reply at akun15@hotmail.com
GSMIT
Since a lot of people have inquired as to the Knight and Sailor
Powers that I had planned, here they are:
Knights - Stage 1
Transformation Words: "<Insert Planet Name> KNIGHT-IN-TRAINING!"
(1)
First Level Power: Formation of blades. Size is a variable
depending on the Knight-in-trainings willpower and required size (So,
don't expect to make a sword big enough to hack through clouds if you're
half a mile underground), plus every sword is made of a specific
element. Note that all Knight blades are magically enchanted to be able
to stop another's no matter what. So, Mars Knight can stop Uranus's
blade despite the fact that the Uranus Knight's blade should just cleave
through it.
Uniform: The knights-in-training wear, as they were never
originally intended to go on the battlefield before their training was
complete, silk shirts, silk pants and hiking boots. Usually training
weights would be put on the arms and legs to help you build your
endurance and stamina.
Mercury: Ice
Venus: Light (Yes, technically, you CAN call it a lightsaber)
Earth: Adamantium
Mars: Flame (Yes, this _CAN_ set things on fire if the Knight
isn't cautious enough)
Jupiter: Electricity (Yes, they can put out a shock, but the
Knight is immune, so having him/her stand in a pool of water won't work
against them. Anyone else on the other hand...)
Saturn: Steel
Uranus: Diamond
Neptune: Super-condensed Water (This may not SOUND impressive,
but 1 gallon of water weighs roughly 8 lbs and the blade contains 10
gallons)
Pluto: Ruby
Knights - Stage 2
Note: This level can only be obtained through extreme confidence
or the desire to protect someone you care about, much like the Sailor
Senshi.
Mercury: Freeze (You can freeze solid one or two opponents.
They cannot move)
Venus: Flash (You can temporarily blind your opponents)
Earth: Snap-Shift (You can move the ground or trees. Example: A
bug youma is standing in front of you. The ground underneath it
launches it about twenty feet into the air)
Mars: Fireshield (You become encased in flames (sort of like the
Human Torch from the Fantastic Four) and you can slam into your
opponents to set them ablaze)
Jupiter: Shock-Out (You temporarily stun or shock an opponent so
that they are motionless for about ten seconds)
Saturn: Vertigo (The opponents suddenly experience extreme
vertigo)
Uranus: Minor Quake (The ground (under the opponents) to begin
shaking violently for about ten seconds, sending them to the ground)
Neptune: Spout (A spout of water flies and hits the opponent
much like a high pressure firehose.)
Pluto: Confusion (the opponents suddenly believe that their
allies are their opponents and vice versa. This is why no one screwed
around with the OLD Knight of Pluto)
Stage 3 - Full Knighthood
This stage grants the Knights their full powers. They can
develop new techniques, but they must learn these new powers completely
on their own. They will have no spiritual guidance. They will be
granted armor that they can call upon. However, the Planetary Swords
that complete the Knights power must be quested for as they were lost a
long time ago. There are techniques that you learn at this stage, but
you may construct these. After all, I don't want to force you to use a
technique that you don't want at this point.
My own personal Senshi have been removed as I realized that they
are FAR too brutal and WAAAAAY too overpowered.
And as for the color schemes and the weapons that come with the
powers, those are up to you. If you feel you'd rather have a staff, a
bow or an axe than a sword, fine. And it's okay if someone else has the
same kind of weapon you do.
And as a final note, the Planetary Swords change to the weapon
that most suits the Knight it belongs to and reverts to a sword should
that Knight be killed (sorry about being blunt, but it needs to be
said). And don't worry if you had a good character who dies. After
all, the Senshi have died about six times and they're just fine. We can
find ways of bringing you back. Or you can make a successor, but be
warned, successors shouldn't start off ten times better than the
original with no additional weaknesses. In fact, they should start off
with more confusion about what's going on, etc.
============================================================================
Concerning the bad guys:
Okay, for anyone that's going to be joining or are curious about
what you'll be fighting if you join, this is a list of the bad guys and
their powers/special abilities.
Antoids - Giants ant-like creatures. This of creatures ranging
from the size of Chihuahuas (the youngest) to Saint Bernards (the
largest). If you don't think that these are much of a threat, take this
into account: 1) All Ants, regardless of size, can lift up to fifty
times their weight. You cannot. 2) All of them have dangerously sharp
pincers. 3) All of them can run from 10 MPH to 30 MPH. Can you? 4)
Ants have natural hard armor. However, remember that bullets, however,
can penetrate easily. Figure that these creatures are like bugrom.
Groens - Ape-like men. Roughly 8 ft tall, able to lift up to
500 lbs. easily, and can climb like apes. And they're as intelligent as
humans. They often wear body armor and carry low-powered electric-rods.
Tiens - Snake-humanoids that are capable of burrowing underneath
the earth. Their poison isn't deadly, but can paralyze a victim for an
hour to a day. However, since their teeth are huge (think saber-tooth
tiger), your main concern should be surviving the bite. Tiens, BTW,
don't have the classic 'hisssss' to their speech patterns. Their native
tongue is hissing, but they can speak other languages without problems.
Rillians - As undercover spies, Rillians are excellent since
they can look so close to humans that no one would know the difference.
Rillians are lycanthropes that don't require moonlight to transform,
much like Zoanoids (if you've seen Guyver). However, unlike pathetic
Zoanoids, Rillians have an incredible healing factor. They can recover
from fatal wounds easily. And unlike their earth cousins, Rillians are
immune to the effects of silver. The problem with Rillians is that they
do not reproduce quickly and they don't spread via bite or clawing, but
rather by natural reproduction. There are maybe twenty to thirty in the
entire invasion fleet. Their breeds are such (mind you, it goes from
most frequent to rarest): Bear, Tiger, Lion, Cheetah, Wolf.
Polluter - There are only two polluters in the entire invansion
fleet. The reason? They are extremely difficult to contain. The
polluters absorb pollution, like oil, smoke, and other nasty things like
radioactive material. With that, they become that much tougher. A
Captain Planetish thing, I know, but think about this: What can
successfully harm garbage and pollution and can be used in combat
effectively? Answer: Not much.
Mirnins - Mirnins are magically-enhanced creatures that have
perfected the talent of enlarging creatures up to 70 foot baddies.
There are only ten in the invansion fleet, but each is capable of
enlarging two baddies, the best being capable of enlarging ten
baddies.**
Summoners - The mages of the group, summoners can conjure up
creatures from pictures, video games, etc. Mind you, these creatures
aren't likely to have very strong or very useful powers, but are good
cannon fodder in a large scale mission.**
Now, it may seem that all these creatures are staggeringly
powerful, but keep in mind that an army as large as this one is will be
plagued with technical, medical and supply problems, not to mention
moral problems. Each defeat will force the leaders to do things to
increase moral. Not to mention that there is great competition among
these races, which will cause the 'troops' to make foolish mistakes.
However, one BIG question is why would these races even work
together for ANYTHING? The answer is quite simple. Their leaders are
driven by an even greater force which is forcing them to work together.
Every army needs a leader. That's simple fact. Armies without
leaders or direction begin to fall apart REEEEAAAAALLLL quick. And
directions are usually chosen by leaders. Here are some of the names
and descriptions of the leaders (or second-in-commands) that you _MIGHT_
run across.
Groen Leaders
-------------
Name: Bartok
Gender: Male
Position: Leader
Age: 32 cycles
Strengths: As Groens only respect strength or intelligence,
Bartok obviously has to have one and a little of the other. How much of
each seems to vary.
Weaknesses: Bartok doesn't seem to have many, but one obvious
weakness is his obsession with finding someone that is his equal. He'll
accept nearly any challenge unless his wits catch on to the fact that it
may be a trap.
Identifying mark: Bartok has a three-claw scar over both his
eyes from an old battle and numerous scars all over his hands and chest.
The age of these scars seems to be roughly the same as no one has dared
ask him where he got them.
Name: Irna
Gender: Female
Position: Second-in-command
Age: 28 cycles
Strengths: Irna had an incredibly sharp mind and strength to
equal. She has not taken the role of Leader from Bartok as she doesn't
want it. As Leader, you are directly responsible over everything and
anything that goes wrong. Irna feels that the freedom that comes from
being Second-in-command are far more than those of being the leader.
Weaknesses: Irna has made it well known that any male that
should manage to defeat her will become her mate, regardless of any
racial differences. Groen men have tried and failed as Irna proves time
and again that she is by far the strongest and smartest of the entire
group. Any male who tries to take her on should beware. She's lookin'
for some lovin'.
Identifying mark: Irna is one of the few Groen females that
might actually be attractive to humans while keeping the look of a
power-house. She holds herself with an extreme arrogance as she is the
only female that has reached her position without getting any scars
whatsoever and she'll go into a rage if anyone manages to make an injury
that will scar.
Tien Leaders
------------
Name: Izzy-1
Gender: With snakes, who can tell? Besides, Tiens can, like
various other lizards, change gender at will.
Position: Leader
Age: 12 cycles
Strengths: Izzy-1 isn't just an ordinary humanoid-snake,
he/she's an incredible one. He/she is capable of regenerating from
fatal injuries, can outrun a speeding train and can lift said train.
Izzy-1 has proven time and again that he/she is capable of incredible
feats of strength, dexterity, intellect, and stamina.
Weaknesses: Should Izzy-1 have one, it is not widely known
beyond himself and any witnesses to said weakness.
Identifying marks: Izzy-1 has a thick scar that runs from the
middle of his/her bottom lip to his/her pelvic bone, three identical
scars on his/her right arm and an 'X' shaped scar on the left side of
his/her face.
Rillian Leaders
---------------
Name: Cold Claw
Gender: Female
Position: Second-in-command
Age: 18 cycles
Strengths: As a Cheetah-Rillian, Cold Claw is one of the fastest
Rillians, easily outdistancing ordinary cars without much effort. She
is also a good brawler.
Weaknesses: While an incredibly fast fighter, Cold Claw isn't
very strong and she doesn't have very great endurance. If one were to
force her to run fast for a long time or exert strength above that of a
normal man, she'd quickly tire. And despite her brawling skills, in a
one-on-one fight against anyone with average martial skill, she'll lose
unless her opponent cannot compensate for her speed.
Identifying marks: A single small scar on her right arm is the
only real identifier of Cold Claw and she got that in her youth.
Clearly, not many have matched her since then.
---------------------------------------------------------------------------
Enemy supplies and personnel:
36,000,000 solidiers
30,000 cooks
2,000,000 engineers
18 mother ships
9,000 lesser mother ships
9,000,000 dropships
2,000,000 jet fighters
3,000,000 tanks
Anything else can be decided by you guys/gals
Okay, these guys may be tough, but remember, they're only
mortals. None of them are invincible and if they claimed themselves so,
we have ways of showing them they aren't. >:)
Be creative. We have an entire world to protect. There aren't
a lot of us and there's a lot of them. But there are 3 things that are
working for us, 1) we have the military on our side and they're actually
effective. 2) with only 2 million engineers, not everything is going to
be running right. And 3) they may be good, but we're better!
However, remember this: These guys aren't push-overs either.
There's a good chance one of you guys are going to get beaten up a bit
or possibly even beaten.
And remember these final words of advice, Defending is easy
because you can cover yourself and attack back.
Attacking is almost always more difficult because you A) don't
have knowledge of the terrain, B) are exposed and/or C) don't always
know where the enemy is.
With these final words, I say good luck, Knights, Senshi and
Rangers. May the war for the world be won by us.
** - Yeah, so this is Sentai-ish. Why do you think we're letting the
Power Rangers in?
General (ha, ha. As if.) Benjamin McCrillis <aka. A-kun>
______________________________________________________
Get Your Private, Free Email at http://www.hotmail.com