Originally, the Central Administration ruled most of the solar system and was led by a single hereditary emperor/empress. The last empress, as anyone can tell you, was Zephos; she is basically in a coma and kept in a hibernation state somewhere in some sort of shadowy facility (there isn’t a shortage of them, after all). After this the power formerly held by the empress was placed in a ruling council which was an advisory body when she was alive.
In fact, it vests in no such place, because in Sigeki the empress is a thousand-year immortal who manipulates you, not the other way around.
‘Zephos’ was one of the survivors of the oldKMV; like pretty much all of them on record she was somehow rendered immortal by this (though she may well have been so before, I’m not entirely sure what my 10-year-old self thought). She’s an immensely powerful air elemental, compounded by both age and job title, and her primary weapon is the original form of the Shining Laser; Michael uses a relatively accurate copy of it. Actually they share a few key points, in that they are both flying deadpan snarkers with stafflaserbeams.
…Well, technically speaking she put most of her skill points into being book-dumb and very, very lucky, so mostly she delegates the manipulation out to several contractors. Most notably Marcus Silverberg, Helena’s younger… psuedobrother with the changing name, Wizard unit number five (Helena being one, and the Psycho Prototype Primus being zero). Despite Helena being a prototype-y unit, he’s roughly equivalent to her in overall potential. Most of the reason Helena is so high above him in plotlevel is because she’s effectively a Warforged Cleric (take that).
Marcus is basically a Battle Butler. Who defends her top-secret moonbase from intruders with the help of his giant orbital dimension-warping laser. I haven’t thought of a good Bilingual Bonus Gratuitous German name for it yet, though.
I’m not entirely sure how she manages to hide her general existence that well, but… I assume a thousand-year-old superpowered human(oid) would have some tricks, and there’s also Marcus, so that can be handwaved comparatively easily.
Categorized in setting-related
Tags: 90% of this multiverse is shoutouts, oh central administration, sigeki is unexpectedly marvelous
Conclusions: in the case of Alexander, the boss weapons copied are more commonly different projectile configuration data for weapons which he already has (minus the boss form of Julien, which is just a base melee upgrade).
In the cases of Julien and Michael the boss weapons are actual *weapons* presumably reverse-engineered to exhibit some degree of power similar to that of any given boss (minus the boss form of Alexander, which is just a base ranged upgrade)
Helena is a lot more like Zero in that most of her weapons are really just extra special moves, only one or two of which actually has ‘weapon energy’.
Miles is another large division of his own, in that his adorable baby Codex of the Infinite Planes prefers to take a sample of boss energy and turn it into a flat-out support summon. He’s… weird. For the intro levels he’s pretty much a joke though, considering his main attack is a knife with a range of about seven pixels.
Categorized in Uncategorized
Tags: game mechanics ramble, golden moon project
Default Character 1, Alexander: obviously speed/maneuverability-focused fragile speedster/glass cannon, high ranged attacks and a few secondary melee
Default Character 2, Julien: low-speed high-powered tank, more melee with ranged attacks secondary in priority
Unlockable: Michael (slowish magic knight with high-class exploration moves), Helena (the mario kung-fu monk)
Lethal Joke Character: Miles (intro boss, squishy wizard with exponential power growth due to his megaman’d weapons being boss summons)
I imagine it would be structured in a pretty Classic Megaman Game way, eight boss weapons and fortress stages and all.
Like any game idea I come up with, music is the main issue (as well as, er, programming game mechanics which I already have thought of)
Categorized in Uncategorized
Tags: golden moon project, i have read tvtw too much, this is a kind of roleplaying game
an explanation for the HP system, both in any vidyagame adaptation and in the KMV as a whole considering it does occasionally get referenced:
deflector shielding!
In Sigeki it is generally expressed as good old tron lines inset into things (though most of the time they only glow while actively taking hits), and in the Sphere due to the rather different aesthetic qualities they tend towards instant rune levels of intricacy; Aquarii replaces the ’sufficiently advanced’ explanation with a ‘yeah this is basically magic’ justification and as such also involves the more instant rune visual style (generally displaying directly on skin as opposed to on clothes/armor like with the other two).
Basically, then, HP is the remaining strength in this shielding; in kmvrpg terms only a last few hundred (for comparison I tend to imagine it with Super Robot Wars-level totals) actually are the physical strength-willpower combined concept which something like DnD applies to the term.
Categorized in setting-related
Tags: kmvrpg mechanics, metaphysics, with mad science!
Random bit of scenery detail written down for my own reference:
Central Administration Military Injury Codes woooo
Code 1 is for minor injuries not considered critical, mostly just accidental (although if you’re really good, some combat injuries of the ‘tiny’ variety probably fall here). Nothing would be aborted for a Code 1 except in really special circumstances.
Code 2 is for minor injuries which are considered dangerous, most commonly including graze shot wounds and some blade ones as well; in need of some medical attention, but not immediately. Code 2 would only merit a testing exercise abort if multiple people registered one.
Code 3 is more substantial, most commonly shot wounds with a clean pass through or larger blade injuries in a relatively secondary/tertiary location, and would almost certainly merit a testing exercise abort for one individual.
Code 4 is in need of medical aid immediately or else death is a severe risk, often a code 3 with bonus internal bleeding or a shoulder/some torso shot. Most shrapnel wounds, at this tech level and in this world, end up landing here. Instant abort if one is registered, no questions asked.
Code 5 is ‘this person’s gonna die no matter what we do, might as well give them time to get to grips with it/call family/whatever else’.
Code 6 is instadeath.
Categorized in setting-related
Tags: nobody except me will care about this post, oh central administration, why did i write this
Color Coding Index, Volume 1:
As has been noted, the KMV doesn’t really do that whole ‘good-neutral-evil’ color coding thing. It’s pretty much a faction-based aspect, although IRIS and agents do tend towards white/extremely pale colors and as such is presumably the closest thing to an evil class there is.
Bureau/Central Administration: Blue/black/silver/white. The Bureau itself is pretty variegated because it’s really a Mauveshirt Army at this point rather than a Lawful Stupid Redshirt Army like the rest of the government seems to be (and for much of the timeline isn’t technically military, as such has no standard uniform). Near the end of myth-arc territory, the Administration apparently absorbs it again, thus leading to more standard colors. Despite some variations on him not even remaining a CA agent, pretty much any version of Alexander still uses their colors. Because really, he’s Alexander.
TCS/MRA: Black/silver/grey/white, generally speaking. Due to their lack of any standardized uniform most of the agents have a single color, or set of them, added on (Laura is monochrome+bright blue, for instance). Tobias seems to go in for white/black/gold, which is mostly just an odd variation. Wilhelmina van Helsing was largely red for some reason.
Trevelyans: Alexandra is silver, Morganna is purple, Adrian is blue, Darian is green (and monochromatic, as per above), Serena is blue/medium grey and Julien is red/dark grey.
Crescent Moon Division: Doesn’t generally have a recognizable uniform. Antinomy usually uses either her extremely ominous black/silver long coat or a very srs greenish suit; quite a few of the higher-ups are purple/grey.
Adler’s syndicate: Often black suits with red and white secondaries. Lydia is generally white/brown/red; Kyle takes after her. Their opposition is most commonly brown/blue/silver.
Notable Third Parties: Both Janelle and Lowen, for some reason, seem to go in for white/red/dark brown. Sterling and Mona are green/gold/white and red/gold, respectively. Helena and Xanatov are green/white/black, as is (mostly) the small army under a reasonable approximation of their command. Gale is mostly just black and white, with red and gold as accent colors.
Apart from that, most of the rest of the world just goes with whatever they want to wear that day.
Categorized in Uncategorized
Tags: general kmvian mechanics, i have read tvtw too much, kmvrpg mechanics, nobody except me will care about this post, oh central administration
Julian Trevelyan seems to be a good deal less mentally stable than Julien Trevelyan, considerably more bipolar and considerably less True Neutral-biased. He also seems to have shifted specialty from engineering to biology and, eventually, necroman–
<Julian: Necrology. Reanimation, if you must. Magic is for pansies; real wo-slash-men use Science.>
… necrological studies; he still isn’t really the Evil type, just a moral practicalist. Reuse, reduce, reanimate.
Most of his attacks/general skills lie in repurposing enemy ‘parts’ no longer being used.
Categorized in Uncategorized
“Y-You can’t call me a sap. I am the least sappy person in this city, at least.”
“Chief, I’ve met trees with less natural sappiness than you.”
“Franziska! … Wait, you’ve ‘met’ trees?”
“It’s true! Besides, you know, healer staff chick, in touch with nature. It comes up.”
Categorized in Uncategorized
Tags: 90% of this multiverse is shoutouts, people in my brain shut up, this is a kind of roleplaying game, why did i write this
Making an actual, multiversally set Elemental Rock Paper Scissors would be completely incoherent; as a result, I imagine characters would have a) a base element, or possibly a number of them, which defined the basic innate elemental attacks they had, and b) a weakness/resistance list.
List A: (generally available on weapon/armor/skills, a lot of characters/enemies would have them)
Sonic, Air, Light, Mirror, Chaos, Ice, Fire, Lightning, Laser, Life, Earth, Undead, Ninja, Pierce
List B: (generally more ‘unique’, often used for ultimate weapons)
Drain, Holy, Bird, Gravity, Bane
Lancer, who seems to be kind of the KMVRPG Designated Main Character, is Undead/Gravity. I don’t know what her weakness/resistance list would be. Or, for that matter, why she’s Undead…
Categorized in kmvrpg and misc.
Tags: general kmvian mechanics, kmvrpg mechanics, metaphysics
Yeah, these aren’t anywhere near all of my boss ideas. Just the ones I had subtitles (well, and names) for.
Main Story:
[???] James Seles
[Absolute Defender] Gale Kinsalor
[Ninja Commandant] Antinomy, [Lightning Elemental] Kain Armande
[Chaotic Alchemist] Janelle Costley
[???] IRIS
[Master of the World] Nightmare
Optional:
[Arena Champion] Tobias Aligheri
[Melancholic Lord] Marguerite Danesti
[Maniac Lord] Cyril Danesti
[Emperor Alexander Kuiper] Samuel
[Blood Knight] Lowen
[TELOS-01] Ignatius
In other news, I am posting again lol.
Categorized in kmvrpg
Tags: 90% of this multiverse is shoutouts, i has a mytharc, i have read tvtw too much, kmvrpg mechanics, why did i write this