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    Elesh Norn, Grand Cenobite Nelle Kozera's Avatar
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    Default Forbidden Worlds (Next level AoR)

    It occurred to me today that I’m wasting time. I’m rather good at it. While I’m still going to be away for another week (I hope, I’ll most likely fold and come back tomorrow or like now.) I figured I would Toss up the sheet for lights now under its true name of Forbidden Worlds. Like before we have Nation sheets, but unlike before Forbidden Worlds will have a larger Character Implement than before. Unstable Boundaries was a test run to see how a full scale nation level RP would run. While it worked better than I expect I wasn’t satisfied. So here is test run two. This RP will be a mix of Character and Nation level Role play mixed into one large role playing experience. Now this means that we are have BOTH Nation Sheets and Character sheets to keep track of, but to prevent your brain from exploding we will only be posting Nation Sheets for the time being. I'll save character sheets for another day.

    First let me recap what happened in the last two hundred years.

    Spoiler



    Sheet:

    Spoiler



    Later, ether sometime this week, or next week I Will start putting up Character sheets so start thinking about what Characters you want to use.
    Last edited by Nelle Kozera; 08-01-2011 at 09:29 AM.
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  2. Top - #2
    Senior Member Arratra's Avatar
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    Default Re: Forbidden Worlds (Next level AoR)

    Nation/Species sheet:

    Nation’s Name: Draconic Alliance

    Core Species’ Name: Draconians

    Solar systems controlled: 23 (Expansion into the Terrigen Arm has begun)

    Boons: E-shield technology, weapons

    Advanced: Armour, electronic warfare (both counter-electronics and utilising them), close combat, infantry tactics

    Normal: (Anything not mentioned above or below)

    Poor: FTL speed, Naval production (although highly modular, naval vessels are quite large, leading to them being both expensive and time-consuming to build), "Tomar" archeological research (the Unknown did not leave many relics in Draconian space), equipment weight (Draconians are extremely strong, so equipment designed for their use is often chunky and heavy, making it difficult for other races to use it effectively)
    Weakness: FTL "haul-out" (Draconian Hyperdrive technology is susceptible to being wrenched out of FTL when put too near a gravity well, whether natural or artificial), territory size (With only twenty-three worlds under their control, the Draconic Alliance is one of the smallest territories)

    Years sense the discovery of FTL: 1552

    Type of FTL used: Hyperdrive

    National Culture: The nations culture is currently still rather unstable; the recent shift in power with the introduction of the Alliance Parliament has caused a fair amount of confusion within the races that make up the Alliance. However, because of the constant threat of the Andrians, although they had only been spotted sporadically beyond the Veil, all Alliance citizens are given training in combat, even children (although for the children it's formulated as games such as laser tag, and RTS and FPS computer games).

    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.
    Over the past two hundred years, the Legions have faced the threat of a two-front war with the Commonwealth and the Andrians. The two archeological worlds were seeded with Ichor and thus have now been quarintined. Recently, the Legions have lost much of their power over the civilian populace, being replaced as the top authority in Draconic space by the Draconic Alliance's parliament. However, the Legions remain in place as the military forces of the Alliance.

    Major Industries: Gas and mineral mining, renewable energy systems, gemstone mining, Advanced composite plating (export)

    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. Two hundred years of indirect oppression by the Commonwealth have left the Draconians determined to protect those they can from oppression, no matter the source.


    Old nation:The Legions have transformed into the Alliance, a democratic, but small nation that is slowly rising in power. Leaders in the field of E-shield technology and weaponry. It should be noted that they began exporting their advanced ceramic-plastic composite plating to their trade allies in an attempt to help stave off the Commonwealth, as they could not engage them directly.

    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.

    Radiance-class Warmech: The pinnacle of Draconian combat mech technology, the Radiance was actually first developed prior to the Third Draconic War. Modelled off of "mega-dragons", the Radiance warmech requires a singular highly skilled pilot. The machine carries a huge HVILEC and scaled-up shielded sword, both capable of causing catastrophic damage to most targets. The Warmech is also capable of carrying up to twelve troopers (six Draconians) on its side-mounted carrying rungs.
    The Radiance stands so huge that a Draconian only comes up level with its toe.

  3. Top - #3
    Elesh Norn, Grand Cenobite Nelle Kozera's Avatar
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    Default Re: Forbidden Worlds (Next level AoR)

    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. On the backs of the head hang long dreadlock like frills that are actually stuffed with high efficiency nerve clusters. These Nerve clusters allow Reavers interlock their minds with one another and speak via thoughts alone. Once they mastered genetic engineering they have been modified throughout the entire species to allow them interlock with vast majority of carbon based lifeforms that uses a brain to function. Though anything beyond disabling a person requires some level of training when dealing with other species.

    Reavers also see in five base colors allowing for much wider array of colors than are normally seen by must species. Because of this there written language which is not only based on Geometric shapes, but colors as well is intelligible to other species without the help of computer aids with special optical filters.

    General species appearance: While green is the color of the scales 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. Most reavers range from 6'1" to 7'1" feet tall. Their tall think body structure The face structure of Reavers is vaguely avian with a short black beak at the tip of their snout. There hands are humanoid with 1 inch claws on each of the four digits on each of there hands. Their legs are digigrade with clawed bird like feet. They have long tails normally as long as they are tall.

    Solar systems controlled: 26 (4 in the local Galaxy)

    Boons:

    Stealth: (Even though they have been away from the galaxy for almost 200 years they have still continued to advance which has cumulated in E199, E199 is an artificial element that was discovered during what was called the Nomadic years in Imperial history. This element was discovered to have spatial warping properties. When exposed to an electrical current it bends space around whatever its attached causing sensor mediums from mundane radar to some of the most exotic sensor systems known to exist to merely follow the new curvature lines hiding the ship in a bubble of curved space. As a result it didn’t take long for the Imperium to harness this new found element and find ways to mass produce the element. Now With this plating entire ships can fly totally unseen from its enemies even at distances inside of one meter.

    Hypermetric Weaponary: Hypermetric weapons are not really weapon at their core. Hypermetric weapons use a Mirco-Hyperdrive to cause an incursion of Hyperspace into normal space for a brief period of time. This incursion causes the breakdown of most conventional matter instantly. More advanced forms of armor are heavily damaged by the weapons as well. Not only do they exist at the Ship to Ship level, they also exist on the infantry level as well (though in a melee form only). When it comes to shields Hypermetric weapons are less effect but will also destabilize energy fields albeit with less effectiveness. With shields its only about 80% efficient when compared to its ability to breakdown matter.

    Advanced: Maneuverability, Computer technology, Melee weapon specialists, medical technology, Armor Technology, Military combat

    Normal: (Anything not mentioned above or below)

    Poor:

    Shielding technology

    Strike craft

    Energy Weapons: Even after there 200 years of isolation the Imperium has devoted little money into the development of energy based weaponry.

    Diplomatic Relations: This is a direct result of them not being in the galaxy for the last 200 years.

    Imperialistic: Their isolation has changed them a great deal, they looking to expand as fast as possible while they are not actively looking for war they will defiantly take spoils of war.

    Limited Resources: While the Imperium has been growing, the amount forces and resources they can afford to commit an endeavor is limited.

    Weakness: International Trade,

    Scattered: Their worlds are far apart, while it might make it harder to find there worlds its also more difficult for the nation to keep together.

    Years sense the discovery of FTL: 1180

    Type of FTL used: Hyperdrive

    National Culture: Imperial culture is a odd one to be sure. Before the fall of their nation they where distrustful of other species and sense their exile this has only grown in some respects. Their extended stay in space saw a large increase in the amount of mechanical augmentation that the average Reaver would include into their body. Now the vast majority of Reavers have at least thirty percent of their body augmented in some fashion. But their stay in space has darkened their attitudes towards the universe they live in and how they interact. Anyone that interacts a Reaver will notice that they seem to favor dark themes and are extremely cynical not only to others but amongst themselves. Most are passively devoted to their religion though many, such as the templar are far more devout though in recent years the power of the church has waned consideriably.

    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 was not found 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 where the two halves of the species to meet each other again. Both sides had much to share with each, one thing 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 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 early space age when the Imperium eventually came into being. It was during this time, during the exploration of one of their moons that they found an alien building. The building was made from a material far beyond their understanding, and 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 when one of these cult members 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, exploration 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.

    Post Exile:

    Since the destruction of their homeworld and the worlds that they inhabited, the Reavers of the Imperium of Shadows have been in exile from their home world of Zendacar, and in actuality they would never get to go back to the world they were born on. Because of this turn of events, the Reavers as a people have evolved greatly over the last two hundred years.

    - Post war period

    YE: 0-50 (Year of our Exile)

    Due to the trauma that the species experienced at the hands of the Universal Commonwealth, they realized that if they were going to survive as a species they were going to need to do more than rely on their stealth and espionage skills. The main reason for this new train of thought was easy to find; The UC had walked through their lines as if they hadn’t existed. It was only their ability to stay hidden that kept them alive. While they are grateful for the help they received from their friends, they realized that the only way to truly recover was to rebuild in isolation. Little did they know, this was a pipe dream at best.

    After the closing of the bridge between the universes, the remnants of the Imperium left the galaxy for the nearby galaxy of the Large Magellanic Cloud. The reason for them to choose this area of space was simple, they found a world that was almost perfect for the Reavers to settle down on. This time, while rough, didn’t take long for the Imperium to rebuild what they could call a homeworld. Within twenty years, thanks to the benefit of their small fleet of factory ships, they were able to rebuild a home for themselves. It was from here onward that their problems began.

    - Local species

    YE: 25-70

    It was during their twenty-fifth year of exile that the Imperium began to expand again. Taking lessons from their time in space and from what they learned building their new homeworld, they began a rapid colonization program to expand in all directions. Now that the building of their new homeworld was over, they were able to start looking into the matters of military power. They learned during the war with the Commonwealth that with basically zero military might they would be useless in a fight with other species. So they began to pour massive amounts of funds and resources into the buildup of a conventional military. Along with research into defenses and weaponry, they were unaware of how essential these advances would come to be in the near future.

    During one of their long-range colonization projects, one of their colony ships came under fire from an unknown species. Luckily for them, they had been fitted with armor systems less than one week prior to that engagement. Thanks to the newly installed armor systems, the colony ship was able to rabbit away before any harm was done to the vessel. Thankful, the Imperium’s extensive experience in espionage allowed them to discover who had attacked their vessel very shortly. What they found was rather interesting.

    The species that had attacked them was a small up-and-coming species that also had their eyes on the world and had no interest in sharing it. During the course of their investigations, the Reavers discovered that the new species had plans to attack one of their nearby colonies. Using this information, they planned a counter assault to push back the attack. Just before the attack, they were able to crack the species cultural archives, allowing them to figure out the name of the species that was attacking them, the Aeki’genki. The species itself was a type of insect not totally unlike those that had attacked them those years before in the form of the Universal Commonwealth.

    This war would later become known as the War of Reclamation to the Imperium. The war lasted for almost thirty years and allowed them to set down the principles and doctrines for ground and space warfare, a field that they had been inexperienced in. They blended the real experience that they learned during the war with the information that they had archived from the others species of the galaxy they had left.

    - Second war of Reclamation

    YE: 70-80

    After the initial peace between the Imperium and the Aeki’genki, most people on both sides realized the peace was going to be short lived, due to the remaining tensions that existed between the two species. Merely one year after the final peace talks ended, the Aeki’genki opened fire once again on Imperium colonial ships. The reason for this was because the Aeki’genki had underestimated how much the Imperium had advanced since the start of their last war. This time, the Imperium had zero tolerance for the Aeki’genki, and systematically dismantled their military industrial complex and annexed their worlds. This had an important lasting effect on the Imperium, and that was the Annexation Doctrine.
    While the Imperium would leave nations alone if they paid them little mind and let them about their business they would not touch them. But if the Imperium was forced to go to war with any nation the Imperium would claim that species worlds as part of the spoils of war.

    - Campaign of Extermination

    YE: 120-170

    During the rapid expansion of the Imperial Empire, they encountered two species that had determined that they would be required to wage war on the Imperium. Both of those species were subjects of the growing Imperium. But during this time, they came across what they have labeled as… bas’aers…parasites. They found no evidence of the species even being intelligent and yet it was in space. Their first encounter with the bas’aers ended in disaster for the Imperium, losing over six ships to the infection.

    It was this event that triggered the creation of the Void Templar.

    The Void Templar were the visible equivalents to the Ethereals, the Void Templar were equaled only by the Ethereals as masters of melee combat practices. Their name came from their weapon of choice, the Void Blades. The Void blades were the physical manifestation of Hyperspace in the local universe. Anything the void blades touched was transported into hyperspace leaving a 'Void' where the blade had been. The weapon was absolutely devastating, but it alone couldn’t win the war with the bas’aers. The Parasite was elevated to a Tier 1 threat to the Imperium, the only species to ever gain such a threat level. This called for the extermination of the parasite. Because of this, their military fleets began an active campaign to hunt down the parasite wherever it nested. They have reduced entire planets to glass to rid worlds of the parasites.

    - Further expansion, reconnected with species in the Manavaran Galaxy

    YE: 171-present

    Once the bas’aers had been exterminated, the Reavers returned to expand into the local area in the inhabited by species that only the oldest members of society remember interacting with before the exile. Its unknown how the nations of the galaxy will react to their return…

    Major Industries: Large scale construction, military construction, colonization, raw materials, weapons, Armor materials.

    Species motto: “Space will forever be our birthright, and no one can take it from us.”

    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:

    New Zendacar: New Zendacar is new homeworld that was the first world they colonized once they left the galaxy. This world unlike their former homeworld has quickly evolved into a hive world with almost 34 billion people living on its almost completely urbanized surface.

    Interplanetary Gate System: The Next step in the evolution of their gate system, while Trains are still common methods of transport through the gates other types have been developed sense many are used for the transport of raw materials and larger ones for civilian grade ships. They are currently working building a Transgalactic bridge using the system to allow quick and easy transport between galaxies for their civilian ships that cannot make the journey on their own. It’s expected to be completed before the end of the year.
    Last edited by Nelle Kozera; 10-11-2011 at 08:19 PM.
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  4. Top - #4
    Beware, I live! Brome Teks's Avatar
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    Default Re: Forbidden Worlds (Next level AoR)

    Mirachoco Alliance Space Presence (MASP)


    Government type: Constitutional Federation of Planets


    Core species name: Mirachoco (They resemble anthropomorphic mice, stand about 3-4 feet tall, and have fairly fluffy ears and tails)


    Biological oddity: Electro-communication


    Mirachoco have a specialized organ that allows them to sense and generate small electromagnetic fields. They use this primarily for communication, and prior to the proper technology, seeking out veins of ferrous material. They are able to communicate simple messages at ranges of up to 5 meters with each other, and they generally use it in addition to regular audible language and body gestures. Since the development of electricity, they have often well shielded their electronics to prevent interference on both ends. They have also managed to create computer interfaces that use the field for user input, but it requires some training.


    Solar systems controlled: 36


    Years since the discovery of FTL: 58

    FTL used: Subspace transition/ Short range jump drive (For single jumps within 15 light years, they can perform a near-instantaneous jump, but it takes 2.5 days to recharge, and they can generally only carry enough fuel for 2-3 of these. For longer range, they use subspace and can move up to 10.3 light years per day)


    Areas of Specialty:


    Industry: The Mirachoco are an extremely industrious people, and tend to build up large amounts of manufacturing infrastructure, much of it underground (They originally evolved as burrowers).

    Stealth: This was actually an accidental area for them. Because of their tendency to electrically shield most of their devices, they actually found they had a head-start with stealth technology, and have since put research into it to press their advantage. They have since devised means for starships, agents and other devices.

    Advanced areas:

    Intelligence: They are a clever and hardworking people, and have done well to advance their science and education fields. Application of this is largely how they’ve managed to avoid being crushed.

    Ground forces: Their enemy, the Star Fire Empire, wants to subjugate the Mirachoco, not destroy them. Combined with the fact that Mirachoco cities are mostly protected from orbital bombardment by being underground, the SFE attempts ground invasions normally. Needing the ability to repel these, the Mirachoco have developed a disproportionately large, well funded, and well trained ground army.

    Mining/resource obtaining: Being natural borrowing creatures, they developed many advanced and stable means of excavating tunnels and resources before they made it to space.

    Poor areas: Health: While it is true they have good medicine, they do tend to have a naturally short lifespan. They often require a lot of preventive health care to live past age 30. The longest they can readily expect to live is often less than 90 years, even with medicine more advanced than modern earth.

    Starship Armor: Their stealth systems are rather fragile, so they have to rely on shields when engaging in direct combat rather than armor. This can create problems when their (normal power) shields are overloaded or damaged.

    Civilian sector standard of living: with more and more resources being dedicated to the war against the Star Fire Empire, measures have been taken to ration a number of products that are useful to the military.

    Weaknesses: Biological weakness to Directed EMF attacks: Their electro communication organs can easily be overwhelmed by a directed changing electromagnetic field of a similar style to the one they use for communication. A directed attack, or even proximity to improperly insulated Alternating current power lines can easily debilitate any Mirachoco who is unshielded. They are also extremely ticklish, but that is unlikely to come up in combat.

    Energy weapons: Admittedly lacking in this fairly young race. Only real ones they have to speak of are point defense lasers, otherwise they still use projectiles, torpedoes, or missiles. Ones able to be used by ground forces are bulky, take a long time to charge, and can only carry enough battery power for a few shots.

    Culture: Following the start of the war with the Star Fire Empire, they’ve experienced a significant cultural shift. Previously, they had been peaceful and had little in the way of a military-industrial complex. However, they’ve been at war for over 20 years now, for a significant portion of their adults, war is all they’ve known. Their society is shifting. A large population has been orphaned or widowed by the war, creating a growing number of those seeking revenge. The ever-present threat of invasion and enslavement is a part of life on the outer colonies, which makes these worlds the ones that see the most Mirachoco enlisting. Their military-industrial complex has grown quite large. If its need goes away, the Mirachoco will no doubt see a sizable recession.


    Nation’s history:

    Spoiler




    New Civilization: The Mirachoco were not affected by the invasion by the Universal Commonwealth, primarily because their home world is on the far side of the galaxy from the area that war took place in. Furthermore, they have only arisen to space in the last 60 years, long after the commonwealth left.


    Major exports: Refined metals, polymers, and other materials, machine parts, ground armor and weapons. However, they are not currently in diplomatic relations with any other race.


    Species motto: Not phonetic only, unable to be expressed in words


    General species disposition: Quite territorial, and as for their size, it depends. If you call one cute it might just smile and play into it, if you call another one cute, you might get punched in the nuts. Worth the risk? You decide.


    Achievements: Nalagogo: This once mineral rich moon-sized planetoid has since had the majority of it’s useful veins excavated. When it was left with more holes than Swiss cheese, it was repurposed into a massive starship factory. It’s many craters making for excellent building hangars, and it’s tunnels making moving parts from one place to another easy. It contains all the facilities needed to turn raw materials into starships.
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    Beware, I live! Brome Teks's Avatar
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    Default Re: Forbidden Worlds (Next level AoR)

    Sorry for the double post, but:

    Nation Name: Star Fire Empire


    Government Type: Interplanetary Empire


    Core species name: Auraphim (They are vaguely humanoid in that they have 4 limbs and a head. They stand 8-10 feet tall, have thick skin and rough fur of varying colors. Their hands and feet both have sharp, tough claws. The ones on the hands are retractable, the ones on the feet are not. They speak with deep, guttural voices.) (There are six other species included though, having been subjugated.)


    Biological Oddity: Fast regeneration


    The Auraphim are extremely tough, and due to some unique evolutionary pressures, if their bodies are grievously injured, they go into a deep comatose state during which they can heal at an incredible rate. Organ and tissue damage can usually be healed within a day, broken bones a week. Due to the energy involved, when they wake up they go into a feeding frenzy and are a hazard to anyone around them.

    Solar systems controlled: 182

    Areas of Specialty:


    Starships (Offense and defense, fills both boons)


    The ships they use are equipped with quite powerful weapons. The armor and shielding isn’t quite top notch, but the efficient auto-repair systems still make the ships quite difficult to destroy. Furthermore, each ship has a well protected “black box,” a device that will automatically jump the ship out of the combat zone in the event of heavy to catastrophic damage. Destroying this and its backups is the only way to ensure the destruction of a ship.


    Advanced areas:


    Physical Size: Auraphim foot soldiers are very large and tough. In direct hand to hand combat, they could probably best any other race’s foot soldier. Their ground vehicles are few, but they do posses some.


    Numbers: Their fleet is surprisingly large for a race with so little in the way of industrial methods. They also have many soldiers per capita.


    Poor: Tactics: They are poorly versed in modern warfare or advanced naval tactics, and have difficulty changing their tactics beyond simply trying to overwhelm their enemies (Which they have been remarkably successful at in the past.)


    Pre-industrial lifestyle: Aside from the odd military base, their buildings and infrastructure are not all that advanced. Bombardment could easily damage roads, waterways, etc.


    Weaknesses:
    Ground weapons tech: They rarely if ever use firearms, preferring weapons like blades, hammers, etc. more recently, a couple of the smaller races they’ve conquered use weapons given to them by the Ancient Fleet

    Advancement: They didn’t actually get to space faring themselves, and have no experience as a collective society researching pretty much anything. Some of their subjugated races can do this, but they are often extremely limited by the inquisition.

    FTL used: Hyperspace

    Years since obtaining FTL: 306


    National Culture: The cultures of the Star Fire Empire are quite diverse, given the number of species under it. The primary two cultures are those of the Auraphim and the Ancient Artificial Intelligences. The Auraphim are an aggressive militaristic people. They are also markedly stubborn and dogmatic when it comes to issues of tactics and technology, generally proving unwilling to change their methods. The AI systems are a bit more cunning. They carry on their creators desire and drive to build an empire to unify the galactic species, by any means necessary.


    Nation’s history:

    Spoiler




    New culture: They arose not too long before the events of the Invaders War, but they too were on the far side of the galaxy from them. None of the effects of the Universal Commonwealth reached them, and just as well, they hadn’t been in space that long anyways.


    Achievements:


    The Great Fleet: The Star Fire Empire’s source of power. These ancient ships are quite powerful in terms of weapons, even after lying dormant for millennia. They possess high quality self-repair functions as well as a “Black box” feature which automatically jumps the ship out in the event of catastrophic damage. Each one is host to an advanced Sentient Artificial Intelligence, the relics of a bygone empire. These thousands of ships are a true force to be reckoned with.


    The Sky Forge: Another ancient relic, This still working factory has been brought back online and is constantly pumping out parts and components for the Great Fleet, allowing it to remain operational even as enemies attack and damage their ships.
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    Forum Director SliceOfDog's Avatar
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    Default Re: Forbidden Worlds (Next level AoR)

    Nation’s Name: Literal translation - Disciples of the Water Bringers
    (DWB)

    Core Species’ Name: Cahabīn

    Solar systems controlled: 47

    Boons: Planet destruction – Does what it says on the tin. The Cahabīn have one or two weapons powerful enough to destroy a planet pretty damn thoroughly, and they aren’t afraid to use them (although they aren’t flippant about it either. They wouldn’t, say, blow up a captured princess’ home planet to make a point or anything)
    Quick, sudden strikes – The Cahabīn have technology that allows them to make an FLT jump from great distances that will arrive very close to a target, meaning, for example, that they can surround an enemy battleship in seconds by ‘jumping’ around it, and they have made a tactic of using this technology to ram enemy craft at great speeds with a much smaller chance of being shot down before impact. The safety of the Cahabīn who are making these jumps, however, trails significantly far behind the jump technology. These are often suicide missions.

    Advanced: Weaponry – The weapons used by the DWB are very powerful (though slow firing) and direct hits almost always result in death for the target.

    Poor: Social stability – The socio-political structure of the DWB is quite fragile, being largely based on bartering markets and agriculture. There is little in the way of organised education (although home-schooling or unofficial community schools are quite common) and travel and communications between settlements are established on an ad hoc basis. Despite a strong community spirit, disasters such as droughts or an unexpected attack are difficult to respond to effectively because there is a lack of over-arching organisation.
    Armour – The armour used by the Cahabīn is extremely basic and is not able to stop most ballistics or bladed weapons.
    Gulgalot – All Cahabīn have a flesh sack attached to their chin which is used to store liquid to prevent dehydration over long periods without water. Because the gulgalot rests on the chest and connects to the chin, Cahabīn armour needs to be thinner over this area to prevent restricting movement. This, combined with the fact that gulgalot wounds are notoriously hard for Cahabīn to recover from, makes for a very large weak-spot.

    Weakness: (Minimum two)
    Amount of weaponry/machinery – The DWB rely on a small number of highly effective weapons or machines. They have little in the way of factories (although some do exist on more heavily populated planets) so creation of new weapons is a slow and arduous process.
    Weapon/technology research – The Cahabīn did not develop the weapons that they now use, and have never needed any weapons or technology of greater power. Therefore they have extremely little in the way of researching or creating new technology. Most of their ships and weapons are made from designs that are several hundred years old.

    Biological oddity: Heat survival – The Cahabīn are extremely well suited to great levels of heat. They can remain comfortable in temperatures up to 150’F and can survive without liquid for months. They can also survive sandstorms with relative ease.

    Years sense the discovery of FTL: 284

    Type of FTL used: Warp Jump

    National Culture:
    Religion – The Cahabīn are a very religious people, spurred on by the fact that their gods literally live among them. They call their gods ‘water bringers’ (See History) and follow their words literally and without question. After several hundred years, there remain very few of these gods active, though many live on in a deep sleep underground.
    Crusade – The DWB are currently undertaking a very literal crusade on behalf of their gods, seeking to eradicate the enemies of their gods from the universe. The Cahabīn are not a naturally warmongering people, so it does not affect their culture drastically, but their soldiers will leave everything they know behind to trawl the stars in search of races to destroy. This makes the entire race very suspicious of aliens.
    Trust - Most Cahabīn are very wary of strangers, and are inclined not to trust people who they do not know. However, once someone has gained their trust, which is not a simple feat, then that person is trusted completely and utterly. If someone is trusted by a Cahabīn, they could tell that Cahabīn to jump off a cliff, and assure them that they would be caught unharmed before hitting the ground, and the Cahabīn would accept that.
    Do not mistake this for stupidity or lack of free will, however. They would be well aware that jumping off of a cliff would usually result in death. Yet if they trust someone, they are so certain that that person would never say something harmful or betray them that they would put logic aside to make way for faith.
    This trust comes with a downside for the trustee though. Betrayal is the single worst thing that can be done in Cahabīn culture. For the Cahabīn, it would be preferable to see their own children raped and butchered by their enemies than to be betrayed by a loved one. Traiters, liars and backstabbers are the lowest of the low in their eyes, and as such if you do something to lose their trust, you have lost it forever. A Cahabīn who has been betrayed can never trust that person ever again, at least not completely (if they were to gain some trust back, it would have to be through putting their own life at risk to save others, being completely repentant and apologetic, and telling everyone of the betrayal that they caused, and then it might still not be enough, depending on the situation)
    Similarly, lying or distorting the truth in any way is considered despicable, but only if you are doing it against people who trust you. Honesty and bluntness to friends and family are thought to be always right, even if it causes unhappiness or pain ("Do I look fat in this?" "Absolutely, I've never seen you look bigger" would be a perfectly reasonable conversation in Cahabīn culture (Well, actually they don't care much about people being fat, as it's a sign of wealth and the ability to rear healthy offspring, but still...)) yet if a Cahabīn were to be captured by their enemies, lying would be acceptable, as the enemies shouldn't have trusted the Cahabīn to tell the truth in the first place. After all, they are enemies. As such the Cahabīn rarely if ever engage in torture to gain information (That's not to say they never torture at all. Sometimes they do out of hatred, or as a punishment etc), because they know that the information gained could easily be false, and that it would be their fault for trusting an enemy.


    Other values – While Cahabīn societies do tend to be patriarchal, with positions of power, soldiers and careers involving travel usually being filled by the males, female Cahabīn are extremely respected. They represent self-sacrifice, as in lieu of breasts the nipples of a female Cahabīn are located on her gulgalot. This means that she feeds her young from her own liquid reserve. Coming from a series of desert planets, this is seen as similar to giving up your life-force.
    Family and community are very important, as most Cahabīn settlements number less than a thousand. Travel is also restrictive, so a skilled Cahabīn is highly valued, whether they be a doctor, a chef, a weaponsmith, teacher or farmer.
    Finally, water, though now in abundance on all planets owned by the DWB, is still valued as it was when it was rarer than gold. Cahabīn will often take small vials of water with them on long journeys, not to drink, but simply to comfort them and to thank the Water Bringers.

    Nations Dossier/History: The Cahabīn evolved on a giant desert planet ((around 5 times the size of our Earth)) and the harsh climate and almost complete lack of essential water dictated how the species developed both biologically and as a society. The Cahabīn were a nomadic people for many millions of years, determined by the fact that open water sources rarely lasted more than a month or so before completely evaporating. More stable sources of water, such as underground lakes and the few seas on the planet, were defended strongly against newcomers and strangers by any Cahabīn who had already settled there, and water was the main cause of conflict until the arrival of the ‘Water Bringers’ many centuries later.

    Some constant Cahabīn settlements did occur, and these developed into the mainstream Cahabīn culture that exists today; mainly market towns where all trade is done by bartering, with populations ranging between 100 – 10,000 (the average Cahabīn settlement now contains around 800 individuals). The relatively small settlement sizes lead to communities who are very close and genuinely care for one another and the advancement and protection of that community, although equally lead to distrust of outsiders and an unwillingness to change.

    After a long period of stagnation, with little-to-no development of culture or creation of arts, everything changed with the arrival of the ‘water bringers’, who ushered in a new age for the Cahabīn. This incredibly advanced space-faring race had been observing the Cahabīn for some time, and realised that gaining the adoration of the entire species was simply a matter of bringing an abundance of their most precious resource. As such, the great ships of the ‘water bringers’ landed on the desert planet with crates full of compacted pure oxygen, which was released at strategic locations across the planet into the hydrogen-rich atmosphere. As well as this, smaller craft powered by solar and other renewable means were sent to trawl the lower atmosphere collecting moisture. These and other means allowed water to become a common resource throughout the desert planet, leading the Cahabīn to the conclusion that this new race were gods. The fact that the ‘water bringers’, as they came to be known, had distributed the water equally was seen as conclusive proof that the Cahabīn should not be fighting one another. All were equal in the eyes of the ‘water bringers’.

    However, this gift came with a price. The ‘water bringers’ were once a great civilisation, they said, spanning unimaginable numbers of planets, taming and destroying stars at a whim. Then there came an evil force who sought to destroy the bringers and take over the universe. The bringers had managed to fight them off for this long, but their numbers dwindled and they were forced to take the last of their people and find a new, pure civilisation to continue the fight. The bringers handed over their weaponry and machinery, saw over the creation of a great cannon built into the planet itself and then buried themselves deep into the planets crust, where most sleep to this day.

    Sure enough, only a few years after the arrival of the bringers, their hated enemy warped into the galaxy, sending great warships against the desert planet. The Cahabīn armed the cannon, as they had been directed by the bringers, and fired. The incoming fleet was destroyed in a single blast. It was a great victory for the bringers, but they knew that their enemy were still a great power. They taught the Cahabīn, developed them as a race and saw to it that they began to populate their own galaxy. Fear kept the great enemy away for many years, as they couldn’t risk losing more of their force to such an incredible defence system. In that time, the Cahabīn spread to every habitable planet in reach of pre-FTL travel. It was then that the bringers gave their second gift. Travel through the warp.

    Entirely new opportunities were made available. Under close direction of the few waking bringers, the Cahabīn soon re-found old bringer colonies, rarely finding survivors but often finding old weaponry and tech to be used once again in the battle. Sometimes colonies owned by the great enemy were found. These were destroyed before the planets could even discover who was attacking them. The Cahabīn were ruthless, merciless and unafraid of death, believing themselves to be fighting actual devils. Those who died, and there were many as the Cahabīn were not a warrior race, were honoured as avengers of their gods. Those who lived went on to fight again and again.

    By the time that the Cahabīn discovered the whereabouts of the great enemy’s homeworld, the bringers began to wake. Automated systems told them that their old colonies were being recolonised, were safe from attack, and that activity within enemy sectors had dropped almost dead. Several hundred bringers left the desert planet, to rejoin the few who had survived the battles throughout the galaxies (numbering less than 100 in total, and spread across almost as many colonies). An unknown event led to this ship being destroyed, killing almost all of the remaining bringers. Some of those who had been woken previously or recovered from old colonies to lead the Cahabīn warpath went insane at this final loss. Now only a handful remain, other than those who still slumber beneath the desert planet’s crust.

    The Cahabīn of course blamed the great enemy, and employed the use of a new, untested weapon. Though no-one outside of the Cahabīn’s highest military ranking and selected bringers know of the exact events that took place there, the great enemy’s home planet no longer exists, replaced by a great field of space debris drifting into the nearby asteroid belt. Not a single member of the enemy race have been found since.

    The Cahabīn do not believe that they have won, however, and continue to push their crusade into unknown depths of space. Every race they encounter is considered using a particular agenda and, if found wanting, are destroyed. No worlds yet have met the fate of the enemy’s home planet, but the planets that do remain are left barren and dead. The Cahabīn are not interested in colonisation. They seek only to purify the universe for their ancient and dying gods.

    Major Industries: None as such. Settlements are largely independent, and production is achieved through various small businesses. On most DWB planets a workforce of 30 – 50 would be seen as a large business.

    Species motto: Literally translated ‘For the Water Bringers’

    General Species disposition: To their superiors, blindly faithful and quick to accept fault and admonish themselves. To their peers initially cautious but eventually trusting. To their enemies, merciless and unreasonable, and above all unforgiving.

    If new: Has the history of the invader war had an impact on your nation’s development?
    Many DWB ships that were searching for the enemies of their gods came upon Commonwealth Forces and were destroyed. Ironically, this only reaffirmed the belief of the Cahabīn that all alien races are enemies of their gods, and began to massively build up their military force in the systems closest to the invasion. However, the systems themselves were never attacked, and the DWB as a whole suffered very few losses. Now they plan to destroy the Commonwealth, and are sending their forces towards the last known locations of the invaders. Unfortunately, anyone caught in the way of this warpath will likely not be spared…

    Achievements: (Things like monolithic superstructures, building projects, and breakthrough weapons tests etc etc.) (No limit to Achievements that are for flavor or story purposes.) (Those that could affect the RP must be run by me first, if it’s not, even if it’s something I would accept I will reject it.)


    Very few, as the Cahabīn take ancient technology as their weapons and are not united or industrialised enough to create great projects in other areas. Their biggest achievement is their ability to destroy planets, which is achieved by [something. I can’t quite remember what me and Nelle agreed was acceptable for RPing with]
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  7. Top - #7
    Elesh Norn, Grand Cenobite Nelle Kozera's Avatar
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    Default Re: Forbidden Worlds (Next level AoR)

    ((Before you guys make your character sheets some here is some background for the RP in order for you make your characters.))

    The Glacian system is an oddity among stars: not only binary system, but a pair of blue supergiants. Scans of the area show the stars to have been artificially sustained for at least the last 100,000 years, for they otherwise would have long ago gone ‘nova. To add to the oddity of this system, the pair has a planetary system; no tests have been conducted to see if the planets are natural.

    All but one of the planets, “Galcian 6“, are uninhabitable, but Glacian 6 has obvious signs of former civilization: not only inhabited, it was entirely urbanized. The world had been a single city, circling the supergiant pair. Even more startlingly the inhabitation ceased only recently -- evidence shows the world to have been inhabited as little as three hundred years ago.

    But the most disturbing fact is that the system hadn’t been marked on any star chart of any current galactic species, as if the entire system has just come into existence within the last three years.

    Though recently discovered the world has been ignored, as the Galaxy has been in a state of cold war for the last five years. Ever since the end of the Invaders Wars, nations had been rebuilding from the aftermath of the Commonwealth. Many nations began rapid development programs of military technology -- If an unknown enemy can do so much damage, consider those enemies who are already familiar with us, they thought.

    Over the last five years the arms races between many nations has come to a head. In the last decade a few proxy wars have been fought between minor nations which have been little more than proving grounds for many of the other nations. Now though, something is happening in the Glacian system which might change the tide of the future, or drag the galaxy into a multi-sided interstellar war.

    For the past few weeks a powerful tachyon-based signal has been broadcast from Glacian 6. Every nation in the galaxy has picked up the signal though it is but a single word: “Ouroboros”. No cultural context is known, just that that single repeats continuously. In response many nations of the galaxy have sent missions investigate the city-world of Glacian 6 to discover what this mysterious Ouroboros is…

    Character sheet:

    Name:
    Age:
    Sex:
    Species:
    Nation of allegiance:
    Weapons: (Go into detail about your weapons. I want to know what they are, and what they are made for)
    Gear: (This includes your armor. Be very thorough, and don't think something too mundane to omit, if your guy has rations for 2 weeks, put it in here.)
    Occupation:
    Appearance:
    Height:
    Weight:
    Biographical information:
    Misc:

    Final warning, once this is finalized, if something is not on this list, you character won't have access to it. Keep that in mind. Only thing you don't have to worry about is ammo.
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    Elesh Norn, Grand Cenobite Nelle Kozera's Avatar
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    Default Re: Forbidden Worlds (Next level AoR)

    Weapons: Draconian SA-15 “Fairy” pistol (Standard Draconian sidearm, this one has been equipped with a laser sight and tactical light; produces a distinctive report similar to that of a Desert Eagle), “Talorna’s Strike” Mk 5 shotgun (A pump-action close-assault weapon; can be loaded with various ammo types, i.e. slug, incendiary, electrified), ARK-27 carbine (Standard-issue auto-fire-enabled small rifle; lighter than the more common ARK-30 Assault Rifle, but does not have the integrated grenade launcher), triple-linked Drizzle LMG x2 (One on each gauntlet; gauntletted weapon built for suppressing fire, with low accuracy), force-field blade x2 (one on each arm, underarm; close combat weapon), customised Shielded Sword (made as a katana; close combat weapon carried sheathed on his belt), “Nightstick” recoilless missile launcher x2 (Shoulder-mounted anti-vehicle weapon) (to compensate for all the guns he’s packing, he can’t carry grenades)
    That is Seven weapons too many. Carrying three weapons with a powered armor platform is kinda reasonable. But...just....no. Cut this down...a lot.

    Biographical information: Rayza is a prototype Draconian super-soldier, but this isn’t his origin. He was born and raised shipboard aboard a Draconian battleship. He became a full-time soldier after his compulsory tenure was over, and served in three tours in the “Terrigen Fringe”, the fringe of Draconic space that now rests just beyond the Veil. He saw combat on all three tours, against Andrians during the first, then pirate during the second, and then finally Andrians again during the third. He was selected as a candidate for the all-volunteer AT program, and accepted the invitation without hesitation, despite being warned that there was a risk that he could be crippled by the experimental augmentation procedures. One of the first to complete the training regime, he was also among the first to be augmented. Because he’s an early prototype, he was only given augmented eyes; his daylight vision was improved, but his natural night vision only improved minimally. During testing after the augmentation, it was discovered that the augmentation procedure had inadvertently awakened his latent empathic abilities. Further testing confirmed that he was a level 3.5; a low level, to be sure, but enough that he was extremely difficult to lie to. Shortly thereafter, however, he accidentally stood on a Drakenfox's tail, and got himself bitten, putting him in the infirmary for five weeks (four weeks due to the effects of the venom, then a further week testing for negative reactions to his augmentations [none were found]). He has now been reassigned to the field, and is being deployed to scout the situation on Glacian 6, and investigate the strange “ouroboros” signal which has been jamming several tachyon frequencies.
    This is a rather small bio, you should be able to expand this quite a bit. No totally necessary but would be recommended.

    But until your weapon issue is addressed this character is rejected.

    GLARING EDIT: Having actually finished reading it, this character is a lost cause dude, its better you just start over.
    Last edited by Nelle Kozera; 08-09-2011 at 08:38 PM.
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  9. Top - #9
    Beware, I live! Brome Teks's Avatar
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    Default Re: Forbidden Worlds (Next level AoR)

    Adal, Ducy, and Tay were a set of triplets born and volunteered for the MASP Aces program, a military project with the aim of creating bionically augmented super soldiers to help in the war against the Star Fire Empire. Each subject had to meet tough genetic requirements to qualify, and began conditioning from a very young age. The first few years were spent mostly getting nutrition and enrichment to an ideal level. Once they were old enough, they began training proper. All Aces undergo intense training for almost all their lives, but the results are indisputable. Aces are stronger, faster, better soldiers than all others the MASP has to offer. That, combined with the best equipment and bionic enhancements the MASP has to offer, and they have soldiers that can often single-handedly turn the tide of a battle against the SFE. Adal, Ducy, and Tay form a rare Trčs team, a set that has been together since birth, allowing them to form an incredibly strong bond and synergistically improve each other’s combat ability.


    Name: Adal Korra
    Age: 24
    Sex: Female
    Species: Mirachoco
    Nation of allegiance: Mirachoco Alliance Space Presence
    Weapons: GX-95, 2x SA896, PI-KE, EMP and Frag grenades
    Gear: Nereid v4.6 combat armor, Close quarters optimized. 2 weeks Rations, small first aid/repair kit, survival kit, extra bottle of fusion fuel, Climbing equipment, Survival tool (Similar to an entrenchment tool), 2 Knives, Breeching equipment (Lock pick, small charges, Hacking system, cutting tool)
    Occupation: Professional augmented Soldier
    Appearance: She stands considerably taller than most Mirachoco. Where they stand 3-4 feet tall, she stands over 5, putting her a full head over most of them. She has the appearance of an anthropomorphic rodent, with large ears and a somewhat pointed face. Her fur is white with grey patches, and short, cropped head-hair.
    Height: 5’3”
    Weight: 123 lbs (no armor)
    Biographical information: Adal is one of the identical twin sisters that makes up the Team. She and Ducy both showed promise at an early age for close quarters fighting specialization. Further information is classified.
    Misc: Aces Augmentation, see below. She and her sister have had 3 clones made.


    Name: Ducy Korra
    Age: 24
    Sex: Female
    Species: Mirachoco
    Nation of allegiance: Mirachoco Alliance Space Presence
    Weapons: GX-95, CA-28, PI-KE EMP and Frag grenades
    Gear: Nereid v4.6 combat armor, close quarters optimized. 2 weeks rations, small first aid/repair kit, survival kit, extra bottle of fusion fuel, climbing equipment, survival tool, 1 knife, shield booster/deployable shield.
    Occupation: Professional augmented Soldier
    Appearance: Ducy is Adal’s identical twin sister, she looks almost completely identical to her. She looks identical down to the last hair.
    Height: 5’3”
    Weight: 123 lbs (No armor)
    Biographical information: Like her identical twin sister, Ducy is an expert at close quarters fighting. She was raised along with her sister to be the best that she could possibly be. Further information is classified.
    Misc: Aces augmentation, see below


    Name: Tay korra
    Age: 24
    Sex: Male
    Species: Mirachoco
    Nation of allegiance: Mirachoco Alliance Space Presence
    Weapons: GX-95, MX-01, PI-KE EMP and Frag grenades
    Gear: Nereid v4.6 combat armor, medium marksmanship optimized. 2 weeks rations, small first aid/repair kit, survival kit, extra bottle of fusion fuel, climbing equipment, survival tool, 1 knife, High resolution digital binoculars, up to 100x Zoom (Visual, thermal, UV, and X-ray, though the last one requires lowering stealth and only works at ranges of up to 25 meters)
    Occupation: Professional augmented Soldier
    Appearance: Tay is a fraternal triplet to the identical sisters. He stands a bit taller than them, but is a bit more lanky.
    Height: 5’5”
    Weight: 119 (no armor)
    Biographical information: Tay was a fraternal sibling to Ducy and Adal, meaning he came from a separate zygote. Regardless, he also passed the requirements of the Aces program, and when training began, found his calling as a marksman. He’s slightly more lanky than his sisters, but has a very steady hand. Combined with bionic augmentation, he’s one of the best mid range snipers the Aces program has to offer, able to pick off moving targets with ease. Further information is classified.
    Misc: Aces augmentation, see below. Has had 4 clones made of him, 1 of which is in active duty.


    Weapons:

    Spoiler



    Equipment:

    Climbing equipment: Compact light equipment to make rappelling or ascending safe, this set consists of a length or rope no thicker than yarn, cored with Space elevator grade cable and surrounded with stealth meta materials. It has automatic powered ascenders, remote release carabiners and grappling hooks, and a self retracting case.


    Armor: Standard Mirachoco armor consists of number of components, all designed to keep soldiers alive on the field. The under-armor on standard versions is designed to help prevent projectiles, shrapnel, and plasma/energy weapons from being able to harm the soldier underneath it. The bottommost layer is designed to help keep the soldier comfortable, made from a cheap, but soft material. The under armor itself consists of panels filled with a light non-Newtonian fluid that hardens on impacts. Outside of that is a layer designed to be resilient against stabs or piercing. These two layers in concert make effective anti-shrapnel armor, as well as effectively block bullets fired from chemical burning rifles. It is roughly equivalent to Level IV ballistic armor from Earth, yet remains light and flexible. Outside of the under armor, most suits have a layer of hard armor, made from ceramic materials. It is designed to block plasma shots, though repeated shots will destroy the plates. It does its job of preventing soldiers from getting killed with single shots. Integrated into the chest plate, usually on the back, are the armor’s electronics, for communication and battle assistance. They usually carry some basic first aid supplies, and survival supplies such as a water purifier, some emergency rations, etc.


    The helmet contains a wealth of electronics. It usually has a layer over the soldier’s eyes which protect the eyes from debris as well as display a heads-up-display. Modern helmets are built to include sound and EMF protection, preventing the soldiers from being debilitated by EMF attacks. Their suit radios are capable of relaying both sound and EMF communication. They come standard with night-vision and infrared capabilities.


    Aces Nereid armor is considerably more sophisticated. In addition to being hard sealed, the materials used are considerably higher quality titanium, allowing them to withstand much more damage than their standard counterparts. They also possess personal recharging shields, infinitely useful in combat, as well as a sophisticated cloaking system. It has powered joints and a spine, enhancing the Ace's already considerable strength. It also has an ammunition management system, allowing the soldier to carry more ammo into battle effectively. These systems work as long as the micro fusion power supply works, and given the huge efficiency of these systems, a given suit can usually take over 3 months worth of fusion fuel standard.


    Ace Augmentation

    Spoiler

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  10. Top - #10
    ULZJBFF!! Buzzwolf's Avatar
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    Default Re: Forbidden Worlds (Next level AoR)

    Orion Empire Data Sheet


    This next bit is what's changed for the Orions, there is a bit more, but the main points were the 'Time of Silence' and the Salarian Commandos

    The Salarian Advantage



    Salarian Organic Computers



    Salarian Armor


    And here're the characters for the RP, all Salarians, they're gonna be the mains, any other characters that make an apperance are all cameo from the previous RP, and just as 'objective' NPC's

    NXC-001-528 A - "Boss"


    NXC-001-542 B - "Jazz"


    NXC-001-529 A - "Scorch"



    NXO-009-084 G - "Anima

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  11. Top - #11
    Senior Member Arratra's Avatar
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    Default Re: Forbidden Worlds (Next level AoR)

    Rework coming up...

    Edit: Rework complete. Completely rewrote his bio and adjusted his weapon and gear loadout... he has three weapons plus grenades and a combat knife (which he treats as a tool, by the way)

  12. Top - #12
    Resident Symbiont BIos_Reaper's Avatar
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    Default Re: Forbidden Worlds (Next level AoR)

    I am joining this as well, I apologize for the latent delay but work has my hands tied up, I hope to deliver the profile of my species by today or tomorrow, btw, how do you do that plus thing? Z.z
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    Beware, I live! Brome Teks's Avatar
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    Default Re: Forbidden Worlds (Next level AoR)

    Quote Originally Posted by BIos_Reaper View Post
    I am joining this as well, I apologize for the latent delay but work has my hands tied up, I hope to deliver the profile of my species by today or tomorrow, btw, how do you do that plus thing? Z.z
    Use spoiler tags, like so

    Spoiler



    Tags: [ spoiler] and [ /spoiler]
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  14. Top - #14
    Elesh Norn, Grand Cenobite Nelle Kozera's Avatar
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    Default Re: Forbidden Worlds (Next level AoR)

    Name: Skilath Arhothaa

    Age: 22 (Zendacarian years. 66 G-standard)

    Sex: Currently Female

    Species: Reaver

    Nation of allegiance: Imperium of Shadows

    Weapons:

    Tazeem: Tazeem is the name Skilath’s primary weapon a Void blade. A void blade is currently the only version of hypermetric weaponry that has been deployed on the infantry level. (See Hypermetric weapons for more detail)

    State 4 Coil SMG: A simple Gaussian based Sub Machine gun for some limited ranged capability but is a poor substitute for the other ranged weapons. It’s only effective to seventy meters.
    Aside from the weapons she carries a set of seven antimatter based micro explosives allowing them to reduce both the weight and the size of the weapons in question. The yield is only slightly higher than the average grenade.

    Gear:

    Spoiler



    Occupation: Low Cover Recon /Strategic elimination Unit

    Appearance: Click image for larger version. 

Name:	Void Templar 2.png 
Views:	11 
Size:	397.2 KB 
ID:	728 Not and exact image by any means, but its just to give a general idea, this image has no tail and the incorrect number of fingers.

    Height: 6’4”

    Weight: 130kg (Fully equipped)

    Biographical information:

    (Will finish in morning)

    Misc:

    Reaction and Nervous system augmentation: Because of the exceptional stress the Overdrive system puts on the Reavers nervous system Void Templar undergo several gene therapy treatments to augment their own nervous systems to handle the increased information loads and the necessary speeds which are necessary to pilot the suit under overdrive. Thanks to this therapy they can keep up with the system with no worry of neural “burnout” a common problem with early user of the system.
    Last edited by Nelle Kozera; 08-15-2011 at 11:58 PM.
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  15. Top - #15
    Morga Nalafe - Starhatcher (starship pilot) JanetStarhatcher's Avatar
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    Default Re: Forbidden Worlds (Next level AoR)

    Nation/Species sheet:

    Nation’s Name: Ava Kam'lo

    Core Species’ Name: Morga Nalafe (shortened as Morga)

    Solar systems controlled: 203

    Boons: Computer Symbiosis (able to connect their mind to their computers)

    The One Mind(The One Mind is a system of computers linked into external neural receptors that occur naturally on this species, it allows for extreme coordination, intelligence and timing. This is NOT a hive mind, though it developed from one. A good comparison is the internet, each computer is one of the species, the internet is the whole of it.)

    Advanced: Space Maneuvers,
    architecture and design,
    Bioengineering,
    Computer espionage
    Illusory Reality (they can alter reality in any species that they 1. are able to burrow into the spinal cord or neural area with their external receptors AND 2. Have been able to alter their DNA to be able to work with said species' neural area... It also allows control of that same species when they are unconscious or asleep)

    Normal: They are six inches tall and able to fly

    Poor: Thin Hulls

    Weakness: Truth (they are unable to tell a known untruth, this is due to evolving from a hive mind, the species never learned and probably never will)...

    Stupidly Fragile Species (Stepping on one would kill it)

    Years sense the discovery of FTL: 2200 (1000 years was spent in suspended animation)

    Type of FTL used: Warp

    National Culture:

    Spoiler



    Nations Dossier/History:

    Spoiler



    Major Industries: Programming, Computer Systems, Micro-technology Production

    Species motto: "We are NOT easily distract... SHINY!!! What were you saying?"

    General Species disposition: Carefree and curious, but can be serious in times of need

    If new: (I'm considered a new species) The end of the war left some species dead or in isolation, severely undermining the efforts of the Morga to make friends with them. With so many different species going to the same planet, they hope to have a second chance with making allies and in learning about them. Perhaps even to get DNA samples.

    Achievements: Floating Cities abound on all planets inhabited be this species, however, unless you are less than six inches tall, you will never be able to truly appreciate them.


    Swordsmanship and Archery: ever since they first evolved opposable digits, they have been using swords and bows. This leads to all weapons technology to be direct descendent's of this tradition, they have standard modern weaponry but it is wielded as if it were, and modeled after, swords and bows. Their stubbornness on this has led to an inability to arm there ships with anything but a Plasma-lance that can only be used to spear through opposing ships.


    Bioengineering: They have modified the genetics of species from their original home planet and use them in the performance of everyday activities, like transportation and construction, as opposed to heavy machinery


    Name: Flutter StarHatcher
    Age: 23 Cycles (23 years)
    Sex: Female
    Species: Morga Nalafe (Shortened Morga)
    Nation of allegiance: Ava Kam'lo
    Weapons: Plasma Bow (A bow that fires rounds of plasma) Plasma Short-Sword (She clicks a button and it comes from the hilt) Shock Grenade (Highly illegal for the Morga to own by their own laws, it sends out an electric blast ten feet in diameter)
    Gear: NutriHoney Packs(good for one year, a full supply will last a Morga for two weeks if rationed. Thought Translator Pack, worn at all times. Minimum Military Morga Armor (A thin alloy chest plate and thin plated skirt), A pack hanging from her hip with vials for DNA samples, and Dye Crytals to change the color of her wings. (Blue, Black, Grey, Pink) Her Staregg contains Rations and food for the entire crew and animals aboard to last three years.
    Occupation: Starhatcher (Spaceship Pilot)
    Appearance: The Morga are an insect humanoid species with four arms and two legs, Long thin wings and hairlike antenna. She isn't as good at changing her Wing color as other military Morga, She compensates by carrying Dye Crystals with her.
    Height: Five inches
    Weight: 6.53 ozs
    Biographical Information:

    Spoiler


    Misc: All military Morga are given an animal to take with them. This animal is a pet and fighting companion. Flutter was taken to the rookery when she had to pick hers and she chose an egg that was abandoned. Everyone thought she was crazy and told her so, but she was used to ridicule. It was incubated and hatched into a large raptor. (if you want to know what it looks like, Google 'Harpy Eagle') She named it Glider. It bacame one of the most well trained birds in the rookery, able to respond to sung commands, as well as be controlled by thought.

    ((This is my species sheet and first character, I'll Post the other two characters later.))

  16. Top - #16
    Senior Member Arratra's Avatar
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    Default Re: Forbidden Worlds (Next level AoR)

    Name: Jaxamar Flameheart

    Age: 21

    Sex: Male

    Species: Draconian

    Nation of allegiance: Draconic Alliance

    Weapons: ARK-30 Assault Rifle (Standard Draconian assault rifle with built-in magnetic canister launcher [read Grenade Launcher]; this one has an attached combat zoom scope), X221 Dragoneye Gauss Rifle (Experimental magnetic-based high-velocity precision projectile rifle. Jaxamar is carrying it for field testing), Customised shielded sword (straight-bladed, double-edged longsword), Suit claws (his suit's gauntlets are equipped with unshielded blades, allowing natural-seeming claw fighting)

    Gear: Latest Solaris-series powered armour (sleeker appearance and more streamlined design [both internally and externally]; greater mobility, but it has sacrificed the built-in weapon mounts of the older models. Instead, it can carry a number of tools and other equipment internally. Thrusters in the wings, feet, backplate, shins, and hip modules allow impressive aerial mobility. The helmet of this one is actually from a Shock Mk. II suit, modified to be compatible), E-scanner (a high-tech scanning device that incorporates a number of scan technologies; mission-specific piece of equipment with no applicable combat purpose), survival knife (a simple sharp-edged titanium knife with multiple purposes. Not considered a weapon by Draconians), two weeks food and water rations, wrist-mounted laser cutters (powerful cutting lasers for those situations where he has to cut through and his sword and knife won't work. They can be adjusted to weld as well as cut. Hidden under a small panel on each wrist. The lasers no possible use as a weapon, although welding and cutting open doors is potentially useful), built-in helmet optics (Night vision, thermal, zoom, EMF), Standard medical kit, 2 reusable sensor beacons

    Occupation: First Recon trooper (Sergeant)

    Appearance: A normal, blue-scaled Draconian with silver eyes and white ventral scales. His left cheek has a distinctive snow-white lightning-bolt birthmark that never faded, a birthmark that earned him his name (as he looks eerily reminiscent of a hero of the Third Draconic War, and this hero, also his ancestor, carried the same birthmark). Although he's new to his current unit, he has seen battle before, and bears a scar over his eye where an Andrian nearly blinded him.

    Height: 2.51 metres

    Weight: 123 kg (minus armour)

    Biographical information: As mentioned above, Jaxamar Flameheart was named after an ancestor of his bearing the same lightning-bolt birthmark, who he eerily resembles, right down to the scar he now carries over his eye. He was born aboard the FLS Lightning Strike, perhaps ironically, given his distinctive birthmark. Since then, he spent his childhood aboard various support vessels and space stations, and actively enlisted in the military as soon as he came of age. Over the past three years he has done two tours of duty, once beyond the Veil and the other against an Andrian enclave that managed to find its way into Draconian space. During the second tour, he was dropped to the surface where he and his squad engaged the Andrians in close quarters. They were ambushed, but managed to push through and complete the mission regardless, although they were forced into close combat, and several members of the squad were injured, including Jaxamar. Given his exemplary performance, Jaxamar was promoted to Sergeant and transferred to the 221st Sky Birds, a First Recon regiment. The strange signal drew Draconian attention to the Glacian system, and they have sent the FLS Freedom, an escort carrier, and its task-force of a destroyer and two frigates to investigate. Jaxamar was stationed aboard the Freedom and has been given orders to drop to the surface and search for the signal source.

    Misc: Jaxamar has some latent psionic talent, but it has never manifested as anything beyond an ability to handle animals well. A high-level Claw Fighter (a form of Draconian hand-to-hand martial arts which takes advantage of a Draconians natural claws), he also has a solid grounding in standard Draconian Trooper hand-to-hand (which utilises all seven of a Draconian's limbs; arms, legs, wings and tail), and in sword combat.
    Last edited by Nelle Kozera; 08-26-2011 at 12:39 PM.

  17. Top - #17
    Resident Symbiont BIos_Reaper's Avatar
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    Default Re: Forbidden Worlds (Next level AoR)

    Nation/Species sheet:

    Nation’s Name: Ovarian Systems Union (OSU)

    Core Species’ Name: Ovarian (They currently resemble Altinian feline & canid mammal analogues, but with distinctive synthetic elements such as exo-parts)

    Solar systems controlled: 235 (25 recent aquisitions, replacements for worlds annihilated by Ichor and orbital bombardment. 15 heavy industrial mining worlds. 200 original worlds.)

    Physical Oddities: Individual variation & hybrid organic/synthetic appearance

    Unique Feature: Inter-social & Inter-planetary personal networking capability

    Species Trait: Advanced Robotics: A natural affinity of the Ovarian peoples, mastering the science of robotics was the first thing they accomplished since their emergence as a species. From a purely engineeering standpoint their are just as complex organic, their expertise granting them efficient, powerful, flexible and highly intelligent forms. Among the many advances they have made, most noticeably are their assembly lines, synthetic hydraulic enhanced muscular skeletal systems, their nanotechnology and miniturization.


    Boons:

    Defensive Systems: An extension of their creators defensive shield specialty the Ovarians have made considerable improovements to the original shield technology but have also included others of their own making. With more advanced defensive tactical and strategic planning, the need for better auxiliary defensive measures arose. Force Reactive Armour (FRA) and advanced self-maintenance & repair systems are the most prominent results of that need alongside their capable position-defense turrets rotation speed & targeting technologies.

    Computer Technology: Another talent of self-aware computers. Ovarian computational technology possesses incredibly processing and memory storage capacity as well as excellent self-improvization and adaptive algorythms and can be used to generate intricite encryption schemes, downright irritating defensive programs and to create targeting systems that are pin-point accurate enough to seemingly never miss a target. Greatly enhancing their intelligence as well with each new generation of Ovarian produced new advancements are introduced which perpetually improoves the species as a whole. Enhancing and raising the capability of each successive generation noticeably above the last generation.


    Advanced:

    Stealth Shielding: A direct result of their need for clandestinity, Ovarian stealth technology is somewhat based off their expansive comprehension of shield mechanics, thus it is somewhat affected by their defensive expertise. Functioning primarily as high-speed optical shielding and active electronic masking it also possesses a variety of functions for scenarios not space oriented, such as ambient temperature matching, noise cancellation, electrical shielding and lighting compensation.

    M.D. Weapons Technology: Realizing their creators weapons were entirely insufficient to defend themselves with, the Ovarians developed Molecular Disruption weaponry, entirely on their own. By generating a field of material-bond disruptive properties in a forward-fixed "cone of nonexistence", the weapons potential collateral damage is limited to a small area but the affected area suffers extremely heavy damage and most materials are annihiliated in the affected zone. Only exotic material defenses proved resistant to the effect though suffering some damage to their structural integrity.

    High Intelligence/Learning Capacity: Undoubtedly their greatest talent, the Ovarians capacity for learning seems infinate. Able to take on the most complex of problems and solve them with relative ease, often within mere minutes or hours after encountering them. The Ovarians are capable of learning and mastering almost anything, short of another species technological achievements. Their high intelligence lends itself very well to research and development, as well as augmenting their ability to comprehend foreign designs, though they may not be able to replicate them.

    Passive/Active Sensor Technology: Because of their need for security and secrecy, and to safeguard their star systems, the Ovarians developed a sensor technology capable of detection across a massive area. Combined with area-denial & detection stations on every other world, they have perfect coverage of their systems. While they cannot as of yet penetrate high-level stealth technology they can detect the slight traces of FTL transit and exit which to their new sensors is akin to setting off a flair in a dark room.

    Mining/Material Refining & Engineering: The act of mining and refining, a crucial aspect of an industrial machine society, the aquisition of materials as well as engineering entirely new ones. The Ovarians have made it a specialization of theirs to make good use of all they are able to acquire since they sorely need the resources. Able to efficiently extract and refine any kind of material with little risk to themselves and with little disruption of natural environments.

    Engineering & Construction: A direct specialization of needing both sturdy, well built cities as well as powerful vessels to compensate for how few they possess. Advanced symmetrical construction and materials enable them to build massive, efficient cities that are as much factory as housing area, though the factories used for industry are no the same as the massive ones used for military production, thus no effect on their relatively poor military build-up rates. Having it so that each vessel class of theirs is at least comparable to other races assuming similar tonnage, at their best however they're worth two of another nations.


    Normal: (Anything not mentioned above or below)

    Poor:

    Combat Experience: Because of their isolation during their nations time of reconstruction the Ovarians possess no actual experience, so far at least, with fighting a conventional war aside from a single battle with a lone surviving "Infestor" vessel nearly 200 years ago. Simulations, while extremely thorough and advanced, are a poor substitute for actual experience.

    Espionage: Despite their isolation, the Ovarians feel no need to acquire detailed information about the intentions of other nations and as such, have little to no experience with espionage. While curious about other cultures and though capable of copying another nations citizens for relatively easy infiltration they do not wish to do so.

    Political Relations: A direct result of their self-inflicted alienism from the eyes of galactic society. While not inept at the art of political science the Ovarians have no ties with any of the surviving old powers, thus no allies to call upon as of yet.

    Military Assets: With their focus on discreet reconstruction in order to avert the galaxies eyes and prevent unwanted attention Ovarians have no advanced production facilities constructed. Because of this their military assets, both ground and space aside from planetary defenses are at a relative low due the age of their production facilities whose designs were simply not meant to handle the more advanced Ovarian technologies. In stark contrast their assembly lines are state-of-the-art on account of their natural affinity for robotics.

    Military Industry: Because of the relative age of their military oriented industrial facilities the Ovarians ability to rapidly produce military hardware is comparatively lesser than that of other nations. While they are capable of rapidly assembling individual components the creations of said parts is a slow process. Their conventional industry isn't affected however as it utilizes entirely different facilities.

    Infrastructure Reliance: Heavily reliant on infrastructure to defend their own systems the Ovarians are capable of thwarting assault attempts with the immense resources of their home systems infractuture backing them up, howver, this invariably leaves them less capable on the offensive where such an advantage is not radily available. Sophisticated logicstics, replacement weaponry, re-armament and repair materials all these they do less than excellently without, leading to them adopting relatively slow-paced campaigns rather than an aggressive ones.


    Weakness:

    International Economics: On account of their computerized origins, Ovarians have little or no need for financial gains, as such all forms of currency are entirely unknown to them. While it affects nothing of their own culture, this lack of fiscal ability might aversly jeopardize their potential interactions with the rest of the galaxy. On account of their inability to pay for any goods or services, the Ovarians only means of payment would be in the form of resources rare and common alike in massive quantities, how well received such a potential alternative will be, remains to be seen.


    Years sense the discovery of FTL: 1500
    Type of FTL used: Hyperlight Corridor Drive


    National Culture:

    Spoiler




    Nations Dossier/History:

    Spoiler




    Major Industries:

    Mining, Material Refining & Engineering, Propulsion Systems, Energy Generation, Material Shipping (internal export), Mechanical Engineering, Large Scale Construction, Colonization & Development, Computer Technology, Miniturization, Defensive Systems, Nanotechnology


    Species motto: "Against time and savage lands, across the universe and beyond. We are the light of reason, the balance to uneven odds. Whilst the old fell, the new rose and where they faded we shine. For we remain and therfore we shall succeed."


    General Species Disposition: Friendly, but extremely wary and slow-trusting of outsiders, a nocturnal species they maintain a secretive existence out of necessity and for the sake of survival. Those fortunate enough to have permitted entrance into their heavily defended systems would find a society based completely around complexity of thought and equality, and a people possessed of an almost indominatable sense of wonderlust and ingenuity.


    Old Power: The destruction of the Altinians brought forth the secretive but definitive rise of the Ovarian Systems Union. Many, though not all of their creators technologies survived the war and as such they possess an intimite understanding of certain advanced mechanics that others do not which directly fuels their want of technological advancement much like their creators.

    New Civilization: The loss of their creators to the "Infestors" prompted the rise of the OSU, a self-replicating self-aware machine species dedicated to improoving the areas their makers were wanting at so that when the time comes for them to reveal themselves to galactic society they are well equipped to handle it, and anything else that might come their way, be it kind or harmful.


    Achievements:

    "Tangent" class Super-collision Matrioshka Brain: Built, or more accurately it's construction began at the height of Altinian civilization, this massive supercomputer was designed to act as a decentralized brain-hub for research & development as well as theoratical calculations and physics. It's construction was naught but 37% completed before the Altinians were wiped out but the Ovarians have brought it up to 56% and even activated many of it's computational clusters which enabled them to reach their current state of technology.

    Evolutionary Algorythms: Self-adaptive and self-writing computational code that complicates the relatively linear thinking of machine intelligence. The concept of "Maybe", rendered into highly, near infinately complex mathematics. This same revolutionary feat of programming developed by the Altinians centuries earlier, improoved on and progressed, also allows non-aware computer systems to fight maleware, viruses and malignant code as if it were a disiese in an organic system. By adapting to it and using its data to develop an active defense, virtually any computer system can become highly resistant to repeated attempts by similar or identical codes and programs.

    Magniot Defense Line: A long-range defensive counter-strike system developed by the Ovarians and currently still under construction. Composed of powerful deep-space and orbital defense systems equipped with hyperlight FTL drives the Magniot Line can grant defending fleets access to defensive support weaponry in multiple star systems. As far as a defense measures go, the system excells. Letting a station in one system fire at targets in another by passing it's weapons fire through an FTL channel. The Maginot Defense Line's technology unfortunetly could be seen as a gargantuan superweapon on account of its range.

    Parune Prime: The reconstructed homeworld of their former creators, Parune Prime was the most beautiful planet in the entire Aeterian Alliance. Having cleaned up every microscopic bit of Ichor machinery from it, the grand cities were rebuilt and balanced perfectly with the redeveloped ecology. Cities on land, in the air and on sea, great symmetrical artistry and organic influence. Their proudest, most beautiful planet, whose most striking feature is the massive ring-world foundry surrounding it, albiet not completed, it's anticipated to replace the old groundside and space-born foundries within a year.


    Spoiler



    (P.S. this profile is up for review by Reaper, if he finds anything wrong with it I'll edit it later, for now, enjoy!)
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  18. Top - #18
    soldier with a hero complex Shade Leshyr's Avatar
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    Default Re: Forbidden Worlds (Next level AoR)

    This Sheet was created with permission from Nelle


    Nation’s Name: Kratian Republic of the Empowered

    Core Species’ Name: Kratians (The Kratians resemble Stith from Titan AE in appearancesave their jet black, smooth hides)

    Solar systems controlled: 85

    Boons: Computers and Numbers (The Kratians are ratherinnovative out of necessity and a rapid breeding rate keeps them athigh numbers.)

    Advanced: Weapons

    Normal: Anything notlisted above or below

    Poor: Economy



    Weakness: Stealth and Speed

    Years sense the discovery of FTL: 50

    Typeof FTL used: Wormholes

    National Culture: The Kratians still resemble their tribal nature, the strongest and wisest of them beingthe leader of their. Strength and Wisdom are revered above all else.The arts reflect a primitive type of life.

    NationsDossier/History:

    Spoiler

    Spoiler



    Major Industries: Shipyards and Exo-suit manufacturing

    Species motto: “We are gifted, not stained”

    General Species disposition: Most Kratians are willing to listen, but reserve judgment on most subjects until they know the whole story.

    The Invader Wars were almost entirely responsible for this Nation's advancement.

    Achievements: Ichor Isolating Exo-suits: due to their close relationship with the ichor and the Vat Mother, the Kratians are the only known species to produce a suit capable of containing the ichor.



    The Redeemer: The rebuilt and improved Commonwealth ship supports thedeadly cannon the invader's were known for as well as a more modern shielding.

    Character Sheet:

    Name: Kraal Oon'dalar

    Age: 25

    Sex: Female

    Species: Kratian

    Nationof allegiance: Kratian Republic of the Empowered (KRE)

    Weapons: As a wise-woman, Kraal is equiped with a pair of laser pistols and ion blade. The pistols are not truly military grade and meant for personal defense rather than full scale conflicts, offering a charge of eight shots per charge. The ion blade is the length of a shortsword and more for ceremony than use.

    Gear: Ichor-containing Exo-suit, Ceremonial garb, weapons listed above, meditation rug, 3 days worth of assorted clothing, 5 days worth of emergency rations, First Aid kit, Scavenger kit (mechanical), Scavenger kit(biological), Short range radio, distress beacon

    Occupation:Kratian Wise-woman

    Appearance: Black hide from ichor, blue eyes, kangaroo-like appearance with a long whip-like tail and the strange leg structure of her kind.

    Height: (actual, standing straight up) 9' 6” (apparent, with legs bent, which is usual) 7” 2”

    Weight:approximately 265 lbs.

    Biographical information: Kraal was born on an ichor taken planet that the Kratians were rapidly colinizing. Due to their rather fanatic attraction to the ichor, her parents went out of their way to expose her to the “Mother's Blood” and the young Kratian's body took to the ichor rapidly. Kraal's life growing up was helping the colony in building, but she would often be found sitting still, staring at the sky in deep thought, which worried her parents, who immediately took her to the local wise-men to find out what was wrong with her.



    However, much to their surprise, the wise-men told them that Kraal had the makings of a wise-woman, which is a practice still in theory. So Kraal found herself saved from the dismal life of a worker to train as a wise-woman among a very small number of other potential girls.She spent her teenage years learning their ways as many of the other girls dropped out to fall for mates early and go back to working.


    Kraal astounded the wise-men at her progress, reading signs that many of the trained wise-men had trouble with and keeping a clear head in the situations brought before the trainees that remained to test them. It may have been due to this that the Republic's leaders discovered her and selected her to join the voyage to find the other groups inthe galaxy to establish contact.


    Last edited by Shade Leshyr; 09-14-2011 at 09:52 AM. Reason: grrraaaw, there WAS a space there... and there...

  19. Top - #19
    ULZJBFF!! Buzzwolf's Avatar
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    Default Re: Forbidden Worlds (Next level AoR)

    I've updated my Sheet with additional info on the Salarians as well as the organic computers I've added in and the char sheet for said organic computer XP I got reapers approval a looooongass time ago for it but never got around to finishing an posting it


    ...I'm hoping this thing actually gets going one of these days...
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  20. Top - #20
    The Delivery Gator and sometimes a Silent Assassin Crusadra's Avatar
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    Default Re: Forbidden Worlds (Next level AoR)

    Well... despite it being late... here they are.

    The SRC




    The CotD



    SRC: Josha Fin'ska



    CotD: Sha-Shan Del'sa


  21. Top - #21
    Forum Director SliceOfDog's Avatar
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    Default Re: Forbidden Worlds (Next level AoR)

    Finally done my characters. Sorry it took so long. I've got 2 'main' ones and 2 more minor PCs. I hope that's ok. Other people seem to have 3 or 4, so I assumed it was a thing in this RP.

    Main PCs:

    Name: Urgol Makilanasaih (Goes by ‘Urgol Mak’, or just ‘Mak’)
    Age: 63
    Sex: Male
    Species: Cahabīn
    Nation of allegiance: DWB
    Weapons:
    Cahabīn battler-pistol – capable of puncturing through light-to-medium armour with relative ease. Slow firing, close-to-medium range. Mainly used for corridor fighting and close-range combat.
    3 thermal grenades (release massive amounts of heat in a controlled blast. Can melt metal and will kill almost any living being caught in the direct blast, though only has a small blast radius (around 8ft)) Usually a stealth choice, more often used in getting through sealed doors and disabling enemy equipment than in killing enemies. The blast is rather quiet. The screams of people having their flesh melt off is not.
    Gear:
    Standard issue Cahabīn Captain armour (E-class). A dark, leather-like material covering from the ankles to the wrists and neck, with a thin armour plating on the stomach, back, upper arms and legs, and the knees. Gulgalot (flesh sack around the neck) is exposed, as is the head. Ears are fitted with short-range communications devices.
    One eye-monitor, E-class. Automatically relays information and footage to the ship’s black-box. Can be manually ‘rewound’ to play back footage already viewed (though all footage is recorded in the ship, the local memory is much smaller, and so footage can only be ‘rewound’ in this way for about 20 minutes after being recorded)
    20 rounds of incendiary ammunition.
    Binoculars
    One standard issue first aid pack
    Two packs of dried food (Enough to last a day each, or three days if rationed)
    One ‘ice ring’- A thick golden thimble-like object worn on the finger and embedded with a capsule of perpetually frozen H2O. The capsule is only mildly cold to the touch, but inside remains consistently sub-zero temperatures, regardless of external heat being applied.
    Occupation: Captain
    Appearance: Bipedal creature covered in short, sandy coloured fur. Dominant feature is large, bulbous flesh sack hanging from jowls and reaching down to the bottom of the chest, which is full of liquid (although so tightly packed as to be almost solid). Long, muscular legs which end in wide hooves. Arms are shorter and end in opposable digits (Thumb and three fingers, all ending in smaller hoof-like bones instead of a third (or second for thumb) normal, flesh covered bone). Little in way of visible neck, with the shoulders starting almost immediately where the jaw ends, and going quite wide out.
    Face is almost completely flat, with slits for a nose and small dark eyes, though there is a protrusion of a few inches of bone above the eyes, which works to shield them from the sun. Very long, thick eyelashes. Ears are also slits.
    Height: 6ft 2
    Weight: 260lbs
    Biographical information: Urgol is the only one of his small 3 crew ship to have lived for a significant portion of his life on-world. His mother was in the crew that was sent to destroy a settlement belonging to the Great Enemy, but they found it already abandoned when they arrived. With a lack of further orders the 1000 strong force settled down itself, and over a year later Urgol was born. Within a short space of time the settlement had split, being made up mostly of soldiers who became bored or even maddened by a lack of action. Crime was rife, and by the young age of 22 (roughly a human 16 year old) Urgol had become a deputy in his settlement, trained to use a pistol and engrained with the ideals of law and protecting others before himself.
    After a long period of abandonment, finally a fresh force arrived to populate the planet in full. Law enforcers from the planet were used as guides, and the nearby gangs and raiders were systematically wiped out. Great potential was seen in Urgol, so he was chosen to be a Captain and taken to be schooled (it was not optional on his part). He passed easily, being above average in fortitude, intelligence and leadership. A footnote on his records noted that he had a ‘dark side’, and struggles with emotions. This was branded irrelevant and has been ignored ever since.
    After passing his course, Urgol has slowly risen through the ranks until he was granted Explorer Class Captainship over his own vessel, and granted a crew with it. They were soon sent on their first mission, to investigate irregularities at Glacian 6.
    Misc: Without higher powers intervening, a Cahabīn of Urgol’s age, skill and loyalty, as well as clean record, should be in charge of a crew between 10 and 50 times larger than he currently is. This is not openly discussed, and Urgol would have it remain that way.

    Name: Gene Salaim (Pronounced Geh-ney Zal-eye-m)
    Age: 38
    Sex: Male
    Species: Cahabīn
    Nation of allegiance: DWB
    Weapons:
    Cahabīn battler-rifle – capable of puncturing medium-to-heavy armour. Slow firing, loud, medium range. Used for almost all combat types where stealth is not a concern.
    2 thermal grenades (as above)
    2 incendiary grenades
    2 shrapnel grenades. Blast radius of around 35ft, but usually used in more compact areas. Sends hundreds of small, sharp chunks in every direction. Can be stopped by most medium or heavier armour, but otherwise does massive damage to personnel.
    Gear:
    Standard issue Cahabīn body armour (B-class). A dark leather-like material covering from the ankles to the knuckles and over the top of the head. This material covers the gulgalot, and is itself covered in thick plating around the shoulders, back, stomach, arms and elbows, legs and knees.
    One eye-monitor (B-class). Automatically records all footage seen, with a playback time of 1 hour. Can be switched to thermal vision or night/low light mode. Syncs up with a sensor on the end of the battler-rifle, showing a ‘hit-point’ predicting where would be hit upon firing ((imagine a curser in an FPS))
    Standard issue kit bag (E-class)
    50 rounds of incendiary ammunition.
    20 rounds of explosive ammunition.
    Three standard issue first aid packs.
    Five packs of dried food (Enough to last a day each, or three days if rationed)
    Short range transmitter (sends location to ship and captain’s eye-monitor. Can send messages to captain’s earpiece or send/receive information to/from the ship if set up (requires time to locate different signals and can fail to work properly if experiencing rapid/severe movement))
    One false tooth filled with water, which is at the front of his mouth in the upper jaw.
    Occupation: Warrior
    Appearance: As above
    Height: 6ft 4
    Weight: 280lbs
    Biographical information: Gene’s history is hardly colourful. He was born on-world but spent most of his teen years and adult life on-ship. He was chosen due to his physical state to be a warrior, and passed the training easily, although was marked for having an excess of aggression.
    Being at the young age of 28, it is not strange that Gene would have never seen frontline action, although the lack of it can make him irritable and moody. He was expected to have topped his class and was only slightly above-average. As such he is eager to prove his worth and ‘avenge’ his results.
    He was hand chosen by higher-ups to be the warrior accompanying Urgol and his expedition.

    Minor PCs:

    Name: Shara Tehl (Interacts almost exclusively with Urgol and Gene, and not with other PCs)
    Age: 30
    Sex: Female
    Species: Cahabīn
    Nation of allegiance: DWB
    Weapons:
    None, although she usually is at the controls of the ship and as such can activate its weapons. It has twin Cahabīn MA Fighter Cannons, which work both in and out of atmosphere. They are made to rip through ship hulls and as such do maximum damage to armoured opponents. Being very quick firing for Cahabīn weaponry (About 2 rounds a second) they sacrifice accuracy for speed, and would not be good at taking out individuals on-ground.
    Gear:
    Standard issue pilot suit (P-class). A basic suit of light leather-like material covering from the ankles to the wrists and the top of the head. Inside the suit is various electronics which assist communications, and on the outside is a small helmet which extends along the shoulders (Preventing damage to the skull or the Cahabīn version of whiplash, which can be extremely dangerous to them, in the event of a collision)
    Necklace with vial of water.
    Occupation: Pilot (E-class)
    Appearance: As above, but with nipples on the outside of the gulgalot, which is flatter than that belonging to the other two Cahabīn.
    Height: 6ft
    Weight: 235lbs
    Biographical information: Shara was born on-ship, and has spent very little of her life on an actual planet’s surface (not counting being on board a grounded ship). She was intended to be a doctor, and was advancing her studies at a reasonable pace (again above-average). However, during field tests it was discovered that Shara had developed a phobia of being off of a ship. It was not simply agrophobia, because she felt at home on ships of any size and with any amount of fellow crew, and yet when she felt dirt or rock beneath her she panicked and was unable to complete the simplest of procedures. Her simulation record was the worst in a decade, with 100% of her simulated casualties dying, even those without fatal injuries.
    Thus deemed unsuitable to complete her training she was rushed into a pilot course where she passed and was placed straight into Urgol’s team.


    Name: Tchier L’la
    Age: 37
    Sex: Male
    Species: Unknown (Belongs to ‘the Great Enemy’)
    Nation of allegiance: As above
    Weapons: Pistol which superheats liquids in seconds. Almost no effect against medium-to-thick armour or at very long range, but useful within about 100ft. Requires no traditional ammunition but does take a lot of energy and can overheat if used in quick succession.
    Shock-stick: Melee weapon for disabling targets non-fatally. A hit to the skin or through a conductive surface like metal armour will send a jolt through the target, relaxing all of their major muscles. It can occasionally be fatal if the target has, for example, weak heart muscles or chokes to death on their tongue, but these are unintentional side-effects.
    Gear: Basic scavenged clothes. Various coinage and items like precious stones for trading. A few days worth of food.
    Occupation: N/A – hitchhiking scavenger
    Appearance: Humanoid fox-like creature with large, pointed ears but a relatively flat face. No nails or claws, no tail and digitigrade legs. His fur is short, thin and red. It loses colour in parts and he is quite thin in his body. One of his eyes is always half closed, as if grimacing.
    Height:5ft 5
    Weight: 85lbs (underweight for his species)
    Biographical information: Little is known about Tchier. For most this will be their first encounter with his species. They will have to see what he is willing to tell them…
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  22. Top - #22
    Forum Director SliceOfDog's Avatar
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    Default Re: Forbidden Worlds (Next level AoR)

    Oh, I've been thinking. Would anyone mind having Tchier be temporarily residing on one of their ships? After all, he's a hitchhiker who wouldn't be caught dead with the Cahabīn. Or more accurately, he would be caught dead with them. And that's what he's trying to avoid...
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  23. Top - #23
    The Delivery Gator and sometimes a Silent Assassin Crusadra's Avatar
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    Default Re: Forbidden Worlds (Next level AoR)

    Hmm... I guess the SRC would be more or less willing to take in some random hitch-hiker, since they got one of those complexes that they can't be beaten that easily and their main religion is mainly pointing at the direction of 'Inner Peace through good deeds'. The CotD wouldn't pick him up in this case... mainly due to them piggy-backing on the SRC's jump to conserve their own energy and well... it'd be rather pointless to be stealthed and pick up a hitch-hiker due to the SRC already being suspicious about this.

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