#cyan firmament
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I couldn't find this literally anywhere on tumblr so I guess I'm taking up the mantle of bringing the Hype for this game here. This game got funded on kickstarter 4-ish years ago and then covid hit and it was delayed way past when they thought the ship date was gonna be, but I am so glad Cyan Worlds took the extra time and care to make this dang thing look as good as it does! Yes! This is the same small indie studio that made MYST way way way back in 1993! They're still around, and I have been a fan of their work since I was a little squirt (oof, maybe I'm showing my age... 😬). But oh my gosh, all the publicity stuff I have seen for Firmament so far just proves that they have only grown with the modern tech and tools to make bigger and cooler shit.
#Also like not to brag or reveal my pledge amount but ya boi might be having his name in the credits B)#videos#cyan worlds inc#cyan worlds#firmament game#firmament#cyan firmament#Youtube#myst
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Cool Kickstarter for cool a Unwritten expansion! I'm also an illustrator for this if it goes through so I'm a little bit biased but in any case LOOK! SHINY :D
#apologies if everyone and their dog has crossposted this already I'm still in Firmament baby jail#and isolating from all Cyan tags just in case :(#myst#uru#d'ni#unwritten
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This is game is nuts
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It’s finally here!
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Firmament will deliver its puzzles on Steam Deck
Firmament puzzle adventure game is now Verified for the Linux Steam Deck via Windows PC. Developer Cyan Worlds Inc. has recently shared exciting details. Due to make its way onto both Steam and GOG. Cyan, a company being the popular game Myst, is coming out with a new game called Firmament. Due to available on two different formats: 2D and VR, with a release date of May 18th, 2023. Firmament is a game where you explore a world that is based on steampunk fiction. So the world is full of machines that look like they are from the past but are powered by steam. Not to mention unique things to see while can explore three different areas of the game. Each with its own secrets and mysteries. The story is also key, so you will learn a lot about the world as you play on Linux.
Good news: **FIRMAMENT IS STEAM DECK VERIFIED**
This is the latest detail in the Steam Discussions. Although not a native Linux release, Firmament will still be playable thanks to Proton support. But hey, who needs Proton overload when you have a game developed in Unreal Engine 4? Firmament is a puzzle adventure, which means the game will test your wits. Luckily, you have a helper called The Adjunct who is a clockwork companion. They don't talk, but they understand you and your hand gestures. So you will have to work together to solve the puzzles. And you will learn new gestures as you go along.
Firmament Launch Date Teaser Trailer
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You will also be joined by a mysterious apparition. They have their own story, and will help you figure out what is going on in the game. But you have to be careful, since you don't know if you can trust them. The world of Firmament is full of mystery. Linux players will have to figure out what is going on. You will explore abandoned areas and find giant machines that have a purpose all their own. Players take on an important part in the story, and you have to figure out what your role is. You can play Firmament on a computer in either 2D or VR mode. VR mode means that you can put on a special headset and feel like you are inside the game. There are also different features that you can turn on to make it more comfortable to play. Firmament puzzle adventure is a unique game will be playable on Linux and Steam Deck via Windows PC. Due to combine puzzles, exploration, and a great story. Be sure to Wishlist the game on both Steam and GOG.
#firmament#puzzle adventure#linux#gaming news.#cyan worlds inc#ubuntu#steam deck#windows#pc#unreal engine 4
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Game Review: Firmament
EDIT 2023-06-08: I have been informed that developers used so called AI tools to assist with asset and story development. Needless to say this makes my review moot. You should not give money to Cyan for Firmament if you haven't already.
There is something of a pit in my stomach when I think about my gameplay experience with Firmament. Deep in that pit, in a modest Dutch Colonial fixer-upper, lives the potential for this game. The setting has so much more story to tell than we were given. It lives in that Myst-like space where we enter a world at its nadir. Violent collapse has occurred, but we hold a glimmer of hope for what comes next. That is not an unfamiliar formula for fans of Cyan. Is our Virgil trustworthy, or is she leading us to damnation? Who are we when the game tells us that deep sleep erases memory? We’re told that we are the next and possibly last of the many Keepers. A collective whose goal is the preservation of a cooperative order that will create a livable world for the Arrivers. Our Mentor gives us a mission—activate a series of towers, and prepare the worlds for the Embrace. In order to do so we must complete a series of traversal puzzles with our handy dandy Adjunct—a device clearly designed for VR compatibility at the cost of the expected Cyan gameplay experience. Pausing for a moment to lift ourselves to the meta-context of this game, Cyan pitched backers on the notion of what I’m calling VR-first design when they reached out for crowdfunding in early 2019. I think that context is necessary to understanding the game, so let’s talk about it after the cut.
When the game first entered crowdfunding, I had come fresh off of a re-play of Obduction. Obduction is a game that by all accounts is a triumph of Cyan design aesthetics, and when I saw the project page for Firmament, I was ready to dive in right then and there. Games have development cycles, so I knew I would be waiting. Then 2020 happened. The project, by necessity, had to be scaled back from the early tech demos. A decision was made to redouble the focus on the Adjunct tool. It would now interact almost exclusively with nodes. This meant paring down puzzles that did not interact with the core mechanic. Cyan did not shy away from the fact that the game was going to be scaled back, and even spoke of it as a function of approachability. We know all this because they, throughout the development cycle sent numerous detailed backer updates. For all I may detract from the final product, I must equally praise the communication from Cyan. As a designer, I know games take time. Coding shaders, composing dynamic music, writing scripts, creating environments, there is so much that goes into creating a video game and Cyan kept their supporters in the loop on every part of the process. Nevertheless, it is abundantly clear the game was scaled back. I finished the game in 8, with at least an hour of that time tabbed out to work on personal projects.
The gameplay, with its VR-first design, leaves so much to be desired. Instead of the interactivity we’ve come to expect from Cyan games—with even mundane objects being game entities—we instead have a far more empty world, where every puzzle is solved by the Adjunct. In late Curievale, there is a puzzle wherein you ride an elevator up and down, then connect 4 nodes after running back across the zone in order to then run across the zone again to get to the next puzzle. The tedium of trying to finesse the nodes so that your fully upgraded adjunct will do its job is an essential mechanic to the game’s limited longevity. In the subsequent Curievale puzzle, there’s a section where the game expects you to fire a node through a miniscule gap in some ice. The puzzle isn’t about how you engage with the elements of the problem, but about how you can master ways around the physics engine. A game that uses janky controls as a difficulty gate is effectively trying to frustrate you into a longer gameplay experience. And that refrain repeated a few times while I traversed the three still visually stunning worlds.
A few months before I write this, Clayton Ashley of Polygon put out a video wherein he praises the pseudo-genre of note-taking games, and indeed does highlight their heyday by citing entries from Cyan’s game library. It bears repeating here, Firmament was designed as a VR-first game. Nothing breaks immersion in VR quite like needing to take off your headset to write things down on paper. And this fact is the truest tragedy of Firmament’s gameplay. I think fondly of getting to break out a notebook to teach myself the grid system of base 4 numbers used by the Villein in Obduction. Here, gone is the simple joy of having to learn to solve puzzles. Learning, finding secrets, and sniffing out details of the world are one of the key drivers of exploration in a puzzle game. Without that element, the worlds, despite their gorgeous and massive scale, feel lifeless. Not in the way a game like the Witness feels both lifeless and lived-in, but rather one that feels devoid of any interest. Like the world has been sanitized after everyone disappeared. It’s an empty platform on a disused subway line that has been assiduously scrubbed of any evidence of life or use. We get some bits and pieces of story, intentionally obscured by our Mentor and her agenda. Most of what we learn is told to us as a series of cryptic Proper Nouns. We don’t get a look at why until the game has been completed, twist largely untelegraphed. Myst and Obduction have bad endings that you might reach if you’re not carefully exploring and studying clues. Firmament is far too linear for that. There’s a cavernous echo where those human story elements would be in other Cyan games, and worst of all they skipped out on the FMV, an essential part of the Cyan charm.
So that I’m not just endlessly ripping on this game, let’s talk about what it does well. The aesthetic design and practicality of the setting is fascinating and beautiful. They have made gorgeous use of Art Deco style to produce a world that feels narratively coherent, nostalgic and futuristic all at once. The Arches combine that styling with a sci-fi megastructure to create that cohesive and stunning visual language. The Adjunct provides clear direction in puzzle solving by making obvious the possible interactions, though this is somewhat of a trade-off when puzzles become jank fights. The game leaves me wishing and wanting to know so much more about the setting, and that is the mark of compelling world design. There are also some truly fun puzzles like the greenhouse platform puzzle that call to mind that very Myst-like feeling of nostalgia. Each of those elements still feels insufficient to make this game what I had hoped it would be. I so desperately wanted to love this game, as badly as the soft-boy kindness influencer wants to be bi for clout. But like the milquetoast wishes-he-wasn’t-straight man, I just can't bring myself to swallow the nut this game offers.
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Firmament, le nouveau jeu de Cyan Worlds !
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Riven book render
Why? GOOD QUESTION. It MIGHT be because I happened to glance at those MYST series Steam covers I made a while ago, and couldn't help noticing how the book cover texture for Riven looked a little off. A little too rough and a bit blurry.
So I thought about making it in Blender and framing it to make new Steam covers for the rest of the series. Probably not going to do that, but I was really happy with how this one came out, especially for how little work it actually took.
Also Cyan is currently remaking Riven and releasing a new game tomorrow.
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hey gamers don't get clipped into the door of a teleport pod you'll get stuck in noisy black hell forever and ur auto save gets overwritten :))) guess how i found this out :)))))))
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RUMINATE ON YOUR DEFEAT ICE CRANE, AND DESPAIR!
(and that’s a warning to you stupid giant battery, of what’s coming to you!)
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So, I'm a die-hard Cyan fan. Myst has been very influential to me as a child and kinda defined my whole idea of what a good game should be able to achieve in terms of immersion and atmosphere. I've been hyped for Firmament ever since I heard Rand say the words "callbacks to Myst" and "steampunk magic vibe" and "cool machinery". But now that I've spent a sleepless weekend playing the game, I'm not quite sure how I feel about it. Because the Cyan fan in me really, really wants to love this game and there's so much good stuff, but some of the decisions in gameplay and storytelling don't work for me and I just know Cyan can do better.
Spoilers for the game under the cut. Also, this post is going be image-heavy because, yeah, it's a Cyan game.
And first of all, YES, there's no absolutely doubt that this game was made by Cyan. Everything feels very Cyan. They just know how to build worlds. Beautiful abandoned places that fill you with a sense of melancholy and nostalgia and spark your imagination. Even on my old potato laptop with abysmal frame rates, I felt like I WAS in the world of Firmament. Sometimes I just stood there and looked around, enjoying the view. All buildings and machines are designed in Cyan's typical style between slightly fantastic and nitty-gritty steampunk realism, and fit seamlessly into the beautiful nature. For the architecture, this time they've opted for a heavily Art Decor inspired style. It makes everything seem very epic and grand, but also a bit austere, and goes very well with the many old and deserted factories we explore in the game. Where Obduction had worlds that felt like a small, close-knit community where people used literal junk to craft their homes and environments, in Firmament everything feels monumental and larger-than-life. The giant arches that span the skies of the worlds are visible from almost everywhere. You handle huge blocks of ice, dump tons of red acid into the sea (yuck), and raise large towers from the ground and open them. This feels like the stuff the D'ni might have constructed at the height of their power. And all of that fits right in with the theme and backstory of Firmament, that megalomaniac multi-generational plan to set off for a new world.
Much of what you would expect from a Cyan game is there. Three very different, atmospheric worlds + a smaller hub world. Epic maglev rides. Turn-on-the-power puzzles. A great visionary tale of hubris and enslavement. An underwater area that is the reincarnation of the selentic maze puzzle. Yeah, even the last one made me roll my eyes in fondness.
(The way the frozen waterfall reflects in the ice ... so gorgeous ...)
(You know it‘s a Cyan game if a puzzle looks like a something out of an amusement park)
(Look at the pretty! I was blown away by the beauty of the whole conservatory area. Just wanted to grab my things and move in.)
The great sound design also does so much to immerse you in the worlds. Headphones recommended! The crunching of ice, the singing of birds, the hissing when you open doors, the grinding of machine parts — I'm quite an auditory person and a big part of the charm of the Myst series for me were the very realistic noises when you turn rusty valves or some heavy door closes and locks behind you. The soundtrack itself left me a bit disappointed. It's mostly ambient and rather unobtrusive, creating a suitable atmosphere, but there were few pieces that stood out for me. One can certainly argue that this should be the point of an immersive soundtrack. Personally, I prefer Robyn Miller's haunting, simple melodies. Still, there were a few songs that I liked, such as Batteries Casting Shadows or Power Station.
(The most beautiful chill disco)
(Firmament also has its own "linking books". Never change, Cyan. <3)
The puzzles were integrated well into the environment. I found them all quite easy. For the most part, I figured out what I needed to do fairly quickly, and it was just a matter of getting it done. A lot of the puzzles dealt with finding your way through an area and navigating the space, so they were puzzles that challenged spatial intelligence. And I love that kind of stuff so I was never really bored, but still a little more variety would have been nice. I would have liked to see some puzzles where you have to take notes or collect clues at different locations in the worlds.
The best puzzles were the ones where you had to learn how to first power and then operate huge machines that required multiple steps. Those kind of puzzles are a staple of Cyan games and always a lot of fun. My favorite puzzle in that regard was the sulfur processing factory. Just staring at the schematics of the huge mixer and the pipelines and figuring out what to do, then moving machinery parts and twiddling with them until it finally clicked — easily the best part of the gameplay for me. I just wish we could have had a bit more of this.
(That whole area gave me so many flashback to the original Myst .)
(YES just give me some huge, unnecessarily complicated, creaking machinery I can rotate and break!)
All the interaction happened via the adjunct only, so you just searched for sockets and operated them. In fact, everything was operated via the adjunct: doors, elevators, the maglevs, everything. And while handling the adjunct itself was very intuitive and the gameplay felt engaging and satisfactory, it did feel a bit monotonous in the long run. I miss my levers and buttons and valves. Interacting only via a blue glowing string that connects to the same socket model all the time made me feel very detached from the environment. As a direct consequence of the adjunct-focused gameplay, there were also no items outside of puzzles to interact with (aside from the few lore documents). No small, seemingly pointless toys that secretly taught you the mechanics of a larger puzzle. No drawers that you could pull open. I remember the creepy little projector in Achenar's room in Myst where a rose turned into a skull. All of this helped so much to make the worlds feel alive but there wasn't anything like this in Firmament. The decision for the adjunct was probably influenced a lot by the fact that the game is designed for VR, I get that. But when I look at the old kickstarter vids for Firmament where the little floating device is combined with "manual" actions like pulling a lever or pushing a button, I can't help but think the gameplay could have could have been more diverse and still applicable for VR.
(I loved taking a bath in sulfuric acid. But even the suit mechanic was getting a bit repetitive by the second time ...)
Speaking of worlds that feel alive ... here, too, I would have liked to see a bit more scenic storytelling to support the plot, which is largely carried by the monologues of the mentor. This is definitely something I know Cyan do better! The worlds they design are always very special in that they are deserted and contain hardly any NPCs, but at the same time so much life and story is conveyed through the setting. And I'm not just talking about the countless journals Myst is infamous for. The characters in Obduction, for example, had personalities — C.W., Caroline Farley, Mayor Josef, they felt real. Walking into the classroom in Riven, or Gehn's temple, you learned so much about him and how he presented himself. You slowly put together a picture of what had happened, of who these people were and who you could trust. And Firmament also makes some promising approaches in this direction. The constant unsettling brainwashing of the Keepers on the one hand. But on the other hand, everything we see presents a picture of a small community that lived very much in peace and simple happiness. There are things that don't add up, vaguely foreshadowing the twist at the end. All of those little bits and pieces are really great and inspire so much intrigue and mystery.
(Totally normal to have all those banners and doctrines on the walls of your workplace. Not creepy at all.)
(Who were those people? Wish we could've get to know them more ...)
But ultimately, at some point, the mentor decides to just tell you the truth and that's it. Most of the plot is covered in fifteen minutes of gameplay at the very end, through her monologues and the newspaper clippings and documents in the spaceship's control room. But at this point the game is already over, because there are no more puzzles to solve, no more decisions to make. The ending plays out like a visual novel. A beautiful one, no doubt — I loved the resolution and the kinda open, but hopeful ending. But I still I think the game would have worked better if Cyan hadn't been so bent on the spectacular effect of that plot twist at the very end. During the game I had already considered whether the mentor would turn out to be Turner, or maybe me? I was coming up with theories on where Turner really came from, and what he did to those people. And what the real purpose of this cycle of Sleeping and Awakening might be. I don't know, I think it would have been so much more exciting to discover clues for theories while exploring the worlds (via lore documents and setting), and not just through the mentor's monologues. The big twist at the end would have been less surprising, but I think the plot would have unfolded more organically and it would have felt more rewarding to come up with the truth on your own.
I am definitely going to replay the game (after buying a new laptop) and I'm curious to see if it changes my opinion. I've heard that Firmament runs very buggy for a lot of people and apparently, VR is broken. I'm not going to talk about bugs, because yes, while the game crashed numerous times during my playthrough and some parts played really janky, I'm not sure how much of that was due to my hopelessly outdated hardware. But all these things — buggy gameplay (I wonder how much playtesting was done?), poor VR implementation, a story that feels a bit lackluster in its presentation, lack of all those little loving details in the scenery that I usually appreciate Cyan for — all of it feels like some things were rushed during the development of this game. It might have needed just another round of polishing.
The basis for another Cyan classic is definitely there, but I'm afraid Firmament won't leave the same long-lasting impression on me as Obduction and certainly not the Myst series. And I'm a bit scared of what that might mean for the future of Cyan Worlds.
#firmament#cyan#cyan worlds#puzzle game#i want to love this game#there's so much potential#and i enjoyed playing it. i sacrificed my sleep bc i was so invested#so many ahh and ohh moments#it was a good game with beautiful visuals and a promising story#cyan is just a small indie studio and yet they set out to create visionary experiences and i love them#but this wasn't the epic game i was hoping for. esp not compared to what cyan is capable of doing#i have to say though: if there's merch i'm definitely gonna buy it#the artstyle is just gorgeous!
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love it when a vidgame has me figured out
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Firmament (2023) by Cyan Inc.
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AO3: faceofstone
(with treats enabled!)
Dear Yuletide Writer,
All prompts and ideas are just suggestions, if you are the kind of Yuletide writer who likes to follow them. If not, cool, they are certainly not the end-all of what I love about these fandoms and characters.
If you like visual prompts, this entire blog is 20% recipes and 80% aesthetics that mostly fit my requested fandoms…
I like found families, oddball friendships, sympathy toward outcasts, characters who fully embrace being outcasts, melancholy, a sense of place, bittersweet accomplishments, and a stubborn flicker of hope in an overall bleak world. Dreamlike atmospheres that aren’t necessarily scary, some sort of reassurance that can be found in the weird and the profoundly unnatural.
My only ship in these three fandoms is Atrus/Catherine. DNW CW/Farley and Margot/Turner.
Myst: any (Atrus, Catherine, Yeesha, Worldbuilding)
30th anniversary! 🥳🍉 how about "30 years later" as a prompt? Counting from whenever you want. 30 years after Myst 1? After Yeesha left Tomahna? After Atrus (or either other nominated character) first made contact with the people of an Age he wrote? After the ice cream expedition first brought cones to the Cavern? Or "celebration" or anything with a celebratory twist. Atrus and Yeesha reuniting after End of Ages? Catherine having a nice day? Yeesha in Chiso Preniv?
I love the whole cast, so feel free to set the fic in any era of canon, following pretty much anyone along with the worldbuilding or nominated characters. If you want to play with, idk, Ri'neref or the Watcher or Gehn or Esher or Zandi or Nelah or some schmuck on Releeshahn or whatever, go for it! I am not particularly well-versed in pre-Fall D'ni shenanigans - I’d be interested in reading something set anywhere in those millennia, just please write it assuming that your reader may not be already up to speed on what was going on historically at the time.
Obduction: any (Farley, CW, Josef, Worldbuilding)
What’s your favorite spot on Hunrath, dear author? What’s your favorite odd item (is it RIUM+’s Myst book or the Unwritten manual)? Tell me a story about it. Or tell me about how it’s like to live in that new world, humans, villein, arai and so very few mofang, and Farley’s plan was what got them there for better and for worse. Or a night at that cute little pub they added with the patch. Tell me about the differences between Farley’s worldview, since Hunrath is all she knows, and CW who misses his life on Earth so much. What’s Josef’s story in this regard? Or focus on any aspect of Earth culture that got lost on Hunrath, or one that got preserved, or how the 19th century habits of some obductees clash with their neighbors who come from a few centuries later, and how it all eventually becomes Hunrath’s unique culture. Or what are your favorite character’s feelings on the Sorian sky hanging on their head? Is there someone in Hunrath who insists on calling the seeds #spacepinecones, to everyone else's dismay? What's the smallest recorded obduction, a tiny seed that barely got the person from hair to toes, and what's the largest?
I don’t ship any combination of main characters but I am interested in all platonic interactions between the main trio (as well as actually seeing them forced to act like a trio. What would it take?). I am also interested in seeing any of the characters who are only mentioned in the various journals getting fleshed out a little: if your story needs an additional character or two, you could see if anyone there suits your needs! (and if nobody there does, actual OCs are welcome)
Firmament: Margot | The Mentor, Worldbuilding
Journals? Got any journals, dear author? Notes? Codes? Anything to make the Realms feel more lived-in, from the perspective of Margot or any Keeper? Or what do they find after the end, how do they settle?
I'm not necessarily looking for a fix-it for Margot, but if you've thought of something, I'm listening. Or at least, is it possible for the survivors to know what she's done for them, and to understand who she was as a person, what she went through? (which I suppose brings us back to "journals?" ;^; ) In general, has anyone ever tried to hack the memory loss situation through the written word? Were songs composed and shared from Keeper to Keeper until at last they made it back to the ears of their author?
While I didn't request Turner, and I'm not interested in fic about his character pre-amnesia, I'd be good with any worldbuilding idea that features him freshly post-canon coming to terms with being a blank slate with such a weighted past.
If you're into any of the irl Founders, I'd also love a deep dive in-universe on what their angle was in sponsoring the expedition. Like, Marx, I have Some Questions, and I'm sure there's plenty to say about the others as well! What they hoped for, which of their ideals were pivotal to the eventual success of the expedition VS which ones could've been thought through a bit better maybe…
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Oh, so I wasn't imagining Firmament being boring and lifeless compared to the Myst games or Obduction. Good to know.
I mean, it's pretty. But we already knew that. Cyan is good at pretty. But pretty isn't enough to keep people engaged. The writing does that, and if the Brothers Miller were phoning it in with AI, well, it shows.
Huh - funny that.
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finally did the oc color wheel challenge !!
character info under the cut :3
(potential spoilers for no room for a wallflower act 1, icewind dale: rime of the frostmaiden
orange - calliope “cal” osborne, callsign NIGHTMARE. pilots “TURN AROUND”, an SSC mourning cloak. she has a fairly abrasive personality developed over years in the Union military as part of a Farfield team, but at the end of the day, she joined the military to try and make a difference and ensure the Utopian Pillars are followed, and that remains her primary goal. perpetually pissed off about not being promoted or given important missions. she’s currently the commander of her squad.
yellow - angelica luminari, aka amitiel-52, aka virtue candor. an angel sent to earth as a magical girl to spread joy and happiness and defeat villains with the power of friendship, she has a tendency to be overly self sacrificing since she doesn’t view herself as human. she’s friendly and outgoing, and though she can be annoying at times, she’s a sweet person and gets along well with others. her powers focus on healing, defense, and mobility.
green - natalya essix, callsign URSA. former pilot of “NO REGRETS”, a lancaster frame. she’s a medic from the HUC, specifically the city of daylight. she’s gentle and kind, and can usually be trusted to remain level-headed in times of crisis. her wife and two of her three children were killed in the bombing of daylight, her son only narrowly surviving as he’d left the city the day before. she sustained heavy burns and mental trauma in the fight with BEGGAR-ONE, and retired from mech combat after that.
cyan - maxine collier V, callsign FIVE. pilots the HORUS lycan frame “GREG 3: THERE’S ANOTHER ONE”. this is my horrible gremlin woman, she’s violent and reckless and doesn’t think before she acts (or ever, really). she’s the fifth iteration of “herself”, and is horribly in debt as a result of the expensive cloning procedures. glass arm is a result of incidents with the DHIYED metavault and a trip to the firmament, which left her as an aunic Mind still trying to come to terms with this new religion.
blue - zalia moonkeeper, abjuration wizard and alchemist artificer. has 5-6 voices currently constantly talking telepathically in their head and considering that they’re doing quite well. alongside the party’s armorer artificer, their research colleague, they’ve uncovered much of the technology of an ancient duergar civilization, which they’re currently attempting to use to turn themselves into warforged and attain immortality.
purple - CAIN IDENT X452, lucy davis. tension blasphemy, doomed agenda. previously manifested a sin— specifically, a type II LORD which took the form of an angel. the scars on her face and the rest of her body are a result of the tight “halos” which made up part of the angel, and the shifting many-pupiled eyes are a Sin Mark allowing her to see through solid objects in short distance. she puts on a friendly face, and legitimately tries to be kind, but ultimately what matters most to her is the mission and killing Sins. everything else is secondary.
pink - florence liren, aka CHECKMATE. a smug egocentric hacker from the world of neon city overdrive, she considers herself a self-styled “queen of the underworld”, often wearing gaudy or ostentatious-looking clothes and indulging in various vices. she has morals, but they’re few, far between, and often easily compromised for the promise of a few credits. her body is nearly all cybernetic by this point, including a pair of auxiliary arms which she uses mainly as weapon.
red - nix. she’s a kobold warlock, and my pc in an icewind dale campaign. myself and the one other player play as two kobolds, who typically stack themselves in a trench coat when they go around. they’re both servants of an eldritch deity which speaks to them through the coat, its name is Coatthulhu. nix is not above cannibalism, and usually eats pretty much every monster or bad guy the party kills.
#oc#art#angelica luminari#lancer rpg#cain rpg#dungeons and dragons#dnd#color wheel challenge#neon city overdrive
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