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Elesh Norn, Grand Cenobite
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
Towards the end of what became known of Invaders War. Several nations where devastated from onslaught of the Commonwealth Forces. The Imperium of Shadows was left in ruin, as where many other nations. Other nations like the Arrkric Greater Star Federation, where able to stave off the invaders long enough to seal them in their own universe or at least prevent them from returning for the time being. But the war was a wakeup call for the remaining nations of the galaxy. The Unknown invader from a different universe had shown that their former methods where insufficient for fending off foes that where dedicated to war. But even though they fended off the Commonwealth the war still left its stain on the Universe. Several worlds across the galaxy have been totally infected by the Ichor of the commonwealth and have been sealed off by the international powers. With the Commonwealth removed from the galaxy the obedience effects that the Ichor had on the infected was inert but it still spread mindlessly infecting those that came into contact with the substance. While leaving its victims in a metastable half life torn between their past selves and the new form that they have been given turning them into galactic outcasts.
Sheet:
Spoiler
Nation/Species sheet:
Nation’s Name:
Core Species’ Name:
Solar systems controlled: (0-200 (if new) (0-300 if old)
Boons: (Speed, stealth, armor, weapons, computers, economy, industry, etc etc) (Maximum 2)
Advanced: Not boon level but above average. (Ex. can detect normal stealth ships instantly, Advanced stealth within 1 hour of them entering sensor range. Still can't detect Boon level stealth. Or for Weapons instead of being ineffective against Boon level shields due 1/3 damage instead)
Normal: (Anything not mentioned above or below)
Poor: 1/3 as effective normal systems (Can't detect normal stealth at all, limited sensor range. Weapons are ineffective against advanced level defenses, shielding systems take 3x damage from normal weapons.)
Weakness: (Minimum two)
Years sense the discovery of FTL:
Type of FTL used: (Warp, Hyperdrive, Wormholes)
National Culture: (What themes and rules generally govern the social life of your nation) (This should be rather Detailed)
Nations Dossier/History: (Page minimum, recommended two-three pages)
Major Industries:
Species motto:
General Species disposition:
If an old nation: How has the last 200 years affected your nation and what changes have been brought about sense the end of the Invader war.
If new: Has the history of the invader war had an impact on your nation’s development?
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.)
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.
Nelle Kozera's Signature ----------------------------------------------------------
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5% Pleasure
50% Pain
100% Reason to remember my name...
Stay away
Spoiler
Seriously
Spoiler
I wasn't kidding
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You're not going to like what you find
Spoiler
You're REALLY not going to like what you find
Spoiler
Turn back now
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Last chance before something awful happens
Spoiler
...You evil bastard!
Spoiler
Every time you clicked spoiler, Mr. T punched a kitten.
Spoiler
AGAIN!? HAVE YOU NO SOUL!
-
Senior Member
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.
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Elesh Norn, Grand Cenobite
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.
Nelle Kozera's Signature ----------------------------------------------------------
10% Luck
20% Skill
15% Concentrated Power of will
5% Pleasure
50% Pain
100% Reason to remember my name...
Stay away
Spoiler
Seriously
Spoiler
I wasn't kidding
Spoiler
You're not going to like what you find
Spoiler
You're REALLY not going to like what you find
Spoiler
Turn back now
Spoiler
Last chance before something awful happens
Spoiler
...You evil bastard!
Spoiler
Every time you clicked spoiler, Mr. T punched a kitten.
Spoiler
AGAIN!? HAVE YOU NO SOUL!
-
Beware, I live!
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
The Mirachoco originally were large burrowing scavengers, similar in appearance to large mice. Eventually the Mirachoco developed hands capable of manipulating tools. This adaptation allowed them to dig deeper faster as well as obtain better food sources. The better food allowed them to develop larger brains and superior communication organs, paving the way for sentience and cooperative society.
The Mirachoco developed tools and language quickly enough. From there, they eventually developed agriculture and written language. They spread far and wide across their homeworld, building large underground lairs using their natural burrowing skills, and using the surface for farms and homes in areas that were prone to seismic activity or flooding. All of this mining eventually led to them discovering better materials underground and eventually metals, giving them large boosts to their abilities to go deeper and deeper underground. They have short generations, so adapted fairly quickly to the increasing stresses of underground, like greater heat and air pressure, increased CO2 levels, radon gas, etc.
They began to make tools out of iron to further boost their ability to mine and make homes, creating their first proper underground cities with over 1 million inhabitants. They used running water to make their first refineries, and fossil fuels to heat metals en mass to provide them the materials needed for their industrial revolution. During this time, they also began to make use of fossil fuels to power their machines and dig ever deeper into their crust. Fossil fuels turned out to be short lived as a power source, however. They encountered abundant uranium and thorium, and soon enough were splitting atoms like it was nobody’s business. This meant they could dig even deeper with less ventilation needed, and eventually they got deep enough to build massive geothermal power plants. This cheap efficient energy source is used to this day to power their cities, both generating electricity as well as heating water and melting metals.
Over the course of the next century, the pace of technological advance quickened. Three superpower nations emerged, the ones with the most resources and land area forming together. However, tensions began to form. By nature of their underground cities, nuclear attacks were never considered an effective strategy, and a land invasion was considered equally impossible because the defenders would be able to hold out effectively indefinitely. So when push came to shove, the seas were the only way to exert military might, in the hope of economically starving the enemy.
Eventually the tensions built up, leading to an all out brawl between the superpowers. The Trinity War, as it was called, lasted 5 years and was completely inconclusive as to who became the top power. However, all 3 nations agreed to peace provisions, which included an assembly of nations that would be used to maintain peace. That didn’t stop further wars from breaking out, but they were limited proxy wars mostly.
At some point, astronomers managed to deduce a very large wealth of valuable minerals both on other planets and in the 2 asteroid belts of their solar system. This in turn lead to a very high speed space race. All 3 super powers focused on developing the technology to effectively exploit these massive resources. For a couple decades they used rocket technology exclusively, but after that, it was proposed that a neutral space elevator could be built to make it cheaper for all 3 nations to get to space. Within a decade, this space elevator became a reality, and made space travel cheap and accessible. In addition to the benefits of space travel, this project also connected all the nations. It’s success is what lead to connecting each nation’s internet services, creating one global network, as well as the development of high speed subway tunnels to make travel between the nations easier. This dissemination of travel and information created a strong bond between the nations, causing a lasting peace.
With combination of the space elevator’s completion and the increased cooperation, it wasn’t long before the first permanent city was built on one of the moons of the planet. It was mostly just a small research outpost, until a practical fusion reactor was developed. After that, numerous corporations began investing, setting up a mining operation to extract helium-3 from the regolith. The population of the lunar colony boomed, and within a decade, corporations were also setting up shop to extract helium-3 and other valuable gasses and elements from the gas giants of the star system. Space habitats and asteroid cities became somewhat commonplace.
After 30 years of exploiting their star system, a team of engineers and physicists managed to create the first practical faster than light starship, making travel to and use of nearby star systems a practical reality. The drive only had a range of 15 light years though, making it so that they could only economically exploit the stars nearest them. It was in this time that they managed to find 2 nearby planets suitable for colonization, and built their first extra solar colonies. It was 10 years before they managed to create an improved FTL drive. This new drive was a quantum leap for them. It was much more efficient than the old one, with an estimated range of 100,000 light years, opening up the galaxy to them. The design was capable at first of traveling .89 light years per day, and before the first ships were even mass produced, it was improved to 2.75 light years a day. The great range allowed them to begin settling planets within a much larger radius, as well as companies being able to exploit nearby resources much easier, ushering what is referred to as the golden age of space colonization.
Their first problems cropped up after 4 years of the new drive. The government had had trouble rallying public support to build their own navy, so had to pay privately owned corporations for services. This became a problem, however. One of the commodores of a Private Military Corporation’s fleet developed into a political extremist, and soon withdrew his fleet and held a mining colony hostage. This was the largest PMC fleet, so the government wouldn’t be able to hire more to go after him. Instead, they made use of a secret program called ACEs and had highly trained, semi-augmented units move in on a small stealth cruiser to try and board the Commodore’s ship and arrest, incapacitate, or assassinate him. They successfully managed to arrest him, however the segment of the fleet loyal to the commodore fled, leaving a still present threat.
This event managed to convince the public to allow the government to maintain their own navy, and so they built their own ships, and eventually managed to hunt down the remains of the PMC fleet. They managed to prevent any further harm from coming to their people, and they had peace.
Sadly, it wasn’t to last. Some years later, 5 alien ships appeared in orbit over one of the outer colonies. Landing craft came down, and giant, fierce looking creatures stepped out, demanding that the Mirachoco surrender. Not keen on just giving up, the Mirachoco prepared the contingent of ground forces they had there for combat, and rearmed their warships, preparing for what looked like a war.
When the Aliens charged, the ground forces managed to hold them back, but were eventually overwhelmed. However, the Air Cavalry arrived and managed to drive them off and back to their shuttles, which returned to orbit. Shortly after, 20 naval ships arrived and engaged the alien vessels, severely damaging 4 of them, crippling 1. Before they could board the crippled ship, it self-destructed, destroying any chance of learning about the ships. There were a handful of aliens still on the planet though, ones who had been wounded and unable to continue battle. Interrogation revealed very little, unfortunately. It seemed the grunts didn’t know anything about their strategy or the ship’s technology.
The Mirachoco expected the worst, and began to put money into their military again. Thus began a war that continues to this day.
The war is currently a stalemate, the Mirachoco cities are protected from orbital bombardment, which forces attacks to be conducted by ground forces. The Mirachoco have superior tactics and technology, but the SFE has greater numbers and are incredibly hard to kill.
As of the beginning of Forbidden Worlds, they have not made serious diplomatic contact with any of the other nations.
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.
Brome Teks's Signature ________________________________
"Any technology, no matter how primitive, is magic to those that don't understand it." - Florence Ambrose
"Any sufficiently analyzed magic is indistinguishable from Science!" - Agatha Heterodyne

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Beware, I live!
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
Eons before the Auraphim even evolved, an aggressive empire had been operating in their patch of the galaxy. Historical evidence suggests this empire was quite aggressive and possessed considerable weapons technology. They also possessed advanced AI constructs, which they passed their intelligence, cunning and desire to expand on to. For reasons unknown (Suspected biological attack by another species from that era), this ancient empire died quite swiftly. For further unknown reasons, they gathered all their ships into one star system just before the last of them died. That was nearly 25,000 years ago.
In the interim time, an intelligent race evolved on one of the planets of the star system. They were a large and predatory race, not one with a lot of potential on their own. However, numerous artifacts of the ancient empire had rained down on the planet, including working shuttlecraft.
As the Auraphim began to form their first nation states, they began to engage in their first proper wars. Each nation state sought to dominate those around it.
A member of the ruling family of one particular nation state and his guards inadvertently activated a shuttle one day, arousing it from it’s dormancy and accidentally engaging it’s auto dock feature. The shuttle sped from the planet with it’s passengers locked inside. The ship it was to dock with stirred from it’s ancient slumber, bringing the life support back on line just in time for the shuttle to dock. The Auraphim onboard cautiously explored this strange vessel. The systems power up also had another effect: It roused the shipboard AI. After listening to the conversation between the Royalty and guards, it eventually picked up on their language and offered them something.
It offered the royalty military power that his enemy nations could not possibly match, and the ability to sail across the stars. Already thirsty for military power, the royalty accepted the offer, and using just that single ship, managed to conquer every single Auraphim nation state on the planet in the name of his new Empire. The AI informed him that there were even more worlds out across the stars waiting to be added to his empire. The First Emperor of the Star Fire Empire and his military loved the idea. At the encouragement of the Shipboard AI, They went and woke up the entire Ancient Fleet, and began to raise an Army back home. 2 decades later, the Ancient fleet was fully functional again and there were enough mature warriors to invade a world.
The first few livable worlds they found were devoid of intelligent life. While they did leave plenty of farmers there to begin bolstering their population, they desired to use their warriors. Eventually they finally did find another planet with a pre-industrial race upon it. They conquered them easily. Didn’t even require any orbital bombardment, they just used their ground troops to subjugate the planet in under a year. The subjugated race was put to work in mining the planet for resources the ships could use and farming crops to feed the armies. They moved on to find more star systems. This cycle continued, conquering 6 races before they encountered any kind of resistance.
In a distant star system, they found a world of small, anthropoid mouse-like creatures. Ones who lived underground and mined the rock for its metals, and used strange tools to do it. Thinking that this new race would be excellent for obtaining new minerals, they brought 5 ships full of warriors over the planet and landed all of them outside the largest population center. They were far bigger and stronger than the tiny rodent creatures, they fully expected this conquest to be easy.
An emissary informed the Mice-men’s leader of their intention to conquer them, and that if they did not surrender, they would charge the city at dawn. The tiny mice-men refused to surrender. When the dawn came, the SFE troops charged towards the city… and were mowed down by machine gun fire. The Auraphim were unprepared for this, but pressed the charge, managing to overwhelm the machine gun positions and kill the Mice-men in them. They thought they had won when the Flying metal boats arrived and slaughtered most of the remaining Auraphim who had participated in the attacks. The few remaining survivors fell back to the landing shuttles and returned to their ships. The Auraphim decided that the Mice-men would have to learn their lesson from a nice hard orbital bombardment.
Before they could begin, however, a score of star ships which the Auraphim had never seen before appeared before their own ships. Thinking they might be more of the Ancient’s vessels, they hailed them. The new ships promptly opened fire upon the 5 SFE vessels in orbit. After a prolonged battle, 4 of the Ancient vessels could no longer fight, one was even unable to retreat, it’s black box too damaged. The 4 others had no choice but to abandon their fallen vessel. When they rejoined the rest of the fleet, they related their tale to the rest of the Empire. Destruction of an ancient vessels was blasphemous. They wanted to send more ships to overwhelm these upstarts, but the AIs cautioned that if they could destroy one vessel, they might be able to destroy more. Furthermore, if they had their own vessels, this new foe could also be across multiple worlds.
This was the beginning of a long war that rages to this day between the Star Fire Empire and the Mirachoco.
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.
Brome Teks's Signature ________________________________
"Any technology, no matter how primitive, is magic to those that don't understand it." - Florence Ambrose
"Any sufficiently analyzed magic is indistinguishable from Science!" - Agatha Heterodyne

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Forum Director
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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Elesh Norn, Grand Cenobite
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.
Nelle Kozera's Signature ----------------------------------------------------------
10% Luck
20% Skill
15% Concentrated Power of will
5% Pleasure
50% Pain
100% Reason to remember my name...
Stay away
Spoiler
Seriously
Spoiler
I wasn't kidding
Spoiler
You're not going to like what you find
Spoiler
You're REALLY not going to like what you find
Spoiler
Turn back now
Spoiler
Last chance before something awful happens
Spoiler
...You evil bastard!
Spoiler
Every time you clicked spoiler, Mr. T punched a kitten.
Spoiler
AGAIN!? HAVE YOU NO SOUL!
-
Elesh Norn, Grand Cenobite
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.
Nelle Kozera's Signature ----------------------------------------------------------
10% Luck
20% Skill
15% Concentrated Power of will
5% Pleasure
50% Pain
100% Reason to remember my name...
Stay away
Spoiler
Seriously
Spoiler
I wasn't kidding
Spoiler
You're not going to like what you find
Spoiler
You're REALLY not going to like what you find
Spoiler
Turn back now
Spoiler
Last chance before something awful happens
Spoiler
...You evil bastard!
Spoiler
Every time you clicked spoiler, Mr. T punched a kitten.
Spoiler
AGAIN!? HAVE YOU NO SOUL!
-
Beware, I live!
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
GX-95 Gauss Assault Rifle, a versatile, reliable, and effective projectile weapon. It uses electromagnetic coils to accelerate iron-cored tungsten projectiles to extremely high speeds, enabling armor penetration with ease. It can switch between Semi-auto, burst, and full automatic. The main power for the gun is actually contained in the magazine, a battery is integrated into each magazine and has enough power to fire all the bullets plus 50%, for redundancy purposes. It has a versatile system for add-ons, similar to modern rail systems. In addition to a hard rail, each add-on can link up to the guns simple internal computer, so, for example, a grenade launcher add-on would notify the heads up display of it’s user that it needs to be reloaded as well as pass on targeting information.
MX-01 Designated Marksman Rifle: This is a versatile mid-to-long range weapon. It trades off ammo capacity and firing rate for considerably improved accuracy and muzzle velocity over the GX-95. It doesn’t have full automatic capabilities, instead only being able to fire in semi-automatic or burst fire modes. It Comes with a small smart-scope computer aided targeting system, and optional IR laser sight.
CA-28 Combat shotgun: This close quarters combat favorite is one of the Mirachoco weapons that still uses chemical propellants. It’s not very stealthy, but it’s generally used in close quarters firefights, so it doesn’t need to be. The CA-28 is a semi-automatic magazine fed shotgun, one of the weapons of choice for taking out Auraphim enemies. It can fire pellets, slugs, buckshot, flechettes, or any other number of devastating types of rounds. The favored against the auraphim are flechettes or incendiary rounds, as these are devastating to their anatomy.
SA896 Sub-machine gun: Another close quarters favorite, it is notably quieter than the Shotgun. It doesn’t have quite the stopping power of the shotgun, especially against the Auraphim, but it is considerably quieter (Being another kind of electric coil gun) and has a much larger effective range. In the hands of the physically larger Ace of ACEs soldiers, they can be dual wielded for incredible room-sweeping power. Dual-wielding is generally only practical with the Nereid combat suit’s ammunition management system.
PI-KE handheld semi Automatic pistol: One of the favorite sidearms of naval personnel, this small, light titanium gun packs a surprising amount of punch. It is one of the earlier models of hand-held magnetic acceleration weapons, and still considered by many to be the most reliable. All of its electronics are sealed in and solid state, making it able to withstand considerable abuse. It can be dropped, dunked, run over, or zapped, and it’ll still shoot. One account even details how a gun still worked after being dropped from orbit. Regardless of the validity of this account, the gun remains a very reliable weapon.
HE fragmentation Grenade: This doesn’t improve much upon modern designs. A short digitally controlled fuse, high explosives and a metal shell to be destroyed and send shrapnel flying everywhere. Why change perfection?
EMP Stun Grenades: Originally developed as a non-lethal measure against Mirachoco, this grenade now serves to knock out shields and unprotected electronics for a few seconds at a time, hopefully enough to take action.
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
Neural Interface Device: This implant allows ace soldiers to interact with MASP computers, vehicles, and weapons more efficiently, without having to use a bulky “Thinking cap”. It doesn’t Augment their thought processes at all, it merely lets them interact more efficiently.
Bone Lacing: Aces have their bones reinforced both genetically and surgically with a carbon fiber material, which makes their bones incredibly tough.
Muscle enhancements: Aces have most of their muscles imbued with a synthetic material that will contract at the same time as the muscles, but is considerably tougher and more capable of creating a force, giving them incredible strength and speed.
Neural system enhancements: Aces receive extensive nerve enhancement from the beginning of the time they enter the program. Genetic enhancements make their nerves able to send information much faster than normal, cutting down their reaction time 8-fold over most Mirachoco. To unaltered Mirachoco, their reaction time is so fast that many say it seems like they can see the future, but this is not the case. In addition to new nerve cells, genetic therapy stimulates the growth of a new gland that releases an “adrenaline-lite” hormone, which increases the neural activity in their bodies and brains. It allows them to perceive, process, and react to information far faster, which is especially useful when breeching.
Ocular enhancements: In order to be accepted into the program, they had to have a genetic disposition to good eyesight anyways. With various therapies in the program, this can be further enhanced, giving them roughly 20/1 vision. To increase the capabilities even further, they can get cornea replacements which allows them to see in IR and UV, but they generally opt to just use other equipment for that, as the sensors in their helmets can generate a much better picture in those spectra.
Brome Teks's Signature ________________________________
"Any technology, no matter how primitive, is magic to those that don't understand it." - Florence Ambrose
"Any sufficiently analyzed magic is indistinguishable from Science!" - Agatha Heterodyne

-
ULZJBFF!!
Re: Forbidden Worlds (Next level AoR)
Orion Empire Data Sheet
Nation/Species sheet:
Nation’s Name: The Orion Galactic Empire
Core Species’ Name: Tangarians(Wolf breeds), Deitrans(Fox type breeds) and Recinarians (Fusion species, with the core type resembling a Tiger/Wolf)
Solar systems controlled: 200
- Core Developed Systems: 78
- 'dead' space systems(Terraforming and colonys): 12
- Drydock / Shipyard Systems: 18
- Mining Systems: 92
Military rating: 66
Offence: 20 (Boon Level)
Defense: 20 (Boon Level)
Espionage: 6 (Some Tangarians are well versed Hackers and cyberwarfare, but their main focus is security to keep suits and systems from being hijacked)
Stealth: 0 (Recinarians believe stealth is an underhanded battle tactic and have banned stealth tech)
Resources: 20 (Some entire systems are devoted to resource aqusition)
Industry Rating: 71
Economy: 18
Resources: 25 (Entire systems are devoted to resouce aqusition)
Consumer base: 18 (Lots of planets make for lots of consumers)
Manufacturing ability: 16 (Most of their lines are highly automated, and generally regulated by a few, required, Tangarians. Recins are rarely found in what they consider to be such a low level of work)
Technology Rating: 70
Computers: 14
Medical: 11
Energy Production: 12 (Ability to produce is high, but ability to use it all is low)
Science: 18
Advancement rate: 15 (Tangarians are rarely found in combat instead choosing to advance the tech of their defendors)
Boons:
- Armor - Made from a 'man made isotope' called Infinium(If I can think of something better, I'll change it out later on), it is an element that at a quarter inch thick, is able to repel a eight pound projectle going mach eight before starting to show signs of damage, with enough energy dispersal across it's surface to keep the structural supports behind the plate well intact. Each plate also has a unique properity that it is able to act as an independant 'heatsink' and will spread out energy damage done to it evenly across the surface to reduce point of impact damage, while not nearly as effective as shields are, it makes them a good deal more resistant than simple armor to energy weapons
- Weapons - using a combination of plasma, soild state MAC's and dimensional compression, Recin weapons are some of the most physically destructive, and hardest to defend against, weapons in existance.
Advanced:
- Power Armor systems - Known for their heavily designed power suits, from their Tiger tank systems down to standard Marines
- Come out, come out, whereever you are... - Regardless of the Recins views on stealth, they know not everyone abides by such honor codes, and have prepared themselves for such
- Natural Immunity - Recins, because of the variety of species that have been mixed into their genepool over the millenia, have all but counquered the viral problem. it takes rare and powerful doses of virals or toxins to effect Recins (Tangs and Deitrans are unchanged by this)
Normal: (Anything not mentioned above or below)
Poor:
- Shield Tech - Because of their focus on something solid, something that wouldn't simply vanish and leave you 'naked' on the feild, Armor tech far exceeds Shield designs. shields have been limited to form gauntlets(malleable energy shieds that change shape and purpose according to the users wishes, I.E., different blade shapes, and certain effective shield shapes) and are a piece of tech that only the spec ops seem to get any use out of, if that. Most soldiers of the Orions prefer ARC blades to a 'malliable shield'
- Energy storage - Given the nature of the weapons and drive systems of Orion ships, there are massive power requirements. even though they are pulling energy from a quantuum anamoly contained in the heart of the ship, the raw power coming from it is enough to overload most systems in a blink. a series of buffers, capacitors and transformers must be place between to keep it from frying the ships systems, and have a series of massive batteries that are continously charged and recharged.
- Trinity Government system - The trinity system keeps the Recins in check from declaring war on the rest of the universe and help to balance the economy among more than just military production, but at the same time, it greatly slows decisions down that aren't immediate threat to survival.
Weakness:
- No Stealth - Recins believe stealth to be underhanded when fighting in a war, and have all but officially banned it from Orion equiptment
- Size Matters - Recins are generally very large creatures, and have a thing about using large heavily damaging weapons on top of it. squads made up purly of Recins often must call in favors in order to complete tight quarters mission. Deitrans are becomming more common in small advanced squads, but have yet to be deployed wide scale to the general squads.
- Multi-Drive systems - multiple drives are required for various levels of Dimensional Folding(In place of things such as warp 1, 2 etc), smaller ships have up to four drive systems while larger ships have up to nine drive levels. Capital Ships have twelve.
Years sense the discovery of FTL: 1442
Type of FTL used: Dimensional Corridors / folding space
Nations Dossier/History: a long an bloody history litters the past of these three species. little is recorded prior to their golden age in their history. what is left speaks speaks of an origin lost to the stars, that the remains were taken by the god of the moon, to be hidden away until the 'overseers' deemed them ready to embrace their history. to this day, that 'history' has remained lost to them somewhere buried deep in the surface of their sacred moon.
During their dark ages, their first recorded histories speak of generation wars between the three domiant species of the small planet, mass saughters in pointless wars over anything and everything, nothing was considered 'too small' to start a war.The Recinarians quickly became know as the 'Huns' of the species, ruthless and utterly powerhungry, they relied soly on their numbers and their brute strength to get what they wanted. they were known to wipe entire towns and villages from the map in a matter of a couple hours because teh barkeep looked at one of them the wrong way, their rule based on who was the smartest fighter. a simple system that lasted them generation after generation. they controled their territories through fear and brute strength alone, taking what was needed, and making the rest themselves.
The others two races on the other hand were almost doscile in comparrison. The Tangarians, an almost purely neutral species that was based solely on their ideas and advancements, their 'technologies' consist of basic advancements, aquaducts, primitive comm systems, advancements in weaponry, buildings and society. Romans if you will, but without the want for war. they had no desire for war, they have had the ability to produce whatever they required for as long as their storys have been passed down. they have made numerous attempts to bring the 'savage' Recins', as they call them, to their level, to teach them their ways to give them no reason to fight. they never had any such luck. the Recins warrior blood drives them to the fight.
The final species on the planet, is the Deitrans, a very reclusive species. mainly keeping to themselves, they proved themselves to be quite a match for the Recins, more than a few wars have been marked as stalemates, and passed off as flukes in the Recin history tales, saying that 'they had the help of the Tangs' as a way to justify not winning. The Deitrans specialize in gurellia warfare, and self defense, the will protect what they have to their last breath, but they see no need to take what they can make for themselves, and as a result, their empire remained a near constant size for more than a few generations. They were also ruled in an empire system, the ruling class was said to have crossed species with dragons of ancient lore, giving the royal line dragons horns with the ocassional scales and an unnatural strength that most Deitrans lack for their size. the leader is most often female
It wasn't untl the twelth era that a fragile peace came about. The Deitran empire formed an alliance with with the Tangarian people, combining the skills of the Deitrans with the 'technology' of the Tangarians for one final 'showdown' between the races, knowing full well, even with the power of the two races, they'd never be able to 'destroy' the Recinarians, nor would it have been in their best interest. if necessary, the Recins would scatter to the winds and regroup to come back with a vengence. A series of short wars were fought before both sides came to a 'reasonable' agreement. creating the first Multispecies empire that over the next two hundred years expanded to encompass the planet.
A System known as 'The Royal Trinity' came into power. a system that held the three leaders of three species as the controling power of the planet. The Recin became the chosen to have the high rule, in order to sooth their power hungry desires, though the word of the other two still hold power over the Recin, should they see his 'designs' not to be in their best interest. Technological advancements came in leaps and bounds from there, to the point where they were making their first Moon flight a mere few hundred years after their rise to planetary power. their first flight was aimed at a particular region. where what they found later to be the remains of an ancient ship were crashed. the ancient drive system, previously inactive for milenia, came online at the recognition of the decendants of an ancient race. the drives tore a 'hole' between the moon and the third planet on the system. a dimensional gateway as they found out later. they took on the symbol they found on the outter hull as what would become the new empire. The Orion Galatic Empire. the tech was given to the Tangarians for study implementation into their own technologies. with FTL capible ships now in play, the empire quickly expanded toward the stars. Their ship and ground forces began to reflect the views of the species, Recin power suits rivaling that of tanks, while Deitran suits were more agility and hand to hand based. the Tangarians choose to remain on the ship at all possible times. their belief of 'be ready for whatever is out there' became their prime directive when they found themselves far from being alone in the universe
Major Industries: Primaryly military based, they produce most of what they need on their own, though ship and military gear is among their top
Species motto:
Recinarian - "War weeds the weak from the Destiny of the strong"
Deitran - "Why would you ask others to do that, which you yourself are not willing to do?"
Tangarian - "Progress can only be made, after we've pushed aside the differences of our pasts to make way for the future"
Salarian - "What more could you want out of life? They feed us, cloth us, put a roof over our heads, and in return all they ask, is that we kill for them, they even give us the tools to do so! what could be a more simple existence than that?"
General Species disposition: Recins are very warlike and generally quick to judge because of old instincts that forced them into snap decisions. their continued training has simply reforced their instincts. Tangarians are highly neutral and avoid fights at all possible costs, they are the weapon and armament suppliers of the entire Orion Empire. Deitrans are a very Noble race, very level headed and able to examine situations from multiple angles to come up with the best possible solution, not only for themselves, but for everyone involved. they will rarely start an open conflict if they can help it and are the best choice of the ambassadors when looking to start relations with the Orions.
Achievements:
- The Trinity Capital Ships - pride of the entire Orion Empire. Three Monolithic Ships, each representing the three divisioins of the Trinity. each ship is, in it's own right, capable of waging an entire galactic war all on it's own, even though one has never been used in true warfare. the ships represent the ability of power, but with the sense to use it only as needed. each ship is capabile of holding troops numbering into the billions if it were so required, but each is instead used to support an entire civilization of it's own.
- Baylax 6 - Second only to the trinity capital ships, Balax 6 is a city world that has all but become just that, a solid mass of city. Balax was one of the first planets populated at the start of the 'warp era', and has conotinually grown throughout the years, becoming a galactic hub for anything and everything that happens to pass through it's quardant of space. The planets size has reached teh equilivant of Jupiter in Diameter, though because of it's spaces and caverns that make up all the shops, business', walkways and airlanes, it's gravity remains similar to that of the Orion Hoimeworld.
- Salarian Commandos - A new species of Recinarian, bred during the 'time of silence' when they closed their borders during the attack of the commonwealth. The Salarian commandos are quickly becoming the most feared strike force in the Orion empire, rivaling and surpassing even Recin death squads. Salarians were born and bred to bridge the gap left between the Deitran's agile prowess and skill, with the Recinarians fearsome power and might. the Salarians are a species born and bred for war, and nothing else.
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
The Time of SilenceFor Two hundred years, the Orions have kept to themselves, their borders sealed against the rest of the galaxy. Their forces entirely devoted to the protection of their own great empire. Fourty years into the Commonwealth War, The Emporer made the call for silence. a withdrawl on a scale only heard of once before in the Trinity's history. Every ship, every soldier, every citizen, were recalled. those that did not comply, were slaughtered on the spot. many went into hiding, believing that they could resurface when the borders had been sealed, only to find agents of the empire, sitting in wait for them.
The time of Silence brought many new things to the empire, even through closed borders, advances were made, citys were built and worlds destroyed in their designs to stop their common enemy.
The attacks in the beginning were numerous, and on massive scales, leaving both sides devestated for the losses, but the shear power the orion tech carried, always won out in the end. but just barely. soon, more and more of teh Commonwealth ships survived the battles, retreating into their own space. they'd begun adapting to the Orion tactics and creating smaller, faster ships to outmanuever the Orion Cannons. Battles began to be fought on a larger scale within the ships themselves, both Commonwealth and Orion, leading to a new set of stratigies being born.
The Orions, with their powerful Recins, and Dexterious Deitrans, held the advantage on their ships. always. the corridors were designed to accomidate beasts like teh recins and gave the smaller deitran companions the room they needed to move about. but when it came to offensive battles on an enemy ship, the odds were always stacked against them, even on the supercarriers, as dubbed by the soldiers. The Recins just were not built for tight quarters combat like was found on the commonwealth ships. being a much smaller species, the commonwealths ships reflected that in smaller, tightly spaced corridors. The losses the Recins suffered from early shipboard battles was staggering, and it wasn't much better for the deitrans who went with them, suddenly without their support. they eventually stopped sending Recins aboard the enemy ships altogether, and even tried arming up the deitrans they had once served with and sending them in. only to find that the extra armament, was even more of a hinderance.
So came an idea. a fusion of the two species. teh strength and power of a recin, with the agility and dexterity of a deitran. all combined into one fighting frame.
Enter the Salarian Commandos. a breed in itself.
The Salarian Commandos, began as a subbreed, a division of the Recinarian Bloodline. using the same genetic entanglement that had created the viable union of the various species, to create a new breed including a species with more prominent secondary traits, traits of the deitrans that had been masked by the dominant genetics of the Recins in previous cross breeding attempts.
The Salarian commandos were Smaller, faster, and more agile than the best of the Recins, though their strength suffers greatly in comparrison to their Recin Cousins, what they lack from the Recins, they make up in surpassing the strongest of the deitrans, while still maintaining the dexterity of the species.
They're kept under close control, their entire existances are monitored and regulated from birth till their inevitable death in combat. Why? because the Trinity fears them as a power. if they were to realize their potential, they'd want a place among the counsel, and as such, are trained to be nothing but obedient soldiers. it's quite literally in their genetics to obey their superiors. there are but a few, the Salarian Elites, that have freedom of thought as the rest of the universe. they're trained to think differently, outside the box, and any means necessary to get the job at hand done and get home.
While Salarians are Accelerated in their growth to reach peak condition in only a few cycles, they are each bred individually, or in batches. but none are clones of any single unit, regardless of their batch breeding and status as 'test tube babies'. each cycle introduces a handful of new genetic markers into the genepool to prevent stagnation of the species. because of the accelerated growth, Salarians true age often reflects in their actions, words and behaviors, mostly between combat, but their color commentary during often reflects it as well and most often resembling that of children. small gestures often mean a lot to them when they've lived with nothing but what was 'supplied' them in the past.
Their Gear is their pride and joy, often because it's the only thing that's truly theirs, and will guard it with their lives, in some instances, because it could mean their lives if something happened to it. for a Salarian to even remove their helmet for someone, unordered, is a sign of high trust in that being, and often means the Salarian considers them as a 'friend'. one willing to remove more than just a helmet or gloves, has given more than simple trust in the being, and nearly considers them as one of their own. Salarians do not often remove remove parts of their suit in the feild except for when repairs are required(or in the case of tech, their gauntlets sometime require removal for intricate work), but do often fold their helmets back(folded back is simply that the helmet folds and sits against the back of their head and neck, leaving their face open but still has full use of all the helmets systems), even around others because of it's ability to deploy quickly, and is a sign of growing trust if done so while addressing another.
All of the Salarians, male and female, share a bond among them akin to brothers and sisters, and will fight to the death for each other, Elites behave the same, but understand the concepts behind it a bit more than the average commando, and as a result have a much tighter knit bond with their fellow squad mates.
Salarian armor is a custom suit, designed specifically for their use. using the same power systems as the Recin armor, and a new prototype alloy to reduce weight, the armor generally resembles a heavier version of Deitran combat armor, with variations based on their speciality. Colors vary by squardron, Elites armor is always black with their personal choice of accenting.
Their suit systems are fully self sustaining, from neutrients down to power supply for their 'BLADE' rifles. most suits come with two standard gauntlet mounted ARC blades, Manuevering thrusters, full spectrum scanning capibility, 'AI'(for the chosen commander of the unit) along with a BLADE rifle and a secondary backup system in the even of a malfunction. Salarian augment suits are incredibly agile, and have a reaction system to accelerate user awareness which causes percieved time to slow down.
The BLADE can store up to six different weapons variations in it, but most elites only ever fill three to four of the slots, at most, opting for specilization as opposed to generalization.
With the Entry of these new warriors into the battles, the Orions soon found the commonwealth appearing less and less as their battles became heavier losses each time. the Salarians had proven their worth and more.
The Time of Silence was finally lifted by the orion trinity after two hundred years of silence.
Salarian Organic Computers
'Salarian Observers'
The Salarian observers, as they're called, are a species created by the Salarians to run teh systems of the Salarian ships. The Salarian observers are given as a kit to their respective squadrons, and are trained along side, creating an incredible bond between the observers and the commandos. an unfortuenate side effect of their design, is the observerss preference against Combat, hence their title. While they are now able to control and maintain some of the most lethal weapons and ship in the Orion Galaxy, they oddly enough, prefer not to use them. for some unknown reason, the Salarians have been unable to diagnose, the observers stand against combat as much, if not more, than Deitrans. The observers, while more docile than their warrior companions, will never hesitate when it comes to defending their crew, their home, or their own life, and single ships have been known to cripple an entire attacking force single handedly. but they never attack for the sake of taking or killing. they will never attack on the offensive
The observers 'appearance' is chosen at their 'birth' based on the personality of their squad they will be linked with. most often take the appearance of a smaller version of a feral cat, though there has been one recorded instance of an observer taking on the form of a wolf, the cat emphasizes their laid back nature, but with the 'claws' to back themselves when cornered. while they take the core appearance of the feral creature, they are not identical to that species. Observers have no mouth(visable in normal circumstances, as it sits perfectly flush with the top jaw, and not even a hairline mark is visible, giving the apperance of having no mouth), nor nose, and have a set of large teardrop shaped eyes, while they are incapible of speech, they are incredible telepaths, acting as a line of communication between the members of their squad, undectable by ordinary means, and also behaving as a type of additional sensor for detection. their head is a bit more rounded in shape than their counterparts, giving them a bit of an alien apperance. their ears are rather unique, all having rather tall, almost fennec like ears with long tips on them. They all have short fur, in various colors and patterns, and a set of crystals set into their shoulders, growing in size with them, ranging in size from mere golfballs, or skipping stones, at birth, to beachballs on the larger of the observers. the crystals range in color as well, depending on the observer.
Their physical make up it quite a unique one, and one the Salarians have been unable, not for lack of attempt, to replicate within their Salarian soldiers. The observers skeletal structure is a very unique design in that it's a very strong carbon crystilline structure rivaling that of Salarian armor. Their muscle structure is just as unique if not more so, having a physical make up based on ultrium nanofibers. the muscle fibers themselves are made of the fibers, giving them literal 'metal muscle', yet the system is maintained as if organic. The metal elements of the Observers allow a direct connection with systems they cannot connect with otherwise through their skin directly, as well as providing a strong and reliable structure to defend the valuable assets the Observers are as the organic computers. teh advantage of being a metallic organic, enables the observers to tap into networks and devices without the worry of antivirus software messing with their heads.
Salarian Armor
The Salarian suits are the latest model to come from the Orion empire. the specialized suits have been designed specifically for use by the Salarian soldiers and are designed in such a way as to incorporate the best of both the Deitran LCA's and the Recin Heavy Suits.
[Plating] - The plating that makes up the outer most layer of the Salarian suits, is made from a recently created alloy, using the already powerful 'Ultrium' of the Recin suits, and combining it with the recently discovered 'Infinium' in such a way that the compound creates self healing Nanotubles that can take as much punishment as some Recin suits. As a result of the nanotube design, the energy dispersal capabilities of teh plating are off the charts, spreading energy impact and disruption damage across the surface and preventing an impact overload.
[Dimensional Layer] - The Dimensional layer of the suits is not a new attribute to the orion tech, but it has since been moified to suit the Salarians. A dimensional Tear is opened all across the second layer of the suit, and the first layer is embedded in it, adding a bit more thickness to the outter layer without compromising on either strength or agility. This secondary layer allows the suits to be 'bigger inside' then they are outside, allowing for the placement of powerful accuators and mechanizms without getting the bulky design of Recin armor. the Layer also has an unintended effect of completely masking thermal readings, EM signatures, life signs or even heartbeat from prying sensors. it also has the ability to aid in absorbing radiological and biological hazards of any type, preventing the need for rad suits or decontamination procedures, and keeping them from being a limiting factor in crutial missions. Because of the way the layer is held, simply creating a 'disruption charge' in order to destabilize the rift, will have zero effect. the 'tear' that makes up this layer is not 'constructed' like a gateway, but rather a dimensional tear that is physically held open rather than maintained by a series of emitters. complete destruction, or compromise of the suit must ensue for the dimensional layer to destabilize to the point of being a liability.
[Augment Layer] - The inner most layer of the suit itself, aside from the gel layer that seperates the soldier from the suits mechanics, teh Augment layer is also embedded within the Dimensional layer, this time, from the inner side. A neural connection taps in through the spinal coloumn to control this section and give the soldier all the increased senses and abilities of the suit.
[Time manip] - While it's not truly 'time manipulation', it is a form of percieved manipulation. thanks to the augment layers spinal tap, the user has a truly heightened awareness of their surroundings, and in times of immenent danger, the suit is able to increase neural activity within the soldiers brain to increase awareness further, and give a sense of 'time slowing down' when all that's truly happening is a heightened percieved awareness and reactions.
[B.L.A.D.E] - BLADE is a new weapon design for the Orions, completely revolutionary on the battlefield. the BLADE system uses similar quantuum mechanics to the ones used within the suit itself to store the build of a weapon. the difference between this and past designs of Orion weapons is the manner in which the folded space is used. rather than simply extending a single module into the folded space for additional coil length, the BLADE system actually stores multiple weapons within the folded space, allowing the user to switch between as needed for the circumstances of the situation. while the Salarians were thinking ahead and designed the BLADE to be able to handle up to nine slots for different weapons, making them as versatile in combat as possible, most Salarians often stick with between three and five weapons. The BLADE's do have to capibility to adapt to new weapon designs in combat zones, but this function often goes unused in favor of using the weapon patterns already familiar to the soldiers.
[Quantuum Crystals] - the latest discovery in terms of power management. Quantuum crystals, once thought to be nothing more than a corrosive build up around the Reactors of Recin ships, these crystals form naturally around the seal that contains the quantuum anamolies, causing surges and fluxuations in a normal system. the reason behind the surges and fluxes as was later discovered, was because the crystals were discharging their own energy supply into the power conduits of the ships, throwing off calibration and power input, oftentimes causing overloads to vital systems if the reactors were not properly maintained. The use of the crystals was discovered when one of the reactors had a disconnect, but none of the systems registered any loss of power, until the crystal lodged in the powerline was removed, to which half the ship lost power. the small size, and massive output of these crystals made them ideal powersources for the Salarian armor, also allowing them a not only more stable output than an anamoly, but nearly zero chance of causing a time space tear if the containment was ruptured.
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"
Name: NXC-001-528 A, Chosen name; 'Boss'
Age: 12 (apperance and Physique of 36)
Sex: Male
Species: Salarian Tigerfox
Nation of allegiance: Orion Trinity
Height: 6'3"
Weight: 210 lbs
Weapons: Three ARC blades(two mounted(one a FORMARC prototype), and a third strapped to his breastplate just beside his shoulder), a pulse 'buster' charge, and a Standard BLADE system with three units programmed into it,
-VX-9 Heavy assault(Fires large type bursts of energy. moderate rate of fire, with High damage ratio. moderate accuracy, with decent kick to it. used for support or supressive fire)
-MC-61 SAR "Firefly" (Small round size, high firing rate with high accuracy. used in general combat situations.) Nicknamed 'Firefly' for the bright flashes in the stock of the weapon while firing, and for it's relitively compact size
-HD-31 CQW "Boomstick" (Blast rounds, compacted adn designed to spread like a shotgun from the instant it leaves the barrel, but has the acceritive properties of a mag cannon and does incredibe damage at close range, known to put holes even in the heavest tank armor at the approiate range. High accuracy due to spread, max effective range is around 100 meters, lethal shots are within 40 meters. Avoid direct hits from this weapon)
Gear: Mk-9 Salarian Commando Armor. Suit includes standard transmission codeqs, source, Quantuum anamoly and containment unit. also has built in sustainment systems(neutrient and waste disposal as well as Oxygen supply) and Reactionary thrusters. Armor plates are made from a new alloy specifically designed for the Salarian suits to reduce weight without giving up protection. Armor is Painted solid black with dark blue striping along the edges. the visor is a similar color.
Occupation: Salarian Commando Elite; Designated Commander, general assault
Appearance: Standing at a moderate 6'3", he has a build of a well trained soldier, with scarred fur and marks across his body. because of his genetic crossing, he is often mistaken as a 'pure' tiger, as his colorations match that of one. the difference lies in his slightly more pronounced ears, and tail. as well as his smaller size than that of a pure tiger. his muzzle is also effected somewhat, being a bit 'sharper' in appearance than an ordinary tiger. He has no 'headhair' and deep green eyes, with a nice triple gash scar running over his left, and down the side of his face.
Biographical information: born and bred for the role of Command, his tiger genes give him that sense of power, even if he isn't the biggest son of a bitch in his unit. his batch was first deployed on his 'sixth' birthday, along with three other batches in sucession on the count of a major Commonwealth attack. He was equiped and given a unit, only for the reason that he'd been bred for the role.
But much to the joy of the fleet commanders, he stepped in and filled the position just how they'd hoped he would, taking charge and looking out for his troops while at the same time acomplishing the mission. he immediately garnered the respect of his men, and even those above him in command and was assigned as the permanent squadron commander. and as an elite, he was given his own squad that functioned directly under him.
It was during his twelth cycle and ninth deployment that things just simply went to hell. his command had been changed to a smaller, more specialized operations unit for a classified mission. Elites only. the usual. it turned to hell when they landed planetside only to find out that the intel they'd recieved in their mission brief had been wrong. very, very wrong. the enemy numbers were off by amounts of ten to one. all the elite squads involved were overwhelmed in a blink, only six of the entire unit remained alive afterwords. and only himself and one other were still fit for duty. The entire experience rattled him, and when his brother asked for assignment to another unit, 'Boss' began to doubt his own abilities, blaming himself for what had happened to his men that day. he tried to refuse command, but was reassigned to another unit, even smaller. just him, and two other elites. he was put under orders to take command and lead these other two. the command hopes to use it to restore his faith in his own capibilities.
Misc: Bosses armor has segments replaced, using pieces of his fallen brothers armor as a token of their memory, giving his armor a bit of a collage appearance.
NXC-001-542 B - "Jazz"
Name: NXC-001-542 B, Chosen name; 'Jazz'
Age: 10 (apperance and Physique of 30)
Sex: Female
Species: Lynx/Black Fox
Nation of allegiance: Orion Trinity
Height: 5'8"
Weight: 140 lbs
Weapons: Four ARC blades(two mounted(one a FORMARC prototype), and a pair strapped to hier breastplate just beside the shoulder, one on each side), a nanite charge, and a Standard BLADE system with three units programmed into it,
-C-13 'Dragonsbreath' (High caliber, slow firing sniper rifle. max range is 6000m, minimum is whatever she's comfortable with.)
-Verpine Shatter Gun (fires crystalized rounds, designed for moderate range like a rifle, but shattering on impact to cause massive amount of damage to fleshy targets. Blue crystals are able to pierce armor before shattering while Standard green crystals are will shatter on the surface of armor, but make a complete mess of any type of flesh. designed for use as Anti-personel weapon)
-HD-31 CQW "Boomstick" (Blast rounds, compacted adn designed to spread like a shotgun from the instant it leaves the barrel, but has the acceritive properties of a mag cannon and does incredibe damage at close range, known to put holes even in the heavest tank armor at the approiate range. High accuracy due to spread, max effective range is around 100 meters, lethal shots are within 40 meters. Avoid direct hits from this weapon)
Gear: Mk-7 Salarian Commando Armor. Suit includes standard transmission codeqs, source, Quantuum anamoly and containment unit. also has built in sustainment systems(neutrient and waste disposal as well as Oxygen supply) and Reactionary thrusters. Armor plates are made from a new alloy specifically designed for the Salarian suits to reduce weight without giving up protection, as per standard unit. her plating is a little lighter than a standard to optimize her agility in tight spots. her suit is also equipped with a 'semi-sentient' AI, a long range transmitter, encryption codeqs, and hacking equipment. Her helmet is equipped with non standard magnification programs as well. Her armor is Black core with deep violet accenting.
Occupation: Salarian Commando Elite; Long Range and Tech Specialist.
Appearance: Standing as the shortest of the three, Jazz has all black fur across her body due to her black fox genetics, but the appearance of a Lynx for the most part. she has a tail, unlike most lynx, but it seems to resemble more of a lion's tail than a fox's, being only slightly poofy with a flared tip. her eyes are a stark and vibrent violet color, surrounded by black instead of the normal white. she has long black hair, kept at all times in a pony tail with only a little left loose to frame her face.
Biographical information: Her instructor was a rather unique Orion by the name of Jericho. an old school Recinarian and his paired Deitran by the name of Amelia. The pair had a rather unusual form of teaching. their outlook on how things were meant to be done down to how the rules were supposed to be played by. none of it mattered. that was the key. Their survival, was all that mattered.
The two orions had seen the unit they'd been assigned to teach...as their children. the change had happened slowly, first they'd seen the young Salarians as nothing more than tools to be used, and taught them only how to kill. only the mission mattered then. but slowly, things began to change, just as had been predicted, and feared. they'd started to become attached to their 'students'. it was expected of course, and planned for. they wanted the instructors to give the soldiers as much of an advantage as they possibly could, and if they began to see themselves more as parents, than mere teachers, they'd do everything in their power to give them a winning edge to get home safely.
unfortunately, in some instances, it became too close knit. and the teachers didn't want to see their 'children' sent off into battle. even Recin warriors found it hard to let go at times, to watch their children run off to a shuttle ready to embark on their first assignment.
Jericho, and Shelia did everything they could to teach their children how to come home in one piece. both were even denied positions on the mission for having become too close to their unit. and they were both ordered to step down on Jazz's launch date.
Shelia gave Jazz the small music player she now carries everywhere with her, and a golden shoulder plate as a memory of them, and as a mark of their family. Their own family, not just the brotherhood of the Salarians.
She's since seen six tours of duty and been across the galaxy and back. she was recently assigned to 'Icarus Hunt' shortly after the Trinity declared the time for silence had passed.
Misc: Was given a small music player by her platoon instructor before her first deployment. it's her most treasured posession and has never let anyone else use it for fear of it being broken. Her Right shoulder plate is also a dulled gold, with her 'family' crest on it, also given by her instructors.
NXC-001-529 A - "Scorch"
Name: NXC-001-529 A, Chosen Name; 'Scorch'
Age: 12 (apperance and Physique of 36)
Sex: Male
Species: Leapord / Desert Fox
Nation of allegiance: Orion Trinity
Height: 6'9"
Weight: 240 lbs
Weapons: Two ARC blades(One mounted(a FORMARC prototype), and a second strapped to his breastplate just beside his shoulder), a few bricks of high explosive as well as tools for making more from whatever he can find, and a Standard BLADE system with three units programmed into it,
-VX-9 Heavy assault(Fires large type bursts of energy. moderate rate of fire, with High damage ratio. moderate accuracy, with decent kick to it. used for support or supressive fire)
-RC-61 "Boomtube" (Rocket launcher type aparatus, uses a kinetic module combined with a semi stable EM field housing volitile plasma. on contact, the field ruptures, and the plasma reacts with the air, causing a very dangerous explosion. Recharge time between shots is 30 seconds)
-HD-31 CQW "Boomstick" (Blast rounds, compacted adn designed to spread like a shotgun from the instant it leaves the barrel, but has the acceritive properties of a mag cannon and does incredibe damage at close range, known to put holes even in the heavest tank armor at the approiate range. High accuracy due to spread, max effective range is around 100 meters, lethal shots are within 40 meters. Avoid direct hits from this weapon)
Gear: Mk-10 Salarian Commando Armor. Suit includes standard transmission codeqs, source, Quantuum anamoly and containment unit. also has built in sustainment systems(neutrient and waste disposal as well as Oxygen supply) and Reactionary thrusters. Armor plates are made from a new alloy specifically designed for the Salarian suits to reduce weight without giving up protection. Mk 10 also includes a heavy support upgrade, featuring heavier plates, additional graviton adjustors, impact foam, and support slots. Additional targeting equipment is built into the helmet. His armor is a beat to hell black, with blood red accenting.
Occupation: Salarian Commando Elite; Explosives Expert
Appearance: Because of his crossing, his fur patterns nearly resemble that of a mountain lion, with a flat fur color across most of his face and shoulders. deep brown markings litter his back and forearms as well as his tail. his chest and jaw are a dusty white while the rest of his fur is a dull brown. he has golden eyes and short black hair.
Biographical information: Scorch, is a leapord of simple pleasures. He likes things that go boom. anything and everything that explodes...he's had his mitts on at least once. His left arm was blown off in one of his experiments, and he was refitted six times for a new one until he'd attained his full growth when they gave him one that wasn't little more than a plastic replacement.
He's seen eight tours, missed two because of his arm problem, and has detonated more explosive than most see in five lifetimes of duty. you point him at what you want gone, and he'll ask, "Dust, or chunks?" he begrudgingly blows holes for fast entry.
His personality often reflects his outlook on life, and occasionally plays jokes with bricks of C4 simply for a laugh. He laughs hard, plays hard, and works hard, finding another as devoted to his job would take a good deal of work.
Misc: a good deal of this Salarians fur has been 'scorched' off more than once...hell, most has been removed via flame more than a few times. as a result, he has the appearance of a 'burnt' muzzle permanently as the fur grows back in as a charcoal black now.
NXO-009-084 G - "Anima
Name: NXO-009-084 G - "Anima"
Age: 9
Sex: N/A
Species: Salarian Observer
Nation of Allegiance: Orion Trinity
Weapons: Tears of the Gods
Gear: N/A
Occupation: Salarian Organic Computer
Height/Weight: 3' at the shoulder/ 180 lbs
Biographical information: Born, oddly enough, from a carbon crystaline egg and immediately placed with a squad of Salarians. as per the established protocol, the observers were rotated among squads till they found a bond between them and their squad, at the same time developing bonds with many others amongst the Salarians in the event they needed to connect, or work with other squads.
Anima was finally bonded with the team launching with the Icarus Hunt, getting in a few operations to get a feel for the new team before they were sent off to join the Icarus Hunt on the first mission outside of the Orion territories.
Misc:
Tears of the Gods - The Tears of the gods is the ship that Anima is bonded to, it behaves as an extension of 'himself', the controls and functions, readouts, sensors, weapons systems, life support, is as if lifting a paw for him. it all reacts and behaves on a subconcious level to his will. The ship maxes out at a short 800m, compared to it's recin predecessors, and only contains eight decks. it's manueverability closely reflects that of it's distan Vaporcycle cousins, able to twist and turn and out manuever the best of the Recin ships. Their small size and quick agility, unfortuenately means that the heavy plating the Recin ships carry, is no longer an option, and have to use the thinner plating of the salarian suits, their thinner plating also comes from their inability to use dimensional layers because of the way the dimensional drive system works.
Quantuum Crystals - The powersource of these new ships, a rare anamoly that was discovered a rather long time back, but never thought twice of. Quantuum Crystals are a rare event that occurs within Standard Orion quantuum rift generator systems, but were seen before this as being nothing more than an odd side effect that needed to be removed to keep the systems functioning properly. as the Salarians discovered, the Quantuum crystals are a incredibly refined powersource. the power of the quantuum anamoly at it's purest form. inexaustable, and horribly powerful. a single crystal has the potential to power an entire city, and two, can power a Trinity ship. with the inexaustable supply, and the devestation power, the Crystals made prime power cores for the Salarian ships.
Buzzwolf's Signature "...it'll keep you warm though it is a bit disgusting...it's a sheeping bag, that's what it is..." -Bear Grilles
"The real Heroes are the ones that never came back..." -unknown
"No matter what people tell you, words and ideas can change the world." -Robin Williams
Buzzes Magical Tablet
 
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Senior Member
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)
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Resident Symbiont
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
BIos_Reaper's Signature "Aliens crawling on the face of god."
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Beware, I live!
Re: Forbidden Worlds (Next level AoR)
 Originally Posted by BIos_Reaper
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
Tags: [ spoiler] and [ /spoiler]
Brome Teks's Signature ________________________________
"Any technology, no matter how primitive, is magic to those that don't understand it." - Florence Ambrose
"Any sufficiently analyzed magic is indistinguishable from Science!" - Agatha Heterodyne

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Elesh Norn, Grand Cenobite
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 Skilaths 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. Its 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
State 12 Templar Armor platform: Templar armor systems are one of the most advanced armor systems that the Imperium produces, on par with the armor systems used for the Imperiums Ethereal agents. While compared to most nations heavy infantry the Void Templar are only lightly armored trading there armor was extreme levels of maneuverability and speed. The Suit is powered by a small single use antimatter core. Aside from being hard sealed the Templar armor gives the user access to vast suite of systems allowing for maximum battlefield effectiveness. While the helmet has a visor the vast majority of the information is actual transmitted through the systems internal neural network. Thanks they have reduced the reaction as close. Naturally the system works in the IR, visible, and UV specturms because of the way Reavers see the world. Combined with this, the suit extends into the X-Ray spectrum though its limited in its effectiveness. The armor is also rated for 4 hours of time in a vacuum.
Features include:
Overdrive System: The Templar overdrive system is the most advanced infantry maneuvering augmentation system produced by the Imperium. The OD System allows for the user to accelerate their movements, and reaction times by factors of 4 to 5 some of the more reckless users can accelerate even faster but at the risk of serve bodily harm to themselves. Even under Safe acceleration speeds the maximum safe time to use the system is only ten minutes any longer than that window and the strain on the body will start to cause damage to the person using the system. This window of time is even shorter for those that tend to use the system at higher speeds.
Inertial Control systems: This is one of the suits most important system as it allows for the Overdrive system to function properly. With this it allows the user to alter their mass and acceleration at will allowing the user to make jumps and other wise extremely hazardous maneuvers safely. It can also act as a source of artificial gravity allowing the user to walk on walls and ceils, albeit with drastically reduced maneuverability hence both the planets gravity and the suits systems are in contest.
Low Foot print systems: Templar armor systems are designed to have the lowest possible sensor foot print possible. But, because of the fact the armor cant power both a full Imperium Stealth suite and the Overdrive system; the designs opted to use footprint reduction instead. Because of this, the suit is still invisible on thermal scans, and the most common of sensor systems. Meaning the suit is still visible in the optical spectrum and to other higher orders of sensor systems.
Life Support: The suit is actually linked to the Templars Circulatory and Nervous Systems as a result the suit has a supply of chemical cocktails that can be used for a variety of functions and can also stimulate cell growth and repair. While it allows the Reaver to recover from some injuries faced in the field, which are most likely self inflicted. The suit is also connected to many of the vital organs along with Intravenous connections the suit can take over for hearts and lungs if necessary for just over a week, though in this mode the Reaver will die if not given immediate medical attention upon removing the suit. Also deals with waste disposal.
Neural Uplink: The suit is connected not only to the templar neural tendrils, but also to Templar spine and central nervous system allowing for extremely precise control over the suit and direct uplink battle net com chatter, and a variety of other suit functions.
String Logic Core: Underneath the armor is a Naval Grade String logic computer core which is linked directly to the Reavers nervous system through the neural uplink system allowing her the necessary situational awareness not only to use her Overdrive System to its maximum effectiveness but to also react in the shortest possible time to changes in the environment around her.
Other Gear:
Chemical Suite: Part of the Templars life support system, the suite has well over two hundred different chemicals scatted throughout the body. While each vial weighs less than 3oz the concentration of the chemical allows for over one thousand uses before replacement.
Military Rations: One of the few things not incorporated into the suit, she carriers a 2 week supply in an small attached container on her back.
Occupation: Low Cover Recon /Strategic elimination Unit
Appearance: 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: 64
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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You're REALLY not going to like what you find
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Last chance before something awful happens
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Every time you clicked spoiler, Mr. T punched a kitten.
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Morga Nalafe - Starhatcher (starship pilot)
Re: Forbidden Worlds (Next level AoR)
Nation/Species sheet:
Nations 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
The Morga have two languages that they use, one is tonal and one is based on thought.
How did the greeting gesture originate? The Morga will extend their antenna to show that they are receptive to the thoughts of others. With the creation of the translators that allow communication over a distance, it has become more symbolic than for actual communication
How are two people who have not met before introduced to each other? When two morga are meeting for the first time, they will physically connect to each other and share an experience that they have had with the other as a way to let the other get to know them. Each Morga has a memory that is their favorite to share, often a moment of success.
What are considered to be good manners? For the Morga, when meeting someone of more importance in the Hive (Nation) you are to place you lower arms behind your back and your left upper arm is to be placed by your side and your upper right is to be placed in front of your chest. When inviting someone into your home, you must offer them all manner of comforts, and if possible and not already done, a tour of the home. It is polite to hold open doors for others, even if you don't know them, and to wait for them to finish speaking before speaking yourself. If they are in person, it is considered rude to use a long distance form of communication, like the translators, to communicate. This is just a small list.
What are the most desired/most valuable things in this society? Shiny things
What things are considered shocking in this society? Someone ignoring everyone else, being a hermit.
Where does religion fit into this society? There is no official organized religion, despite the occurrence of individual thought in the hivelike mind. Most Morga do believe that there is a higher power, but it is all encompassing, the entire universe is like the One Mind organizing and coordinating the planets. Not something to be worshiped, but a part of.
What are the forms of entertainment? Being that the language is tonal, they do not have music. Also, with the Morga being unable to lie, there is no form of play or movies, except those based on reality. However, they do have forms of expression. Sculpture which is usually abstract, painting, animal training, sports which I will go into detail about later, and Colorspinning. Using the camouflage ability of their wings, they are able to create multitude patterns of colors for the enjoyment of others. Not all Morga are able to manipulate the colors of their wings, so a practice of dyeing wings has started up. Colorspinning has reached a new level with the creation of the three dimensional hologram projector, which allowed the spinner to bathe the entire room with color in ways that could never be done before. Each Morga greeting room now has a projector in the ceiling with the head of households favorite color loop playing, though others can change it to enjoy other loops for a while.
What kind of sports are played? There are a number of sports for Morga to play, but the greatest pass-time is the brutal game of AirSpikes. Each of two teams has three players. The players fly around trying to knock a floating ball with four spikes on it into each other, killing the opposing team. Your team wins under one of two conditions. You either kill the other team, or score the most points by hitting the ball without getting hurt. If the other team is killed, the score doesn't matter, if the game goes to time (three hours), then the game is called with points being the deciding factor. In the lower leagues death is the most common win condition. In the upper leagues, where players have extreme coordination, the game usually gets called. Morga playing for fun will use a ball without spikes.
Nations Dossier/History:
Spoiler
The Morga Nalafe are an insectoid race originating from an unknown planet. A series of extreme events led to an evolutionary chain that led them from the hive mind that they once were, into each being having its own intelligence. They did, however, keep the ability to link minds. This combination of individual and collective thinking led them to, relatively quickly, take to the heavens, within only tens of thousands of years.
They established three factions, each with its own queen. One faction resided on the ground, its name was Ka' Mel'o. They used the the creatures inside the ground to mine for precious minerals and care for herd animals to feed the populous. The Second was the faction of Ava Elon, which consisted of legions of helium-filled capsules, supporting floating cities. These people used the creatures of the air to patrol the skies keeping an eye on the natural beauties of the planet to preserve them for the next group of lava to enjoy. Lastly there was the faction of the StarHive, which oversaw the space explorations and genetics experimentations programs. This Faction Had decided to experiment on the animals of the planet.
The planet was filled with dangerous predators and gentle herd creatures alike, but one species had shown real promise in being able to communicate. some were even beginning to be able to form semi-coherent primitive sentences using the clicks and chirps of the spoken language taught to them. A few minds began a collective to try to convince others to allow for genetic engineering of this bipedal mammal, in order to allow for even greater ability of communication. It was approved, and a mistake. They changed the genetic code by 3%, making them slightly more intelligent. the bipeds proved to be more resourceful than ever thought possible after this and began to destroy what they believed to be demons. The Morga Nalafe were forced to flee to the locations of their two factions inside of the planets atmosphere. They gathered the genetics of all of the species of the planet that they could use and after gaining the fuels necessary to break orbit, departed, Never to return. With numbers greatly reduced, all of the members of the species went into a suspended animation to ensure safety during the first warp jump that they had ever made. An error occurred with the drive, and they ended up a nine hundred three years from their destination. When the ship finally arrived at the planet, it began to work for ninety seven years to make the planet more hospitable.
When the Morga Nalafe exited the ship, they immediately began work on expanding, soon taking over the planet and then the solar system, expanding until they reached their present day population which expands to 203 Solar Systems. They hope to one day return to their home planet to fix the damage that they had caused.
Since the time when they first discovered that other intelligent species existed, they have been exploring the galaxy. For two hundred years they have been sending Stareggs (spaceships) to other parts of the galaxy. Some to places that they didn't return from. They discovered that there was a war going on, though most who came across it were unable to send enough information back to get a proper scope of what was going on before their signals were cut off, all were presumed dead. Knowing of the war, they remained isolated in order to protect the species from destruction. After 200 years, they received a signal coming from a strange planet and noticed other nations sending ships to explore it. Being naturally curious, they wanted to know what was going on. Though, the constant signal had an air of foreboding. Instead of sending an ordinary Starhatcher and Staregg, they decided to send a military ship with its crew.
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
Flutter was an abnormality among Morga. When she was a larva, her wings were already growing, which normally doesn't happen until they enter the cocoon stage. She was a topic of much debate with the LarvaMaids. Normally a Morga with such an abnormality would have been marked for protein recycling. However, one of the younger LarvaMaids, Jayna, who had just started working, had decided that the abnormal wings were cute, and named her Flutter. By doing this, she had saved little larva Flutter's life, because once a Morga is properly named it can't be recycled. The young Jayna LarvaMaid was then given the task of caring for Flutter, if the abnormality spread, or if there was some other deformity that made her a weak member of Hive 203, then it would be the LarvaMaid who was dealt with. Jayna LarvaMaid raised Flutter, giving her every advantage that could be given to her. She taught Flutter the ground exorcises that Flutter could do, and basic math and science skills normally taught when Morga had hatched from the cocoon. Flutter was ahead of the rest of her peers, in every respect that she could be. Despite this, Flutter still suffered the ridicule of the Hive. She was degraded, and demeaned. Her abnormality was explained to the entire Hive and a flood of opinions came in about it, only a couple of them even came close to encouragement. But, Flutter had Jayna to get through the ridicule and grow stronger for it. The day came for Flutter to enter her cocoon, and Jayna was relieved of duties in consideration of how long she had cared for Flutter. Jayna built the cocoon for Flutter out of the normal waxes used to make a cocoon, but had to do it all herself, without help from the others. This would be the last time that Jayna would care for Flutter, so Jayna decided to tell Flutter the story that she had been told since she was hatched. A story of how one day, Flutter would grow up to be one of the most important Morga in the Hive. Flutter was in the cocoon, knowing that when she was done with her transformation, that she would be assigned somewhere in the Hive and might never be able to see Jayna again. Days and weeks went by, and Flutter rested in her cocoon, dreaming of when Jayna's story would come true. When Flutter woke up, she was still in the cocoon, and started to work her way out of it. There were excretions everywhere, and she felt gross. She noticed that she had arms when one of them broke through the wall of the cocoon. Another arm wriggled it's way out. Soon, one of her newly discovered legs kicked it's way out and she fell forward. She would have fallen if not for Jayna, who caught her. Flutter was instantly fluttering her wings, the one part of her body that she knew how to use. Jayna had to calm her down using a physical connection. Jayna continues to try to use her wings. In five minutes, record time, they were dry and Flutter flew into the air. Jayna recorded the memory and sent it to all of the Hive. It was seen by the Head of Flight, Doray StarHatcher. Before Flutter was even walking, there was a response back, and Flutter was signed up as a StarHatcher. Jayna taught Flutter how to use the rest of her body before she was sent to the SkyHatchery. She was given the basic armor of a military operative, and taught the controls of various StarEggs. It was mostly done through a direct connection to the staregg, though there were some physical controls that had to be learned. All a Morga needs to know for flying a ship is how to fly though the air. Most Morga can't handle the stress of their consciousness being fused with a Staregg durign flight. For Flutter, it was just an extension of her wings, the part of her body that she knew best. Soon she was flying the most complicated military vessels with ease. Some of them were robotic and shaped like a Morga. Those projects never panned out because she was the only one who could fly them. She was the first tester for all new ships and soon she was given the title of Second in Command of Flight. It was because of this position that she was able to get on the mission, Beacon Tracker. Before they were even told of the mission, they were required to disconnect from the One Mind. Her teammates and herself were able to survive the initial shock of it by bonding together into a 'mini mind.' The mission was explained and they were sent on their way.
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.))
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Senior Member
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.
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Resident Symbiont
Re: Forbidden Worlds (Next level AoR)
Nation/Species sheet:
Nations 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
The driving forces behind Ovarian culture are advancement and understanding. Within their society it is considered a poor act to judge an individual without full knowledge and to judge a society based on the actions of it's government or a species through the acts of an individual are considered to be even graver misjudgements. Not backed by legal law, it is more an unspoke social rule that most Ovarians adhere to, and those who don't know better than to sour their relations with such poor judgements. Another unspoken yet heavily adhered to social rule is to not blindly accept anothers lead, a lesson passed on from their creators centuries earlier. As the Altinians blind adherence to the superiorty complex and paranoid fears of their once fair and grand government was essentially the cause behind their lonely extinction.
Laws and regulations are aplenty, but unlike most societies the rules are updated daily and laws are kept flexible. With grey areas added as needed as opposed to the blind, black and white views of normal law which takes years or sometimes centuries to be reconsidered. It comes as a striking surprise that the Ovarians follow a deep, heartfelt philosophy; all must self-determinate and avoid treading the path another offers. For doing so can blind you to your own ways.
Nations Dossier/History:
Spoiler
550 P.I. (Prious Infetus: Prior to Infestor Wars)
The Altinians had always been fascinated by the idea of animated humanoid constructs. Beginning with the first "Matriah Doll", a clockwork puppet with a beautiful harmonic voice constructed in the early victorian-esque era, to the heaviest of industrial construction robots. Yet the idea of synthetic self-awareness had always permeated itself through their society, from fiction to attempted early reality.
It wouldn't be until the creation of the first humanoid interaction robot and the writing of the cyclic-logic laws though, that robots would acquire their place in Altinian society, primarily as workers doing construction, initially, however the thought of "what if" was ever present amongst roboticists; "What if they could think for themselves?" It was to take them nearly one hundred years, but finally the first CAST was created; A synthetic humanoid life-form evolved from over one hundred past generations of humanoid ambulatory computer systems the Altinians created.
Modular in design the CAST could be customized and optimized to perform various jobs the Altinians either found laborous simply did not want to do, such as messengers, construction & demolition, hazardous exploration & mining, security and they could even act as personal assistants. It was at this early stage of their development that the Altinians fascination with their ever creation, whose complexity grew with each new generation manufactured, became something akin to an obsession, they were enthralled by the idea of their creations becoming able to perform any job that they themselves could perform. Even so, most nations and even some Altinians saw the CAST as little more than cleverly programmed machines, imitations of life ment to perform whatever job they desired them to, however on account of their self-optimization capability, during the late 25th century the CAST began to show signs of rudamentary self-awareness. At this point over a century had passed since the first CAST came off the assembly lines. Their design and construction had grown far beyond that of the first HIR-class 1 model, both physically and mentally, and they now performed jobs such as massage therapists, medical specialists, heart surgeons and they even aided with pregnancies, occasionally serving as surrogate exo-womb carriers with boutique firms offering everything from utilitarian designs to the most stunning and most life-like of replicas.
Featuring prominantly in Altinian society as helpers and social interaction units, it was of course inevitable for them to be employed as disposable soldiers, but also interestingly enough, as the occasional cyber-celebrity. A poll presented to the population of more than 200 solar systems showed an astounding 98.9% acceptance of the idea of making self-aware social interaction units. With the cast having already shown that their ability to self-optimize had granted them the first notion of intelligence, it became the goal of the subsiquent project "Awakening to improove that very function, making it more efficient, enabling the CAST to grow at considerably greater rates than before. This in-time allowed them to perform but also comprehend complex tasks and a CAST even inquired if it was necessary at one point, to repeat the excersize it had been doing previously without complaint.
Instead of a top-down AI design like most nations would use the Altinians were attempting to create a bottom-up design. Reffered to as "Evolutionary AI" this revolutionary new form of "self-machined intelligence" quickly garnered support from various companies including FOre Electronics, the most prominent robotics corporation of the time whose CEO saw profit in engineering citizens and employers. The first CAST, designation RA-018D or "Rad" as his owners called him, achieved sapience less than three years later with the megacorporations financial backing of the program. Thus began the rapid ascendance of the CAST, from mere robotic tools, to sentient artificial life.
200 D.I. (Duran Infetus: During Infestor Wars)
In the early 28th century, Altinian civilization alongside it's children the CAST, had entered into a golden age of prosperity. A time where social systems had begun to catch up as opposed to continously lag behind, the great churning wheel of innovation and technological advancement. However, sadly that time would not endure for very long. Since the first CAST had achieved sapience 300 years had passed and things had changed considerably for the emergent species. Granted equal rights rights more than two centuries ago, the synthetics now served in every fascet of Altinian society. Able to own property, direct companies and even serve on the Aeterian Council, the Altinians highest form of government. There was no part of their society that the synthetics did not serve in, they could even marry and adopt, hopefully in the future even reproduce.
Some, if not most nations might've considered the CAST's integration into Altinian society to be ill fitting for a "tool species" but Altinians rarely saw eye-to-eye with other nations anyway and as such were more inclined to ignore such opinions than listen to them. When the Infestor Wars began the CAST flocked to the military in great numbers, even designing new members of their own species especially to serve in the military. A testemony to their willingness to protect their homes and loved ones. Amongst the millions who bravely tried to defend their worlds many were synthetic and ironically, many of those who spearheaded the evacuation of Zendacar, the Reaver homeworld were synthetic of origin.
A vast contingent of CAST was also present amongst the orbital and groundside forces of the failed defense of the AGSF's Korogoshia, where much of the Tarsus Legion, the largest and mightiest of the Altinian assault hexapod legions being near utterly destroyed when the planet fell. Only a handful managed to escape the doomned planet in the aftermath. A notable factor in their eventual downfall the losses the Altinians sustained to two of their greatest fleets at no less than both locations severely weakend their ability to fend for themselves. The Commonwealth, once it realized this and was on the offensive easily brushed aside the heavily defended but poorly armed Altinian vessels and forced the besieged nations Maginot line defense back at each and every turn.
The war would be brutal and hard, but it didn't end till nearly each and every single one of the Altinians near 200 star systems had been near completely annihilated by orbital or Ichor bombardment. Rendered into nothing more than a forgoten memory the once proud Altinian civilization was gone forever. It was through sheer luck that the Commonwealth was beaten back when they were, before they could finish their campaign on the Altinian homeworld of Parune Prime where the last of the Altinians and CAST were fighting a loosing holdout.
Upon, to the best of their knowledge, the expulsion of the Universal Commonwealth from the galaxy, the CAST and a mere handful of Altinians were all that remained of the once grand Aeterian Alliance, the beginning of an end... and the start of something new lay on the horizon.
000 A.I. (Arve Infetus: After Infestor Wars)
200 years have gone by since the events of the Infestor Wars. The Altinians are gone and their name has faded from galactic memory. When the Commonwealths defeat came, it came just a little too late. While the forces assaulting Parune Prime were forced to retreat once they learned of the collapse of their invasion force, they left the Altinians and the CAST greatly dismayed; there were only two dozen individuals left of the entire Altinian species. Far too few to sustain a viable population.
In the months that followed the Altinians debated and discussed any possible way to salvage their species but eventually they agreed that the only way for anything to remain of their civilization at all, they had to give it to the CAST. Unhindered by limitations such as the need for genetic diversity and a reproducitve rate, they were the only ones who stood a change at rising again. The synthetics initially refused to believe there was no other way, but there was no avoiding the obvious facts and the logic, painful as it was, was undeniable. The next fifty years were to be a challenge for the surviving Altinian scientists, because if the CAST were to become a nation onto themselves, they first had to be tought how to become self-reliant.
The nature of a CAST is subservience. It is a psychological trait of theirs, an inherent state of mind from their days as a tool species; they seek to please and live to serve. Not wishing for their offspring to be easily influenced the scientists developed a method of combating this. Introducing improovements upon their evolutionry algorythms the scientists improved the individuality and self-dependence of CAST, ending with the addition of a chaotic element to their formerly rigid yet aware machine intelligence; the quantum neural network. Based on the theory of chaos logic and organic nervous systems the networks design was ment to enable individuals to develop in differant ways despite encountering similar circumstances multiple times in succession, the digital equivelant of nature vs nurture. However to retain their computer-like perfect communication a relatively similar but highly flexible base code was required.
Resulting in varied personality and character development but in order to prevent progression of self-awareness from reducing processing capability the quantum brain, hub of the quantum neural network, was equipped with built-in secondary processes to manage information loads, improoving processing capacity. As they were not immortal, the final days of the last Altinians rapidly approached, and finally they met at a crossroads. Pass on into oblivion, or live on amongst the people they had helped to create? The decision was almost single minded, they augmented themselves and became the first post-organic members of a new society. The name Ovarian was chosen shortly after, a name from a popular Altinian if auspicious science fiction novel as it portrayed the advancement of the Altinian species from organic... to inorganic.
Rising from the ruins of the once grand Parune Prime the Ovarian Systems Union rapidly reassumed control of the lost outer colonies, some of which had been irreperably damaged by Ichor. They restarted their high-technology industry, repaired their manufactories so that they might once again provide them with the materials for a new future. Erecting new and grand cities, planning armies and secretly constructing a fleet as large as they could manage in secret. The time of sentient s had come.
1 A.I. (Arav Infetus: After Infestor Wars)
Centuries have passed since the demise of their makers, centuries since they became their own people, centuries since they rose from tool to advanced civilization. However for all of their efforts to rebuild their new homes they are still not ready to reveal themselves to the rest of the galaxy if indeed there even is a galaxy out there anymore. During a routine deep-space scan however, a tentative search for galactic civilization if anything remained of it, the OSU encountered a strange frequency unlike anything they had ever before encountered.
The signature matched that of one recorded nearly 300 years earlier by Altinian scientists. It was believed to originate from a world considered Old Empire owned. Dispatching a single, highly capable unit to determine the origins and nature of the frequency they unbeknownst made the first step towards their reintroduction, however brutal, fair or unwanted, to galactic society.
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
Character Sheet:
Designation: AK-09/83
Name: Adyin Kirrale
Call-Sign: Blinx
Age: 1750 Cycles (Five standard 350 day Altinian years)
Sex: Male themed
Species/race: South-Western/Eastern Hybrid Ovarian (Altinian Feline/Bush Feline ver.)
Body Type: Strategic Reconnaissance & Tactical Information Processing
Series: Bashten (reliable, sturdy yet advanced exo-android design from before the fall of the Altinians, designed for extreme operations, hostile and otherwise)
Date of Birth: 004 A.I.
Nation of allegiance: Ovarian Systems Union (OSU)
Weapons:
NIS-300/D Sidearm: An advanced standard issue, semi-automatic, medium range Ovarian sidearm offering a wide range of customisation. Powered by an internal, miniature cyclic fusion reactor it is meant for extended use it can run for over a year on standard output and with varying fuels available, even longer. Able to fire in either impulse or beam mode the sidearm is both reliable, highly accurate on account of it's built-in targeting computer and capable of defeating most average infantry defenses as well as enduring because of it's power supply.
PSE-750 Arm-Rifle: A heavy-rifle type medium-to-long range weapon developed for hands-free operation by the Altinians but adopted for more natural use by the Ovarians. Arm-Rifles are armored, mechanical exo-limbs powered by an exoshell armours main reactor for primary power supply by default but equipped with a binary energy capacitor if main power is unavailable. Equipped with a molecular disruption impulse/beam emitter in the palm it is capable of causing heavy damage to all infantry types but sacrifices rate of fire for greater output. Accurate on account of it's advanced target-finder and environmental sensor suite it is also equipped with a mechanical/electromagnetic rail for a wide variety of additional, personalized gear.
TC-205/A Micro-Missiles: Two-stage armour-buster missiles. With launchers built into the shoulder and backplate area of an arm-rifle type weapon. Typically modular, the missiles are equipped with M.D. warheads though are customizable.. With an advanced targeting and navi-suite as well as sophisticated vector software and thrusters the missiles effectively prevent easy target evasion and can destroy most light and even some medium threats such as drones and lightly armored vehicles.
Gear:
MAS-2100/AC Exoshell: Exoskeletal armour for military-style androids. MAS-2100/AC series are designed for heavy combat and long-distance hazardous environment exploration. Called "Bush Gear" it combines the latest in force reactive armour, five-point Armashield projection with onboard self-maintenance and auto-repair systems all powered by an onboard cyclic fusion reactor able to run off a wide variety of materials and equipped a component processor for reducing viable fuels into base gasseus components for easier consumption, making the armor capable of surviving in even the most inhospitable of environments. For area and or battlefield awareness it is equipped with an ARS-3000 sensor suite that offers a wide variety of options including varied vision modes, navigational and topographical data and even ground-penetrating radar along with an optional, head-mounted "frill" for advanced EM sensing. For zero-g mobility or atmospheric transition, the armour is equipped with micro-thrusters and booster boots as well as gravity cancellation. For miscellenius storage of small items or potential processable material for usage as fuel it is equipped with a prototype pocket realm generator.
SMR-623 Watchman: A customizable multi-purpose protection and reconnaissance drone Watchmen combine deployable force reactive armour with armashield projection to absorb blows material as well as immaterial, acting as an arm-mounted "buckler" for lack of a better description while docked. In addition they possess the ability to operate independatly of their users, taking off from their rail mounts typically mounted on the right arm, and fly under their own power. Constant communication with it's his is achieved via built-in quantum entanglement to prevent connection hijacking. In aerial mode its wingspan is approximately 120 centimeters and it offers a birds-eye view as well as acting as an airborn decoy if need be. While unarmed it is equipped with sophisticated onboard ECM/Cyberwarfare suites well suited to interfering and harassing with enemy sensors, electronics and drone systems. Coincidentally the units predatorial bird-like design enables to to masquerade as a bird of prey, hiding in plain sight.
Multi-purpose Research Pack: For scientific research and archeological studies. Contains everything needed to perform archeological and chemical analysis in the form of both sensor and software drivers as well as actual, hand-held devices, though the pack is limited as certain devices are simply too large to miniturize without ruining their function. Radio-carbon dating is available the form of touch-based sensors for age determination and sonic resonators for deep-penetration scans as well as multiple language packs for ancient and current linguistic analysis.
DBT-100 "Breach" charge: A shaped-usage M.D. device primarily designed to act as a method for penetrating thick walls, doors and other seemingly impassable objects. A disc-shaped device it emits a controlled M.D. pulse kept back by a containment field which prevents the reaction from being uncontrolled, adjustable with sizes ranging from one to five meters in diameter if necessary, the device has no usage practical in the form of offensive tactics as it's build-up and recharge periods are too extended. If used at it's maximum potential charge the devices internal energy cell requires approximately an hour before it can be re-used. Compactable to a smaller profile, it fits handily on a compartment on a synthetics thigh exoshell.
Occupation: Bush Operations. Strategic Reconaissance & Information.
Appearance: Without his exoshell equipped he resembles a hybrid between a bush feline of the Altinian home planets south-western hemisphere and a north-eastern one. Most noticeable features are big, broad feet, large ears and a bushy tail tip as well as powerful legs. Typically Ovarians are simple white with black-detailing and LED's, he is no differant except that he can change his outward coloring for various purposes. The obvious yet sleak bionic components are found on his legs, chest, arms, head and ears and tail and back as androids do not hide their true nature as synthetics. He has synthetic hair, for personality purposes and his eyes are a bright, brilliant green, even more so when his eysight is at it's maximum power output. When armoured he appears bulkier with extra, larger parts covering parts of his body including his forearms from the ellbow on down, chest, shoulders, head, lower body from the waist on down and tail with others exposed as there is no need for protection there. When in armour mode his artificial fur also melds together to form a secondary barrier which gives him a sleakened and soft metallic shine, like polished rubber or steel.
Exoshell extras & Arm-rifle Ref: http://fc00.deviantart.net/fs71/i/20...eo-d31a1qc.jpg
Primary Exoshell Ref: http://fc09.deviantart.net/fs21/f/20...via-dvyndp.jpg
Height: 6"1' (approx: 185 cm)
Weight: 209 lbs (approx: 95 kg)
Biographical information: The life of a synthetic is not what most would picture it to be. The achievement of self-awareness is akin to simply being born, with education being a brief but intense series of simulations and data accumulation through downloads, in a virtual world this takes a long time from the point of view of the A.I. in question, but for organics might take no more than an hour. Achieving self-awareness only briefly before Parune Prime was restored, Adyin Kirrale designation AK-09/83 was born a spacer. Eligable for work after only a cycle of operation, rapid even for an Ovarian, he spent function cycles aboard various stations and vessels.
Like most Ovarians his goal in life was finding a happy niche in life to settle into though he found aiding the progress of his civilization to be an interesting passtime. On account of being wirelessly interconnected, the massive network that is the Ovarian civilization has little difficulty merging personal life with work Adyin and his special someone were able to communicate via lag-free transmissions. Adyin was operating onboard a recently constructed OSU battlecruiser the Taldvas, when a lone Infector vessel attacked a recently stablished colony. A quick and decisive victory quickly followed but it was Adyin's willingness to venture aboard the vessel and crack it's mainframe which lead the OSU to discover and route surviving Infectors, after which Adyin received a significant upgrade to commemorate his services in the field of intelligence and long distance reconnaissance. An ideal candidate Adyin was selected for a special project the OSU had been developing, a line of profession involving work where no supporting infrastructure exists.
First of the soon to be adequetly numerous "Bush Operators" which would become the OSU's means for scouting into areas without any supporting infrastructure with surprising success, their equal to First Recon. It was a year later that the discovery of the anomolous signal was made, shocking the OSU for it's frequency and carrier wavelenght bore similarities to signals analyzed in the past by their makers, the signal was of "Elder Race" origins. Knowing that this oppertunity to learn from a potentially active source of Elder Race technology was a great oppertunity to better their species, but it was also a massive risk of exposure. As a compromise, Adyin was sent to analyze and or recover the signal emitter as stealthily as possible. Unknowingly however, the OSU had set events in motion that would make their existence known to the galaxy.
Misc:
Being a hybrid between a hacker a long distance reconnaissance specialist and strategic information evaluator Adyin brings along all the necessary gear required, including two holodrones which aid his immense cerebral processing capacity by sorting all data and speeding up his train of thought considerably. Much like trained animals with relatively advanced semi-sentient processes the drones can act on their own but require input from their operators. The drones are capable of acting as additional ECM/Cyberwarfare units to boost his resistances to such methods of attack as well as seeing past countermeasures designed to scramble sensory processes. The drones have their own shields and express their evaluation of a situation via holographic viewscreen emoticons, a style favored by the OSU as most nations seemingly do not have such traditions as expressing emotions with numbers and text.
(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!)
BIos_Reaper's Signature "Aliens crawling on the face of god."
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soldier with a hero complex
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
Before the Invader Wars, the Kratians' home planetwas a lush, jungle planet filled with predator and prey alike. The Kratians were one of two sentient races to thrive on the planet, though the two were often at odds with each other over resources. The Kratians and the “gator-people” as the Kratians dubbed them, were both in a tribal stage of evolution, bordering on their Bronze Age when the conflict finally came to a head.
Spoiler
While none of the Kratians remember the exact details, most believe that the gators raided a fishing settlement, killing all the inhabitants.The Kratians responded with war, declaring that only one group would survive. Unfortunately for the Gators, The Kratians leg structure provided them with the advantage of faster movement and higher jumping. While the Gators had the protection of armored hides, The Kratians were enraged and ready to kill them all.
The war lasted for the vast majority of the Invader War going on in other parts of the galaxy, but the Kratians succeeding in the genocide ofthe only other sentient species on the planet, but the Kratians'victory was short lived. As they struggled to rebuild, the ichor finally reached their planet. A space battle ensued in their system only a week after the victory over the gators and the battle caused a wounded Commonwealth vessel to crash land in their jungle.
The Kratians had no way to know what the ichor was, so when it swept over their civilization, they were afraid, thinking it was some kind ofsickness, but the Vat Mother sensed an openness from the new species and instead of aggressively overtaking them, the Vat Mother had the ichor-taken Kratians display their enhancements to the impressionable tribesmen and they were all too willing to accept the ichor after that.
The Kratians came to believe that the Vat Mother was some form of deity sent to lead them to a promised land, despite her attempts to dissuade them. The Vat Mother began to teach the Kratians, rapidly advancing their civilization through the ages of evolution, preparing them to join the rest of the Commonwealth in the conquest of the galaxy.
However,the defenders of the galaxy finally managed to seal the rift between the two universes and the Kratians lost their deity with no explanation. Feeling that the Vat Mother had deemed them unworthy for an unknown reason, the Kratians reorganized under a long forgotten system, but with all the knowledge they now possessed, the old tribalways were no longer enough.
The tribal leaders came together and reorganized the Kratians under the system of a republic. With this new governing body, the combined might of the Kratians marched to the wreckage of the Commonwealth vessel and using the knowledge contained within the ichor, the Kratians rebuilt it, but their newly discovered ingenuity pushed them forward, to improve the vessel.
It became their flagship as they built the beginnings of a fleet, crafted from materials they'd never known were usable. Years passed until the Kratians were ready and finally leaving their planet. The years following the Invader Wars were a time of discovery as the Kratians began to inhabit planets overtaken by the now semi-dormant ichor, spreading rapidly through the vacant planets.
Then came the day the Kratians had been both dreading and excited for: first contact. While exploring an ichor world for habitation, the Kratians were seen by one of the other Nations of the galaxy and hailed. Panicking, the Kratians jumped away, regrouping under emergency protocols.
After much deliberation, the leaders of the Kratian republic deemed it appropriate to seek out the other groups in the galaxy the Vat Mother had spoken of, if only to give proper impressions and introductions.They ordered the fabrication of special exo-suits, using their intimate knowledge of the ichor, that would isolate the ichor within them to allow the Kratians to join the various groups in the galaxy.
To date, it is their greatest achievement and all Kratians are under orders, under pain of death, to wear the suits in the event of extraterrestrial contact. A selected group of soldiers and wise-men are currently in route to establish connections to the Nations of the known galaxy.
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...
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ULZJBFF!!
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...
Buzzwolf's Signature "...it'll keep you warm though it is a bit disgusting...it's a sheeping bag, that's what it is..." -Bear Grilles
"The real Heroes are the ones that never came back..." -unknown
"No matter what people tell you, words and ideas can change the world." -Robin Williams
Buzzes Magical Tablet
 
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The Delivery Gator and sometimes a Silent Assassin
Re: Forbidden Worlds (Next level AoR)
Well... despite it being late... here they are.
The SRC
Nation/Species sheet:
Nation’s Name:
Se'rallies Confederacy
Core Species’ Name:
1. Kin'gras
Height: 5'10" to 6'5"
Weight: Dependent on diet: 150lbs. - 320lbs.
Appearance: Snow white coat speckled with black dots (Looks like Snow leopards.) Eyes are circular, blue with a tint of green.
Solar systems controlled: 200 = 100 mining, 40 civilized, 60 colonies
Boon:
1. Thick Armor: (Crystalline, light weight, energy/impact resistant)
2. Tracking Systems: (Turrets, missiles, drones, unmanned-fighters, etc.)
Advanced: SRC:
1. Ionic Technology: (Engines, Power-cores/Power-plants, weaponry, etc.)
2. Massed Transport: (Civilian ships cargo bays have great size, in which they are able to carry massed goods and equipment to and fro specific areas.)
Normal:
1. Anything above or below this.
Poor:
1. Ship costs: (Due to any CRS ships crystalline armor and their artistic form, they cost much to build.)
2. Low Energy Sheilding: (The SRC didn;t go into this subject of research due to them putting most of it into their crystalline tech tree.)
Weakness:
1. Slow Production time: (The ships size, artistic look and their crystalline structure made them slow to make and design.)
2. Stealthing Technology: (The SRC never truly went into this technology, putting this in the least research category.)
Years sense the discovery of FTL:
1354
Type of FTL used:
Worm-hole
Nations Dossier/History:
The Se'Rallies started their existence 7,000 years ago, slowly gaining knowledge about the world around them. Going from hunter-killers to farmers and from that they went even higher and began to make words, then later letters. Even though it had great potential, the lower King'ras didn't accept it, and tried to put an end to it. The leader thought other wise, which then began the first Se'rallies Civil War. After things settled down, the higher nobles had won the fight with but a few men, and they themselves took what was left of the scholars and began the first turning point for the better. Once things settled, people began to wonder what was outside their little land mass, this is when the age of exploration. The King'ras were quite partial to water making them the best at their current quest, with that they began to make great ships, and with their artistic talent, made them into their most long lasting and durable on their planet. Once supplies were packed they then set sail to the other continents, where they would explore and create peace all along the way, and with any opposing forces, they'd retreat and bring more of their people to settle the savage creatures that they would later call their brothers.
After the age of exploration, came the age of enlightenment. The Se'rallies soon found out that they were the only kingdom to explore their own world and from this they have learned much of themselves. Over the next period of time, the age of enlightenment ended into an age of nothingness, for the people rose up against their lords, and were once again put down, but the people instead of being submissive as their previous time, they became Martyrs, and kept fighting back. The Se'rallies slowly were broken down and disbanded as a nation and the people began a-new forgetting the advancements they had all made, and slowly degraded. A century later, a new house arose and it was simply called, "Kingdom'. The house started to pick back up where the previous leaders had died out at, and then began to rebuild the nation, starting with the multiples of faithless, and hard-headed. The House soon became the continents prime government and was growing to proportions to that of the previous lordship, and had potential to get bigger.
Over the next few centuries, the house of Kingdom grew to be the Kingdom of King'ras, which went all over the continent and to the next two surrounding continents. As their influence spread, so did the wealth, power and the knowledge of Kingdom.
After the war ended, the SRC was mainly left shattered, their government suffering the most as the King'ras Major was annihilated by enemy torpedos close to the end of the war... and if it wasn't bad enough a multiple of their ships were stolen by the traitorous Grand Ambassador's daughter, who rallied her followers to another location, making the SRC very unstable due to old hostilities and broken trusts. Now the SRC has mainly recovered the majority of its losses and have stationed its new captial on the Ship-yard world of now, New King'ras Alpha.
Major Industries:
Refined Crystalline materials, Tracking Software.
Species motto:
"In the name of our confederacy, we serve and protect!"
General Species disposition:
Things are still quite tense between the fairly new nation and the elder one. Old hostilities have reawakened versus the King'ver race due to their Reaver Descent, making them plainly 'racist' versus the young race.
SRC Achievements:
1. Se'Rallies World-ship Class, the "Oblivion":
Length:
24 Kilometers
Weight:
Unmeasured. Calculated to weight as much as a small planetoid.
Power-source:
5 Alpha-Mega Ionic power-plants
10 Beta-Ultima Ionic power plants
Weaponry:
1: Main Anti-capital Rail-guns
2: Anti-fighter Ion cannons
3: Heavy Capital Torpedoes
4: Slayer-class missiles (Multi-purpose missiles)
5: Heavy Anti-Plantary Rail-cannons
6: Heavy Plasma Cannons
Defenses:
1: Out: Main shields
2: Out: Point missile defense system
3: Out: SRC Super Crystalline Plating
4: Inner: Armed Space Marines
5: Inner: SRC Crystalline Blast-shields
6: Inner: Automatic Defense System
Abilities:
Hanger bay: Holds a large squadron of fighters and heavy fighters.
Long-Range Communications: Can send messages to any desired planet in a matter of moments.
Modified FTL: The FTL system on this ship has been boosted to the point that it can move this massive ship.
The CotD
Nation/Species sheet:
Nation’s Name:
Children of the Departed - CotD
Core Species’ Name:
1. Kin'gras
Height: 5'10" to 6'5"
Weight: Dependent on diet: 150lbs. - 320lbs.
Appearance: Snow white coat speckled with black dots (Looks like Snow leopards.) Eyes are circular, blue with a tint of green.
2.King'vers (King'ras/Reaver Hybrid)
Height: 5'11" - 6'5"
Weight: Dependent on size and diet. 140lbs. - 300lbs.
Appearance: Looks similar to the King'ras. Retractable claws, plantigrade stance. Their eyes are similar to the Reaver's, only tinted blue instead of yellow. They frills on them that are covered in fur.
Abilities: Every ten years they have a gender change if the opposite gender is unavailable.
Solar systems controlled: 100, 30 colonies, 50 Mining, 20 civilized.
Boon:
1. Thick Armor: (Crystalline regular, SRC specialty Armoring.)
2. Supreme Silencers: (The King'vers developed very compact and portable silencers for their weaponry, comprised of the SRC's specialized crystalline and various other elements, have developed a silencer that breaks down the massive sound of gun fire to a sound described as 'snapping twigs'.)
Advanced:
1. King'ver Stealthing Tech: (Developed by the King'vers themselves and for the use of their breathern in general, it takes some aspects of the Reaver's own technology, but on a much lesser level, only cloaking the vehicle or desired user from general view and the view of lesser detection systems, but this is restricted tot he King'vers themselves due to their bodies being more 'used' to the tech than the average King'ras.)
2. CotD Miniature Super Computer: (Despite the name, which would seem like a late technology to have... but this specific computer has been reduced to the size of a very manageable back-pack meant strictly for on the go hacking via a wrist-pad keyboard.)
Normal:
1. Anything above or below this.
Poor:
1. Ship costs: (Due to any CRS ships crystalline armor and their artistic form, they cost much to build.)
2. Low Energy Sheilding: (The SRC didn't go into this subject of research due to them putting most of it into their crystalline tech tree.)
Weakness:
1. Slow Production time: (The ships size, artistic look and their crystalline structure made them slow to make and design.)
2. Hated Minority: (Due to the racism from their original nation, the SRC literally has it out for this sect of people and have been know to cause various and sometimes fatal injuries.)
Years sense the discovery of FTL:
1354
Type of FTL used:
SRC standard Wormhold-drive.
National Culture:
A mixed culture... one between King'ras and Reaver cultures involving stealth and peace
Nations Dossier/History:
The Se'Rallies started their existence 7,000 years ago, slowly gaining knowledge about the world around them. Going from hunter-killers to farmers and from that they went even higher and began to make words, then later letters. Even though it had great potential, the lower King'ras didn't accept it, and tried to put an end to it. The leader thought other wise, which then began the first Se'rallies Civil War. After things settled down, the higher nobles had won the fight with but a few men, and they themselves took what was left of the scholars and began the first turning point for the better. Once things settled, people began to wonder what was outside their little land mass, this is when the age of exploration. The King'ras were quite partial to water making them the best at their current quest, with that they began to make great ships, and with their artistic talent, made them into their most long lasting and durable on their planet. Once supplies were packed they then set sail to the other continents, where they would explore and create peace all along the way, and with any opposing forces, they'd retreat and bring more of their people to settle the savage creatures that they would later call their brothers.
After the age of exploration, came the age of enlightenment. The Se'rallies soon found out that they were the only kingdom to explore their own world and from this they have learned much of themselves. Over the next period of time, the age of enlightenment ended into an age of nothingness, for the people rose up against their lords, and were once again put down, but the people instead of being submissive as their previous time, they became Martyrs, and kept fighting back. The Se'rallies slowly were broken down and disbanded as a nation and the people began a-new forgetting the advancements they had all made, and slowly degraded. A century later, a new house arose and it was simply called, "Kingdom'. The house started to pick back up where the previous leaders had died out at, and then began to rebuild the nation, starting with the multiples of faithless, and hard-headed. The House soon became the continents prime government and was growing to proportions to that of the previous lordship, and had potential to get bigger.
Over the next few centuries, the house of Kingdom grew to be the Kingdom of King'ras, which went all over the continent and to the next two surrounding continents. As their influence spread, so did the wealth, power and the knowledge of Kingdom.
The CotD began as of 200 years ago after the war and the SRC was shattered... and a more notable King'ver rose to the challenge by 'borrowing' a multiple of SRC transport ships and started to move loyal king'ras and King'vers from all over the shattered empire to a planet, which guarded by the most powerful plantery security system the SRC ever had at the time stood watch over the planet simply known as Paradiso. Upon Paradiso the environment was easily adaptable to and was used to SRC natural planetary research and after some time... the planet was converted into the CotD's capital, all of which was hidden deep under the ground in the best security vaults of the SRC and over time the vaults began to expand as some of the SRC's most hidden secrets were discovered there... and then applied.
Over the next few hundred years the CotD has gained the influence of many other former SRC planets taking them in and giving them what limited protection they could. Many of the planets that are currently under the control of the CotD has its occasional riots from the still SRC supporting groups, but hold nothing against them for their archaic ways.
Major Industries:
Refined Crystalline materials, Tracking Software.
Species motto:
"Stay quiet... don't move... all can be won if your not noticed until the last second and with a quick wrist flick."
General Species disposition:
Very new and very quick to defend themselves due tot he brutal treatment by the SRC they have been on the defense since the beginning of their nation. Despite all of this they continue to press on just as they had before the great war.
Achievements:
1. Sheild of Paradiso-
A massive security system using one of the SRC's rarest, most durable and yet reflective crystals, all in seemingly perfect satellite orbit over the planet. The system itself is made up of trillions of Blaze Fire crystals, which can absorb solar energy and fire it at its target from a great distance, unless the correct code is given, then said ship would be allowed down to the planet itself. The technology and research that was put into use into making the great system has been lost with King'ras Major, and if the research was in the hands of the CotD, it would cost too much to even apply it.
Description: Each crystal is the size of a small asteroid, shaped with a mix of steep and blunt angles, within the crystal is a large battery and its main weapon, a God's Hand anti-armor cannon, which is usually applied to the SRC's main battle-ships for generally action. Occasionally a much larger crystal the size of a large asteroid can be seen, which is extremely reflective and is used as a focusing crystal in which more intense beams can be fired.
2. Straight Silver- CotD's Flagship.
Formerly the 'SRC Quick Silver' the Straight Silver has been completely fixed with the King'vers cloaking tech, allowing them to make the ship invisible to the naked eye and to some detection systems.
Offense:
1. A battery of anti-capital rail-guns.
2. Four batteries of rapid-fire multi-purpose Ion guns.
3. Two racks of Slayer-general purpose missiles.
Defense:
1. CotD Stealth Marines
2. Crystalline Blast doors
SRC: Josha Fin'ska
Name:
Josha Fin'ska
Age:
28
Sex:
Male
Species:
King'ras
Nation of allegiance:
SRC
Weapons:
1. CT-103 Thunder-Cracker, semi-Automatic Rail-rifle, ACOG-similar scrope and 15 round magizine (This style of Rail-rifle is dated to be pre-war and is extremely versitile and used for a multiple of uses depending on variation. THis variation is a more general and widely used one that is meant for Urban combat and tighter quarters. Good up to 200 meters.)
2. YF-01 Thunderer, Semi-automatic 6 large caliber revolver. (This weapon is old even by SRC standards, the design is fairly classic as Old SRC weaponry and used large caliber bullets to deal its damage to whatever infantry that came its way. Good up to 100 meters.)
3. SRC "Shining Glory" multi-purpose combat knife, 1' Shined silver standard blade, and a solid crystalline grip. (A general purpose knife, which design was pre-dated to the war has its advantages as it is lightly and well balenced and can survive a drop from orbit... which has been known to happen.)
Gear:
1. SRC Assault Power-armor (Made with much denser alloys and a bit heavier, can withstand a very brutal beating from any angle. Once more a pre-war based tech it was designed for deep-striking enemy positions and hailing them with gun fire and grenades.)
2. Study Pack (A piece of more recent technology that will be used to upload and store information upon, comes in a SRC certified pack, made from plating similar to the armor of his power armor. Come with four stored pieces... keyboard, mouse, screen, and the computer itself.)
3. Rations (Two weeks worth, held in a very tough crystalline pack. Contians food items, and the lasting amount of water.)
Occupation:
Assault, Tech-Leutinent.
Appearance:
Just your average King'ras, nothing much passed that.
Height:
6'3"
Weight:
190
Biographical information:
Born on the Oblivion and trained in the tech there, Josha was raised witht he most angery and most well trained of the SRC, whom of which held the deepest grudges against the Reavers and their ilk. Josha spent the majority of his life training with the best the SRC had to offer and rose through the ranks... just another hero for the SRC books. His life aboard the ship has dulled his senses, but once they got him on the ground he started to open up and would start fighting harder than ever to ensure he never lost sight of his goal, which was to attain the highest rank possible in the SRC... Grand Admiral, position of one of the Big three.
Misc:
Despite his raising as a 'New' SRC son, he has doubts of the racist ideas of his leaders, and will be more likely to tolerate the race.
CotD: Sha-Shan Del'sa
Name:
Sha-shan Del'sa
Age:
48
Sex:
female
Species:
King'ver
Nation of allegiance:
CotD
Weapons:
1. CT-114 Silent-Thunder semi-auto rail-rifle, modded with CotD speciliast silencer, reflex-sight. Colored black to be conveiently hidden in the shadows.
(Originally a CT-103 Thunder-Cracker, one of the SRC's most reliable anti-armored infantry rifles during the war saw action on all fronts and in lesser and higher calibers, ranging from ship-board combat in the straight halls to long range sniper rifles on the ground. This specific model is simply motified with a silencer. Due to the silencer, the weapon is a bit lacking on the power of the regular CT-103, but still can be a punishing offensive. Good up to 125 meters.)
2. S-6 Crackle-pop automatic CotD machine pistols with inner silencer. Colored black to be conveiently hidden in the shadows. (An exotic machine pistol made in the more recent years of the CotD, mainly meant for close splattered fire at lightly armored infantry. Good up to 50 meters.)
3. CotD multi-purpose combat knife, 1' dull black kanto blade, and dull black carbonized grip. (As the name states, its a multi-pupose blade despite it size. Made in the early days of the war, Old SRC developers planned to make and use specilized SRC King'ver assassins to deal finishing blows on enemy commanders but were never able to get passed some of the test due to the stealth tech of the time being very little to none at best.)
Gear:
1. Full CotD stealth armor (Made with a specialized crystlline compound that makes up all CotD armors. There are a special coating and extra plating which generates a slightly better than average stealth field the conceal the user from eyes and lesser detection systems.)
2. Ration Pack (Two weeks or regulation rations which consists primarily of meats and some water canteens. Plated in the CotD Stealth Tech.)
3. Heart-beat detector - right wrist (As the name says, good up to 25 yards and is enclosed on a case on the wrist with an flap that covers the screen when not in use. Plated in the CotD Stealth Tech.)
4. Minitureized super-computer - (Made by Del'sa herself and applied for the good of the CotD. It is linked to her back pack via small and capable wiring and encased in a similar casing as her own armor to ensure its safety. The smaller than average keyboard is on her left wrist, and as the HBD is, encased in stealth tech. THere area a few very small cables that are able to run from her wrist pad to whatever device in question for quick and simple transaction of information and perhaps to hack.)
Occupation:
Stealth Specialist, Tech-Sargent
Appearance:
Average King'ver, she is extremely fit, her fur is much duller with a solid gray and black spots.
Height:
6'
Weight:
150 lbs. (200lbs. with equipment)
Biographical information:
Born a little more than 150 years after the split and trained by old manuels that the Reaver's allowed the old SRC to collect and compile for the sake of reasearch's purpose. Born as all King'ver of the time now are, to two loving King'ver parents that had survived the split. Has been trained to hold incredable patience just as any other of the CotD stealth forces are and can withstand the strain that the stealth armor gives due to the basis of it being Reaver Tech.
Misc:
Isn't very much of a people person. She'd sooner be alone than with others.
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Forum Director
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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Forum Director
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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