A mecha RPG where the machine is illegal and yours

You failed out of the programme, and the thing in the hangar they were about to scrap has decided it will answer to nobody else. The invasion is not going to wait for the paperwork.

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No account, no card, nothing to install. The world's lore is already built, so it starts in seconds.

A war machine with no limits is boring

What the mech can do is stated with its limits, and damage carries between engagements, so a fight is won by a good decision rather than by describing the attack more forcefully than you did last time.

The world

When the Helian invasion shatters the orbital defenses, a washed-out cadet finds the only weapon left standing: a decommissioned, semi-sentient war-mech that chooses her as its pilot.

The frontier world of Tessar is humanity's last fortified colony, defended by towering piloted mechs called Vanguards. After a peacetime treaty mothballed the war-frames, the Helian fleet arrives to find the cradle of humanity nearly defenseless.

Who is in it

The Tessar Defense Corps
the demoralized, under-equipped colonial military.
The Helian Swarm
the invading fleet of adaptive, hive-coordinated war machines.
The Vanguard Project
the disbanded program that built the legendary war-mechs.

Where you go

Hangar Zero
the sealed bunker where the last working Vanguard was mothballed.
Tessar Spaceport
the colony's lifeline, first to fall under the invasion.
The Shattered Belt
the debris field of the destroyed orbital defenses.

What already happened

The Treaty of Stillwater
the peace that disarmed Tessar and doomed it.
The Helian Vanguard Strike
the surprise assault that broke the orbital defenses.

Who you can play

Or write your own character — the setup form takes a name, a background and what you are good at, and the game master works from that instead.

How a turn works

  1. You say what your character does, in your own words.
  2. What you attempted is weighed against your character sheet and the state of the scene — and the outcome is settled before the scene is written, so the part telling the story does not get to decide that you succeeded.
  3. The game master narrates what happened, grounded in the world's own characters, factions and places, and remembers it for the rest of the run.

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Other worlds

All 24 ready-made worlds →