Subject: [FFML] [info] Gsmit background information(Repost)
From: "A-kun McCrillis" <akun15@hotmail.com>
Date: 9/17/1998, 11:09 AM
To: ffml@fanfic.com

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>

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