The CHESSMEN

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CHESSMEN[edit]

File:Chessmen.jpg

A mercenary family clad in power amor equipped with each member wearing armor reminscent of the chess piece they take thier name from, but with alternating colors (ie the two Knights are Black Knight and White Knight).

  • PL estimates
    • King PL 8-10
    • Queen PL 9-11 (+1 King's)
    • 2x Knights PL 6-8
    • 2x Bishops PL 6-7
    • 2x Rooks PL 5-6
    • 8x Pawns PL 2 Mooks
  • BOARDS: 64 flying sqares at 5' each, forming in a 40'x40' area. Flight with flaw: device, focus.
  • KING: Nathaniel Staunton: The King would be the patriarch of this dastardly clan, his light armor being powerful and advanced. Typical lower powered Original type - strong, tough, defensive - a non-flying Superman suite of powers (think: Protonik, Captain Marvel) A telepath and limited mind controller. he's strictly a support piece, leaving the real fighting to the rest of the group. give him leadership-type feats if you want him to do something other than just stand there and look pretty. In most games of chess, if the king is on the attack things have gone horribly wrong, therefor, the King is the man behind the plan with Headquarters, contacts and major skills. '"You sir are a Patzer, nothing but a passed pawn!"' The most royal, regal and open to gentlemen agreements.
  • QUEEN: Agatha Staunton: The Queen would be the matriarch of this dastardly clan, her light armor being powerful and advanced. The real power on the group. Must be a telepath, mind-blaster, dazzler, telekinetic, and a hottie. (think: Emma Frost.) this should be the piece everyone tries getting the hell away from or taking down first, the combat monster who comes in and can slap around the most powerful members of your team. Perhaps the coldest of the lot. As a telepath, she'd be responsible for the creation of the Pawns, be key in coordinating the group, and act as the "real leader" even if it was nominally a post held by King. Think of the way Cobra Comander was 'in charge' but Destro or Baroness called all the shots.
  • BISHOP: would be their eldest daughters, and would be blaster style armors. Fast and angular, like living fighter jets
    • King Side Bishop Kimberly Staunton-Byrne: flying (boarded) super speedster mach one punches, sonic booms, very devious/cunning - uses her enviroment and board a great deal.
    • Queen Side Bishop Kirsten Staunton-Fischer: she is the only of the lot with true non-tech power. A mage of minor renown she focuses her energy on animation control, able to use things around her or at last ditch effort call forth minions slamming down HER pawns of the board - two cyber-powered lions! Kirsten is also the healer and combat medic of the group.
  • KNIGHT: The Knights would be the Bishop's husbands, mercenaries married into the family with centaur like armor (for which they stand in and can step out of to duel, as with a power utility battlesuit addition) and armed with power lances and shields, master martial artist/weapon master. short range but very mobile. to properly emulate their unique movement - teleporters.
    • King Side Knight Donald Fischer: minor teleport (board), grand power sword and shield man, grand power lancer, just wants to win at all costs. Likely to be the next non-Staunton-King.
    • Queen Side Knight Robert "Bobby" Byrne: minor teleport (board), multi-energy-type-attack blaster, the fun lover of the group enjoys combat alongside his wife.
  • ROOK: The Rooks would be a son of the King and Queen and his wife, strong and tough utilitarian bricks. Brick. these guys are the walking tanks, big, powerful, and hard to put down.
    • King Side Rook Gerald Staunton: the simple minded son loyal to the death. The strongest of the lot.
    • Queen Side Rook Gerard Staunton: the hen pecked mother's boy the most cowardly and most intelligent of the lot. The designer of the family armors based on stolen Daedelus designs! His armor is the most armor/indestructable secured, still a brick.
  • the PAWNS: (8-16) would be the citizens they've mind controlled, and they would wear advanced armor without powers and equiped with basic laser rifles and energy swords. rank and file minions/cannon fodder.


Game RULES of NOTE to QUOTE[edit]

  • Adjournment: Suspension of a long chess game with the intention to continue later, usually on another day.
  • Arbiter: A tournament official who arbitrates disputes and performs other duties such as keeping the score when players are under time pressure.
  • Battery: Two or more pieces of the same color supporting each other on the same file, rank or diagonal. Only queens, rooks and bishops can be part of a battery.
  • Blunder: A very bad move, an oversight (indicated by "??" in notation).
  • Book move: An opening move found in the standard reference books on opening theory. A game is said to be "in book" when both players are playing moves found in the opening references. A game is said to be "out of book" when the players have reached the end of the variations analyzed in the opening books or if one of the players deviates with a novelty.
  • Brilliancy: A spectacular and beautiful game of chess, generally featuring sacrificial attacks and unexpected moves. Brilliancies are not always required to feature sound play or the best moves by either side.
  • Castling: A special move involving the king and one rook.
  • En prise (from French): A piece that can be captured. Usually used of a piece that is undefended and can be captured.
  • Family fork, family check: A knight fork that attacks more than two opposing pieces concomitantly.
  • File: A column of the chessboard. A specific file can be named either using its position in algebraic notation, a–h, or by using its position in descriptive notation. For example, the f-file or the king bishop file comprises the squares f1–f8 or KB1–KB8.
  • Fool's mate: The shortest possible chess game ending in mate: 1. f3 e5 2. g4 Qh4# (or minor variations on this).
  • Forced move: A move which is clearly the only one which does not result in immediate catastrophe for the moving player.
  • Fork: When one piece, generally a knight or pawn, simultaneously attacks two (or more) of the opponent's pieces, often specifically called a knight fork when the attacker is a knight. Some sources state that only a knight can give a fork and that the term double attack is correct when another piece is involved, but this is by no means a universal usage.
  • Fortress: A fortress is a position that, if obtained by the weaker side, will prevent the opposing side from penetration, this generally resulting in a draw (which the weaker side is seeking).
  • Gambit: A sacrifice (usually of a pawn) in the opening.
  • Good bishop: A bishop which has high mobility, typically because the player's pawns are on squares of color opposite to that of the bishop.
  • Hanging: Unprotected and exposed to capture. Slang for en prise. To "hang a piece" is to lose it by failing to move or protect it.
  • Insufficient material: An endgame scenario in which all pawns have been captured, and one side has only its king remaining while the other is down to a king plus one knight or a king plus one bishop. The position is a draw because it is impossible for the dominant side to force checkmate (in the event of a king plus two knights versus a lone king, checkmate is possible only if the player with the lone king blunders by moving the king to one of the four corner squares when an alternate move would always be available).
  • Isolated pawn: A pawn with no pawn of the same color on an adjacent file.
  • King-side: The side of the board where the kings are at the start of the game, as opposed to the queen-side.
  • Lightning chess: A form of chess with an extremely small time limit, usually 1 or 2 minutes per player for the entire game.
  • Long diagonal: One of the two diagonals with eight squares (a1-h8 or h1-a8).
  • Passed pawn: A pawn that has no pawn of the opposite color on its file or on any adjacent files on its way to queening.
  • Patzer: A weak chess player. (German: patzen, to bungle.)
  • Queen-side: The side of the board where the queens are at the start of the game, as opposed to the king-side.
  • Resign: To concede loss of the game. A resignation is often indicated by tipping over one's king.
  • Sacrifice: When one player voluntaily gives up material in return for an advantage such as space, development, or an attack. A sacrifice in the opening is called a gambit.
  • Stalemate: A position in which a player's king is not in check and the player has no legal move. A game is drawn if one of the kings is stalemated.
  • Tabia or Tabiya: (from Arabic)
  1. The initial position of the pieces in Shatranj
  2. The final position of a well-known chess opening
  3. (from 2) The opening position from which two players familiar with each others' tastes begin play.
  • Time pressure, time trouble: A player having very little time on their clock (especially less than five minutes) to complete their remaining moves. See Time control.
  • Triangulation: A technique used in king and pawn endgames (less commonly seen with other pieces) to lose a tempo and gain the opposition.
  • Weak square: A square that cannot be easily defended from attack by an opponent. Often a weak square is unable to be defended by pawns (a hole). Exchange or loss of a bishop may make all squares of that bishop's color weak resulting in a "weak square complex" on the light squares or the dark squares.
  • Win/winning position: a position is said to be a win (or a winning position) if one specified side, with correct play, can eventually force a checkmate against any defence (i.e. perfect defence).



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