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  1. Top - #1
    Elesh Norn, Grand Cenobite Nelle Kozera's Avatar
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    Default Age of Rebirth update request.

    Alright I plan to make another AoR RP but first I need to get an update from the people that are still playing and still active so i can plan accordingly. You know the history of the universe but this is your time to make updates to your species and such along with a few new tweaks i have added. Most of this will be copy paste but its also comes with a few new shinyies!

    Rule 1: No current race can have evolved on a world that once previously inhabited by. (Insert name of your choosing)

    Rule 2: No current species has been in space for longer than one thousand five hundred years.

    Rule 3: No single species can march through the others. No single nation is more powerful than three of the others.

    Rule 4: No species is good at everything; every species is good in some areas, and poor in others. Max of 2 areas of specialty, and min of 2 areas of weakness.

    Rule 5: No single nation controls half the galaxy. The largest of nations controls no more than 3% of the galaxy.

    Rule 6: Your all neighbors! No one is outside the galaxy.

    Rule 7: My ruling is final, if you don't like it don't let the door hit you on the way out. The last topic has worn my patience thin and I will not hesitate to delete your nation should you be uncooperative. I don't mind debating whether you can have something or not. Don't get angry if i let something by at first and later say no because I can see how unbalancing it is.

    Rule 8: Be creative! xD

    If you wanted to make changes to your species now is the time to do it.

    AoR Sheet v2.0!

    Nation/Species sheet:

    Nation’s Name:

    Core Species’ Name:

    Solar systems controlled: (0-200)

    Military rating: (Combined total of the sections below.)

    Offence: (0-20)
    Defense: (0-20)
    Espionage: (0-20)
    Stealth: (0-20)
    Resources: (0-20)

    (Espionage and stealth are different as Espionage has to do with intelligence gathering.)

    Industry Rating: (combined total of the sections below.)

    Economy: (0-25)
    (0 you produce nothing, everything is imported. 25 your a mega producer. The more your government controls the economy the lower this number is.)
    Resources: (0-25)
    Consumer base: (0-25)
    Manufacturing ability: (0-25)

    Technology Rating: (Combined total of the sections below.)

    Computers: (0-20)
    Medical: (0-20)
    Energy Production: (0-20)
    Science: (0-20)
    Advancement rate: (0-20) (For someone to have a 20 on the advancement rate, this species need to have a very high turn over time for advancements. Like something that would take humanity a decade to to go from prototype to main line product it could take them a year)

    Boons: (Speed, stealth, armor, weapons, computers, economy, industry, etc etc) (Can be redistributed from your former sheet if you wish, do not use this gift to directly combat someone else ability from the former sheets. Secondly, if its a species that was from the former AoR Topic your aloud to replace one of the boons with another. One boon must be the same if its a repost.)

    Advanced: Not boon level but above average. (Ex. can detect normal stealth ships instantly, Advanced stealth within 1 hour of them entering sensor range. Still can't detect Boon level stealth. Or for Weapons instead of being ineffective against Boon level shields due 1/3 damage instead)

    Normal: (Anything not mentioned above or below)

    Poor: 1/3 as effective normal systems (Can't detect normal stealth at all, limited sensor range. Weapons are ineffective against advanced level defenses, shielding systems take 3x damage from normal weapons.)

    Weakness: (Minimum two) (Can be redistributed from your former sheet if you wish. Secondly, if its a species that was from the former AoR Topic your aloud to replace one of the weakness with something else. One weakness must be the same if its a repost.)

    Years sense the discovery of FTL:

    Type of FTL used: (Warp, Hyperdrive, Wormholes)

    Nations Dossier/History: (Page minimum, recommended two-three pages)

    Major Industries:

    Species motto:

    General Species disposition:

    Achievements: (Things like monolithic superstructures, building projects, breakthrough weapons tests etc etc.) (No limit to Achievements that are for flavor or story purposes.) (Those that could effect the RP must be run by me first, if its not, even if its something I would accept I will reject it.)
    Last edited by Nelle Kozera; 10-06-2010 at 08:58 PM.
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  2. Top - #2
    Beware, I live! Brome Teks's Avatar
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    Default Re: Age of Rebirth update request.

    Nation/Species sheet:

    Nation’s Name: Arrkric Greater Star Federation (AGSF)

    Core Species’ Name: Zrackli (Pocket Dragons)

    Solar systems controlled: 200 colonized and developed, 1% of galaxy claimed

    Military rating: 64

    Offense: 3 (Weakness)
    Defense: 17 (Advanced area)
    Espionage: 12 (Size Bonus)
    Stealth: 12 (Have some stealth equipped ships)
    Resources: 20 (Nation size and industry rating)

    Military ship types (And percentage of fleet): 2.5% Goliath class ships (Heavy destroyer), 10% logistics vessels, 30% rapier class vessels (Patrol ships), 5% Adjutant class (Heavy battle cruiser), 2.5% Estoc class ships (Heavy carriers), 10% Cygnus class (Medium battle cruiser), 5% Perseus class (Stealth ships), 20% Talon class (Standard warship), 14.9% Pathfinder class vessels (Combination exploration and military), .1% Horsemen class (Super-dreadnought) .

    Industry Rating: 95

    Economy: 25 (Huge base and Production Possibility Frontier, boon level)
    Resources: 22
    Consumer base: 25 (200-300 billion consumers per world)
    Manufacturing ability: 23 (Population + Miniaturization = Huge number of workers)

    Technology Rating: 83

    Computers: 19 (Miniaturization makes for top notch computers)
    Medical: 10 (I'm a doctor, not a miracle worker.)
    Energy Production: 14 (Miniaturization leads to improvements in efficiency)
    Science: 20 (Bloated research budget)
    Advancement rate: 20 (How they managed to achieve their spread in just 300 years, plus with such a High population they can train trillions of engineers, and is still aided by the economy)

    Boons: Miniaturization and Economy.

    Miniaturization: Because of their small size, they were particularly adept at making technologies able to be used by them, and developed miniaturized technology far beyond what most larger species can do.

    Economy: They have over 200 billion taxpayers per world, and 200 of those worlds to draw from. This gives the government a TON of tax money to spend, and makes their economy quite stable from having such a large base and so many consumers.


    Advanced:

    Starship Defense: Their starships, while not as powerful as larger species, are small, fast and tough, both in terms of physical defense, missile defense, and shield defense. So even if someone did manage to hit one, the ship would be better able to take the blow. Their largest ship barely tickles the frigate size of other species.


    Intelligent/Innovative: They develop their own methods for most problems, such as FTL travel, computer building, et cetera, rather quickly, which is how they got the technology to spread over such a large area of the galaxy so quickly. Combined with the economy, they are clever AND well funded; a dangerous combination. The ability to train hundreds of billions of scientists and engineers also helps.

    Industrial base: This too is aided by the strong economy and the Huge population of Zrackli. The AGSF has many, many workers. Each individual one couldn’t build as large of objects as other races, but this is canceled out by the Miniaturization boon, granting them a huge industrial base.

    Normal: (Anything not mentioned above or below)

    Poor:

    Mining/material obtaining: While the AGSF does has a huge resource base, they can’t mine it as effectively as other races can, due largely in part to their small size.

    AI: The AGSF does not bother giving artificial intelligences any emotions or even social skills. They are tools, not people. This makes AGSF AI’s a bit harder to interact with, as you have to be specific about your inquiries, but their ability to draw conclusions is still only limited by how much processing power they’re given.

    Logistics: Because of their small size, they are not as great at delivering supplies, troops, etc as other races, which build larger ships.

    Weaknesses:

    CQC: In hand to hand combat, they are an absolute pushover. As it is, they rely almost exclusively on mechanical units for fighting other races on land.

    Lightly armed: There’s only so much weaponry you can fit on a 50 m long starship, and weapons such as rail guns are not immune to power loss as they shrink, even to the masters of miniaturization. Simply put, you cannot fit this gun on this vehicle.

    Years since the discovery of FTL: 300

    Type of FTL used: Step-through: A system which creates and stabilizes a localized wormhole from the quantum foam, capable of going to anywhere else in the universe.

    Nations Dossier/History: (Page minimum, recommended two-three pages)
    The Zrackli formed their first civilization about 6000 years ago, moving from small flocks of scavengers to more organized societies. It did not take them long at all to develop language, farming, and after that, writing. The Zrackli took well to the new process of writing. It spread swiftly across the range of their territory, creating a period referred to as the “literary explosion” in their history books.

    With the ability to write, there soon rose ideas. Ideas like the Zrackli gathering their resources and creating a zone free of their natural predators and cultivating food in the surrounding area. The first Nation was born. For a good long while, the first nation stood tall and firm, growing to build a few more population centers as it expanded. However, this peace couldn’t last forever. Other nations soon took root and began competing for resources and ideologies. There wasn’t much violence for a long time; their small size meant there were plenty of resources to go around. The first blows came when the nations clashed over ideology. The ideologies they were clashing for have been lost to history. But, that first war saw the first development of weapons of bronze.

    The war was over quickly, but it had spawned the Bronze Age as the Zrackli quickly began to discover the uses of metallurgy. They built better homes and better tools. The first primitive machines were manufactured, and food output and efficiency increased tenfold.

    With less Zrackli worrying about food than ever before, more of them started to focus on developing new and better machines and ideas, spawning philosophies and machines that the world had never seen before. All the while, they kept growing across the world. As more machines were made, more Zrackli could focus on making even better machines, creating a positive feedback loop that sped them into the industrial revolution. The Zrackli placed High regard in the practice of improving their technologies more and more, making them more functional, more compact, and more efficient. This attitude gave them industry and after that, electronics that were very, very powerful for their size.

    Shortly after the advent of industry, the philosophies that would come to pervade their species as they moved into space came to pass. Federalist practices became commonplace, because the population was so huge that just about anything else was too inefficient. These federations granted all the freedoms the citizens could want.

    It wasn’t too long before the Zrackli achieved their first tentative steps into space. After about 80 years of experimenting and physics research, they achieved their first faster than light capabilities. They boldly adventured forth… and quickly met a race which thought that all other life forms were unworthy of treading the heavens. The Zrackli just ignored this other race; they were as new to the stars as they themselves were. They began their first colonization projects and established themselves on some new worlds.

    The first problems came when the aliens began intercepting their supply shipments. They claimed that it was independent pirates attacking the supply lines, but it soon came to light that the alien government was in fact financing the attacks. The Zrackli would have preferred to avoid conflict between the aliens and themselves. This was the period of time that lead to the rapid development of their superior ship designs which made the supply ships nearly impervious to the attacks of the aliens. When they still were attacked, they moved from warp technology to worm-hole technology, so they’d be impossible to intercept in transit.

    Their current methods of propulsion, wormholes and gravitational driving, arose thanks mainly due to their abilities for miniaturization. As their scientific instruments grew more precise and smaller, they learned how to study effects like quantum gravity (Sub-light propulsion), quantum vacuum energy (Power source), and the quantum foam (FTL travel).

    The aliens thought that they had succeeded and that the Zrackli had given up when they no longer found ships along the supply routes. But they soon enough noticed that the colonies were still thriving. They launched an attack on their most remote colony and destroyed it utterly. The Zrackli government finally decided that it was no longer an option to just ignore these alien pricks. They put their industrial might towards creating a space navy to retaliate against the aliens.

    As another one of their colonies fell, the Zrackli launched a daring attack right at the alien home world. For weeks they pounded the aliens into submission. The aliens hadn’t even thought the Zrackli were even capable of such a feat, and were totally unprepared. When all was said and done, the Zrackli had demolished the enemy fleet (The enemy was totally focused on offense so even the simplest of Zrackli rail-guns had devastating effects against their defenseless ships). The Zrackli established a blockade around the alien world, decreeing that they were not to return to space until such a time when they had evolved more culturally. (This is not to establish that the pocket dragons are awesome, rather to just establish that races that think too highly of themselves topple easily)

    With their new and improved ships, they continued on their expansion and exploration. By the present time, they had managed to stake claim in 1% of the galaxy (Approximately 3 billion stars).

    Major Industries: Miniaturized goods, such as microprocessors, are their primary exports. They also use their excessive production capabilities to produce many consumer level high-tech goods (Like Aides/cellphones, Personal computers, etc.). Many of the products are high powered because they have so much more space to work with using their miniaturization technology. Their largest imports are refined materials such as refined titanium and such; larger races can get more of it for less money than the diminutive Zrackli.

    Species motto: Ex nusquam, panton

    General Species disposition: They tend to avoid war when they can, they’re all too well aware that their firepower is limited. However, they make a point of learning all they can about their enemies before war. (Spies are cheaper than warships)

    Otherwise, they are fairly determined expansionists. Any system not claimed by someone is fair game to them.

    Achievements:

    The Nubian Project:

    The Nubian is an under construction Ring-World facility. The Nubian itself is as much an experiment as the scientific endeavors that will be conducted on it. It is the most massive engineering feat in their recorded history, and if successful, they will begin construction of a full star-encircling ring world.

    The Nubian is a ring orbiting a gas giant, 133,750 kilometers in radius. It is 2,700 km wide, can hold its own atmosphere, and rotates to produce a centripetal force equivalent to .92 g. It has a surface area of over 2 billion square kilometers, more than 13 times the land area of the planet Earth. It will be home to a whole host of scientific experiments, including numerous terraforming experiments, an anti-mass spectrometer, and a hyper-light collider.

    Following the completion of the main ring world, a massive “Jupiter brain” computer was slated to be built in the gas giant it was encircling. The computer would be the first ever built by the AGSF to be able to fully simulate a space the size of a planet. The project was going to be used to simulate billions of experiments simultaneously. Social experiments in the simulated people, terraforming experiments in the simulated planet’s core, weapons and physics experiments on the rest of the planet, all to precise specifications.

    AGSF Strategic Naval Command:

    The “Home base” of the AGSF naval command centers, this massive base is located on a gas giant that broke free of its home star and has been wandering the cosmos for well over a billion years. It was discovered by pure chance when a Zrackli astronomy probe noted its transit over a star that was known to have no planets.

    The gas giant was named Rover, and was discovered to have a rare nitrogen-oxygen composition, and several moons with a breathable atmosphere that was gathered off of Rover and kept warm by volcanic activity similar to that of Io. Rover is slightly smaller than Saturn and is colored like Neptune by the nitrogen in the atmosphere.

    Numerous support stations are well established on Rover’s livable moons, but the Strategic naval command is located within the gas giant itself. Kept aloft by contra-gravity devices as well as buoyant tanks, The Strategic Naval Command is located in a thin section of the atmosphere where the pressure is comparable to that of the AGSF home world and the temperature is ambient, the thin zone between freezing heights and scorching depths. The gravity is kept manageable by the use of contragrav devices to remain at a comfortable .98 G.

    While exiting the floating base is possible, it is unadvisable. Wind speeds can get fast enough to pull a Zrackli far from the station where he will fall to his death and be crushed by the thick atmosphere below. That being said, most of the station is self sealed. All of the light in the area comes from the exterior lights of the base or from the dim glow below where the temperature and pressure are high enough to create a dim, ambient glow that radiates upwards. The station is capable of shutting down all power and relying on its buoyant tanks so that it may become virtually undetectable to passing or attacking spacecraft.

    In the event of capture, the base can shut down all contragrav devices and cut loose from its buoyant tanks, plunging deep into the atmosphere where the base and its captors will soon be crushed and destroyed.

    The Location, and even the existence of the SNC is one of their most closely guarded secrets. It has its own small attendant fleet and numerous methods to prevent it from being noticed. Since its discovery it has passed out of the galactic disc and above the plane of the galaxy. If the AGSF had not noticed its transit when they did, it is likely that the world would never have been discovered.

    Example of ship style: (Optional)
    Rapier
    Goliath
    Logistic vessel
    Ki-Z 18 Space superiority fighter
    (More will be added as I model them.)

    Nubian Project: Main Ring
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    "Any technology, no matter how primitive, is magic to those that don't understand it." - Florence Ambrose

    "Any sufficiently analyzed magic is indistinguishable from Science!" - Agatha Heterodyne

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  3. Top - #3
    The Delivery Gator and sometimes a Silent Assassin Crusadra's Avatar
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    Default Re: Age of Rebirth update request.

    Nation/Species sheet:

    Nation’s Name:

    Se'rallies Confederacy

    Core Species’ Name:

    Kin'gras
    Height: 5'10" to 6'5"
    Weight: Dependent on diet: 150lbs. - 320lbs.
    Appearance: Snow white coat speckled with black dots (Looks like Snow leopards.) Eyes are circular, blue with a tint of green.

    Solar systems controlled:
    110
    The majority of the systems are inhabited (60%), some are mined (20%) and others are either preserved (5%) or used for research (10%).

    Ratings Total: 188

    Military rating: 62

    Offense: 9
    Defense: 18
    Espionage: 8
    Stealth: 7
    Resources: 15

    Industry: 56

    Economy: 18
    Resource: 15
    Consumer base: 13
    Manufacturing ability: 10

    Technology Rating: 70

    Computers: 15
    Medical: 12
    Energy Production: 15
    Science: 16
    Advancement Rate: 12

    Boon:

    1. Thick Armor: (Crystalline, light weight, energy/impact resistant)

    2. Tracking Systems: (Turrents, missiles, drones, unmanned-fighters, etc.)

    Advanced:

    1. Ionic Technology: (Engines, Power-cores/Power-plants, weaponry, etc.)

    2. Massed Transport: (Civilian ships cargo bays have great size, in which they are able to carry massed goods and equipment to and fro specific areas.)

    Normal:

    1. Anything above or below this.

    Poor:

    1. Ship costs: (Due to any CRS ships crystalline armor and their artisitc form, they cost much to build.)

    2. Low Energy Shielding: (The SRC didn't go into this subject of research due to them putting most of it into their crystalline tech tree.)

    Weakness:

    1. Slow Production time: (The ships size, artistic look and their crystalline structure made them slow to make and design.)

    2. Stealthing Technology: (The SRC never truly went into this technology, putting this in the least research category.)

    Years sense the discovery of FTL:

    1154

    Type of FTL used:

    Worm-hole

    Nations Dossier/History:

    The Se'Rallies started their existence 7,000 years ago, slowly gaining knowledge about the world around them. Going from hunter-killers to farmers and from that they went even higher and began to make words, then later letters. Even though it had great potential, the lower King'ras didn't accept it, and tried to put an end to it. The leader thought other wise, which then began the first Se'rallies Civil War. After things settled down, the higher nobles had won the fight with but a few men, and they themselves took what was left of the scholars and began the first turning point for the better. Once things settled, people began to wonder what was outside their little land mass, this is when the age of exploration. The King'ras were quite partial to water making them the best at their current quest, with that they began to make great ships, and with their artistic talent, made them into their most long lasting and durable on their planet. Once supplies were packed they then set sail to the other continents, where they would explore and create peace all along the way, and with any opposing forces, they'd retreat and bring more of their people to settle the savage creatures that they would later call their brothers.

    After the age of exploration, came the age of enlightenment. The Se'Rallies soon found out that they were the only kingdom to explore their own world and from this they have learned much of themselves. Over the next period of time, the age of enlightenment ended into an age of nothingness, for the people rose up against their lords, and were once again put down, but the people instead of being submissive as their previous time, they became Martyrs, and kept fighting back. The Se'Rallies slowly were broken down and disbanded as a nation and the people began a-new forgetting the advancements they had all made, and slowly degraded. A century later, a new house arose and it was simply called, "Kingdom'. The house started to pick back up where the previous leaders had died out at, and then began to rebuild the nation, starting with the multiples of faithless, and hard-headed. The House soon became the continents prime government and was growing to proportions to that of the previous lordship, and had potential to get bigger.


    Over the next few centuries, the house of Kingdom grew to be the Kingdom of King'ras, which went all over the continent and to the next two surrounding continents. As their influence spread, so did the wealth, power and the knowledge of Kingdom. The house finally reached its peak when the whole world was apart of the house. Kingdom finally did something that most wouldn't have dreamed of they began what was known as a democracy. The House of Kingdom, changed to the Nation of Kingdom, were everyone was equal, and also still stunned about the sudden change in governments, which wouldn't settle for a long time to come. Once the Nation developed enough they looked to the sky and began to dream, and those dreams later became reality, once the Age of Development began. Slowly people began think, later research and later develop the means to fly, then they began the process with other style of vehicular transport and after a century they became advanced enough to launch their first rocket. Soon time began to fly, as they began to develop upon the technology and quickly expounded on it, making advancements that were quite revolutionizing the way things were done, until finally they breached the point of system escape. Once they began their leaving they came to their first system of Kol'jec, which had some planets in it, but only one of them was habitable, which soon became the colony later.


    The Nation of Kingdom slowly began to dwindle as all their resources were being poured into spatial research, which gave way to the Se'Rallies Confederacy, who in the end were found strangling the Nation of Kingdom out of everything they had, owned and helped raise, quickly sending them into power over the previous leadership, ending the age of Development speeding it into the age of the Confederacy. During this time, the leaders thinking ahead of themselves, chose to research into faster ways of going through space and came up with their current wormhole technology very well by accident. Once their technology was applied, they began mass exploration of their surrounding systems and achieved their current height of 110 planets. Feeling fulfilled by this, the Se'Rallies look past their current system into the unknown and with a prepared stride go.


    Major Industries:
    Refined Crystalline materials, Tracking Software.


    Species motto:
    "En nomen of Se'Rallies Conjuration , neos sertvo , sedrevo qunod intereot pers veneration!"


    Translation:
    "In the name of the Se'Rallies Confederacy, we serve, protect and die with honor!"


    General Species disposition:
    Through the years the Se'rallies Confederacy has had political trouble, causing some disruption with in its own ranks, and sometimes civil war. So the previous leader had signed a document which supposedly guaranteed peace, until his eventual assassination, that's when his vice picked up after him and made everything turn for the better. So as of 84 years ago, peace has been found, but it hasn't ended their struggle, but things seem to be going for the better.

    Major Industries:

    Refined Crystalline materials, Tracking Software.

    General Species disposition:

    Through the years the Se'rallies Confederacy has had political trouble, causing some disruption with in its own ranks, and sometimes civil war. So the previous leader had signed a document which supposedly guaranteed peace, until his eventual assassination, that's when his vice picked up after him and made everything turn for the better. So as of 104 years ago, peace has been found, and their planetary troubles are over.

    Achievements:

    1. Sub-race: King'vers (King'ras/Reaver Hybrid)
    Height: 5'11" - 6'5"
    Weight: Dependent on size and diet. 140lbs. - 300lbs.
    Appearance: Looks similar to the King'ras. Retractable claws, plantigrade stance. Their eyes are similar to the Reaver's, only tinted blue instead of yellow. They frills on them that are covered in fur.
    Abilities: Every ten years they have a gender change if the opposite gender is unavailable.

    2. Se'Rallies World-ship Class, the "Absolution":

    <<STILL UNDER CONSTRUCTION>>
    <<Current location is King'ras Major (Home-world) Ship-yard, it has some sections of it that is fairly skeletal, but looks that the majority is done.>>

    Length:
    24 Kilometers
    Weight:
    Unmeasured. Calculated to weight as much as a small planetoid.
    Power-source:
    5 Alpha-Mega Ionic power-plants
    Weaponry:
    1: Main Anti-capital Rail-guns
    2: Anti-fighter Ion cannons
    3: Heavy Capital Torpedoes
    4: Jackov-class missiles (Multi-purpose missiles)
    5: Heavy Anti-Plantary Rail-cannons
    6: Heavy Plasma Cannons
    Defenses:
    1: Out: Main shields
    2: Out: Point missile defense system
    3: Out: SRC Super Crystalline Plating
    4: Inner: Armed Space Marines
    5: Inner: SRC Crystalline Blast-shields
    6: Inner: Automatic Defense System
    Abilities:
    Hanger bay: Holds a large squadron of fighters and heavy fighters.
    Alpha-Flagship: All Flagships of the SRC are secondary to this one.
    Long-Range Communications: Can send messages to any SRC planet.
    Modified FTL: The FTL system on this ship has been boosted to the point that it can move this massive ship.
    Example:
    http://images3.wikia.nocookie.net/st...nSpace-FoC.jpg

    Example of ship style- This is the normal military design:

    http://foxgirljade.deviantart.com/ar...ar+Ships&qo=21

    This is normal Infantry gear:

    Infantry Power Armour- http://sundragon83.deviantart.com/ar...+Mecha&qo=1174

    Main Battle Tank- http://devildalek.deviantart.com/art...ar+Mecha&qo=25

    Spec-Op Power Armour- http://mecha-master.deviantart.com/a...r+Mecha&qo=924

    This is the civilian ship design:

    Main Transport: http://theorangeguy.deviantart.com/a...paceship&qo=23

    {[If anyone has any problems with this, please contact me via PM or MSN.]}

  4. Top - #4
    Senior Member Arratra's Avatar
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    Default Re: Age of Rebirth update request.

    Nation/Species sheet:

    Nation’s Name: Draconian Legions

    Core Species’ Name: Draconians

    Solar systems controlled: 15

    Military rating: 69

    Offence: 14 (The Draconians use weapons that are larger than normal, making them more powerful)
    Defense: 20 (Boon level)
    Espionage:10 (Espionage is primarily via cyberwarfare; the Draconians are physically and mentally too distinct to infiltrate other races)
    Stealth: 10 (An entire military branch is devoted to stealth operations)
    Resources: 15 (Efficient gathering and processing of available resources)



    Industry Rating: 63

    Economy: 15 (self-regulating economy)
    Resources: 15 (Efficient, but environmentally-conscious resource extraction methods means this would be up to about 20 if the Draconians had more worlds)
    Consumer base: 17
    Manufacturing ability: 16

    Technology Rating: 69

    Computers: 15
    Medical: 17 (military casualties do need treatment after all)
    Energy Production: 11
    Science: 9 (Draconians that score highly enough on ability tests [note, not IQ tests], can choose to become scientists. In this way, they continue to serve their people, despite not technically being part of the military)
    Advancement rate: 7 (Military scientific advancements are slow to field, but are thoroughly tested

    Boons:
    Shields: The Draconians have developed two seperate energy shield technologies, both of which they incorporate into all armour types. The primary "energy skin" shield was developed early in the Third Draconic War, and utilised heavily. This subsequently resulted in its rapid development, until it became nigh-on impervious to most projectiles, and strong even against directed energy weaponry. The "repulsion burst" shields beneath this are extremely powerful repulsive fields, which effectively make the shielded individual invulnerable for an extremely short period. The Draconians have been utilising this for over a thousand years, and it has developed to a point where it can be used without interrupting the primary shields, as seen primarily in the "Aegis" heavy powered armour.


    Anti-electronics warfare: Having fought the robotic Andrians for over a millenium, the Draconians are extremely proficient at engaging synthetic and electronic targets, possessing highly advanced EMP explosives and cyberwarfare capabilities. Most societies are heavily reliant on electronics, as well; a well-placed EMP grenade can render an entire squad helpless.

    Advanced:

    EMP Protection: The Draconians utilise systems and tricks to protect sensitive electronics throughout their technology, mainly because they themselves deploy EMP weaponry prolifically.

    Melee combat: The Draconians are biologically built to handle close combat well; even an unarmed Draconian still has their long, deadly sharp claws to fall back onto. Additionally, they have developed “Shielded” weapon technology, a system that projects an energy shield that both protects the blade and gives it a near-monomolecular edge.

    Powered armour: the Draconians are highly advanced in the area of powered armour, despite the expense in constructing these complex pieces of equipment.

    Normal: Anything not mentioned above or below

    Poor:

    Long-distance navigation: The Draconians only rarely leave their cluster of systems, and, as such, do not have a very well-defined navigation system for outside their space. Additionally, destroying a deep space communications relay will deprive a fleet of important navigation data. (Making it take longer to calculate a jump to lightspeed)

    Low FTL velocities: Draconian ships don’t travel very fast compared to the other races. Reconstruction of the Quantum Gateway Network would negate this, but the Draconians do not want to risk the chance that the Andrians will hijack the system again.

    Inexperience with low-tech guidance scrambling: the Draconians are not used to dealing with basic missile guidance scrambling systems; the Andrians simply didn’t deploy simple IR flares or reflective chaff.

    Weakness:

    Large: Draconians are physically very large, standing at two and a half metres at average. This also causes their naval ships and other vehicles to be large as well, meaning that they present a large, if tough, target.

    FTL interruption: Draconian ships can be ripped out of Hyperspace by a sufficiently powerful gravity field (either natural or artificial). Attempts to find a way around this problem have proven difficult. Additionally, the ships, and their occupants, are subjected to a violent deceleration should this happen. Inertial compensation systems have been developed to combat this problem, but the crews of vessels subjected to this will still feel a violent jolt before the compensators can kick in.


    Years sense the discovery of FTL: 1352

    Type of FTL used: Hyperdrive

    Nations Dossier/History: The Draconians originate from somewhere beyond the Terrigen Veil, a large, dark nebula that obscures an entire galactic arm from the rest of the galaxy. They travelled through the Veil in ancient, sublight ships, apparently hopping from system to system in the automated vessels, until they emerged from the nebula, and found a cluster of suitable systems. The entirety of the Draconian population was aboard this flotilla of ships, which was completely automated, as there was simply not enough supplies to last the millennia-long journey through the Veil with a crew, of any size, surviving the journey while awake. As such, the colonists were all in stasis.
    When they finally arrived in the cluster of habitable systems that they would come to call home, the ships were, despite all precautions, in danger of failing completely. The ships had never been designed for orbit-to-surface landings, but somehow they survived the rough landings at least intact enough for the stasis pods to be undamaged. Nonetheless, it was still some time before the sleepers were awakened; the computers were cataloguing and observing the local flora and fauna to see what was safe to eat, and what was not.
    When they did finally awaken from their stasis slumber, the Draconians were better prepared for this unfamiliar world than they had thought possible; they quickly scavenged their ships for materials, and had soon reached an era akin to the medieval period on Earth. As time went on, they developed new technologies, but the Draconians were always mindful of the finite resources that their planet could provide, instead coming to rely on renewable resources such as wind, geothermal, and solar power plants. However, they also developed fusion power, which they came to use to fuel their endeavours to explore beyond their little home and its three moons (the records from the ships had long since been lost).
    The development of a “nearlight” drive some 1400 years ago allowed them to make manned missions to the other stars in their cluster of systems. Unfortunately, this system proved too problematic to continue development along that path, and they soon diverted to another system. 1352 years ago, they developed a “Hyperdrive,” which allowed them to enter a transdimensional space in which they could bypass the laws of physics regarding the limitations of velocities. Additionally, they developed a system of orbital “Quantum Gateways”, effectively doorways through space and time, allowing an object to move instantaneously from one Gateway to another. The system proved a little too useful, however; the entire network was hijacked by the Draconians’ mortal enemies and the reason why they had fled from their original home in the first place; the Andrians. However, the Draconians were nothing if not flexible, and they soon sabotaged the Gateways, cutting the Andrians in their sector off from reinforcements and any communications with their “brethren” still in the Terrigen Arm. They were soon embroiled in a ferocious war with the remnants of the Andrians, and quickly developed weapons designed to disrupt and burn out the electronics inside the Andrians’ synthetic bodies. The three “Draconic Wars,” were short, brutal, and bloody, but the Andrians lost all three, and were wiped clean from the sector. The Draconians are still on the lookout for any sign of their mortal enemies, but until the Andrians arrive, the Draconians remain quiet. They have discovered a world in the uninhabited core of their cluster that holds ruins from “The Tomar,” the “Unknown” in their ancient language. Also, another of their uninhabited worlds plays host to relics from the Dark Core Empire, although these are only of archaeological interest to the Draconians; none of the technology remains functional.


    Major Industries: Gas and mineral mining, renewable energy systems, gemstone mining

    Species motto: “Dragons Fly Free!”

    General Species disposition: Draconians tend to be kindly and generous, something at odds with their reputation as fearsome warriors. Part of this is because their natural aggression is vented and/or suppressed by their compulsory military training. They are also a protective people, with a paternal-type relationship with their “client” races. They highly value skill, but especially skill with some sort of hand-to-hand weapon, particularly the sword.

    Achievements:
    Sturmfang gas mine: this gas mine in the upper atmosphere of a gas giant planet in one of the Draconians’ colonised systems is by far the largest gas mine of its type. This gas mine harvests the wealth of vital Helium-3 found on Sturmfang, along with other resources, such as argon, found deeper into the murky depths. This massive gas mine is a huge, sprawling complex almost a kilometre wide. Held aloft by a bewildering array of lighter-than-atmosphere gasses, antigravity generators, old-fashioned mechanical ducted rotors, and other means, the gas mine produces a lot of Tritium as a by-product of harvesting the Helium-3.
    The mine also has a second by-product; beautiful quantum crystals that are netted by the energised cables that are hung into the storm clouds far below. These cables were originally sent down to harvest power for the mine, but the cables soon started to send up more than the electrical energy they were intended to collect; the quantum crystals created inside the storms were attracted to the cables, and would zoom up them alongside the blasts of electrical energy. This event is still fairly rare, and Draconians scientists have yet to discern how these crystals are formed.
    The mine’s landing pad and loading bays have retractable covers to make landings and gas-loading a more streamlined and safer prospect.

    Asteroid City: The largest structure the Draconians have ever built, Asteroid City is a massive asteroid colony. Built in and around a massive cluster of large asteroids, Asteroid City was originally intended to be a mining colony at the edge of one of their system’s habitable zones (the habitable planet of the system being a tropical world), until the asteroids proved to be “dead”, meaning that they carried no significant resources. For a while, it looked like Asteroid City would be the biggest and most expensive “white elephant” the Draconians had ever created, but the project then began to draw attention for another reason; it was a centralised location within the Draconians’ space, and it soon transformed into the Draconians’ primary trade hub. The entire complex was shoved out of the asteroid belt in a project that took three years, and was moved into an orbit at the very fringe of the asteroid belt. The city is protected by massive shield generators that deflect incoming rocks before they can impact the city’s hull. In the case of a military attack, the entire city still carries its engines, and can be moved into the asteroid belt if necessary.
    The city also produces resources from asteroid mining, although this is more a side-venture than anything else; the practice, while lucrative, is treacherous work.
    Last edited by Nelle Kozera; 10-07-2010 at 04:22 PM. Reason: Made my eyes hurt...

  5. Top - #5
    Elesh Norn, Grand Cenobite Nelle Kozera's Avatar
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    Default Re: Age of Rebirth update request.

    Arratra, drop Stealth by 3, Espionage by 2, and Offence by 1 point. The rest looks fine for now.

    The rest of you did good.
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    soldier with a hero complex Shade Leshyr's Avatar
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    Default Re: Age of Rebirth update request.

    Here's mine, brand new for this time around

    Nation's Name: The Nine Flotilla Federation

    Core Species' Name: Raudin Sallix (native for "We who wander." More commonly known as "Spike-dogs" in slang use. Basic body structure is fox in build, but with a reptilian skin.)

    Solar Systems Controlled: 125 (the NFF is completely space-oriented and merely uses the controlled worlds for mining purposes)

    Military Rating: 36

    Offense: 10
    Defense: 9
    Espionage: 5
    Stealth: 2
    Resources: 10

    Industry Rating: 43

    Economy: 10
    Resources: 10
    Consumer base: 13
    Manufacturing ability: 10

    Technology Rating: 78

    Computers: 20
    Medical: 18
    Energy Production: 20
    Science: 10
    Advancement Rate: 10

    Boons: Computers (The NFF spent a large time increasing their computer efficiency and optimal usage. Their ships are outfitted with holographic interfaces and one man assault vehicles are outfitted with neural recognition computers and controls)

    Mass Energy (Using the basics of a Quantum Generator, the NFF designed a new system of power generation via a network of amplifiers and a power spreading grid.)

    Advanced:
    Medical (The NFF has recently integrated flash-cloned body parts into medical procedures.)

    Large Numbers (Due to their high breeding rate, the NFF has a large population

    Normal: anything not listed above or below

    Poor:

    Stealth (It's really hard to hide their Flotilla-class vessels even in space)

    Espionage (The NFF finds it incredibly hard to gather ANY information on enemy movements or strengths)

    Weaknesses:

    A slight power problem...: Ground units tend to run off of a single generator to keep from overloading and the generator itself is rather flimsy

    Houston, we have a problem: Communication is essential to the NFF fighting strategies and once cut off, they tend to be sloppy.

    HELP ME TOM CRUISE!!: All spike-dogs have a completely irrational fear of fire or high temperatures and ground units will break rank and run away on instinct if they feel hot.

    Years since FTL: 1250 years

    Type of FTL used: Hyper drive

    Nation's Dossier/History:

    The history of the Spike-dogs extends back 2000 years as far as records go, though it is believed that they evolved from a sub-species of a native species that preferred damp, dark places. Ever since the beginning, the spike-dogs have been a pack species, forming large, hunter-gatherer groups to survive.

    Being one of the very, very few omnivorous species on the planet, they were also one of the most hunted due to the natural flavoring of their meat, which actually contained trace amounts of a highly addictive substance. Due to this, the evolution of their spikes took place. The spikes themselves are sharp, hollow structures filled with a toxin produced at the base of each spike.

    This adaptation helped the spike-dogs prosper until an age of enlightenment hit them around 1780 years ago when their Bronze Age began. As advancement began, the high breeding rates of the spike-dogs became an apparent problem and the early groups took to enforcing strict breeding laws upon mated pairs, sacrificing the excess to the hungry animals of the planet.

    During this time, the spike-dogs stumbled upon their religion which stated that their god, named Adahiet, watched over them and when they died, there were two paths for them. If they had proven themselves worthy, they were absorbed into Adahiet to become part of perfection. If they had not proven themselves, their soul was instead absorbed by their tribe, which gave strength to the tribe until the individual had adequately proven that he had lived for the tribe. Their Hell was considered a place where the individual would spend eternity in solitude, cut off from the tribes and Adahiet.

    After the initial discoveries that lead to the Bronze Age had come and gone, the spike-dogs became a highly inquisitive group and desired to know more and more. Experiments and lone discoveries were encouraged and celebrated, leading to a quick move to their Iron Age around 1560 years ago.

    However, with the Iron Age came a time of war for the spike-dogs. As the group reached their time akin to the Medieval period, Breeding rates had sky-rocketed and tribes began competing for land, eventually erupting into full scale wars. Advancement continued during this time, though at a much, much slower rate, but even as fighting decimated the spike-dogs' numbers, they advanced to a Modern Age (a current time IRL) around 800 years ago.

    By this time, between tribe wars and losing numbers to the wildlife, the spike-dogs' numbers had fallen to a barely viable population and the struggling groups called a peace and came together for the first time in many, many generations. Breeding restrictions were lifted to increase the population, but the spike-dogs had come to realize that they needed to leave the planet to survive.

    Using the resources of the relatively untouched planet, the spike-dogs spent the next 150 years building their first ship, celebrating its ability to exit and enter the atmosphere and sustain the crew, but FTL was their next big problem and it took 50 years for the first prototype to be built and by that time, the spike-dogs didn't care that it was a prototype, but they were met with success.

    Over the next 200 years, the spike-dogs colonized nearby systems, but their breeding rates continued to create a problem. Finally, an individual named Yakkaveir Gammuheit came up with the Flotilla project. 9 enormous ships to house multi-billions for colonizing efforts. Their newly formed government agreed and pooled funds into the project, having to bring resources from pretty much every planet they controlled to build the ships and when they were finished, not only had they drained most of the NFF's resources, they also did not have a sufficient power supply to bring the ships to life.

    Immediately, every engineer in the NFF came up with ideas, someone finally stumbling across not only the Quantum Generator, but also its big brother that the spike-dog's have used ever since. With this discovery, not only were the ships sufficiently powered, but several projects that had died due to insufficient power were restored, including the NFF's mobile suit project. After the creation of the Flotilla ships, the spike-dogs chose to be completely a spacer-race, only using controlled worlds for resource gathering.

    The spike-dog's have only recently made contact with other species, being very careful in their dealings and being very hushed about their power sources.

    A few notes about the spike-dogs: It is extremely easy to tell when a spike dog is becoming hostile because their back spikes will stand straight and drip toxin. Spike dogs also become incredibly nervous when temperatures spike and they will become irrational. High temperatures cause an instinctive reaction which overpowers any and all reasoning abilities in favor of the "flight" reflex.

    Approaching a spike dog from behind should be done with extreme caution, as the spike-dogs are easily frightened due to their prey status from their home world. Making comments about eating a spike-dog is seen as both an insult and a threat and they respond accordingly. However, spike-dogs are friendly among civil groups, but even if a spike-dog is relaxed, it is never a good idea to attempt an ambush for spike-dogs do not abandon tribe members willingly.

    Major Industries: N/A

    Species' Motto: "The more you wander, the more wonder you see"

    General Species Disposition: The spike-dogs have no desire to pit themselves needlessly against the galaxy, but they will stand up for themselves. In small numbers, they tend to be on edge, but in large numbers they tend to be relaxed and rather loose-lipped.

    Achievements:

    The Mobile Suit Squadron: The Mobile suit squadron is one of the spike-dogs' points of pride. Composed of 50 Mobile Armor Suits, this group tends to be their Spec-Ops group.

    The Nine Flotillas: The pride and joy of the NFF, these 9 ships are monster in size, though only a portion of them is armed. Each of these ships is more important to a spike-dog than his own life.

  7. Top - #7
    Lightfirean Vixen Samantha Arrow's Avatar
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    Default Re: Age of Rebirth update request.

    Might want to track down a new player because I'm just dropping out. Can't help but feel I was singled out, even by allies; also there was the big sense of mod-modding coming from a few players; and the mega-alliance thing just wasn't fair.

    Au revoir
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    Resident Nutcase Cobalt3924's Avatar
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    Default Re: Age of Rebirth update request.

    I'd like to rejoin, but I'm going to create something Other than the Rakai if I can.
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  9. Top - #9
    Resident Symbiont BIos_Reaper's Avatar
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    Default Re: Age of Rebirth update request.

    I've been slow in posting a profile since Reaper is helping me balance it to avoid unfairness so I'll hopefully finish it today or tomorrow, given how much homework I have Id say probably tomorrow but then it'll be the finishing touches. Shade also has shields and power boon so I'll have to do some tweaks to my own to make sure they're not the same as that'd be plain dumb. Either way, cya guys soon.
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  10. Top - #10
    soldier with a hero complex Shade Leshyr's Avatar
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    Default Re: Age of Rebirth update request.

    Eeerrrr, correction Bios, the spikedogs have energy and computer boons. My shields are about average, I can just recharge them more than others can (not to be confused with faster, the shields recharge at a normal rate) Also, Sam, you weren't singled out, that's just how the world of politics rolls.

  11. Top - #11
    Elesh Norn, Grand Cenobite Nelle Kozera's Avatar
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    Default Re: Age of Rebirth update request.

    now that I'm not doing an Essay for a class I have looked these over again, instead just skimming them.


    Industry Rating: 72

    Economy: 20 (self-regulating economy)
    Resources: 15 (Efficient, but environmentally-conscious resource extraction methods means this would be up to about 20 if the Draconians had more worlds)
    Consumer base: 17
    Manufacturing ability: 20

    Technology Rating: 73

    Computers: 15
    Medical: 17 (military casualties do need treatment after all)
    Energy Production: 14
    Science: 20 (Draconians can choose to be military scientists rather than soldiers if their intelligence scores are high enough.)
    Advancement rate: 7 (Military scientific advancements are slow to field, but are thoroughly tested
    If you focus in one area, then your not a 20, drop that science rating by 13 points.
    Drop Computers by 5
    And Energy By 3.

    Economy should be dropped by 5, Manufacturing ability should be dropped by 4-7 points.

    ----

    Everyone else has Justified numbers, or are well within Reason.
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  12. Top - #12
    Senior Member Arratra's Avatar
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    Default Re: Age of Rebirth update request.

    I've reduced most of them by the asked amount, but I cannot drop their Science score any lower; to do so would imply that the Draconians are either just imitators or dumb as rocks, something that I absolutely cannot do.
    And it must be remembered that most technological advancements have been made due to military funding. So while I have removed the "military scientist" appelation, I do not appreciate the way that you asked me to do so.

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    Elesh Norn, Grand Cenobite Nelle Kozera's Avatar
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    Default Re: Age of Rebirth update request.

    Quote Originally Posted by Arratra View Post
    I've reduced most of them by the asked amount, but I cannot drop their Science score any lower; to do so would imply that the Draconians are either just imitators or dumb as rocks, something that I absolutely cannot do.
    And it must be remembered that most technological advancements have been made due to military funding. So while I have removed the "military scientist" appelation, I do not appreciate the way that you asked me to do so.
    From the way you had it set up, it seemed that you meant that most scientific research was for the military, hence the science score being low. If your species focus solely in one area at the exclusion of most others does not = High science score, it means you focus in one area. To have a high science score would mean that your species over all has very broad scientific endeavors and having the funding to back them up.
    Last edited by Nelle Kozera; 10-11-2010 at 11:47 AM.
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    soldier with a hero complex Shade Leshyr's Avatar
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    Default Re: Age of Rebirth update request.

    Quote Originally Posted by Arratra View Post
    I've reduced most of them by the asked amount, but I cannot drop their Science score any lower; to do so would imply that the Draconians are either just imitators or dumb as rocks, something that I absolutely cannot do.
    And it must be remembered that most technological advancements have been made due to military funding. So while I have removed the "military scientist" appelation, I do not appreciate the way that you asked me to do so.
    A point: a low science score doesn't reflect intelligence, merely a shifted focus. Example, the NFF is focused more on engineering than observation, hence the low science score. You have a militaristic society and in that kind of society, you aren't worried about why/how the weapon kills the enemy as long as they die. Personally, I'd be grateful for how high Reaper's letting you keep your scores.
    Last edited by Shade Leshyr; 10-11-2010 at 05:42 PM. Reason: angry writing...

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    Elesh Norn, Grand Cenobite Nelle Kozera's Avatar
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    Default Re: Age of Rebirth update request.

    Nation/Species sheet:

    Nation’s Name: Imperium of Shadows

    Core Species’ Name: Reaver

    Biological oddity: Reavers are not locked in "Immobile" Genders. While Reavers can be born male or female they will periodically change gender, though this change is cyclical and thus easy to predict. As a result gender based pronouns are absent from their native language as well, along with defined "gender" roles in their society.

    General species appearance: While green is the color for the majority of Reavers those descended from fringe tribes may have different scale colors. Those from coastal tribes are likely to have Blue scales and those from Deep Desert tribes are more likely to be red-brown in color.



    Solar systems controlled: 198

    Military rating: 56

    Offence: 3
    Defense: 3
    Espionage: 20
    Stealth: 20
    Resources: 10

    Industry Rating: 49

    Economy: 11
    Resources: 15
    Consumer base: 11
    Manufacturing ability: 12

    Technology Rating: 71

    Computers: 16
    Medical: 16
    Energy Production: 13
    Science: 14
    Advancement rate: 14

    Boons: Stealth, Espionage

    Advanced: Maneuverability(Both at the ground and space level) Computer technology, Melee weapon specialists (Infiltration units only), medical technology, sabotage.

    Normal: (Anything not mentioned above or below)

    Poor: Ship mounted weapons, Shielding technology, Armor Technology, ship to ship combat, strike craft.

    Weakness: Fragile hulls, International Trade

    Years sense the discovery of FTL: 980

    Type of FTL used: Hyperdrive

    Nations Dossier/History:

    The Reavers themselves are descendants of Apex predators native to the very central regions of the single super continent of Zendacar. Because of its location it’s extremely dry and very hot during the day, though it drops below freezing every night. Some 30,000 years ago a small band of the Reavers had made it to the coast, while others staying in their ancestral homelands. Reaching the coast they encountered large scale plant ecosystems something that never seen father inland due to massive mountain ranges. It wasn’t long before both Reavers on both sides of the mountains began developing their cultures and technology. It wasn’t until just over 28,000 years later before the two halves of the species to meet each other again. Both sides had much to share with each, but the one thing that unified them was the power of steam.

    The Imperium came into being almost one thousand years ago. Before that the world of Zendacar was very different place, unlike some species the Reavers had stayed in the Victorian age for over five hundred years before moving to the atomic age. One thing that main thing that this long time of being stuck in the age of steam did was solidify their love for trains over any other method of transportation. One thing that is a obvious feature of any world that they inhabit today is the massive track system that covers any world they have colonized.

    It was during the late space age when the Imperium eventually came into being. Before this, during the exploration of one of the moons of other world in their system, that they found an alien building. The building was made from a material far beyond their understanding of science, and that building contained information from a long gone race.

    Shortly after its discovery cults sprung up overnight around what was dubbed, the “Astral Library” by many of the cultists. While this was mildly disturbing for some of the population it was of little concern until years later after the cults had fallen out of view when one of these cult leaders through legal election was able to get elected to the be magistrate of Aquila, the first and only nation to reach the moon did this cult became noticed. Overnight sweeping changes happened at the highest levels of Aquilaian government. It went from a democratic government to theocracy overnight. The change was rather peaceful with the new government in control of the military. Within a decade the majority of the governments had been converted to this new religion, shortly thereafter, the remaining nations had been conquered through military might.

    Over the next century, massive amounts of resources where poured into the exploration of the Library yielded some results. Shortly after the first functional Faster than light drive was created. From there, expansion was slow, their own position within a large nebula bolted out most of the visible stars. It wasn't until they reached what is now called the outer colonies that they realized how large the galaxy was, and how much many more stars were out there to see.

    Major Industries: Information, Covert Warfare Options, Rare artifacts.

    Species motto: “Within the shadows we wait for our salvation.”

    General Species disposition: Extremely distrustful of outsiders at first, though will warm up to those that respect their own traditions at the government level. At the civilian level they are much more willing to associate with outsiders.

    Achievements:

    Interplanetary railroad system:

    The Reavers have never lost their love of trains; as a result they have built a railroad network so vast that it connects all the planets that they have colonized. Though the worlds are not physically connected by railroad but rather a gate system, each of these gates can connect to any other in the system. These Gates are Wormhole generators, allowing for the maglev trains to travel between world via wormholes

    Aquila Rail Yards:

    Aquila is a moon, named after the first nation to make it space. This moon is the center for the entire Imperium Railroad network. The entire moon is covered in track and distribution centers overseeing the entire network all trains will enter this yard hundreds of times in their lifetimes for repairs and everything else.

    Room temperature Superconductors:

    This was discovered solely because of their love for trains. But because of this, it is applied in almost every technology they currently posses.
    Last edited by Nelle Kozera; 10-28-2010 at 05:03 PM.
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    Elesh Norn, Grand Cenobite Nelle Kozera's Avatar
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    (Whew! I've been tardy as hell with this but, here ya go guys! Review as necessary)

    Nation/Species sheet:

    Nation's Name: The Aeterian Alliance

    Core Species Name: Altin, Altinian

    Picture Reference: http://kamicheetah.deviantart.com/gallery/#/d2ssdu

    Solar systems controlled: 150 colonized and developed, 1.5% of galaxy claimed

    Military rating: 59

    Offence: 9 (exclusive use of autonomous and or remote-operated offensive robotic machinery)
    Defense: 20 (extreme power generation and very high-end defensive energy shield technology, boon)
    Espionage: 5 (poor)
    Stealth: 5 (poor)
    Resources: 20 (nation size and industrial level coupled with advanced resource management, arcology construction for population management and effient eco-conscious mining operations)

    Industry Rating: 48

    Economy: 12 (heavily computerized, high taxes and A.I. assisted management with government provided services covering wide aspects of available necessities such as power and health care)
    Resources: 20
    Consumer base: 15 (on account of government provided service ensuring civilian access to base necessities consumers need not spend as much to get what they need, however they still consume fairly)
    Manufacturing ability: 12 (emphasis on quality over quanity, goods and vessels are of exceptionally high quality and are very well designed, diverse production facilities, advanced A.I. management, expert technician oversight, modular construction and autonomous robotic assembly)

    Technology Rating: 78

    Computers: 19 (A.I. technology, high-level systems are fully self aware and boost the processing potential of quantum computer technology well beyond traditional systems)
    Medical: 0
    Energy Production: 20 (Zero-point Energy Module technology, a single ZEM can power a city of millions for a thousand years, high understanding of physics and virtually all forms and or methods of energy production, diverse power sources)
    Science: 20 (particularly apt at scientific advances, immensly aided by A.I. technology as well as vast intelligence and progressive thinking, average technicians are mechanical savants capable of rivaling other races thinkers)
    Advancement rate: 19 (Preferance for safe advancement, all technologies are tested thoroughly, slowing advancement somewhat but intelligence and natural affinity for mechanical technologies ensures continous progression and that produced goods are being near fool proof upon completion)


    Boons: Adv. Defensive Shielding, Power Generation & Energy Manipulation

    Adv. Defensive Shielding: The unquestioned masters of shield technology the Altin possess a unique and extremely powerful form of said technology; the Abstract-Refractive Armor or "Projected Armor". Sheathing a ship in neigh impenetrable, segmented armor which compensates for their lack of actual weaponry, the Altinians can fly right through a hot-zone while ignoring return fire, the hardenned "armor" enabling them to withstand the harshest of pounding with ease and grace.

    Extending to the vehicular and personal level the technology allows Altin to non-lethally disable their enemies by sealing them up inside a shield "bubble" or kill them by imploding it. Personal shields can alsow enable a medium-armored infantry unit to take a direct shots from anti-vehicular weaponry and casually shrug them off. Punching a hole in any part of the shield doesn't destroy it, it just damages a single segment of a multi-layered defense designed to act as a secondary hull, strengthened to a point where even close-quarters combat has little affect on it's integrity.

    Focusing the shield into thin streams of active energy allow the Altin to turn their ships into giant energy "chain saws" to ram into enemies or by focusing the energy along specific parts of personal body armor or mechanical limb, a cutting weapon that can sheer through even the thick armor of Elancin infantry, a weapon that while ineffective at most circumstances, can be devastating in the hands of specialists.

    Power Generation & Energy Manipulation: Possessing the ability to uncannily manipulate and generate energy the Altin are able to produce clean, renewable and extremely high-output energy sources, their most powerful source of energy; ZE-Modules, being among the most prominent and common forms of mass-scale energy generation. Recent advances in ZE-Module technology have shrunk it's size but so far it is too large to be of any use for anything other than large and medium scale energy generation.

    For that reason the Altin still make use of one of their their earlier methods of power generation; Cold-Fusion Reactors. A technology the Altin are intimately familiar with they are able to create small-scale power cells that can provide a personal shield system enough energy to last for up to one hundred years of continued use, generating energy via room-temperature fusion, a far more conventional method compared to the vacuum energy produced by ZE-Modules.

    Advanced:

    Engineering & Construction

    Nanotechnology

    Bionics (Robotics & Cybernetics)


    Quantum Computer Technology (Artificial Intelligence etc.)


    Intelligent/Progressive

    CNS Suites (Communication, Navigation & Sensing)


    Normal: Anything not mentioned above or below


    Poor:

    Diplomacy

    Insterstellar Trade


    Military Tactics

    Espionage

    Stealth


    Naive


    Weakness: Medicine, Weaponry

    Medicine: Having evolved on a world that lacked insect analogs the development of practical medicine was hampered as disieses and viruses were largely beneficial and symbiotic. Developments in nanotech and cybernetics abolished the idea of conventional medicine. Because of this Altin are impervious to natural disieses and even synthetic forms so long as their nanotech is not tampered with for without it they are extremely succeptible to infection.

    Weaponry: On account of being a peaceful race reliant on advanced defenses instead of offensive technologies the Altin never developed weapons of any kind. Instead they use their energy shields and advanced robotics in creative ways to disable or kill opponents, to say they use their intellect as opposed to brute force might not be too far from the truth.


    Years sense the discovery of FTL: 750

    Type of FTL used: Node-Path Drive: Four-dimensional space possess a crystalline structure with stellar bodies like stars, planets and black holes creating distortions in the space-time continuum. Those same distortions are connected by breaches of space-time called "subspace" an interstitial dimension connecting one gravitational distortion to another.

    The distance between any two subspace points is highly compressed and thus travel to nearby systems takes but a few seconds, far off systems can be reached in minutes and the far end of the galaxy in mere hours without fear of being intercepted or the risk of slamming into a stellar body en-route.


    Nations Dossier/History:
    Forming their first civilization some 10.000 years ago the Altin moved from small, nomadic tribes of hunter-gatheres to organized and compact societies. Since their earliest days the art of the written and spoken was known to them, being the very first thing that came to them. It would not take long for them to develop agriculture and with the art of writing having spread to every corner of the world new ideas began to arise.

    Ideas such as moving from the forests and onto the planes to establish zones free of the Altins natural predators, a spark necessary to trigger the formation of the very first nation; Aetaria and it's capitol city Aegeria. The supposed Bronze Age came soon after with the discovery of metal in mineral deposits of a nearby mountain, marking the development of the first machines and hunting equipment as well as heavu work tools of metal.

    Initially bronze in origin the discovery of iron by a small nation in the far east of Aeteria saw their early retirement. With agriculture booming on account of these new infusions of technology fewer and fewer people feared shortages of food and thus the Altin began to construct better homes and newer, more complex machines were forged as focus shifted onto developing and creating more sophisticated technology. Eventually leading the Altin to the age of steel, steam and electricity as their ingenuity and boundless imagination saw the birth of machinery like nothing their world had ever seen.

    Massive sea faring vessels that managed the distance between continents easily, semi-automatic clockwork driven industrial robotics and even initial exo-skeletal technologies emerged as the Altins love of engineering and scientific advancement thrived. Massive cities were built as land was colonized and developed. Technologically there was no stopping the Altinians as ever newer ideas saw the light of day; synthetic musculature, cybernetics, artifical intelligence and eventually quantum mechanics till they finally took their first steps into space with the creation of their first rocket.

    It was to take them a while to reach the furthest edges of their solar system but the discovery of NT particles within their solar systems largest gas giants atmosphere triggered the development of the very first NT Drive, an engine drive similar to a minovsky particle engine which replaced conventional cyclic ion thrusters, offering not only far superior performance but also a far more compact design compared to its predecessor.

    By the time the Altin breached the FTL barrier they made use of quantum string theory to make a subspace drive capable of navigating the crystalline structure of four-dimensional space. In a way they made use of the natural ocurring transit corridors of the universe in order to reach the furthest of systems in mere minutes, however their expansion would not go unchallenged.

    The Elancians; a reptillian and zealously religious race declared open war on the Altinians for the "sacriligious" act of landing on their "sacred world" and attempted to exterminate them in a war of genocide. The war was long and bloody with unarmed Altin sips being forced to ram into heavily armored Elancin ships to deal damage as they lacked conventional weaponry, using autonomous robotics to attack the enemy from afar. In the end the Altinians emerged victorious with a decisive strike against the enemy homeworld and with that destroying their fleet alltogether, though they were unwilling to eradicate the Elancians. The Altin left them on their battered home world, hoping that when they returned to space they would be less hostile.

    The war saw the development and deployment of the Altins very first Hypherokus-class battlecruiser, their largest and most powerful class of warship as well as the refinement of their defensive shield technology, providing them with a much harder shell to guard against the harshness of the universe.


    Major Industries:


    Food Production

    Applied Science


    Cybernetics Technology

    Artificial Intelligence Studies

    Starship Construction & Design Improvement


    Defensive Shield Studies


    Species motto: "a sem vi erum er ekkert samanburi vi a sem vi getum ori"
    Interpretation: "What we are is nothing compared to what we can become"


    General Species disposition: Friendly but distrustful, their initial contact with life other than their own has admittably made them cautious to initiate interaction with any society.

    They never share technology with those whose culture is less stable than theirs but they interact with those whose technology is advanced enough. Peaceful, they resort to violence only when it is absolutely necessary, they can bite back quite hard when they have to, and even so they fight only to disable and not to kill.


    Achievements:

    Jupiter Brain: With the Altinians ever increasing standards for computational power and scientific progression plans were put in motion to convert the Altinians home systems native gas giant Tetriathus into the most powerful quantum super computer in recorded history the "Core Nexus". Built to run so many calculations per second that it could simulate an entire solar system within it's virtual realm the Core Nexus would be managed by twin A.I. overseers "Drius" and "Daren", the most ambitious artificial intelligence projects in recorded Altin history.

    Theoratically, upon completion the Nexus Core would allow the Altin complete in mere seconds calculations that would take years if not decades with conventional computer systems, enabling the Altinians to advance at a frightening rate, compiling and completing billions of simulations with every possible scenario factored into it the Nexus Core would become the Altinians computational masterpiece.

    Luna Colonizer: The Luna Colonizer is undoubtedly the largest colony lander project in history of Altinian colony lander construction. Big enough to be considered a small moon it is meant to ferry millions of people to their destination as well as pre-fabricate facilities and housing from massive stores of raw material so that a colony city may be estaplished within a single standard week of arriving in a new system.

    Construction began some ten standard galactic years ago and some portion of the ginormous vessels superstructure has been completed, however it is still currently undergoing construction at a top-secret orbital construction facility somewhere in Altin controlled space, estimated completion time of the vessel sits at 25-30 years, not counting the years already poured into it's construction and it is expected to enter into active service shortly after its completion.

    NT-Particle Mining Facilities: Massive facilities orbiting Tetriathus, the Altin home systems largest gas giant via contra-grav orbital stabalizers, the Altins primary source of NT-Particles, long-since finished the facilities are used to process and build hundreds of NT-Particle drives a day to meet the demands of everything from conventional vehicles to starships.

    The facility is gigantic, and upon completion of the Jupiter Brain project is expected to have its operational efficiency boosted nearly 150% on account of superior resource management and greater automation. The facilities are also heavily shielded to prevent Tetriathus from ever being overtaken by an enemy.

    Example of ship style:

    Frigate/Decima-class: 350m http://www.moddb.com/mods/stargate-e...wpoly#imagebox
    Destroyer/Quartra-class: 1050m http://www.moddb.com/mods/stargate-e...-poly#imagebox

    Cruiser/Centennia-class: 3150m http://www.moddb.com/mods/stargate-e...model#imagebox
    Battlecruiser/Hypherokus-class: 9450m http://www.moddb.com/mods/stargate-e...ready#imagebox
    Last edited by Nelle Kozera; 03-20-2011 at 12:04 PM.
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    Beware, I live! Brome Teks's Avatar
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    Default Re: Age of Rebirth update request.

    Bios, I'm sorry, but I couldn't help but notice certain uncanny similarities between our race's histories.


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    Resident Symbiont BIos_Reaper's Avatar
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    Default Re: Age of Rebirth update request.

    Oh? O.o I just sat down and wrote, not intended for them to be similar but maybe I did use words that were way too similar z.z apologies, not my intention.
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    Beware, I live! Brome Teks's Avatar
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    Default Re: Age of Rebirth update request.

    It's not that the words are similar, it's that the entire structure, story, and all the events exactly parallel my own race's.

    Blue: Rapid spread of literacy

    Green: Ideas arise and lead to the development of cities "Free of predators"

    Pink: Using extremely similar ways of saying it, ("Ideas/machines that had never been seen before"), technology advances at an explosive rate

    Orange: Writer's race stumbles across a xenophobic alien race, said alien race declares war.

    Yellow: In a single attack, both writer's races attack the alien home world and demolish their fleet, winning the war.

    Red: Both writer's races declare the exact same thing: Said alien race is not to return to space until they are more culturally evolved/less hostile.
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    Resident Symbiont BIos_Reaper's Avatar
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    Default Re: Age of Rebirth update request.

    umm that latter part was established since I built the Elancin culture, but yeah... this was a very dumb build but I cant do about changing it now unfortunately... I'll just say something else happened, maybe the whole structure kind of... sucks.
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    Beware, I live! Brome Teks's Avatar
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    Default Re: Age of Rebirth update request.

    It doesn't necessarily have to be changed (It'd actually be amusing if the alien race was one and the same), I'm just saying, it's kind of very, very close.

    However, because you've since removed the part about them thinking every other race is slow, the Zrackli will be more willing to get along with them.
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    Resident Symbiont BIos_Reaper's Avatar
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    Default Re: Age of Rebirth update request.

    Well mind you this is a modified version of the race I use outside of forum rps. The Altinians are a very young but progressive race within my own fictional universe. They're less "pacifistic" in their actual form but not a military empire. I just couldn't bring that to bear since well, I couldn't narrow down their actual two boons without loosing raughly 50% of what they are supposed to be good at and that's not saying they're god like, I hate that sort of thing, I just couldn't pick between their robotics and their energy and shield technologies. Since let's face it, I have no idea how to build an economy or a society but I am pretty good with creating technologies once someone with actual scientific knowledge helps me sift through the technobabble, all I have to go on is sci-fi after all. But yeah, the Zrackli are a race I'd be more than willing to get along with, since this version of the Altin is meant to be more understanding and curious if a bit distrustful.
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    Beware, I live! Brome Teks's Avatar
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    Default Re: Age of Rebirth update request.

    Well I'm sure once they get past their initial distrust their mutual interest in science will create a nice relationship.
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    Default Re: Age of Rebirth update request.

    Well the Altin are just distrustful since the very first life they encountered attempted to zealously exterminate them for landing on a supposed "holy world". But yeah, the Zrackli's Nubian installation would be quite a feat of engineering for the Altin to experience, just as I'm sure their own Jupiter Brain project would interest the Zrackli since the Altins advances in quantum computer technology reduce it's size but increase it's processing power. The reason for the 19 instead of 20 in advancement is mainly because they take precaution, well, more so than usual to ensure catastrophic mistakes are less likely to occur. Is it ocurr? I can never remember... I'm sorry for the clashes I've had with you in the past, I was an idiot but you weren't exactly the most understanding either but, lets put that behind us, can we?
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    ULZJBFF!! Buzzwolf's Avatar
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    Default Re: Age of Rebirth update request.

    This has already been approved by Reaper, but I'm not gonna get a chance to really post till late late this evening...I also might have a couple new characters I'm gonna have to get to Reaper as well, but I'm still on the fence about that one...
    ______

    Nation/Species sheet:

    Nation’s Name: The Orion Galactic Empire

    Core Species’ Name: Tangarians(Wolf breeds), Deitrans(Fox type breeds) and Recinarians (Fusion species, with the core type resembling a Tiger/Wolf)

    Solar systems controlled: 200
    - Core Developed Systems: 78
    - 'dead' space systems(Terraforming in process and colonys): 12
    - Drydock / Shipyard Systems: 18
    - Mining Systems: 92

    Military rating: 66

    Offence: 20 (Boon Level)
    Defense: 20 (Boon Level)
    Espionage: 6 (Some Tangarians are well versed Hackers and cyberwarfare, main focus is security to keep suits and systems from being hijacked)
    Stealth: 0 (Recinarians believe stealth is an underhanded battle tactic and have banned stealth tech)
    Resources: 20 (Some entire systems are devoted to resource aqusition)

    Industry Rating: 71

    Economy: 18
    Resources: 25 (Entire systems are devoted to resouce aqusition)
    Consumer base: 18 (Lots of planets make for lots of consumers)
    Manufacturing ability: 16 (Most of their lines are highly automated, and generally regulated by a few, required, Tangarians. Recins are rarely found in what they consider to be such a low level of work)

    Technology Rating: 70

    Computers: 14
    Medical: 11
    Energy Production: 12 (Ability to produce is high, but ability to use it all is low)
    Science: 18
    Advancement rate: 15 (Tangarians are rarely found in combat instead choosing to advance the tech of their defendors)

    Boons:
    - Armor - Made from a 'man made isotope' called Infinium(If I can think of somethn better, I'll change it out later on), it is an element that at a quarter inch thick, is able to repel a eight pound projectle going mach eight before starting to show signs of damage, with enough energy dispersal across it's surface to keep the structural supports behind the plate well intact. Each plate also has a unique properity that it is able to act as an independant 'heatsink' and will spread out energy damage done to it evenly across teh surface to reduce point of impact damage, while not nearly as effective as shields are, it makes them slightly more resistant than simple armor to energy weapons
    - Weapons - using a combination of plasma, soild state MAC's and dimensional compression, Recin weapons are some of the most physically destructive, and hardest to defend against, weapons in existance.

    Advanced:
    - Power Armor systems - Known for their heavily designed power suits, from their Tiger tank systems down to standard Marines,
    - Come out, come out, whereever you are... - Regardless of the Recins views on stealth, they know not everyone abides by such honor codes, and have prepared themselves for such
    - Natural Immunity - Recins, because of the variety of species that have been mixed into their genepool over the millenia, have all but counquered the viral problem. it takes rare and powerful doses of virals or toxins to greatly effect Recins (Tangs and Deitrans are unchanged by this)

    Normal: (Anything not mentioned above or below)

    Poor:
    - Shield Tech - Because of their focus on something solid, something that wouldn't simply vanish and leavy you 'naked' on the feild, Armor tech far exceeds Shield designs. shields have been limited to form gauntlets(malleable energy shieds that change shape and purpose according to the users wishes, I.E., different blade shapes, and certain effective sheild shapes) and are a piece of tech that only the spec ops seem to get any use out of, if that. Most soldiers of the Orions prefer ARC blades to a 'malliable shield'
    - Energy storage - Given the nature of the weapons and drive systems of Orion ships, there are massive power requirements. even though they are pulling energy from a quantuum anamoly contained in the heart of the ship, the raw power coming from it is enough to overload most systems in a blink. a series of buffers and capacitors and transformers must be place between to keep it from frying the ships systems, and have a series of massive batteries that are continously charged and recharged.
    - Trinity Government system - The trinity system keeps the Recins in check from declaring war on the rest of the universe and help to balance the economy among more than just military production, but at the same time, it greatly slows decisions down that aren't immediate threat to survival.

    Weakness:
    - No Stealth - Recins believe stealth to be underhanded when fighting in a war, and have all but officially banned it from Orion equiptment
    - Size Matters - Recins are generally very large creatures, and have a thing about using large heavily damaging weapons on top of it. squads made up purly of Recins often must call in favors in order to complete tight quarters mission. Deitrans are becomming more common in small advanced squads, but have yet to be deployed wide scale to the general squads.
    - Multi-Drive systems - multiple drives are required for various levels of Dimensional Folding(In place of things such as warp 1, 2 etc), smaller ships have up to four drive systems while larger ships have up to nine drive levels. Capital Ships have twelve.

    Years sense the discovery of FTL: 1442

    Type of FTL used: Dimensional Corridors / folding space

    Nations Dossier/History: a long an bloody history litters the past of these three species. little is recorded prior to their golden age in their history. what is left speaks speaks of an origin lost to the stars, that the remains were taken by the god of the moon, to be hidden away until the 'overseers' deemed them ready to embrace their history. to this day, that 'history' has remained lost to them somewhere buried deep in the surface of their sacred moon.

    During their dark ages, their first recorded histories speak of generation wars between the three domiant species of the small planet, mass saughters in pointless wars over anything and everything, nothing was considered 'too small' to start a war.The Recinarians quickly became know as the 'Huns' of the species, ruthless and utterly powerhungry, they relied soly on their numbers and their brute strength to get what they wanted. they were known to wipe entire towns and villages from the map in a matter of a couple hours because teh barkeep looked at one of them the wrong way, their rule based on who was the smartest fighter. a simple system that lasted them generation after generation. they controled their territories through fear and brute strength alone, taking what was needed, and making the rest themselves.

    The others two races on the other hand were almost doscile in comparrison. The Tangarians, an almost purely neutral species that was based solely on their ideas and advancements, their 'technologies' consist of basic advancements, aquaducts, primitive comm systems, advancements in weaponry, buildings and society. Romans if you will, but without the want for war. they had no desire for war, they have had the ability to produce whatever they required for as long as their storys have been passed down. they have made numerous attempts to bring the 'savage' Recins', as they call them, to their level, to teach them their ways to give them no reason to fight. they never had any such luck. the Recins warrior blood drives them to the fight.

    The final species on the planet, is the Deitrans, a very reclusive species. mainly keeping to themselves, they proved themselves to be quite a match for the Recins, more than a few wars have been marked as stalemates, and passed off as flukes in the Recin history tales, saying that 'they had the help of the Tangs' as a way to justify not winning. The Deitrans specialize in gurellia warfare, and self defense, the will protect what they have to their last breath, but they see no need to take what they can make for themselves, and as a result, their empire remained a near constant size for more than a few generations. They were also ruled in an empire system, the ruling class was said to have crossed species with dragons of ancient lore, giving the royal line dragons horns with the ocassional scales and an unnatural strength that most Deitrans lack for their size. the leader is most often female

    It wasn't untl the twelth era that a fragile peace came about. The Deitran empire formed an alliance with with the Tangarian people, combining the skills of the Deitrans with the 'technology' of the Tangarians for one final 'showdown' between the races, knowing full well, even with the power of the two races, they'd never be able to 'destroy' the Recinarians, nor would it have been in their best interest. if necessary, the Recins would scatter to the winds and regroup to come back with a vengence. A series of short wars were fought before both sides came to a 'reasonable' agreement. creating the first Multispecies empire that over the next two hundred years expanded to encompass the planet.

    A System known as 'The Royal Trinity' came into power. a system that held the three leaders of three species as the controling power of the planet. The Recin became the chosen to have the high rule, in order to sooth their power hungry desires, though the word of the other two still hold power over the Recin, should they see his 'designs' not to be in their best interest. Technological advancements came in leaps and bounds from there, to the point where they were making their first Moon flight a mere few hundred years after their rise to planetary power. their first flight was aimed at a particular region. where what they found later to be the remains of an ancient ship were crashed. the ancient drive system, previously inactive for milenia, came online at the recognition of the decendants of an ancient race. the drives tore a 'hole' between the moon and the third planet on the system. a dimensional gateway as they found out later. they took on the symbol they found on the outter hull as what would become the new empire. The Orion Galatic Empire. the tech was given to the Tangarians for study implementation into their own technologies. with FTL capible ships now in play, the empire quickly expanded toward the stars. Their ship and ground forces began to reflect the views of the species, Recin power suits rivaling that of tanks, while Deitran suits were more agility and hand to hand based. the Tangarians choose to remain on the ship at all possible times. their belief of 'be ready for whatever is out there' became their prime directive when they found themselves far from being alone in the universe

    Major Industries: Primaryly military based, so they produce most of what they need on their own, though ship and military gear is among their top

    Species motto:
    Recinarian - "War weeds the weak from the Destiny of the strong"
    Deitran - "Why would you ask others to do that, which you yourself are not willing to do?"
    Tangarian - "Progress can only be made, after we've pushed aside the differences of our pasts to make way for the future"

    General Species disposition: Recins are very warlike and generally quick to judge because of old instincts that forced them into snap decisions. their continued training has simply reforced their instincts. Tangarians are highly neutral and avoid fights at all possible costs, they are the weapon and armament suppliers of the entire Orion Empire. Deitrans are a very Noble race, very level headed and able to examine situations from multiple angles to come up with the best possible solution, not only for themselves, but for everyone involved. they will rarely start an open conflict if they can help it and are the best choice of the ambassadors when looking to start relations with the Orions.

    Achievements:

    - The Trinity Capital Ships - pride of the entire Orion Empire. Three Monolithic Ships, each representing the three divisioins of the Trinity. each ship is, in it's own right, capable of waging an entire galactic war all on it's own, even though one has never been used in true warfare. the ships represent the ability of power, but with the sense to use it only as needed. each ship is capabile of holding troops numbering into the billions is it were so required, but each is instead used to support an entire civilization of it's own.

    - Baylax 6 - Second only to the trinity capital ships, Balax 6 is a city world that has all but become just that, a solid mass of city. Balax was one of the first planets populated at the start of the 'warp era', and has conotinually grown throughout the years, becoming a galactic hub for anything and everything that happens to pass through it's quardant of space. The planets size has reached teh equilivant of Jupiter in Diameter, though because of it's spaces and caverns that make up all the shops, business', walkways and airlanes, it's gravity remains similar to that of the Orion Hoimeworld.
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  27. Top - #27
    Beware, I live! Brome Teks's Avatar
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    Default Re: Age of Rebirth update request.

    Yes, I agree, let's put the past behind us.
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  28. Top - #28
    Member VisionOfInsanity's Avatar
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    Default Re: Age of Rebirth update request.

    Nation/Species sheet:

    Nations Name: Arkalia

    Core Species Name: Arkalians

    Core Species Description: Arkalian genes have highly mutagenic properties, to the point of drastically changing their DNA every generation. Arkalians seem to have a mild subconscious control of these mutations in what the form of their offspring will take. About 50 % of Arkalians are black furred squirrels that stand around 5 1 to 5 9. 40% take on the appearance of other races encountered. 10% are known as High Arkalians, having a base form similar to a race, but differ in some way. These can result in extra limbs, poisonous spines, bioluminescence, etc. ,something that is normally not found on the base creature. Arkalians tend to have black fur/scales/skin, or darker coloring.

    This Mutagenic property also makes the Arkalians natural life span very short, approximately 30 years. However, Arkalians have developed a serum that stabilizes them and allows them to live approximately two to three hundred years. This serum must be taken every week. Death occurs approximately a week after a missed treatment if Arkalian is over 30. Arkalians though, are also highly resistant to non-Arkalian diseases and poisons, and also radiation in general.

    Arkalians seem to be able to cross breed with almost any race they have encountered, even if their appearances are different. Children look either like one or the other parent, but dont have the mutagenic genes, and are not considered Arkalian.

    Solar systems controlled: 72 (Arkalians have very specific requirements for solar systems that they colonize, usually planets that have chemical substances or radioactive properties that power the Arkalians biological technology. This means that their solar systems are very scattered.)

    Military rating: 73

    Offence: 20 (Explained in Boon)
    Defense: 5 (Explained in Weakness)
    Espionage: 16 (Arkalians insert agents into other races population. These agents look like the race, and have been modified to also genetically resemble the others. Such agents tend to have darker coloring, and have anger management issues, though they are better at controlling their anger than other Arkalians)
    Stealth: 12 (Individual Arkalians usually prefer to solve their problems with brute force rather than stealth. Arkalian ships can enter a hibernation state, which reduces their energy outputs to almost nothing, making their ships seem like asteroids. Thus, they tend to populate their controlled solar systems with asteroids)
    Resources: 20 (Arkalians are very military minded, and to compensate for their lack of defense, they make a TON of ships)

    Industry Rating: 52

    Economy: 12 (Do to their tendency to stockpile, they import a lot more than export. Arkalians also are excellent recyclers though. They buy the trash that the other races produce and through a variety of chemical processes, extract pure substances from it, keeping what they need and selling what they dont. Arkalians also sell rights to produce material that they develop, usually for a percent of the profits, as they know perfectly well their manufacturing deficiencies. Arkalians also produce a large amount of food to sell)
    Resources: 22 (Arkalians tend to stockpile resources, as their manufacturing time is slow)
    Consumer base: 10 (Has a below average consumer size due to wars)
    Manufacturing ability: 8 (Most of their technology has to be grown so it takes a while to grow things, and they dont have as many planets to manufacture from)

    Technology Rating: 69

    Computers: 16 (Neural interfacing for controlling ships/equipment, and Biological AIs)
    Medical: 20 (Explained in Boon)
    Energy Production: 17 (Their ships and biotech are constantly eating away at energy, and their increased size means more energy needed)
    Science: 18(Advanced Biological and Chemical knowledge, lacking a bit in math and physics)
    Advancement rate: 6 (Technology needs to be grown first before it can even be tested)

    Boons:

    Offence- The best defense is a good offence- Arkalians almost exclusively use chemical and biological weapons. Their offensive power comes from a combination of extensive research into thwarting the defenses of any race they encounter, their weapons adaptive ability to form specialized ammunition to destroy a specific target, and their ruthless attitude toward disposing of enemies. Weapons generally tend to dissolve a specific material, or change it to an extremely brittle substance.

    Medicine- That which doesnt kill you makes you stronger- Compared to the rapidly mutating diseases on their worlds, Arkalians find the relatively static diseases of other races laughably easy to treat. Their medicinal practices are generally thought of as barbaric to many at first, focusing on pastes, tinctures, and occasionally leeches if the patient particularly irks the physician, but few will detest to the treatments effectiveness. Treatments mainly focus on boosting the patients immune system to fight off the disease/poison naturally as well as cellular regeneration and some limited DNA manipulation. Arkalians only teach a very few outside their ranks their medical art, as even tiny errors in preparation can turn a helpful medicine into a deadly poison.

    *Medical Facilities- The Arkalians have medical facilities scattered across the galaxy, on any planet that would accept them. However, even with their advanced medicine and fairly easy access to Arkalian facilities, theyre not as flooded as people might think. Arkalian medical facilities are run a lot like prisons. The physicians sole purpose is to heal you and refuse to let patients out until the physician deems you healed. They will even go to the lengths of breaking a patients leg or mildly poisoning the patients if they cause too much trouble. Such injuries received in the facility are healed free of charge. Thus, people admitted to the facilities have to sign special waivers to prevent them from suing. On the plus side, when they get out, theyre more or less at full health. The medical facilities have a variable payment system, and the cost of their services are based off what the clients ability to pay is, and what they can pay with, as well as how the injury was received. Injuries received doing things that an Arkalian admires would cost less, and on the other side, they also have a special being stupid tax. This payment system allows patients on all financial levels to be treated.

    *Taboos- There are a number of taboos that Arkalians have regarding their medicinal practices. There are a number of rumors that Arkalians have developed cures for a variety of different diseases that could get rid of them altogether. Arkalians have neither confirmed nor denied the rumor, instead saying that if they did have them, they would not distribute them due to the fact that diseases were trials your body must overcome. Their medical expertise combined with their offensive power also make Arkalians prime biological weapon manufacturers. Arkalians only widely sell nonlethal biological weapons, and while lethal ones are researched, they are mainly researched for possible defenses against them, and would only be used in the most dire of situations. Last, body and DNA modifications beyond the healing of injuries and genetic defects are highly taboo. While Arkalians are tolerable in other races doing these things, there are severe consequences that Arkalians inflict on their own if they do it, which means Arkalians willing to break these taboos are very rare and very expensive.

    Advanced:

    Terraforming- Arkalians use their Bratar ships to terraform planets. They terraform naturally using plants that generate an atmosphere, then form the land, then populate it with plants and animals. An Arkalian therefore planet has an extremely stable exosystem, and in an ongoing test, has lasted for centuries. Arkalians can terraform planets to almost any specifications. They are also willing to terraform planets for other races for a rather unusual price. A certain percentage, different with each planet, is to be maintained as a nature preserve. Also, a Bratar ship must be allowed to maintain close proximity of the therefore planet, usually a nearby planet, and must be kept fed by whoever ordered the planet.

    Chemistry- Arkalians have an above average grasp of chemistry. They understand how things work on the molecular and atomic level, and how they combine. This means they are constantly developing new materials and formulas. They usually dont extensively research these materials unless they are promising for use by Arkalians, instead shipping the materials to other nations for extensive research.

    Neural Interfacing- Arkalians have extensively researched the brains neural pathways, as well as the bodys neural network. Theyve developed a plant suit that can read the electrical impulses in the body and move accordingly. Theyve also developed a Neural Node which induces REM sleep in a number of people, and then puts them in a shared lucid dream, kind of like Virtual Reality. It also allows for greater control over their ships, allowing for reduced required crew size.

    Normal: (Anything not mentioned above or below)

    Poor:

    Size- Arkalians organic technology tends to be big and bulky. Ships tend to run at about twice the size of other races counter parts, and have less space inside. Their personal weapons tend to be designed to fit over the entire arm to distribute the weight.

    Fire Rate- The trade-off for their offensive capabilities is the fire rate, which is slower than normal. The chemical composition of the ammunition being fired are mixed as they are needed.

    FTL/Intersystem communications- Arkalian ships cant stand the rigors of wormhole travel very well. They must stop after a certain amount of distance dependant on the ship to let it recuperate. Travel takes about twice as long. Communication pods are also limited by this. If they truly need a message or transportation which is time sensitive, theyll call in deabts from other races ships.

    Weakness:

    Defense- Due to their beliefs, Arkalians arent afraid of death, and in the moment of battle, to enemies, they can seem almost suicidal. Thus they dont have very good defenses. Armor is a plant material that is laced with high density metals then hardened. They have no shield technology at all. The one redeeming quality of their armor is that it heals by itself with power, materials, and time. Thus Arkalians will occasionally use guerilly warfare tactics.

    Diplomacy- Arkalians are absolutely horrible at diplomacy, mainly due to their attitudes. They have very forceful personalities and are prone to angry outbursts. They have a somewhat bad reputation as warmongers, having been involved in several wars. As such, their diplomatic relationships are extremely strained.

    Years since the discovery of FTL: 893

    Type of FTL used: Wormholes

    Nations Dossier/History:

    The Arkalian home world was originally one massive swamp. The entire planet was saturated with highly mutagenic genes. Every plant and animal was caught in a fast-paced cycle of evolution to survive, changing almost every generation. Arkalian organisms have a large variety of the most dangerous creatures in existence, all out to kill each other in plenty of creative ways.

    The Arklaians developed in this brutal world, learning to be brutal themselves to survive. They learned quickly that an individuals survival rate increased dramatically when fighting in a group. They clumped into groups as a means to survive, but that also made them bigger targets. They next discovered fire, which became their saving grace. Fire was a dangerous unknown to the creatures of the swamp world and caused most of the dangerous critters to leave them alone.

    With, if not quite safety, but less danger, the Arkalians began learning about the world around them. Metal used for building, things like iron and copper, was a rarity on the swamp world, so instead they turned to how different substances reacted with different things. They learned that they could shape how a plant grew using various chemical mixtures, and soon developed shelters. A typical Arkalian village would be a giant dome with a small opening for protection, and smaller domes for homes. The inside of the dome would be coated in phosphorescent fungus for light.

    They shifted their focus over to biology, studying the creatures around them as well as themselves. Medical shamans took a rising importance during this time, to heal the warriors when they came back. They learned how to better kill the things that could kill them, and how to incapacitate them. The combination of this influx of knowledge and their barely thirty year life span gave birth to the invention of writing. Their writing it pictographic in nature.

    They learned how to smith what little metal they had, using intense chemical fires. Metal weapons were highly prized for their hardness. Arkalians main weapon though was the poisons they smeared on their weapons. When they needed to expand, theyd grow a new dome and connect it to the old one, bubbling across the swamp. Arkalians learned that certain substances helped extend their lifetimes by decades, resulting in a population boom.

    Arkalians are rather unusual as they never invented the steam engine. Instead, they came to rely on the energy produced from chemical reactions. This energy could be stored in small plant balls, usually glowing a bright blue color when charged. They focused all their energy into chemistry and biology at this point, developing a great understanding of them, but stagnating all other fields of research for a long time.

    After several generations, Arkalians branched off into physics, their progress in that are was much slower. They developed the concept of nuclear energy around the time they developed the advanced neural interfacing that the Bratar ship entities are based off of. By the time they produced their first FTL ship, the Mother Lands Bratar network (see Achievements) was very well developed.

    Theyd only colonized about a dozen solar systems when they encountered a different race. The encounter itself was highly peaceful, and they both returned to their worlds with high hopes. What the Arkalians didnt realize was that the natural diseases that they carried, were incredibly virulent and aggressive to other species. The other species they had encountered, called the Salassians, were facing an epidemic on their worlds. The Arkalians helped the Salassians cure the disease, but ever since then, their relations with them have been uneasy, as the false rumors had went around the Salassians that the Arkalians had deliberately infected the Salassians as some sort of biological experiment.

    The Arkalians spread out more, encountering other races, after making sure that their diseases wouldnt spread to the other races as well. Initial contacts tended to go fairly well, but after a while, the Arkalians angry personality began showing, and relations with other nations became strained. It didnt help their cause when the Arkalians went into a series of mini-wars on those who did not hold up their end of the terraforming bargain(see Advanced: Terraforming). The Arkalians seized the planets in question but didnt do much beyond that, only seizing the planet, and making sure the established conditions were met. A few others started up when some races thought that organic technology was inferior and thus the Arkalians would be easily conquered. The Arkalians proved quite forcefully that their technology could still kick their ass. Between the mini-wars and their natural angry dispositions, Arkalians got a bit of a reputation as war-mongers, but it was the Arkalian-Salassian War that established a much deeper reputation as insane war-mongers.

    Arkalians have always stressed that their Bratar ships were off-limits to war time attacks due to their religious significance, but how significant they were was stressed when one of them was destroyed, along with the ships guarding it in a surprise attack. At first nothing happened, at least on the surface. Arkalians reached out to their information sources, furiously pumping them for answers. Once they discovered the identity and location of the major players involved in the attack, and discovering it was the Salassians, they prepared for war like no nation had.

    Communications between Arkalians and the other races halted, and almost every single able-bodied Arkalian disappeared to the worlds that the Arkalians lived on, even those that had been spies in the other nations. Then reports streamed into the other races that almost every Arkalian military ship was converging on Salassian space. The battle lasted only two years, but it was incredibly vicious and incredibly bloody.

    The first Arkalian attacks caught the Salassians by surprise, not because they werent expecting it, but rather the sheer numbers the Arkalians had, as well as the tactics they employed. These tactics involved swarming the enemy, weapons blazing. When an Arkalian managed to get close to the enemy ships, it would self-destruct, ripping through enemy and ally ships alike. These kamikaze runs severely demoralized the Salassians, causing them to turn tail and run. The Arkalians secured the planetary orbits as rest stops for their FTL drives and staging points. They had two particular targets in mind.

    The first target was the planet called Melana. Melana was the staging point for the Selassian attack on the Bratar ship that was destroyed. The planet is home to one military base that was constructed for the sole purpose of researching the Arkalians. The space battle was the bloodiest one of the war. Wave after wave of Arkalian ships were destroyed by the Salassians, but slowly the Arkalians eventually battered them into submission. The base was given the opportunity to surrender but they refused. Instead they erected a force shield. For three months, the Arkalians bombarded the military base from orbit with their weapons with no effect, beating off enemy attacks to retake the orbit. That was when the Bratar ship arrived.

    This was a great surprise to both the Salassians and the Arkalians. Not only was it a Bratar ship on a battlefield, but it was one that had already therefore a planet, and there was no recorded incidence of a Bratar ship leaving the solar system of a planet it had therefore. Plus, there was the fact that Bratar ships werent even equipped with FTL drives, so how did it get there? Apparently, the news about the stalemate against the planet had reached the Bratar ship. The entity that controlled it, named Gratar, decided to take it upon itself to help. Using the knowledge of the minds it held, it grew itself a wormhole generator, and studied the information that had been received from the ships in battle. It then engaged the wormhole when it had grown, hopping across toward the planet with the few helpless Arkalian researchers that had been left in it in tow.

    Upon establishing an orbit over the world, it released two massive bursts of gas over the base. The Salassians apparently hadnt thought to include blocking harmful gases in their shield system. One of the gases was a compound that when it came in contact with the metal Salassians used the most, it would slowly dissolve it. The second gas did pretty much the same thing, except that it reacted with biological matter. Within six hours, the military was a large puddle of goop on the planets surface.

    The second target was on the planet of Terras, the governmental center of the Salassian empire. The target was the president, the one who had ordered the attack on the Bratar ship. A few Arkalian ships entered the space, just within communication range. They messaged the planet directly, saying that this war would stop if the president surrendered himself for judgement on the destruction of the Bratar ship. The president refused to surrender, and then proceeded to rave at the Arkalians, but the Arkalians cut the communications right after his refusal. Shortly afterword, the rest of the Arkalian fleet arrive, massively dwarfing the ships guarding the planet by sheer numbers.

    It only took a couple of salvos to completely decimate the Salassian ships. The Arkalian ships surrounded Terras, so many that the sunlight was almost completely blocked. They sent another message through the Salassian government network. It basically said, they had three hours to turn over the president, or they would reduce the entire surface of the planet, as well as all those on it to protoplasm. This had been the first threat that the Arkalians had made regarding civilians. In the second hour, a small ship was sent up to the Arkalians, empty except for one terrified, bound and gagged president. The Arkalians took the president and all the Arkalian ships in Salassian space left. Arkalians are very eager to avoid answering whether they would have followed up on the threat or not. The Salassian president though, was never seen again. When asked what happened to him, an Arkalian would smile, and a typical response went like, If I told you, only death would cure your night terrors.

    Approximately twenty percent of Arkalian military forces died during the war, ten Arkalians for every Salassian. Such a devastating loss to their population caused them all to work harder to keep up the appearance that they were strong. Their population has almost recovered by now.

    Major Industries:

    Recycling- Arkalians will take almost any form of trash and garbage, and extract what they need through chemical reactions. They tend to sell any metals they extract. Theyll even take radioactive waste, and will scrub irradiated areas clean, though it takes a while.

    Medical Personnel- While they only teach their medicine to a select few, Arkalians are extremely willing to loan medical personnel. Typically, a contract will last a year, where the Arkalian will serve as directed. The person the Arkalian is contracted to must provide decent room and board, pay for the costs of the medicine used in service, as well as provide a small monthly or weekly allowance.

    Material Concepts- Arkalians advanced concepts of chemistry means theyre almost constantly producing new materials. Their manufacturing ability is limited though, and unless the material has direct usage capabilities to Arkalians, theyll usually ship a sample to another race for extensive testing and will let others produce it, with Arkalians getting royalties.

    Species motto:

    I live to die, I die to live, I live to honor the dead, and I die to serve the living.

    A more humorous one is, I dont have anger management issues. I just prefer to solve my problems with violence.

    General Species Disposition:

    Arkalians are very easily angered, and their preferable means of solving their anger issues is through violence. Probably a great percentage of brawls involve one or more Arkalians. While still maintaining individuality, Arkalians think on a group level more than individual. A threat to ones family is considered greater than a threat to oneself, and a threat to ones organization even more so. Arkalians will always side with another Arkalian or a member he is associated with unless given irrevocable proof that that person is in the wrong. They also are an incredibly stubborn race, dedicated to getting something done.

    Religion:

    Arkalians are rather odd as only an incredibly small percent of them dont conform with the Arkalians religion. Arkalians dont believe in a god, but rather take a more shamanistic approach. A person lives to develop ones spirit, and upon death, the release of said spirit, the spirit will guide its descendants. Typical Arkalian prayers are to great ancestors in their past, and are for wisdom and guidance in ones own life. Ones achievements in life reflect on ones ancestors, honoring them by doing good deeds, and dishonoring them by doing poorly, reflecting on ones ancestors capabilities as a teacher, and your own as their student. Arkalians tend to have a small shrine toward their ancestors wherever they go, upon which they place items that represent ones achievements in their quest to develop their spirit for when they eventually die. This means that Arkalians arent afraid to die, especially for a cause, though theyre not necessarily eager to die.

    Arkalians also believe in other spirits, that each living organism has one. Planets that bear life also possess spirits. A planets duty was to provide a testing ground for the sentient spirits developing on it, and the spirits of plants and animals were the planets children. Hunting is a religious experience, trying to take down the most dangerous creature with primitive weapons (from spears to small caliber projectile weapons). Surviving grievous injuries and deadly diseases are also considered an enlightening experience. Arkalians will often keep the scars received as tokens of their achievements. When an Arkalian feels that his spirit has fully developed, he or she may opt to be absorbed into a Bratar ship.

    Achievements:

    Bratar Ships (nicknamed Graveyard Ships)

    Bratar ships are also known aptly as Graveyard ships. Bratar ships first are absolutely enormous. Ten times the size of Arkalian super-dreadnoughts at least, Bratar ships are one of the largest ships out there. They are constantly growing, so older ones are larger than newer ones. Bratar ships get the name from the Arkalians unique way of achieving a biological AI/supercomputer. The brains of deceased Arkalians are preserved and linked via a neural network. While the spirit of the person has departed, an imprint of it is believed to be left in the brain. Using electrical impulses, and following the brains neural pathways, memories can be retrieved and the persons thought pattern can be determined. These brains memories and thought patterns are then merged into a single ship entity. This entity is considered a link to their ancestors spirits. This ship entity has several organic nodes throughout the ship. They release a mildly hallucinogenic gas, which makes you see the node as someone you are comfortable with, that makes you feel at ease. These ship entities are named after the planet they tend, for reasons given later. The entities are usually asked for advice, rather than given specific problems to solve, and are also talked to on a more personal level. The nodes are capable of talking, and can speak the language of any creature to the degree that a brain that is linked knows. The highest honor Arkalians can bestow on a member of an outside race is the chance to be merged with a Bratar ship. These offers are extraordinarily rare, and those who accept are even rarer.

    Bratar ships also house the majority of the Arkalian scientific researchers. They can house incredibly large numbers of Arkalians and their labs. However, the other feature that Bratar ships are notable for their great terraforming capabilities. A Bratar ship can terraform a planet from a barren wasteland to a perfectly balanced ecological system, including plants and animals, given three weeks. Perfectly might not be correct, but an experimentally therefore planets ecosystem has lasted centuries and is still running smoothly. A Bratar ship takes approximately twenty years to grow though and requires many minds to start out with, so there are usually three or so ships kept in reserve, and three in various stages of production. A Bratar ship orbits every planet that has been therefore by the Arkalians, and the Arkalians believe that a Bratar ship represents a planets spirit, which is why the entity on board is named after it. Bratar ships do not have any sort of conventional weapons or hyper drive capabilities, and their only hyperspace trip will be made to the planet they will terraform, with ten super-dreadnoughts wormhole generators working in tandem to get them all there.

    Threatening a Bratar ship where an Arkalian can hear can result in unfortunate consequences, such as serious injuries or death. Actually destroying a Bratar ship will send the entire race into a religious fervor to destroy those responsible. There has only been one incident in which a Bratar ship has been destroyed, and no one is eager to repeat that experience. That incident is also the only instance where a Bratar ships terraforming capabilities have been used as a weapon(see history).

    The Mother Land(nicknamed The Graveyard World) Location is a National Secret

    The Mother Land is the Arkalians home world. The location of it is secret even to most Arkalians. The only Arkalians who know are those who plot the FTL wormholes, and only extremely stalwart. An Arkalian who knows the location of the Arkalian home world would rather commit suicide than chance at anyone else getting their hands on the location. The reason why its location is a secret though, that they are perfectly willing to explain. The Mother Land is essentially the oldest and largest Bratar Ship that the Arkalians have. Its not so much a ship as an entire planet that has been completely covered in this neural network, housing nigh countless numbers of brains. While every planets spirit is supposed to be equal, Arkalians cant help but put their home worlds spirit on an ever so slight pedestal. They dont want to rist an enemy discovering its location and destroying it.

    Miscellania:

    Debt- Arkalians dont have a definite monetary system when dealing with each other, though they do have some for trade with other races. Arkalians usually work off of a trade things by value, or a complicated debt system they have developed. A service or material may be provided to someone for a future unspecified service or material in the future. Such service or material can be anything, though the person in debt has a right to refuse to do or provide the specific service or material, though a good reason must be provided. Moral conflicts, conflict in repayment of a greater debt, or why it is physically impossible for the person to do it are all reasonable excuses.

    To keep track of these, every Arkalian has a debt book in which they record all the debts that they owe and all that they are owed. To lose ones debt book is an incredibly dishonorable event. In such an event, all debts that are owed to the one who lost the book are absolved, even if the book is later recovered. The Arkalian who lost his book still owes all his debts to other people, and must rely on their books to tell them who he owes. Causing someone to lose their debt book or writing a falsehood into a debt book are highly punishable actions. Arkalians have a personal debt book which they keep on them at all times, as well as one stored in a safe place for inheritance.

    Debt is inherited upon the owners death, by his children, both debt owed and debt owed to them. This inherited debt is passed only to Arkalian children though. Non-Arkalian children dont inherit debt automatically. A Non-Arkalian can be brought into this debt system, and will often be presented a debt book by the arkalian who they owe or who owes them. A Non-Arkalian choosing to assume the debt of his parent is considered a very honorable action, especially if that parent owed a lot of people.

    Things not to say when an Arkalian is near

    Ask to look through their debt book- Debt is a private matter and will definitely start a verbal torrent.
    Doubt an Arkalians achievements- Arkalians rarely lie about their achievements, as it would insult their ancestors. Verbal abuse.
    Insult an Arkalians achievements- Minor physical abuse, bruises and the like.
    Insult an Arkalians ancestors/lineage- Medium physical abuse, broken bones, etc.
    Threaten a Bratar ship/Mother Land- An extremely conservative Arkalian will leave you with severe wounds, multiple broken bones, damaged organs, internal bleeding. If the Arkalian isnt extremely conservative, he will do his best to kill you. Either way, Arkalians will refuse to deal in any way with such a person, except in the case of owing debt to the person.
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    Great minds do not think alike, but rather choose their own paths to scientific enlightenment.

     

  29. Top - #29
    Junior Member CountdownToOctopus's Avatar
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    Default Re: Age of Rebirth update request.

    Nation/Species sheet:

    Nation’s Name: Lorble Alliance

    Core Species’ Name: Dodecapi

    Solar systems controlled: 1,250

    Military rating: 59

    Offence: 3
    Defense: 17
    Espionage: 2
    Stealth: 17
    Resources: 20

    Industry Rating: 89

    Economy: 20
    Resources: 23
    Consumer base: 19
    Manufacturing ability: 25

    Technology Rating: 91

    Computers: 19 (science boon requires good computers)
    Medical: 16 (Bio-Technology advancements improved medical capabilities)
    Energy Production: 16
    Science: 20
    Advancement rate: 20

    Boons:
    SCIENCE: Naturally inquisitive to their surroundings and frequently experiment with blatant disregard for their own safety.
    Industry: Nanite and bio-tech replicators which grant them huge industrial power

    Advanced:
    Engineering (Strong ship structure thanks to SCIENCE)
    Speed (Years of research)
    Stealth (Years of research)
    Defense (Regenerative, hard carapace Armor)

    Normal: (Anything not mentioned above or below)

    Poor: Lab Safety, scientists being devoured is a regular occurrence
    Amphibious, need life support in dry environments
    Star Fighter Combat, poor weaponry
    Terraforming, require water on planets to inhabit

    Weakness:
    Offense: (weapons are are used only to destroy oncoming attacks before they hit, otherwise attacks are made by warping in behind the enemy, charging, attaching the ship to the enemy's and crushing it with tentacles... it's very dramatic and only possible because of the unmatched speed and maneuverability of the ships)

    Espionage: (they make terrible spies, after meeting with a very stupid race of bipedal, sentient (?), mammals they think that sunglasses and fake mustaches should fool everyone.)

    Years sense the discovery of FTL: 800

    Type of FTL used: Wormhole from the Quantum Foam

    Nations Dossier/History:

    Around 5,400 years ago the Dodecapi crawled out of the cruel, unforgiving freshwater ocean of their home planet. They evolved from amorphous scavengers to a slightly more organized amphibious society; eventually developing trading and then towns. During this period they developed a way to communicate using a form of sign language with the 8 tentacles on their head bending in different points at different angles, however, the name for this language has no written or phonetic value.

    Fueled by the need to record things, the Dodecapi sought to create a written language for the benefit of the people (many disputes had grown out of supposed debt that people may or may not have owed, things grew violent). So they gathered the people and debated on what the written language would be, how it would be written, what would mean what, when the solution was staring them in the face, literally. They eventually decided to use their sign language as a written language, using the shapes that they made their tentacles into as written words.

    As the people developed further they learned how to preserve food and carry water so they could travel longer distances and set up villages inland instead of relying only on the coast for food and water. They were able to explore the rest of the world, and of course with this mass of new things becoming available to them, they developed a curiosity that would help them increase their advancement. With a constant need to know more, they began to spread out faster, and faster, and faster; discovering new animals, resources, and devising new technologies to get though the many geographical barriers that they encountered on their travels.

    After they had explored the entire planet they settled down into the villages, but the curiosity remained there. The Dodecapi didn’t just want to know what everything looked like on the outside. They wanted to know what it looked like on the inside and why it looked like that, this led to the Golden Age of Science for them. In this age they learned how to use the resources around them to build things bigger and better. Due to their insatiable curiosity they had no time for war, so technological advancement occurred at an exponential rate.

    From their time in the ocean, they learned that bigger is better, so the development of enormous cities was only natural. When they realized that they were running out of land to expand their cities, they moved back into the vast freshwater ocean they had crawled out of 3,000 years before. They built large underwater cities to accommodate the quickly expanding population.

    The Dodecapi then began their attempt to get into space. They encountered a fairly heavy roadblock as none of the naturally occurring metals could withstand the heat of exiting and/or reentering the atmosphere of the planet without melting or exploding. This happened several times as good science requires repetition.

    As the years passed in the underwater cities a substance began to grow on the outside of the buildings. The substance was highly resistant to heat as they had built structures on top of volcanic vents to utilize geothermal energy. It was nearly impenetrable on the outside, and next to impossible to remove from the inside.

    This brought an idea to a young, budding dodecapus scientist. What if they grew this substance on a spaceship to see if it could make it through the atmosphere? So the Dodecapi put a spaceship into the ocean and waited several years for the substance to grow thick enough of the ship. When the ship was brought out of the water to launch, the substance hardened. Out of the water, it was the strongest material they had ever seen, and virtually heat-proof, perfect for going into space.

    So the Dodecapi took their first steps into space. At first they thought it was pretty, but otherwise rather boring, until they visited some of the other planets in their solar system, but hen they realized that their ships had a major design flaw. They could not land on land. The ships were only able to make water landings. So the Dodecapi endeavored to fix this problem promptly and return to space exploration

    Through years of simulations and testing, they developed a way to slow the ship down slow enough so it wouldn’t rip itself apart and fast enough that it wouldn’t simply crash into the planet. And so they had a way to land on other planets, and during this period of testing, they also developed ways to make the ships move faster, stop faster, change direction faster, and they also added on weaponry to destroy anything that might harm the ship.

    So they put the ship into the ocean to grow the substance on the exterior of the ship. However, the scientists did not want to wait years for the substance to grow, so they endeavored to find a way to catalyze the growth. It did not take them long to discover a way to grow the substance in a matter weeks instead of 3 years as it took before.

    Afterwards, the Dodecapi made first contact into the worlds around them, they were not sure how to greet them at first and they decided to use disguises. Since all of the Dodecapi looked relatively the same, they were able to tell each other apart by scent glands on their face and eye color. So the disguises included tinted eye covering and a strip of moss covering their scent glands. And they seemed to worked, the alien creatures had no idea who they were, although these creatures seemed to hardly know anything and were quickly colonized by the Dodecapi.

    Over the next 800 years they went around colonizing every planet within their reach, staking their claim in approximately 50 planets that they could get to in less than a month. However, due to the need for supplies on the colonies, faster travel was needed. The people looked into many forms of FTL travel, but the best method seemed to be through wormholes. So they stuck with that.

    In the years following, they colonized 1,000 more worlds, creating peaceful relations with the systems surrounding theirs.

    Major Industries: Bio-Technology, Ship Growing

    Species motto: If you can think of it, you can make it.

    General Species disposition: Cautious, but friendly

    Achievements:
    The Devourers: A pair of giant ships that can engulf enemy ships up to 15km long. The “mouth” of the ship is reinforced heavy-carbon bone-like material and is virtually impenetrable to prevent damage to the interior, the superstructure is made of a high-density alloy, and the exterior of the ship is made from a substance that’s composition is unknown because it is a closely guarded secret. The ship’s main weapon is the adhesive tentacles in the “mouth” of the ship that it shoots through wormholes to devour other ships more effectively.

    The Flood: The single largest fleet of star-fighters ever seen in the galaxy, comprised of approx. 1 million Flood class star-fighters. These ships use almost the same tactic as the Devourers, except a Flood class ship intends to crush instead of engulf. The tactic these ships use is, 1. Jump through a worm-hole right behind the enemy. 2. Evade enemy attacks using flak cannons and highly advanced speed and maneuverability capabilities 3. "Flood" the enemy fleet forcing them to break formation and crush all opposition.

  30. Top - #30
    Taiko-youkai macrorufus's Avatar
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    Default Re: Age of Rebirth update request.

    (The CCA is not allied to any nation, and is a repost)
    AoR Sheet v2.0!

    Nation/Species sheet:

    Nation’s Name: Caleran Core Alliance (Shortform: CCA)

    Core Species’ Name: Ka Lei Ren 喀雷人 (English: Caleran)
    Calerans, for all intents and purposes resemble lions, though neither male nor female feature manes.
    Calerans are relatively broad of shoulder, and can vary from between 6ft and 7ft in height.

    Solar systems controlled: 3
    Calera Primary: 5 planets (only 1 with Terran Conditions). Non-compatible planets feature small mining & refining colonies.
    Wei's Triumph: 2 planets (only 1 with Terran Conditions).
    Sanlong: No planets, 3 gas giants. There are two refineries per gas giant in orbit. They regularly send craft to extract and refine hydrogen from the gas giant's atmosphere.

    Military rating: (28)
    Offence: (7)
    The CCA's offensive weaponry are equivalent to today's technology. Their weapon of choice in space are nuclear devices for their explosive value & E-M Pulse. On the ground conventional guns, cannons & missiles are wielded.

    Defense: (3)
    The CCA's particular brand of technology (see Boons) is not compatible with energy shields of any sort. This means that CCA ships rely on normal armor plating for most weaponry though CCA ships do feature large amounts of flak systems, chaff & CIWS systems for missiles.

    Espionage: (10)
    Distinctly average. Through bribes or blackmail, the CCA keeps small numbers of agents in foreign nations available to contact.

    Stealth: (0) (See Jump Drive).
    Absolutely none. (See Jump Drive).

    Resources: (6)
    On paper: 24
    Combat ready: 17 (5 cruisers, 200m length stern to bow, 12 destroyers 120m length)
    Mothballed: 7 (needing rehaul, retrofitting all destroyer sized).

    Industry Rating: (38)
    The CCA's industry is quite small when compared to other nations.
    Economy: (8)
    Economy is quite strong though small, the government controls its planning to best grow the economy, which leads to more expensive luxuries.

    Resources: (10)
    For a small nation, the CCA has quite a large access to resources, mainly due to the gas giants.

    Consumer base: (12)
    The CCA consumer base is largely constant, remaining again largely unaffected by war due to the use of drones.

    Manufacturing ability: (8)
    Distinctly average, no particular talent at manufacturing, nor inability.

    Technology Rating: (53)
    Computers: (15)
    Though CCA computing technology is quite good, they tend to use E-Brains instead.

    Medical: (6)
    The CCA has very little interest in medical science beyond minor injuries. If a person is badly injured enough, then surprise! He just volunteered to be an E-Brain!
    In the event of madness, or other mental issues, the CCA doesn't bother to treat, merely scan the brain and wipes it clean, providing a 'blank' processor.

    Energy Production: (14)
    Fusion reactors in almost all aspects of everyday life.

    Science: (8)
    Below average science corps, there is not much focus on advancing warfare technology.

    Advancement rate: (10)
    Their engineering is slightly better than their scientific endeavors. As is the case with CCA technology they are more likely to refine existing technology (making it more efficient) than they would invent new technologies.

    Boons: Electronic Brains (A.I. - Actual Intelligence), Jump Drives (See: type of FTL used).
    Electronic brains are the oddity of the CCA. The Calerans can scan a brain and turn it into an digital version of itself. The scanning process always results in death for the body being scanned. Calerans near death (be it old age, or disease, or accident) will be scanned. Convicts and criminals in the CCA are scanned and have their memories wiped. The CCA needs few jails.

    The Calerans, thanks to the discovery of the 'Dawn Treaders' (the precursing race that left behind ruins on Calera), were able to produce Electronic Brains, which in turn granted them an efficient military force, consisting mostly of drones. These drones take up the majority of the armed forces, in the role of fighters and infantry, however, Calerans do fight alongside their creations. Although, most Calerans serve in the Capacity of command, logistics, and maintenance within the ground forces. Officers goad on both sentient and non-sentient drones, while repair and maintenance crews remain further behind front lines. Recently Calerans have taken to notching marks on the drones they repair to signify kills recorded on the drones E-Brain relay. Indeed there was a recent Caleran holo-series about the 'Di' Drone KA-513 (nicknamed Kasie), a heavy drone that had managed to take out sixty of its equivalents during the Caleran civil wars. Kasie's E-Brain was slated for re-use in all future Caleran Heavy Drones, however, disaster struck when Kasie's E-Brain was destroyed through internal sabotage by rebels of the previous ruling Caleran government. In recognition of the drone's history, there is a gilded statue at the Caleran Capital (Iova) in the form of KA-513 with a plaque to commerate it.

    E-Brains are unique to each drone, copies are only very rarely made, and must needs be exceptional (such as KA-513) before being applied. Copied E-Brains have a higher chance of going feral, and often loose a vast ammount of the combat skill that made the original so renowned. As of yet, the reasons for this are unknown, it is acknowledged though that the E-Brain has a lot more complexities than the Calerans are aware of. In every meaning of the word, the 'ghost in the shell' truly applies to E-Brains.

    While the Calerans serving in the military are mostly just field maintenance, a vast number of the Caleran Drone inventory are highly experienced combatants, having served in the civil wars. These drones will often have battle-honours/medals/kill-scratches on their hulls. Particularly ace/elite drones have unique paint schemes. Though this isn't an official recognition system within the Caleran military, it has become a widely adopted practice of the maintenance and repair teams that service the drones. Highly successful E-Brains have backups made in case the original drone should be damaged.

    Advanced: Robotics & Tactics.
    The Caleran tendency to use drones, resulted in a larger understanding of robotics, and a greater ability at engineering. Though, while some drones /are/ designed with efficiency in mind, some (like the Indrik or the Tsar) are designed with intimidation in mind. The CCA's long history of violence has led to a surprising talent in their officer corps, who seem to grasp tactics fairly fast and show quite good flexibility in combat scenarios.

    Normal: Anything not mentioned above, or below.

    Poor: Manufacturing power.
    Due to the size of the CCA, their manufacturing may be efficient, but simply cannot compete with the larger nations.

    Weakness: Shields, Nation Size, Political Instability
    The Calerans do not use shield systems as they discovered early on that the Electronic Brain was prone to malfunction if stored or maintained in locations which were shielded over long periods of time. Caleran Electronic Brains are not to be mistaken for A.I. Where an A.I. is a simulated intelligence, the E-Brain is a very real one. Rather than build a series of programs to run intelligently, the Calerans used the 'Dawn Treader' technology to scan brains into an electronic format. Larger drones take on the brains of sentient Calerans, while smaller drones take on the brains of hunting animals. One of the major reasons the shields are not deployed by the Calerans is that shields also have a tendancy to cause E-Brains to go feral. This has lead to famous horror stories, indeed HY-152 (a Caleran Shao) has even become something of a mythical legend.

    Case study: HY-152. HY-152 was put down four years after production. HY-152 was designed to be a shielded drone prototype. However, as time went on, the HY-152 suffered increasingly damaging diagnostics errors before finally disappearing on the testing grounds. More worrying, was the fact that S&R teams sent to recover the drone (having thought it may have been damaged/stuck during testing) never returned. Fears of a rebel movement operating in the testing grounds resulted in a team of trained Caleran infantry to comb the region. Over the course of that Black Day, as reports trickled in, it had become clear that HY-152 had shut off its IFF transponder, and was not just stalking the infantry unit, but separating them and killing them one by one. Despite assertions that the Caleran military did indeed destroy the HY-152, some claim that the tank still lurks on the fringes of regions, waiting to take down its prey.

    Scientific Note: Caleran drones that have gone feral will generally display non-sensical behaviour, this can display itself as anything from extreme amnesia (drones forgetting orders, failing to understand how to move themselves or even just shutting down) to a mental condition not unlike rabies.

    The size of the CCA compared to other nations, is tiny. As such their manufacturing power may be good for their size, their economy may be average by their standards, but in the realm of the larger powers the CCA has little that can compete with the other nations. In a long war, the CCA economy cannot hold out against the manufacturing power of the other nations.

    With only 47 years since the unification of the entire Caleran race, there still remain several factions that would gladly wish to see the downfall of the existing government. As such, the CCA has a larger proportion of people willing to betray the CCA.

    Years since the discovery of FTL: 47

    Type of FTL used: Instantaneous Translation. (I.T. Drive)
    Essentially a translocator for ships. This comes with a risk, as one might translate into an object, resulting in crew deaths. However, Calerans normally send jump drones to see if an 'end' translation can be safely achieved. Indeed, prototype testing resulted in the death of an entire ship crew when the CCA-Jinan translated into a star. Hence forth, jump drones have been deployed to determine if jumps can be made by larger ships.
    The IT Drive has a maximum range of 50 light years per jump.
    The warm-up time for the IT Drive is 20 minutes, during which time, all other functions except life support may not run, else the jump will fail.

    Nations Dossier/History: The Calerans have had many blessings, the most notable of their blessings was the speed in which their society advanced technologically. This was in part due to their warlike history. Throughout Caleran history one would be hardpressed to find a period of peace (with the exception of the current period). The other factor that the Calerans can thank was due to the finding of Dawn Treader relics and artefacts that helped push forwards Caleran technology immeasurably. Indeed, the wars that raged amongst the Caleran people only really came to an end with the discovery of the largest and most comprehensive Dawn Treader ruins, which in turn gave birth to the Electronic Brain and IT Drive. This is not to say such discoveries brought about peace, but the electronic brain allowed warfare to be dominated by the current ruling faction of the Caleran people, which in turn brought peace.

    Their species history begins quite simply. Calerans emerged as the single dominant species on the planet, and were the first to achieve sentience, or so they had thought. However, that perspective quickly changed when the very first Dawn Treader ruins were found, or at least when Dawn Treader artefacts were found. Naturally, the technological advances that these artefacts brought to the Calerans had dual effects. The first was to see a large change in technology over a short period of time, however, this created a lot of instability in regimes and regions, and so was a cause for the many wars that raged across Calera. In truth, the change from Caleran tribes, to towns, to city-states, to Kingdoms, to Countries and then to Nations, can be more or less traced with the development of weapons and propaganda. Almost every war fought on Calera had one of two purposes. For a large state, or empire it was unification, for a small state or empire it was always to overthrow tyranny.
    Prior to the discovery of the IT Drive, the Calerans had expanded to only one planet in their solar system, and following the discovery and its implementation, the Calerans have spread to a second solar system. The reliance on drones for warfare has allowed the Caleran people to use more ships than they might otherwise have, though it must be noted that Calerans do fight alongside their ground forces. Caleran military vessels feature a large number of flak turrets, a direct result to the large use of fighter drones.

    Major Industries: Robotics, E-Brains, Chemicals, Steel

    Species motto: Life is but a journey with two stories. The first your flesh, the second your mind.

    General Species disposition: Calerans are generally a polite species, though it would be a grave mistake to assume that politeness equated to friendly.

    Achievements: None.

    Example of ship style (names of class):
    Cruiser: Yang
    Destroyer: Yin
    Fighter Drone: Huang
    Heavy Fighter Drone: Long
    Light Combat Drone: Shao
    Heavy Combat Drone: Di
    AA/AO Drone: Ha
    Air Support Drone: Ya
    Hunter Drone: Lang (The Lang is the most commonly feral drone).
    Jump Drone: Zhan (The Zhan doubles as a missile when fitted with a warhead).

    National Agenda: The CCA runs an aggressive R/E (reverse engineering) programme, in order to catch up with the larger nations.
      macrorufus's Signature

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