9.29.3000

Z-G Ideas

Bicycle Orbital Commuters
Octo-Arms
Exotic families
Polemarch & Strategoi
Mummers building a neural network in deep space/Oort cloud
Bio-Mummers - exotic spinoffs (Seconds? Fourths?)
Syndic obsessed with knowledge, "I will not die ignorant"
Grange - reveals robotic/teleprescence aliens that only artifex can communicate with.

10.29.2109

Armada Scrambles to Intercept Rogue Cab



"I totally saw the Armada shooting from Terminus today... They blew up that guy's car like right there."
-Erica Sandal

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.
This is Tomo McKnight, ENN Terminus Station

10.19.2109

Vanguard Induction Ceremonies to be Held Despite Dust Storms.

17:34 EDT Camp Thermidor, Mars.

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
"Conditions are nominal, and no further speculation will be entertained."

10.14.2109

Untitled Text

If 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!!

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...
WAKE UP!!

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!!

Shreeker Screed, Unet Terminus Station

10.02.2109

Contamination Scare Snarls Traffic at Terminus

Late 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.
This is Tomo McKnight, ENN from Terminus Station

9.25.2109

Shadowleague ZG Vandals Ejected from EGS

In 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."
Onivia Watts, ENN USA

9.09.2109

100 Years in the Future . . .

Exactly one hundred years in the future...

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 GRANGE. Though separated by millions of miles of space, EXILE and CITIZEN come together to clash in the wildly popular Z-G tournaments. Who will win at Dark Side Station and lead the exiles to freedom?

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.

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.

And all you can think about is surviving your next battle . . .

10.03.2101

RIOT ON PC 47

Broadcasting 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!

9.26.2101

The Card Story

The Technology of Z-G freed us from gravity and ushered us into space. It also gave us the game. Which became our obsession…

"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.

"Where am I?"
"This is a Sleeper clinic, a hospital. You are cured. But you've been under a long time…"
"How long have I been out? Where's my sister?"
"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."
"But my sister? She was sick too, she…"
"Zak, she is the reason we woke you. Lodetek, holographic computers, gave us sentient helpers, creating the Neutopia. But with them arose new questions of humanity and morality."

Zak drifted away into sleep again. When he awoke, an intense young man sat rigidly next to his bed.

"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…
"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."

8.08.2101

Rush Hour Crash

“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.”
— Barnibus Bailey, Commissioner of the ZGXL

neu New York, 7:18 a.m. EST August 8th, 2101
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.

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.

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.
“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!”
says Linker personality, Von Diego.
< End Transmission >

6.28.2101

Space Rat Infestation Discovered in Lunar Orbit

“Those with free seats are the first to throw rotten fruit.”
— Barnibus Bailey, Hero of the Grange Wars

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.
< End Transmission >

6.07.2101

neuTOPIA 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?"

12.15.2100

The Hegemony: Another 10 Years?

“Battle is not for either the brave or the foolhardy, it is for those who are brave enough to become foolhardy.”
— Barnabas Bailey, Commissioner of the ZGXL

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.

Senator Tralatane said yesterday in a speech to Graduating Cadets of the Armada Academy:
“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.”

Meanwhile opposition politico, Derian Quimlick retorted:
“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.”

Nationalists in the capitals of many countries, including the United States, protested yesterday in a worldwide rally against moves to extend the Hegemony Laws.
< End Transmission >

11.27.2009

Character: Vaugn

Background, Private/OOC: Male, Swedish, Trancer

Background, Public/IC: Male, Swedish, Trancer

Mode Deck:
Primary Design Card: Trancer
Secondary Design Card: Expert Fighter
Tertiary Design Card: Heart

Maneuvers: cosmic trance

Goals:(* current goal)
*Learn the hard way

zGear:
Basic Green Reflex Ulster
Basic Green Feet
Basic Green Spacewing Backgear

Inventory:
c9

Character: Kleer - mentat with a mission

Background, Private/Out of Character : - - - - - - - - -
born on 2092 July 9th (17 years old)

Altruistic in nature and has history of independent thinking
and erratic behavior. Born and educated on Terminus Station.
Educated by accelerated measures especially in areas of melee.
Has had bio-modifications made in order to boost his ability to
store and access information in his mind. Has a love/hate
relationship with datanets. He wishes more beings would use
their own mind to store their most important information instead
of relying on technology so much, but he benefits from accessing
datanets more than the average humanoid.

Believes there is no such thing as a stupid question.
Believes all searches for knowledge are honorable regardless of
subject matter. Has come to believe through years of experience
that by helping others one creates the greatest opportunities to
learn new information. Believes taking things apart and putting
them back together is necessary to fully understand how something
works and how it can be improved. Has a large distrust for the EGS
(Earth Gravity Sphere) due to discovering their attempts to cover
up the truth surrounding specific historical and local events.



Background, Public/In Character: - - - - - - - - - - - - - - -
183 cm (6 ft.) tall, 109 kg (240 lbs.), black, male

appears to be around 17-19 years old

Asks a lot of questions and shows a desire to help others even
if they've had a history of being hostile toward him. Tends to
surf any available datanet system looking for information related
to situations he and his group is in. Likes to work through all
possibilities before making decisions - this sometimes slows
down group decisions.

Has joined a group of Earth exiles on September 3, 2109 during
their temporary stay on Terminus Station.

Likes to fix/modify things - especially zGear/weapons.



Mode Deck Cards - - - - - - - - - - - - - - -
Primary: (1st slot) : Drive - REASON
Secondary: (2nd slot) : Syndic : SAVANT - MENTAT : Alertness, Engineer, Savvy
Tertiary: (3rd slot) : EXPERT DUELIST (melee expert)
Quaternary: (4th slot) : Syndic : FREAKER - zJACK : Alertness, Engineer, Pilot
(my REASON card allows for a 4th slot)



Maneuvers: - - - - - - - - - - - - - - -
melee : LUNGE!!
alertness : HIT THE DECK!!



GOALS: - - - - - - - - - - - - - - -
CURRENT GOAL : gain the "DEATH FROM ABOVE!!" pilot maneuver

other maneuver goals:
melee maneuver : RIPOSTE!!
melee maneuver : EXPERT BLOCK!!
engineer maneuver : HOTSHOT!!
engineer maneuver : JURY RIG!! (needs to trade cards to pick this one up)
engineer maneuver : SUPERCHARGE!! (needs to trade cards to pick this one up)

short term goals:
***gain more zGear and boost them with LODES

long term goal:
***establish a center of education/datanet for Earth exiles. It appears
Terminus Station would make the best location for the main center.
Determine if other exile-oriented edu-datanet centers would be
needed at other locations throughout the solar system.

other goals related to long term goal :
***learn more about the exiled life by helping a group of exiles
accomplish their goals

***investigate LUNAR Rebels to see if their cause against the EGS
will give access to more information helpful to building an education
center. Determine if building an edu-center/datanet within their
information system is possible. Being a FREAKER might overcome
any LUNAR Rebel hostility towards Kleer being a SAVANT.

***win Z-G tournaments to collect enough credits to build a
edu-center/datanet for Earth exiles. Might have to enter and
win the final tournament of the ZGXL to accomplish
this goal. Winning the final tournament would likely open
numerous opportunities for the edu-center/datanet to
become a reality.

- - - - - - - - - - - - - - - - - - - - -

accomplished goals :
>> became a FREAKER (pilot / zGear modifier)


accomplishments / lessons learned :
>> fixed a broken shotgun the group picked up during an asteroid skirmish

>> learned how important the ULSTER is in Z-G combat - since a penetration
hit to his ULSTER took him down quickly during arcade Z-G combat

>> resuscitated DUKES from a near death experience

>> fixed the broken robot pilot that DUKES attacked only to see it broken
again right after repairing it



zGear : - - - - - - - - - - - - - - -
IXIS (green) : REFLEX ULSTER
KRUEGER (red) : TURBOBOOST BACKGEAR
IXIS (green) : SKYCLAW FOOTGEAR - LEFT & RIGHT
ABSA 292-X (red) : SUPERIOR -- DEFENSOR Z-BUCKLER



Inventory : - - - - - - - - - - - - - - -
credits : 228
medic pack (picked up from the taxi/DUKES fiasco)
tools for fixing/modifying zGear & robots


character signals :

Z-G character signals - for Kleer

Ken Ichijo - Paragon Cypher

Age: 15


Paragon Elite

Expert Scout

Ambush!! x1

zGear:

Kronos Assault Ulster

ABSA 291 Z-Buckler

Goal:

Jury-Rig!!

11.16.2009

Movement & ZG

This section will discuss movement.
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.

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.

A tactic that anyone can do to increase movement is Dash
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.

Movement & Z-G:
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.

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.

Tactic: Jump
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.

Sorry, in the ZGXL if you don't have Z-G you can't jump. This is what house rules are for.

Movement & Attacking:
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.

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 Chase the Dodge. If this extra move places you within HtH range of the dodging foe, the dodge fails and you may conduct your attack test normally.

11.09.2009

Penetrating attacks

Penetrating 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.

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.

From the Battlebook:
Neither penetration nor Multicard attacks may be enhanced with any powerup, be it from a zGear or Mode card.

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.

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.

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.

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.

That's the power of 3 strikes!

11.04.2009

Card Tests

Pulse Time 5 - ATTACK: After you move, you may attack a foe if you're in range.
+ZG allows you to take your attack before your move, but it is the only exception.
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.

Press the spin button to spin the defending card.

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.
If you're feeling lucky, after the spin the attacker may request a half turn.




Flip over your cards and compare the ends by aligning the 3 colored dots.



Example: Firefight Frontgear attacks Magnetron Generator- 3 Matches, 2 Strikes. SLAGGED! 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.

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.

* No matches: 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.
This means that Deadshot!! may not be used if there are 0 matches, because it is a Time 6 - Damage maneuver card.
* 1 or more matches: Check for strikes.

Pulse Time 6. DAMAGE
: Once you’ve determined matches, compare the cards’ blazes. Blazes are the symbols on the dots. Matches without blazes are always strikes. Offensive blazes only are useful versus Defensive or Status Blazes.

Defensive:
Armor - Blocks the strike. Removed by Armor-Piercing. Explosive ignores armor when there is a weak point.

Status:
Weak Point - Add one strike when removed by explosive. Add two strikes when removed with AP.

Offensive:
Armor-Piecing - Removes 1 Armor per Armor-Piercing blaze. Add two strikes when removing weak point.
Explosive - Always a strike when removing weak point, regardless of color match or armor.

Now compute how many strikes you get, then look at the chart below:

* 1 Strike: TARGETLOCK: No damage, but you may target this card again with your next attack if you have actions remaining this turn.
* 2 Strikes: SLAG: Foe removes part from figure, discarding the card from play into their slag heap.
* 3 Strikes: 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.
*4 or more Strikes: SLAG, STUN & ATTACK AGAIN. Foe is also stunned; see Powerups.

Slagged cards may not be used for the remainder of the game. A RETEST would start this process over at Time 5- Attack.

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.

10.21.2009

Make your own Pixel Signals



Make a signal for your gaming group!
Sean's Signal Generator - Big version with symmetry options
sfiera's Signal Generator - Save your signal with a code or view the existing signals.