're all on the same side. Loonies. No matter what we were on earth."<br />
<br />
<br />
The ponderous machinery of the EGS lurches into action when the survival of the state is at stake. What if a Lode could be free - would we still be?<br />
<br />
"I told you I can slip by any patrol."<br />
Evading his Armada bretheren, Jett touches down his ship in a deep crator on the Dark Side. <br />
<br />
"Nice landing, Jett," whispers Lucy.<br />
An Artifex - a lode. <br />
<br />
Seren, a rogue Vanguard Trooper, scans the area for danger. He seems older than his 14 years. Ever vigilant, Seren keeps his own body between Lucy and anywhere danger could lurk. <br />
<br />
"So…we're here," Jett mutters. "Now will you tell me we're going?" <br />
<br />
"Dark Side Station," Seren says. "To do that, though, we'll need a proximity code." <br />
<br />
Jett stiffens. "Where are we going to get that? This was your plan, vGrunt!" <br />
<br />
Lucy steps between the two boys.<br />
<br />
"Save the anger for the tournament. Someone is coming." <br />
<br />
Evolution is dictated by that which survives, that which prospers. No less true on Luna than on Earth. The moon is a harsh mistress. On patrol in the abandoned industrial sector on the Dark Side, Zak hears an alarm. He scans the area for heat patterns with his headgear. Zak-9 sees two infrared signatures disappearing around a wall. Loading his shotgun, Zak-9 creeps toward the intruders as stealthily as his clunky safety boots permit. Rounding the corner, he's greeted by the sight of his old friend Jett and two others, one in a white Ulster. <br />
<br />
They have their own weapons drawn. It's a standoff. The smaller boy stands in front of his female companion, his jaw clenched. <br />
<br />
"Easy Seren!" Jett says. "I know this guy!" <br />
<br />
"Jett?" Zak-9 says. He turns to the girl. "An artifex…but so life-like…You're the Lode!" <br />
<br />
"Lucy," she says. <br />
<br />
Since antiquity diseases have scourged mankind. All have been destroyed. Until now. We ourselves created the most virulent of plagues. <br />
<br />
Siren-flashing hovercars announced the arrival of Division A. Cestus troops dismount.<br />
<br />
"Great work Zak-9! You have them!" The mercs of Division A train their pulse cannons on the prisoners. <br />
<br />
"Just a second, guys, this is…" says Zak-9, waving off the troopers.<br />
<br />
Lucy suddenly backs away. "They're not human, at least not anymore…" <br />
<br />
Several of the mercs start to transform. Wires sprout from their face and neck; hornlike nodules push through plastic skin. The remaining mercs back away in horror.<br />
<br />
One, Rosie, a Freaker fixer, shouts, "Mummers! We've had it!"<br />
<br />
The Mummer nanozombies close around the group, weapons raised. <br />
<br />
Seren is the first to attack; his backgear thrusts him to the Mummers as he swings his plasma sword ferociously. Seren slags several Ulsters, but the nanotek virus holds their bodies together. <br />
<br />
Zak-9 screams, "They're standing over a cave!" <br />
<br />
Jett immediately blasts the ground and a massive crater opens, swallowing all of them. <br />
<br />
Seren says, "we must head for the Grange, where we can hide. We need a fast ship." <br />
<br />
"Darkside Tournament. First prize is Icarus, fastest ship in the system." says Zak-9, "I know a Mavryk smuggler that can get us to Dark Side Station." <br />
<br />
Dark Side Station, the shadow of Luna, hovers in La Grange Point 2, invisible from Earth. It hosts the greatest Z-G tournament of them all.<br />
<br />
Hours later, Seren, Lucy, and Jett board the Mavryk's vessel. Zak-9 scans the lunar surface one last time, then follows his crew up the ramp.Thesperhttp://www.blogger.com/profile/14495612535529656259noreply@blogger.comtag:blogger.com,1999:blog-7731877739025256600.post-31077973930765237012101-08-08T07:18:00.002-04:002009-10-05T10:08:19.853-04:00Rush Hour Crash<blockquote>“If I can’t win, at least I’m going to make sure the other guy loses. And that’s as true out of the Z-G Arena as in.”<br />
</blockquote>— Barnibus Bailey, Commissioner of the ZGXL<br />
<br />
neu New York, 7:18 a.m. EST August 8th, 2101 <br />
A 41-year-old businessman died last night after the skycar in which he was traveling from his home in Orbit to his work in New York City below collided with another Skycar on its way up. Authorities believe that the driver of a Ford Orbit Ranger vehicle had overrided the Artifex and taken over the controls himself. He was traveling in the wrong lane, was ignoring all commands of the Armada traffic interdiction officers, and zoomed past the first watch point without authorization. After the two vehicles crashed, the man’s Skycar fell 12 miles into the Atlantic Ocean.<br />
<br />
While they could not stop the freefall, Rescue officials were on the scene when the car entered the water and were able to prevent it from submerging. However the driver was already dead (and is expected to have at least 1 year of reconditioning). They confirm that a man was discovered in the car.<br />
<br />
Police say that another man was taken to NYU Hospital and was hospitalized overnight. Investigators are trying to determine who was driving at the time of the accident and what might have caused the fatal crash. <br />
<blockquote>“Its getting crazy out there. At morning rush hour it looks like it’s raining there are so many ships coming down from orbit. They’ve got to do something to stop this mayhem. All these suburbanites are clouding up the sky!”<br />
</blockquote>says Linker personality, Von Diego.<br />
< End Transmission >Thesperhttp://www.blogger.com/profile/14495612535529656259noreply@blogger.comtag:blogger.com,1999:blog-7731877739025256600.post-66383487114874853462101-06-28T18:10:00.000-04:002009-10-01T20:45:58.159-04:00Space Rat Infestation Discovered in Lunar Orbit<blockquote>“Those with free seats are the first to throw rotten fruit.”</blockquote>— Barnibus Bailey, Hero of the Grange Wars<br />
<br />
Disaster ships have been a NEWS OF THE GRANGE theme for a long time, but what about Garbage ships? Out in lunar orbit a long time married couple (both well-paid Consortium Proxies) were ordered out of their threemodule ship by the Armada because of the mess. Trash was so heavy that walls had separated from ceilings; Artifex cleanup crews had to cut their way through at some places to get to some of the garbage; feral cats and rats (a nest in one airlock, propped open no less, where one rodent weighing nearly 3 pounds) ran wild. As she witnessed the cleanup, the wife moaned that she was losing “everything that was precious to me.” One Armada officer mentioned off the record that increasing numbers of gravity humpers were coming into space with absolutely no idea of what they were doing.<br />
< End Transmission >Thesperhttp://www.blogger.com/profile/14495612535529656259noreply@blogger.comtag:blogger.com,1999:blog-7731877739025256600.post-82450294888042703252101-06-07T20:33:00.001-04:002009-10-05T10:06:59.578-04:00neuTOPIA 2101AD“We are too rich to struggle, too bored to care, too haunted to dare again. Your struggles, Exile, are our struggles, the virulent reverse image of our entertainment. Both our heroes and villians, you conquer the distant night. The Grange is desolate, but never lonely. We are always with you . . . Can I pay to watch you dream?"Thesperhttp://www.blogger.com/profile/14495612535529656259noreply@blogger.comtag:blogger.com,1999:blog-7731877739025256600.post-23084213137463531292100-12-15T08:30:00.000-05:002009-10-01T20:31:36.099-04:00The Hegemony: Another 10 Years?<blockquote>“Battle is not for either the brave or the foolhardy, it is for those who are brave enough to become foolhardy.”<br />
</blockquote>— Barnabas Bailey, Commissioner of the ZGXL<br />
<br />
The ‘Special Period’ laws may be continued for another 10 Years, announced the EGS Senate today. The so-called Laws of Hegemony were passed soon after the founding of the EGS 15 years ago, the most radical of which where intended to lapse at the end of this year. Growing talk on the Capital Station Diadar has it that an extension of the ‘special laws’ might be necessary. <br />
<br />
Senator Tralatane said yesterday in a speech to Graduating Cadets of the Armada Academy: <br />
<blockquote>“We aren’t done with the job we started, we need more time to save earth’s environment from the depravations of the past. We need more time to solve the conflicts between nations and bring peace to the world. We need more time to solidify the defense of the EGS from radical and sinister forces in the Grange. The Special Period must continue. After all, we are the good guys here, it’s not like the EGS has ulterior motives. We are here, simply, to protect Earth. Is that such a bad thing? No one can forget what horrors and depravations exist in the Grange, from the nanotech Scourge to the bioplague of the Breeders.”<br />
</blockquote><br />
Meanwhile opposition politico, Derian Quimlick retorted: <br />
<blockquote>“I don’t know who they are trying to fool, these Hegemons. Special Laws for our own protection? It’s not about safety, it’s about power. It’s not about the rule of law, it’s about the rule of force. It’s not about the environment, it’s about money. But the People of Earth bought into it last time so I suppose they will buy into it this time.”<br />
</blockquote><br />
Nationalists in the capitals of many countries, including the United States, protested yesterday in a worldwide rally against moves to extend the Hegemony Laws.<br />
< End Transmission >Thesperhttp://www.blogger.com/profile/14495612535529656259noreply@blogger.comtag:blogger.com,1999:blog-7731877739025256600.post-75699211293248219192009-11-27T17:18:00.003-05:002009-11-27T17:41:16.123-05:00Character: VaugnBackground, Private/OOC: Male, Swedish, Trancer<br /><br />Background, Public/IC: Male, Swedish, Trancer<br /><br />Mode Deck:<br />Primary Design Card: Trancer<br />Secondary Design Card: Expert Fighter<br />Tertiary Design Card: Heart<br /><br />Maneuvers: cosmic trance<br /><br />Goals:(* current goal)<br />*Learn the hard way<br /><br />zGear:<br />Basic Green Reflex Ulster<br />Basic Green Feet<br />Basic Green Spacewing Backgear<br /><br />Inventory:<br />c9Thesperhttp://www.blogger.com/profile/14495612535529656259noreply@blogger.com0tag:blogger.com,1999:blog-7731877739025256600.post-26602623066386083552009-11-27T15:36:00.046-05:002009-12-01T13:52:33.336-05:00Character: Kleer - mentat with a mission<span style="font-weight: bold; color: rgb(0, 153, 0);">Background, Private/Out of Character : - - - - - - - - -</span><br />born on 2092 July 9th (17 years old)<br /><br />Altruistic in nature and has history of independent thinking<br />and erratic behavior. Born and educated on Terminus Station.<br />Educated by accelerated measures especially in areas of melee.<br />Has had bio-modifications made in order to boost his ability to<br />store and access information in his mind. Has a love/hate<br />relationship with datanets. He wishes more beings would use<br />their own mind to store their most important information instead<br />of relying on technology so much, but he benefits from accessing<br />datanets more than the average humanoid.<br /><br />Believes there is no such thing as a stupid question.<br />Believes all searches for knowledge are honorable regardless of<br />subject matter. Has come to believe through years of experience<br />that by helping others one creates the greatest opportunities to<br />learn new information. Believes taking things apart and putting<br />them back together is necessary to fully understand how something<br />works and how it can be improved. Has a large distrust for the EGS<br />(Earth Gravity Sphere) due to discovering their attempts to cover<br />up the truth surrounding specific historical and local events.<br /><br /><br /><br /><span style="font-weight: bold; color: rgb(0, 153, 0);">Background, Public/In Character: - - - - - - - - - - - - - - -</span><br />183 cm (6 ft.) tall, 109 kg (240 lbs.), black, male<br /><br />appears to be around 17-19 years old<br /><br />Asks a lot of questions and shows a desire to help others even<br />if they've had a history of being hostile toward him. Tends to<br />surf any available datanet system looking for information related<br />to situations he and his group is in. Likes to work through all<br />possibilities before making decisions - this sometimes slows<br />down group decisions.<br /><br />Has joined a group of Earth exiles on September 3, 2109 during<br />their temporary stay on Terminus Station.<br /><br />Likes to fix/modify things - especially zGear/weapons.<br /><br /><br /><br /><span style="font-weight: bold; color: rgb(0, 153, 0);">Mode Deck Cards - - - - - - - - - - - - - - -</span><br />Primary: (1st slot) : Drive - <u>REASON</u><br />Secondary: (2nd slot) : Syndic : SAVANT - MENTAT : Alertness, Engineer, Savvy<br />Tertiary: (3rd slot) : EXPERT DUELIST (melee expert)<br />Quaternary: (4th slot) : Syndic : FREAKER - zJACK : Alertness, Engineer, Pilot<br />(my <u>REASON</u> card allows for a 4th slot)<br /><br /><br /><br /><span style="font-weight: bold; color: rgb(0, 153, 0);">Maneuvers: - - - - - - - - - - - - - - -</span><br />melee : LUNGE!!<br />alertness : HIT THE DECK!!<br /><br /><br /><br /><span style="font-weight: bold; color: rgb(0, 153, 0);">GOALS: - - - - - - - - - - - - - - -</span><br /><u>CURRENT GOAL</u> : gain the "DEATH FROM ABOVE!!" pilot maneuver<br /><br /><span style="font-weight: bold; color: rgb(0, 153, 0);">other maneuver goals:</span><br />melee maneuver : RIPOSTE!!<br />melee maneuver : EXPERT BLOCK!!<br />engineer maneuver : HOTSHOT!!<br />engineer maneuver : JURY RIG!! (needs to trade cards to pick this one up)<br />engineer maneuver : SUPERCHARGE!! (needs to trade cards to pick this one up)<br /><br /><span style="font-weight: bold; color: rgb(0, 153, 0);">short term goals:</span><br />***gain more zGear and boost them with LODES<br /><br /><span style="font-weight: bold; color: rgb(0, 153, 0);">long term goal:</span><br />***establish a center of education/datanet for Earth exiles. It appears<br />Terminus Station would make the best location for the main center.<br />Determine if other exile-oriented edu-datanet centers would be<br />needed at other locations throughout the solar system.<br /><br /><span style="font-weight: bold; color: rgb(0, 153, 0);">other goals related to long term goal :</span><br />***learn more about the exiled life by helping a group of exiles<br />accomplish their goals<br /><br />***investigate LUNAR Rebels to see if their cause against the EGS<br />will give access to more information helpful to building an education<br />center. Determine if building an edu-center/datanet within their<br />information system is possible. Being a FREAKER might overcome<br />any LUNAR Rebel hostility towards Kleer being a SAVANT.<br /><br />***win Z-G tournaments to collect enough credits to build a<br />edu-center/datanet for Earth exiles. Might have to enter and<br />win the final tournament of the ZGXL to accomplish<br />this goal. Winning the final tournament would likely open<br />numerous opportunities for the edu-center/datanet to<br />become a reality.<br /><br />- - - - - - - - - - - - - - - - - - - - -<br /><br /><span style="font-weight: bold; color: rgb(0, 153, 0);">accomplished goals :</span><br />>> became a FREAKER (pilot / zGear modifier)<br /><br /><br /><span style="font-weight: bold; color: rgb(0, 153, 0);">accomplishments / lessons learned :</span><br />>> fixed a broken shotgun the group picked up during an asteroid skirmish<br /><br />>> learned how important the ULSTER is in Z-G combat - since a penetration<br />hit to his ULSTER took him down quickly during arcade Z-G combat<br /><br />>> resuscitated DUKES from a near death experience<br /><br />>> fixed the broken robot pilot that DUKES attacked only to see it broken<br />again right after repairing it<br /><br /><br /><br /><span style="font-weight: bold; color: rgb(0, 153, 0);">zGear : - - - - - - - - - - - - - - -</span><br />IXIS (<span style="color: rgb(0, 153, 0);">green</span>) : REFLEX ULSTER<br />KRUEGER (<span style="color: rgb(255, 0, 0);">red</span>) : TURBOBOOST BACKGEAR<br />IXIS (<span style="color: rgb(0, 153, 0);">green</span>) : SKYCLAW FOOTGEAR - <u>LEFT</u> & <u>RIGHT</u><br />ABSA 292-X (<span style="color: rgb(255, 0, 0);">red</span>) : <u>SUPERIOR</u> -- DEFENSOR Z-BUCKLER<br /><br /><br /><br /><span style="font-weight: bold; color: rgb(0, 153, 0);">Inventory : - - - - - - - - - - - - - - -</span><br />credits : <span style="font-weight: bold;">228</span><br />medic pack (picked up from the taxi/DUKES fiasco)<br />tools for fixing/modifying zGear & robots<br /><br /><br /><span style="font-weight: bold; color: rgb(0, 153, 0);">character signals :</span><br /><br /><img src="http://i144.photobucket.com/albums/r200/pixel-panther/Kleer-charactersignals-smaller.jpg" alt="Z-G character signals - for Kleer" border="0" />krakithttp://www.blogger.com/profile/09004911486680402309noreply@blogger.com0tag:blogger.com,1999:blog-7731877739025256600.post-8329297829611010982009-11-27T15:20:00.003-05:002009-11-27T15:44:42.506-05:00Ken Ichijo - Paragon CypherAge: 15<br />
<br />
<br />
Paragon Elite<br />
<br />
Expert Scout<br />
<br />
Ambush!! x1<br />
<br />
zGear:<br />
<br />
Kronos Assault Ulster<br />
<br />
ABSA 291 Z-Buckler<br />
<br />
Goal:<br />
<br />
Jury-Rig!!Vanguard Trooperhttp://www.blogger.com/profile/04956674014438893607noreply@blogger.com0tag:blogger.com,1999:blog-7731877739025256600.post-62573260280106027742009-11-16T20:00:00.004-05:002009-11-17T08:59:20.511-05:00Movement & ZGThis section will discuss movement. <br />
At it's basic level, you just lay down the number of cards you have in the movement stat on the card. You must follow the turn order of (4) Move then (5) Attack. Place them one at a time and you can't "take it back" once you set it down. When you move up onto something, you "climb" up/down the wall, so it takes movement cards. You can stick to any surface for as long as your movement lasts. The Blue & Red footgear are notorious for this, because they don't have the powerup Z-G. If you end your movement more than one card above the nearest surface, you fall down.<br />
<br />
Related to this, if you fall more than 1 card on a foe, you are knocked down but you also push that foe. Test your movement card vs a random card from their deck for the number of cards of knockback. No damage is taken.<br />
<br />
A tactic that anyone can do to increase movement is <b>Dash</b><br />
If you play both L&R Footgear of the same color in the same turn, the second Footgear played gains +3 to Move. The two Footgear don’t have to be played sequentially, another action may take place between them. It is easier to remember to take the move bonus & tactic mode card if you do take them sequentially.<br />
<br />
<b>Movement & Z-G:</b><br />
You must follow the turn order of (4) Move then (5) Attack. If you have Z-G, you may choose to take your movement after (6) Damage. If you have the rare Z-G2 power you can take a portion of your movement, attack, then finish your movement.<br />
<br />
Z-G itself gives you an number of free vertical movement cards equal to your base movement. It also gives you the ability to fall as far as you want without falling down when you land. This effectively allows you to arc over things as tall as your horizontal movement, then float down from your maximum vertical height. If you land on someone, you don't get to knock them back because it's too soft a landing.<br />
<br />
Tactic: <b>Jump</b><br />
If you have Z-G, you may “jump” from solid ground to solid ground. You may cross over pits, chasms and other falling hazards as long as you start and end your move on solid ground and your card(s) has the Z-G powerup.<br />
<br />
Sorry, in the ZGXL if you don't have Z-G you can't jump. This is what house rules are for.<br />
<br />
<b>Movement & Attacking:</b><br />
You can jump down on your foe from above to get the height advantage +1 armor piercing on HtH attacks. If you jump down more than one card and don’t attack with a Z-G card or have another Z-G card in your hand, you are knocked down immediately following your attack. Your opponent does not suffer the normal knockback falling on them would get you. <br />
<br />
If your attacking card has Z-G and your foe dodges, you may immediately take as much unused Move as the card has remaining to <b>Chase the Dodge</b>. If this extra move places you within HtH range of the dodging foe, the dodge fails and you may conduct your attack test normally.Cestus Merchttp://www.blogger.com/profile/04836075164970190042noreply@blogger.com0tag:blogger.com,1999:blog-7731877739025256600.post-25315531597836668582009-11-09T21:55:00.034-05:002009-11-09T22:39:04.735-05:00Penetrating attacksPenetrating attacks are attacks that score 3+ strikes on the target card and then get to "continue" the attack on another target card from the same opponent's deck.<br />
<br />
We had a game this weekend where it seemed like every attack was either 0 strikes or 3+. We had a whole team eliminated by 1st strike penetration attack ulster kills. This is a fine time to mention the benefits of having your ulster in your hand, protected from penetrating attacks by a low impulse (going last). The only way to hit your hand is via spending an action on the reflex substitute ability.<br />
<br />
From the Battlebook:<br />
<blockquote>Neither penetration nor Multicard attacks may be enhanced with any powerup, be it from a zGear or Mode card. <br />
<br />
For example, if you use a Supercharge!! card to add a target card to your T-Laser’s attack, you may use the T-Laser’s Scan powerup vs. only one, not both, of your target cards. <br />
<br />
Likewise, if your T-Laser scores 3 strikes vs. a target card you don’t get to use your Scan powerup vs. the penetrating attack target. <br />
<br />
If you use a powerup like Knockback (whose effects depend on the number of matches you make) Penetrating or Multicard matches don’t add to the effects of the powerup. If you use a Knockback attack and score 3 strikes and then score only 1 match on the additional target card, you knock the foe back only 3 cards from the original target card.</blockquote><br />
Now lets assume you are hit by a penetrating attack. Once the 3 strikes, maneuvers, retests, etc are resolved and you still suffer a penetration, if you want to use your hero ability from your drive to undo that attack and save your gear you need to do it BEFORE you draw the next target card. Once you draw that second card (and it's your ulster, doh! you are allowed to look at the target card in all circumstances unless it is a sneak attack) you can't do anything to stop or modify the attack. Once you draw your target card the next attack has started. This is when the "no modifications" rule is in effect.<br />
<br />
That's the power of 3 strikes!Cestus Merchttp://www.blogger.com/profile/04836075164970190042noreply@blogger.com0tag:blogger.com,1999:blog-7731877739025256600.post-79403295035261966862009-11-04T12:00:00.001-05:002009-11-09T22:38:29.123-05:00Card Tests<span style="font-size:130%;"> Pulse Time 5 - ATTACK</span>: After you move, you may attack a foe if you're in range. <blockquote>+ZG allows you to take your attack before your move, but it is the only exception.</blockquote>If your action card has Ø Range, you must be able to touch your foe’s figure with your attacking weapon. Read the name of your card’s attack, but don’t show the card to your foe. Then secretly choose which end you want to attack with. Place your card face down, with your attacking end facing the foe.<br />
<br />
<div style="text-align: center;"><embed src="http://4664468374428508513-a-1802744773732722657-s-sites.googlegroups.com/site/thesper/zg/CardBack.swf" quality="high" allowscriptaccess="always" type="application/x-shockwave-flash" pluginspage="http://www.macromedia.com/go/getflashplayer" width="225" height="225"></embed></div><blockquote>Press the spin button to spin the defending card.</blockquote><br />
Your foe then draws the top card from their deck, keeping it face down. The foe may examine their card. This card is your TARGET CARD. Your foe then SPINS the card to randomize the test. <blockquote>If you're feeling lucky, after the spin the attacker may request a half turn.</blockquote><br />
<br />
<a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhH9HOYsr_p43jRmZNGnrUlEPRf9-AtRQaqsVT0VYKA0tQLMjtPvlXbt8haW9NP-hLDRwqDy_fRavV7wkZ1gjWF0dXbLes7_6VvtZPzKRnCEWZpwd9F8K9D4nTQcnmqE7eQuas3hrSzf_k/s1600-h/2cardsBack.png"><img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 91px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhH9HOYsr_p43jRmZNGnrUlEPRf9-AtRQaqsVT0VYKA0tQLMjtPvlXbt8haW9NP-hLDRwqDy_fRavV7wkZ1gjWF0dXbLes7_6VvtZPzKRnCEWZpwd9F8K9D4nTQcnmqE7eQuas3hrSzf_k/s400/2cardsBack.png" alt="" id="BLOGGER_PHOTO_ID_5389130135760308466" border="0" /></a><br />
<br />
Flip over your cards and compare the ends by aligning the 3 colored dots.<br />
<br />
<a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi4me5DeK53ZdzBFJZ3b55xlw8ezcDeAsUxKUEn4kKDtqCvHlgyS3pAoMmYgtkYlzl4uflSmGW-P9FqSDQQovZcuCEaXZtc0G51ihMXmp8Dxc1_hHsA_3qW_xoKLRHe_QneAEE49FdGzM0/s1600-h/2cardsFlip.png"><img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 167px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi4me5DeK53ZdzBFJZ3b55xlw8ezcDeAsUxKUEn4kKDtqCvHlgyS3pAoMmYgtkYlzl4uflSmGW-P9FqSDQQovZcuCEaXZtc0G51ihMXmp8Dxc1_hHsA_3qW_xoKLRHe_QneAEE49FdGzM0/s400/2cardsFlip.png" alt="" id="BLOGGER_PHOTO_ID_5389146912588440610" border="0" /></a><br />
<br />
<a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://lh6.ggpht.com/_g8RKY9oUJyE/SsoIdvzhIvI/AAAAAAAAAEM/0Eo4yw-QD2k/s800/2cards.png"><img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 631px; height: 155px;" src="http://lh6.ggpht.com/_g8RKY9oUJyE/SsoIdvzhIvI/AAAAAAAAAEM/0Eo4yw-QD2k/s800/2cards.png" alt="" border="0" /></a><blockquote>Example: Firefight Frontgear attacks Magnetron Generator- 3 Matches, 2 Strikes. <span style="font-weight: bold;">SLAGGED! </span>The Armor blocks the green strike, but not the match. The explosive cannot break armor. The Armor-Piercing has nothing to impact, so it is useless in this attack.</blockquote><br />
Count the number of dots that match up by color, if any. This action is called a TEST. Whenever one of the pairs of dots has the same color, it's called a MATCH. <br />
<br />
<span style="font-weight: bold;">* No matches</span>: Your attack misses. Discard your action card back into your deck and take your next action, if any. If you want to retest, you need to do it before your next action.<blockquote>This means that <span style="font-style: italic;">Deadshot!!</span> may not be used if there are 0 matches, because it is a <span style="font-style: italic;">Time 6 - Damage</span> maneuver card.</blockquote><span style="font-weight: bold;">* 1 or more matches</span>: Check for strikes.<br />
<span style="font-size:130%;"><br />
Pulse Time 6. DAMAGE</span>: Once you’ve determined matches, compare the cards’ blazes. Blazes are the symbols on the dots. <span style="font-weight: bold;">Matches without blazes are always strikes.</span> Offensive blazes only are useful versus Defensive or Status Blazes.<br />
<br />
Defensive:<br />
<span style="font-weight: bold;">Armor</span> - Blocks the strike. Removed by Armor-Piercing. Explosive ignores armor when there is a weak point.<br />
<br />
Status:<br />
<span style="font-weight: bold;">Weak Point</span> - Add one strike when removed by explosive. Add two strikes when removed with AP.<br />
<br />
Offensive:<br />
<span style="font-weight: bold;">Armor-Piecing</span> - Removes 1 Armor per Armor-Piercing blaze. Add two strikes when removing weak point.<br />
<span style="font-weight: bold;">Explosive </span>- Always a strike when removing weak point, regardless of color match or armor.<br />
<span style="font-weight: bold;"></span><br />
Now compute how many strikes you get, then look at the chart below:<br />
<br />
* <span style="font-weight: bold;">1 Strike</span>: TARGETLOCK: No damage, but you may target this card again with your next attack if you have actions remaining this turn.<br />
* <span style="font-weight: bold;">2 Strikes</span>: SLAG: Foe removes part from figure, discarding the card from play into their slag heap.<br />
* <span style="font-weight: bold;">3 Strikes</span>: SLAG & ATTACK AGAIN: Slag card, draw another target card from foe’s deck, attack again with the same card. This is called a penetrating attack. It is special because no powerups can modify the follow up attack.<br />
*<span style="font-weight: bold;">4 or more Strikes</span>: SLAG, STUN & ATTACK AGAIN. Foe is also stunned; see Powerups.<br />
<br />
Slagged cards may not be used for the remainder of the game. A <span style="font-weight: bold;">RETEST</span> would start this process over at Time 5- Attack.<br />
<br />
After you resolve strikes with an action card immediately return it to your deck; this pulse is done. If you have unused Z-G or Z-G2 movement, you must take it now before your next pulse.Thesperhttp://www.blogger.com/profile/14495612535529656259noreply@blogger.com3tag:blogger.com,1999:blog-7731877739025256600.post-76692040273441897442009-10-21T09:26:00.000-04:002009-10-21T09:26:14.951-04:00Make your own Pixel Signals<img src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjQDUGH9OpnjFHLQnInP1PUq2c1-peBAyLFsQRYcFe1KDO0OwUXbPN-OyR1cSapym2LGeeuvSjlBoGgfJbTly9l6w_sgHFJEXlvHuuAOuSHIxEBWQ6b68PXgVBkBcVRZCUK6NUy9-fPekdy/s288/monster.png" /><br />
<br />
Make a signal for your gaming group!<br />
<a href="http://students.washington.edu/lutters/sigil.html">Sean's Signal Generator</a> - Big version with symmetry options<br />
<a href="http://sfiera.net/~sfiera/z-g/signal.html">sfiera's Signal Generator</a> - Save your signal with a code or view the existing signals.Cestus Merchttp://www.blogger.com/profile/04836075164970190042noreply@blogger.com2tag:blogger.com,1999:blog-7731877739025256600.post-83587532560336212602009-10-14T20:31:00.001-04:002009-11-09T22:32:38.965-05:00Basic RulesZ-G BASIC RULES<br />
<br />
1. SETUP: Z-G is for 2-4 players, each with their own InterAction Figure™ and matching cards. Play anywhere. Anything and everything is terrain — build it out of books and boxes.<br />
<br />
2. START: Pick any 3 cards from your deck. Place them, face down, on the table. This is your hand. Shuffle the remaining cards, which compose your deck.<br />
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3. IMPULSE: Find the Impulse (blue) number on each of your 3 ACTION CARDS. Arrange these numbers from highest to lowest (e.g., 7-5-3) and call out the resulting 3-digit number. Do not reveal your cards. The player with the highest overall Impulse poses their figure any way they like, anywhere in the arena. Then the next-highest places their figure, and so on. No figure may start more than 7 cards from the nearest foe. If a tie occurs, each player draws a random card from their deck and compares the Impulse number; highest number goes first.<br />
<br />
* The first player begins their turn.<br />
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4. MOVE: First player picks (but does not reveal) 1 action card, then moves their figure a distance, measured in card lengths, up to the number of that card’s Move score. To plot your move, lay out a row of cards on the table (connect the arrows) so that the first card touches both of your figure’s feet. Move your figure along this path, then place your figure on the last move card and pose it any way you like, so long as both feet touch it.<br />
<br />
* Once you lay a card, you can’t start over. That’s your move.<br />
* You may use Move to climb up and down any surface as normal, card by card. Just lay the cards out, up and over.<br />
<br />
<br />
5. ATTACK: After you move, you may attack a foe, if you're in range to do so. If your action card has Ø Range, you must be able to touch your foe’s figure with your attacking weapon. Read the name of your card’s attack, but don’t show the card to your foe. Then secretly choose which end you want to attack with. Place your card face down, with your attacking end facing the foe. Your foe then draws the top card from their deck, keeping it face down. The foe may examine their card unless you’re making a sneak attack (see Tactics). This card is your TARGET CARD. Your foe then SPINS the card such that a random end is placed toward you (after the spin, you may request a half turn). Flip over your cards and compare the ends by aligning the 2 cards so each of your 3 colored dots faces each of your foe’s dots. Then count the number of dots that match up by color, if any. This action is called a TEST. Whenever one of the pairs of dots has the same color, it's called a MATCH.<br />
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* No matches: Your attack misses. Discard your action card back into your deck and take your next action, if any.<br />
* 1 or more matches: Check for strikes.<br />
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6. DAMAGE: Once you’ve determined matches, compare the cards’ blazes. Blazes are the white symbols on the dots. Matches without blazes are always strikes. If a target card dot has an armor blaze, this blocks the strike unless the attacking card has a corresponding armor piercing blaze on its opposing dot. If any target card dot has a weak point blaze and you have a matching armor piercing blaze, the match counts as 2 strikes. If you have an explosive blaze and the opposing dot has a weak point, you ALWAYS score a strike (even if you don’t have a match or the weak point is covered by armor). Double armor blazes can be broken only by double armor piercing arrows.<br />
Now compute how many strikes you get, then look at the chart below:<br />
<br />
* 1 Strike: TARGETLOCK: No slag, but you may target this card again with your next attack (this turn only).<br />
* 2 Strikes: SLAG TARGET CARD: Foe removes part from figure and card from play, discarding the card into their slag heap.<br />
* 3 Strikes: SLAG & ATTACK AGAIN: Slag card, draw another target card from foe’s deck, attack again with the same card. (4 or more Strikes: Foe is also stunned; see Powerups.)<br />
If you slag a card, remove it from play and place in your foe’s slag heap. Then take the corresponding part off the figure. Slagged cards may not be used for the remainder of the game.<br />
* After you play an action card, immediately return it to your deck; its pulse is done.<br />
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7. NEXT PULSE: Now play either of your remaining 2 action cards as you did the first, taking its move and then making its attack. After that, play your third and final card.<br />
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8. NEXT PLAYER: Now the second player (second-highest Impulse) takes their time 4-7. After this player finishes their turn, the next player takes all their actions, and so on.<br />
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9. NEW TURN: Repeat from 2. START until the winning conditions are met.<br />
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10.VICTORY: You win by defeating all of your foes. To defeat a foe, slag their Ulster card or reduce them to fewer than 3 zGear cards.<br />
<br />
EXCEPTIONS<br />
<br />
These are the core exceptions to the Basic 10 card deck.<br />
<br />
1. CHARACTER CARD: This card represents you. It is not zGear and is not part of your deck — keep it to the side, in your control panel (see MODE CARDS). Use its special powerup once per turn, or sacrifice it to save a zGear card. A character card is used in basic play; advanced games use a Mode deck instead.<br />
<br />
2. RANGED ATTACKS: Weapons with a Range number, such as guns, may attack foes at a distance. Lay out a number of cards, in a straight line, up to your Range score. If you reach your foe, you can attack them. You can’t start over if they are out of range; you must target some foe along that line of cards. You measure range and zone attacks from the muzzle of the gun or the edge of the weapon. If a zGear card has a Range number of Ø, it is considered a hand-to-hand (HtH) weapon, and the weapon itself must touch the foe’s figure for an attack to occur. Tip: Ignore height when measuring range; lay the cards flat.<br />
<br />
3. LINE OF SIGHT: To attack a foe, the foe must be within line of sight. If, from your figure’s vantage point (the head), you can’t see any part of your foe, the foe is considered to be out of your line of sight, and you can’t attack them. Line of sight is not an exact science; compromise and conventions of play are key to play. Tip: Put your eye behind the head of your figure and call out what you see. Facing is unimportant; you're an action hero!<br />
<br />
4. COVER: If your foe is partially concealed by a barrier — for example, their figure is crouched behind a wall or lurking around a corner — whatever gear can’t be seen by your figure (from the head) can’t be targeted. If that zGear card is drawn as a target card, the attack fails. Your own zGear can’t provide cover for your own zGear. Tip: Agree on what zGear has cover before making a test. In general, if you can't see 2 colors on the zGear, it's covered.<br />
<br />
5. TERRAIN: After you start play, no player can move, add, or remove terrain — however, you can blow it up!! Just measure its two longest dimensions in card lengths (its "Mass") and that’s how many strikes it takes to pull it off the arena. For the purpose of targeting terrain ONLY, draw a card from your own deck. If you play on a table, decide if the edge is a WALL (figures can’t be forced off table) or a FALL (fall off and you’re out of the game).<br />
<br />
6. BOLSTER: Some situations allow defenders to bolster their defenses. When bolstering, a defender gains +1 armor blaze on one dot. Declare the bolster before the test, but after the test you get to decide which dot has an extra armor blaze on it.<br />
<br />
7. AUGMENT: Some situations allow attackers to augment their attacks. When augmenting, an attacker gains +1 armor piercing blaze on a dot of their choice. Declare before the test. After the defender decides their bolsters, if any, the attacker decides which dot gains +1 armor piercing. <br />
Tip: Either an augment or a bolster can be added to a dot that already has armor or armor piercing.<br />
<br />
8. RETEST: After making a test, some cards and situations allow the attacker, the defender, or both to "do-over" the test, respinning the card and applying the new result. When retesting, choose a single target card or attack card to which the retest applies. Each player may retest only once per test. (This means you!)<br />
<br />
9. COUNTDOWN: If a player is taking too long with their turn, start the countdown. The player has 1 minute to complete their turn. You may also start the countdown after you’ve picked your action cards, giving the rest of the players 1 minute to choose their cards.<br />
<br />
TACTICS<br />
<br />
Rules options you can use to change the odds.<br />
<br />
1. HIGH GROUND: When making a ranged attack, if your entire figure is above your foe’s head, your attack is augmented (+1 armor piercing). When making a hand-to-hand attack, if your figure is over your foe’s knee, your attack is augmented. You can jump down on your foe from above to get the +1 armor piercing on HtH attacks. If you don't have Z-G and jump down more than 1 card onto your foe you suffer knockdown.<br />
<br />
2. SNEAK ATTACK: Don’t announce the name of your card’s attack (and don't let your foe examine their target card) if any of the following apply: <br />
o You are the player with the highest Impulse and this is your first attack. <br />
o You’re attacking from cover. <br />
o You were out of line of sight when you began your action. <br />
Note: You can't sneak attack with a card that you used last turn.<br />
<br />
3. JUMPS: If you have the powerup Z-G, you may jump from ledge to ledge. As long as you start and end on solid ground and use a single Z-G card (or multiple cards, each with Z-G), you can cross over chasms.<br />
<br />
4. FALLING: If you drop down rather than use movement to climb down a drop of more than 1 card in height, and your don’t have a card with Z-G in your hand, you are knocked down (see below). If you land on a foe, make a free attack with your last action card, but only to determine knockback (see below).<br />
<br />
5. KNOCKDOWN: You score a knockdown if you knock back your foe: <br />
o Into another figure at least 1 card away<br />
o Into a barrier over 1 card away<br />
o Off a ledge at least 1 card length high (see Falling). <br />
Place a knocked-down figure on its back. That figure must spend 3 Move to stand up again. Any attacker may make a free retest when making a hand-to-hand or Zone attack against that figure.<br />
<br />
6. DASH: If your character is equipped with 2 footgear of the same color, add +3 to the Move rating of the second footgear card played in the same turn.<br />
<br />
7. FLAMEOUT: At the start of any turn, before players have chosen their cards, you can announce "flameout." This turn you may play each of your hand cards twice, for a maximum of 6 actions. If none of your foes is defeated by the end of the turn, you flameout and forfeit the game.<br />
<br />
8. STANCES: You can pose your character to gain an advantage. Entering a stance costs Move. For example, if you play a Maneuvering Footgear card (Move 4), you may choose to move 1 card, then enter the Kneel stance (Move 3).<br />
<br />
o KNEEL: Cost: 3 Move. Cannot be knocked back unless foe gets 3 strikes. May not move.<br />
o ATTACK: Cost 3 Move. All your hand-to-hand attacks are sneak attacks. Maximum Move is 1 per card. Counters defensive stance (may attack hand).<br />
o DEFENSE: Cost 3 Move. Foe may not attack your hand. Maximum Move is 1 per card. Counters attack stance (all HtH attacks are not sneak attacks).<br />
o PRONE: Cost 3 Move. All your foe’s ranged attacks are augmented, but all foes’ HtH attacks vs. you are also augmented. Maximum Move is 1 per card.<br />
o STAND: Cost 3 Move. Stand up from any other stance. No penalties, no bonuses.<br />
<br />
ERRATA<br />
<br />
* Scan is an Extra, not a Replace, powerup. It may be played in addition to, not in place of, an attack.<br />
* The Reaction Armor Frontgear card should have the Knockback powerup printed on it.<br />
<br />
RULE OF PRIME: If you and a foe can’t agree on a rule, then call for a test — both of you choose a card and pick an end. Match? - You decide. No Match? - Foe decides. (Or find a zMarshal!!)<br />
RULE OF NULL: Unless another rule or a card directly contradicts a Basic Rule, the Basic Rule always stands.<br />
<br />
WORDKEY<br />
<br />
Action Card: The card currently in play.<br />
<br />
Blaze: The white symbol inside the dot; determines whether a match becomes a strike.<br />
<br />
Character: The deck of cards and zGear parts that defines your unique character. "Give ‘em a name."<br />
<br />
Control Panel: The active Mode cards that are face up in front of you.<br />
<br />
Deck: All your zGear cards not in hand or the slag heap. If a foe has no cards in their deck, that foe must draw target cards from their hand.<br />
<br />
End: The two shorter sides of a zGear card.<br />
<br />
Mode Deck: All the Mode cards your character has that are not yet in the control panel.<br />
<br />
Slag: To remove a card from play. Your slag heap holds all your slagged cards and zGear.<br />
<br />
Target: To attack a particular card.<br />
<br />
Target Card: A card from your foe’s deck (or hand) that you are trying to strike.<br />
<br />
Targetlock: To score 1 strike and thereby gain the opportunity to target the same card with a new attack.<br />
<br />
Test: To make an attack by matching up dot sets.<br />
<br />
zGear: Your equipment, represented by both a plastic part and a matching card.Thesperhttp://www.blogger.com/profile/14495612535529656259noreply@blogger.com0tag:blogger.com,1999:blog-7731877739025256600.post-86292209532859411472009-10-09T09:01:00.000-04:002009-10-09T09:01:04.904-04:00Open DiscussionNo Topic here, just keep it civilCestus Merchttp://www.blogger.com/profile/04836075164970190042noreply@blogger.com1tag:blogger.com,1999:blog-7731877739025256600.post-5025459107757357592009-10-06T21:29:00.037-04:002009-11-09T11:52:38.680-05:00Character: Yowuya Matago® – Child of the Matago CorporationBackground, Private/OOC:<br />
Female, born to the Matago Corporation, Orbital Jan 3. 2097, assigned to Beta Crèche, Matago Halo5, Earth-Sun Lagrange point 5. Accelerated education approved by nursing governance board. Subject exhibits excellent absorption and retention of standard materials. Subject exhibits leadership qualities and good communication, e.g. Class president through basic; numerous competitive speaking placements. Accelerated curriculum completed to College Level. Transported to Sino-Australia Arcology second semester, 2106 for Aeropagus prelims, Average scores. Exiled September 3, 2109 for extra-league ZGXL competition. Non-normative behavior, 3 standard deviations. Minor infractions totaling 16 demerits. <br />
<br />
Exile week: Exact whereabouts unknown. At sea off Australian coast, all tracking implants disabled via unknown means.<br />
<br />
Summary recommendation: <br />
<blockquote>Permanent and irrevocable termination of MATAGO-EGS corporate officer track, transition to MATAGO-Grange administration, high standing.</blockquote><br />
Background, Public/IC:<br />
She is cold, argumentative and selfish. Yow is 150cm (5ft), 35kg (75lb) soaking wet, but a stubborn fighter in the ring. A dyed-in-the-wool child of the Matago corporation she uses primarily the rugged mining gear that Matago is famous for producing. She keeps a small book detailing who owes her favors and why. She has good credentials with the Matago corporation; she's probably a junior officer or manager trainee.<br />
<br />
Mode Deck:<br />
Primary Design Card: Consortium<br />
Secondary Design Card: Expert Leader<br />
Tertiary Design Card: Ambition<br />
<br />
Maneuvers:<br />
Opportunist!!<br />
<br />
Goals:(* current goal)<br />
*Halt!!! <br />
Expert Fighter<br />
Force<br />
Ares Lode<br />
Grendel Lode<br />
State of the Art Blue Gear (Feet, Front, Loader Claw, Shield, Ulster)<br />
<br />
zGear:<br />
Basic Red Helmet (found, virtual match)<br />
Superior Green Frontgear (stolen, Monzon Ezut Issue)<br />
Superior Blue Shield (c40 @ zGearGo)<br />
Basic Blue Feet (c20 x 2 @ zGearGo)<br />
<br />
Inventory:<br />
c19 hard EGS currency<br />
Diary / Book of grudges<br />
Ego Lode - Basic Matago Corp. Artifex + Personal Librarian ArtifexCestus Merchttp://www.blogger.com/profile/04836075164970190042noreply@blogger.com0tag:blogger.com,1999:blog-7731877739025256600.post-28528493447633428162009-10-01T21:18:00.001-04:002009-10-01T21:18:19.578-04:00Dark Side StationNever in human history has there been a more foul and distasteful collection of the dregs of humanity than Dark Side Station. Located in lagrange point two, the point to gravitational stability perpetually on the far side of the Moon, Dark Side Station has become a haven for those who wish to remain within the borders of the EGS, but free from its overt control and influence. <br />
<br />
Lurking in its darkened corridors are Mavryks and hustlers, Cartel wiseguys and syndicate factors. No one rules Dark Side Station, its original founders having been scared off years ago. Periodically the Armada attempts to place a Viceroy and a garrison of troops on board, but somehow this never comes to pass. Most people speculate that those who control the illicit activities here must have friends in very high places. <br />
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The station itself is a huge mélange of ships, hubs, asteroids, and spare parts. Anyone and anything is allowed to attach onto any ship that gives its permission, and within certain clusters of ships it is said you can find nearly anything – perhaps even an old Gemini capsule or a hive of mummers. Always in danger of being torn apart by different gravitational forces, somehow the disparate individuals working toward their own ends manage to keep the amalgam of ships together. Despite Dark Side’s population of nearly 3 million, in the last ten years only 3 near-catastrophic events have occurred, and at such times only about 10% of the total mass of the station was lost due to tidal forces. <br />
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Dark Side Station is best known for one thing: the yearly Z-G tournament that takes place here, which in turn takes its name from the station. The final tournament of the ZGXL, the largest Z-G professional league, the Dark Side Tournament attracts over 8 billion viewers from all over the Solar System. The final game of the Dark Side Tournament typically demonstrates the cold, calculating treachery and violence that are such hallmarks of this remarkable place.Thesperhttp://www.blogger.com/profile/14495612535529656259noreply@blogger.comtag:blogger.com,1999:blog-7731877739025256600.post-90020540873308085602009-10-01T21:09:00.001-04:002009-10-01T21:19:33.478-04:00LunaTo humanity, the moon began as a goddess of the night, a loving sentinel of the sky, a haunting reflection of the brutal gaze of the sun. Later she became a siren, luring explorers, taunting them to leave gravity behind. Now, Luna has become a prison colony, a place where the resources for the ever-growing and always-ravenous orbital colonies can be found. And because few humans would agree to toil in the mines, even with the aid of Artifex, only prisoners and convicts, political or otherwise, will toil. <br />
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This latest history of Luna began during the Second Cold War, which started when China and the United States began a race to colonize this closest of all celestial bodies. The discovery of Z-G, anti-gravity technology, forever altered the fabric of society, as millions fled Earth for the Grange and many others plotted revolution on Earth. The only practical means of keeping the peace on Earth was to force the mass immigration of “malcontents” to the moon. <br />
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At first, Luna was advertised as a place of abundance, but quickly the facts become apparent on Earth. The moon was a dangerous and filthy world of tunnels and corridors. Food was bland and far from constant, death was forever at the door, and there were far, far more men than women. Fighting between convicts was the norm. It was here in the mines that the Cartel originated, and it was from the ranks of the trustees, the prisoners promoted to guards, that the first Corps of the Cestus Mercs arose. As the years went by, many of the convicts gained their freedom, but were not allowed back on Earth and were rejected admittance by the very selective Orbital colonies. Forced either to risk everything and venture to the Grange or to remain on the Moon, many chose the latter and began to create the unique Lunar culture so well known on Earth today. <br />
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They also became the first people to begin to view Z-G as a sport and to formalize duels into matches. Their pastime eventually become a system-wide obsession. Of course there are many discordant forces on this rocky orb, and while ostensibly a free and full member of the EGS, the complaints and resentment of the ’Loonies’ are legion. If revolution were to begin anywhere in the EGS, it would likely begin here.Thesperhttp://www.blogger.com/profile/14495612535529656259noreply@blogger.com