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The Joint Systems Alliance [FT, RP Thread]

A staging-point for declarations of war and other major diplomatic events. [In character]
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Magna Omega
Minister
 
Posts: 2801
Founded: Sep 05, 2009
Ex-Nation

The Joint Systems Alliance [FT, RP Thread]

Postby Magna Omega » Thu Dec 31, 2009 8:51 pm

The Joint Systems Alliance
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"Lunctum per Astrum" - "Unity Throughout the Stars"

The Joint Systems Alliance (JSA) was formed by the Interstellar Federation of Magna Omega on December 31st, 2038 (Omegan Calendar) on the basis of bringing a sense of stability and unity to allied systems of the galaxy. It protects the rights of all peoples of the galaxy regardless of race. Therefore signatories of any race are accepted as long as the Alliance Doctrine is adhered to accordingly by those signatories. Each signatory will be obliged to follow the doctrine at all times of their membership and act against any threat to said doctrine accordingly. The Alliance Doctrine is as follows:




The Alliance Doctrine

Section 1: Commerce
All signatories must be willing to accept economic diversity amongst the Alliance members. Signatories with large, stable, and progressive are also obliged to give economic aid and relief to other members who lack sufficient economic sustainability and growth to provide the JSA with an overall economic and commercial strength and/or defense barrier (if necessary). Trade with non-allied foreign powers is free with the acception of weapons trade to any and all enemies of the JSA. Weapons trade within the JSA and her allies is permitted and encouraged. Slave trade of any kind is also prohibited in the JSA as is the usage or ownership of any slaves at all. The solicitation of slavery is to be condemned in and by the JSA and any and all force can be used against the intergalactic slave market. Tariffs or embargoes of any kind on the goods of other signatories will be prohibited unless sufficient reason can be put forth to the council. Tariffs or embargoes upon enemy states of the JSA are permutable.

Section 2: Government
The overall government system of the JSA is democratic. Signatories can come up with basic proposals, concerns, war proposals, and more for the JSA governance (JSA leading body) to debate and vote on. Although all signatories are to adhere to this Doctrine at all times each signatory maintains its general independence. Each nation may continue to run their government as they see fit without interference from the council or any other signatories as long as it resides in the bounds of this Doctrine. If a signatory's actions either within its own government or abroad is in question then that issue must be brought forth to the council to be addressed accordingly. From there the council will choose to disbar the signatory in question from the alliance or punish that signatory as the council sees fit. All signatories are always free to bring up their concerns. All of this shall be done in the Joint Council of the JSA. In the council chambers of the JSA capital station Delta Capita, all members of the Joint Systems Alliance are invited to take part in council sessions to vote on topics and dilemmas at hand for the betterment of the JSA and peoples of the galaxy everywhere. As stated, the council shall convene in the Delta Capita council chambers to address matters of importance. The code of conduct for the council is simple and must be adhered to. The moderator for the sessions must display objectivity and will be sworn to be objective during said hearings. The Moderator will call upon the subject(s) at hand and the representatives shall first debate them then vote on the decisions possible or to just simply dismiss the issue. The Joint Council makes the broader and more effective decisions for the JSA and votes not on independent matters unless in concerns the JSA's interests, security, commerce, etc. Ambassadors from each nation of the JSA have the right to partake in the council sessions to represent their government's interests. Heated fights or arguments that turn volatile are not permitted and will be put down by the moderator.

Section 3: Territory
All members of the Joint Systems Alliance are entitled to their own territory and are allowed to keep territory that they already own. This is part of the JSA's agreement for independence amongst signatories. Although each member's territory is considered to form "JSA space" it is under the control of the governing member there. Signatories cannot oppose the sovereignty of other signatories. This can be punishable by immediate disbarment from the alliance. The sovereignty of all signatories is to be honored by everyone in the alliance including the founder/WA delegate. The JSA also confers territorial grants upon its members and its allies as either an increase in strength, a reward, an incentive, aid, or a gesture of good faith. All signatories must make a formal request to the alliance founder or WA delegate in order to confer a territorial grant themselves. Territorial grants can be revoked due to punishment, withdrawal, disbarment, act of hostility, or war. It will be done by force if necessary. Neutral or unclaimed territory can be granted as well. For certain regions of space, however, a signatory must request permission to colonize, otherwise signatories are free to colonize any unclaimed territory at will. Signatories are requested to submit any new territory so that the alliance records may be updated. Usually state sponsored grants are without cost but single tributaries may charge as they see fit. Also, aggressive colonization, in any of its forms, will not be permutable in any action of any alliance member. This does include the strategic coaxing of hostilities in another nation to force upon them, a war of territorial gain. Upon victory in a just war, accepted by the Joint Council, a JSA participant in said conflict will not be permitted to retain territory that was obtain during the conflict unless granted to do so by the Joint Council.

Section 4: Delta Capita
Delta Capita Station is one of the largest space stations in the galaxy. With a growing population of millions, it is one of the busiest as well. This station acts as the interstellar hub for meetings with the JSA ruling bodies, foreign embassies, trade, and other political matters. Each signatory will have a designated embassy sector to operate from while other allied nations/planets/alliances will hold embassies as well. Joint Council sessions meet in the Council Chambers of the Presidium of the station to discuss matters of importance and vote on decisions of various natures. Each signatory may not keep more than fifty combat vessels at the station unless either authorized to do so or during times of war. This is to ensure the beneficial coexistence and peace amongst the alliance as well as a balance of power throughout JSA space.

Section 5: Signatory Obligations
All signatories must also appeal to a certain code of ethics. Signatories are obliged to follow ,to some point, a form of civil rights. They are also to oppose a serious offense against innocent peoples whenever and wherever it seems prevalent. The alliance is here to aid those in need and generally make the galaxy in which we all live a better place. To do this requires hard work and determination on the part of an alliance member. Ethical military tactics accepted in the alliance will be discussed in section 6.

Section 6: Military/War
When a member of the Joint Systems Alliance goes to war for a just cause or if that member comes under unprovoked or unjust attack then all other members with sufficient military capacity are obliged to come to the member's aid. Signatories must follow these guidelines for military conduct. The guidelines are brief and simple: Genocide will not be allowed, Chemical or biological weapons will not be tolerated, and nuclear weapons can only be used with permission of the council when dealing with planetary bombardment. Ship to ship nuclear weapons are acceptable. Lastly executions of prisoners or civilians without fair trial is not to be tolerated. During times of war each nation/planet's top military commanders will meet at Delta Capita in a war council to discuss strategy and the happenings and operations of the combined military efforts. When war arrises a JSA coalition will be established from the Minister of Defense and the strongest JSA members. War with other signatories may not commence unless the JSA finds some validity in the war and either chooses a side to support or remain neutral. If an immediate action is taken against a fellow signatory without the official consent of the council then both warring members will be immediately disbarred from the JSA until the matter can be resolved. Also, during war ,usually involving the whole alliance, the largest, most economically stable, and military able nations/planets will act as the commanding forces for the rest of the alliance and moderate troop deployment assignments, tactical approaches and other things vital to an ongoing war effort.

Section 7: Disbarment, Withdrawal, and Punishment
A signatory accused of conduct against the Doctrine will be brought up on charges and a hearing will be held by the rest of the JSA body to observe the evidence against the signatory and decipher their punishment or disbarment. Once a signatory is disbarred then they are no longer a signatory and will be considered a rogue state from the alliance. A signatory that is disbarred due to a somewhat minor offense can reapply within 7 days of disbarment (Real Time). The body will then approve that reapplication or turn the applicant down. Punishment for conduct contrary to the doctrine can be applied by harsh sanctions which are required by all signatories upon the offender or being banned from JSA meetings or any other meeting and hearings of importance to the JSA. Other punishments can be enforced accordingly by the JSA. If a signatory chooses to withdrawal from the JSA then that signatory will also cease its membership status effective once they give a reasonable basis for withdrawal openly then confirmed by the council.

Section 8: Alliance Leadership
A signatory chosen for alliance duties is obliged to carry those duties out as instructed. Some will be chosen to represent, organize, or defend the JSA. The top nations will be selected for these positions and, upon acceptation, will be sworn in to carry out alliance duties. These duties pertain to the order, stability, and smooth function of the alliance. Positions and their duties are:

The Vice Power: Acts as a second in command to the lead nation of the JSA and is obliged to uphold the JSA's core principles and enforce her laws. The Vice Power must administrate the acceptance or denial of nations that have applied for the JSA and aid the lead nation in its goal for the JSA's long term success.

Minister of Defense: Organizes JSA military movements, bases, fleets, and operations. Has a position of command during large scale conflicts. Keeps the JSA military organized and maintains it. Also submits candidates for possible military commendation recipients.

Minister of Commerce: Arranges trade and other acts of a commercial nature with foreign powers. Helps sustain the overall JSA economy and aids other signatories who suffer economically. It is the Minister of Commerce's duty to raise JSA import taxation, tariffs, bring in more foreign goods, increase foreign competition, maintain mutual commerce between JSA signatories, and increase the value of JSA goods.

Minister of Stellar Exploration: Launch missions of exploration in the universe for the purposes of peaceful expansion and/or colonization, scientific discovery, foreign relations, and possible military expansion. Either sets up these projects or they will be appointed to the Minister.

Minister of Technological Development: Organizes and manages the projects of weapons maintanance and development. Manages weaponry status and produces new military equipment. Supplies JSA combatants in a war with technologies, weaponry, and quartermasters. Manages the large scale development of new technologies for the JSA in virtually any field. All military weapons produced are to be submitted to the JSA Joint Council for usage approval.

Section 9: MACO
The Multiple Application Combat Operations (MACO) branch of the JSA is to be the unofficial arm of the Alliance government. Although not officially a military branch the MACOs are used to conduct military operations as well as investigations, espionage, and other clandestine intelligence operations. The MACOs play the untouchable roll be not directly acting as JSA personel and or representatives. Therefore the MACO unit and its members report to the JSA government and military council only. No one else. They are authorized to conduct their assigned missions as they see fit following a loose code of conduct only limited to atrocities as stated in the Alliance Military Doctrine. Actions specifically prohibit the unnecessary killing of civilians and unnessesary mass murder of any nature. MACO agents accused of such actions shall be brought in front of a JSA military tribunal and tried fairly in a military court. Other boarderline actions brought to view shall be looked over by said tribunal for sufficiant cause for a valid trial. All JSA members are allowed to contribute any number of their nation's best fighting units for MACO only accepts the best the JSA has to offer. A rigorous training course shall ensue and for those who pass they are official MACO agents for the JSA and must abide by the section above. MACO operations are very secretive even to felow JSA members for security interests and no JSA signatory may use their MACO units for a lone national interest. The MACOs are loyal to the JSA as a whole. Signatories may, upon announcement, withdrawl their MACOs either permanently or temporarily but once done these units shall no longer have the rights and privilages entitled to a MACO agent. They will return to active duty as standard JSA military units and may never reveal any classified infomation of MACO operations unless authorized to do so. Note that this section has not been placed in the Alliance Military Doctrine due to the fact that the MACOs are offically a government branch that works for the JSA government's interests but does not officially represent them. This political paradox is meant to sustain the political neutrality, objectivity, and safety of the JSA.

Multiple Application Combat Operations (MACO)
Magna Omega
Unit name: Ajax (A compilation of the 146th ETSE and the 12th ABMIC/REG and others)
Number of troops: 100 ISMC elite tactical shock enforcers (ETSE) and 50 advanced bio-mechanical infantry corp (ABMIC) troopers
Unit background: Recently formed specifically for the IFMO's portion of MACO. The Ajax unit is comprised of the IFMO's best military personel hand picked by the Interstellar Federation's top military staff. This is the best military unit of IFMO troops every assembled.
Specialties/skills of unit: Good at nearly any military or intelligence operation but specifically has the some of the best marksmen and intel personel in the galaxy.
Commander of unit: Colonel Caiden Drech (ISMC), Colonel "Starvik" 6723 (ABMIC) - joint command
Commander background: Colonel Drech served in the Kray War winning himself the nation's highest military honor, the Omega of Heroism along with many others and continued to see action in all other major combat actions since. He served in the ISMC for 26 years and has refused ISMC general command staff 3 times to stay with his unit. Now accepts command of this unit for MACO. Colonel "Starvik" was created 4 years ago along with the first batch of AI ABMIC troopers and has served in or commanded almost every major ABMIC operation all of which are classified. Nickname is Starvik for better relations between troops as all ABMIC troopers have but his serial number is officially 6723.

Ekilion
Unit name: Iron Fists No. 1
Number of troops in unit: 120 men
Unit background: The Iron Fists are the most elite of Ekilions soldiers and the No.1 is the elite of the Iron Fists. The No. 1 has fought behind the scenes in numorous wars and served as the Ekilion equivelent to MACO (they have experiance in this kind of thing). The unit is know for its extreme morale and loyalty to the Federation. They are slightly geneticaly modified and their ability to survive grevious wounds is renown amoung the Federation (this is thanks to rapidly sealing wounds).
Specialties/skills of unit: Extemely good in any respect
Commander of unit: Commander Haner
Commander background: Haner was the first soldier to sign up for the Iron Fist program. His command ability earned him the job of commanding the No.1. He is just as loyal as his men (if not moreso) and he is known for getting right into the combat.

Dbrought
Unit name: Hunters
Number of troops in unit: 225 men(150=ship crew, 3 squads of 25) A.I. Ares, the stealth assault blockade runner "Vagatus"
Unit background: The Crew of the "Vagatus" Used as both the infiltrators, saboteurs and assassination squads used prior to a Dominion invasion.
Specialties/skills of unit:
Commander of unit: Malich
Commander background: Malich has served as one of the highest level operatives in the Dominion. He was part of Project Loki's technology acquisition group, and also know for his deep infiltration missions. He is an expert with hand to hand combat and is a first rate marksman. He is also notable for being an excellent tactician and pilot.

The Aristocracy (Hornopolis)

Unit name: Praetor Guards
Number of troops in unit: 20
Unit background: This elite force of men are part of the elite Emperor protection wing, Gaul's most elite soldiers. They devout their whole lives to defending the Emperor and anyone who is appointed by the Emporer
Specialties/skills of unit: Strength, and an array of special weapons.
Commander of unit: Captain Clovis
Commander background: He started in the Neo-Dog Corps. Then, he was chosen by the Emperor after a gladiatorial fight. Starting as a lowly private in the Praetor Guards he slowly climbed the ladders of leadership until he reached the rank of Captain, he has recieve over a dozen commendations and is very loyal to anyone appointed by his Emperor.

Backje
Unit name: Toa Mahri
Number of troops in unit: 5
Unit background: It's a long story...
Specialties/skills of unit: The only Amphibious team of Toa
Commander of unit: Jaller
Commander background: Another long story...

Cyber Utopia
Unit name: Phantom Squad 001

Number of troops in unit: 15

Unit background: The first Special Ops unit in Cyber Utopia to be completely made up of Phantom Battle Suit units. The pilots are all experienced fighters, and the Battle Suits are cutting edge technology.

Specialties/skills of unit: The Phantom Battle Suit is the pinnacle of Cyber Utopia's mech technology. utilising new joint material, the suits are designed to be able to replicate human movement and even perform manouveaurs that a human would find difficult. They discard convential control panels, instead utilising a system that reads the movements of the pilots limbs.
They are much smaller than other mechs in the Cyber Utopian army, standing at 4.5 meters. Obviously, this means they do not have the weapons capabilities that larger Assault mechs have and as such are usually armed with a single gatling laser and grenade launcher, which can be loaded with a multitude of grenade trypes for different purposes.
However, they compensate for this with integrated stealth technology, limited flight capabilities, and a special rader that utilises advanced ultrasound equipment to provide a detailed 3D rendition of the surrounding environment for up to 300 meters. Work is being done to upgrade the range even more.

Commander of unit: Wing Commander Gerard Kinsella

Commander background: A Battle Suit pilot for 30 years, Kinsella proved himself to be one of the most adept military tacticians in Cyber Utopia. As such, he was the ideal man to lead this prototype unit. His own Phantom is equipped with an experimental Mass Driver, which Cyber Utopia has only recently managed to 'perfect', as opposed to the usual secondary weapon choice of a grenade launcher.

Enzo Turga
Unit name: Elite Guard Omega Force
Number of troops in unit: 30
Unit background: This elite force of men is part of the Special Forces sector of the Elite Guard, Turga's best soldiers. Starting at Omega, it goes all the way to Alpha, Alpha being the best. Omega may be the worst Special Forces group, but that's still better than any non-special forces group.
Specialties/skills of unit: Stealth, strength, and an array of special weapons ranging from darkmatter grenades to EMP rifles.
Commander of unit: Commander Tik Vow
Commander background: He started in the Army. Then, when he met the requirements, became an Elite Guardsman. He was such an acceptional soldier he was put in Omega Force. He climbed the Omega hierarchy and became the CO

Ozymos
Unit name: Einheit Elf (Eng. Unit Eleven, Abv. from Unified Intelligence Taskfoce, Section Eleven)
Number of troops in unit: Unknown. Latest estimates put them at around 200-500 personell
Unit background: -OMITTED FOR SECURITY PURPOSES-
Specialties/skills of unit: Sterilisation
Commander of unit: Colonel Kress
Commander background: -OMITTED FOR SECURITY PURPOSES-

Dreadful Saggittarius
Unit name: 1st Platoon, Niger Telum Company, Special Covert Operations Section, Department of Strategic Intelligence.
Number of troops in unit: Thirty (Not including support elements)
Unit background: Official members of the Sagittarian Military. Members are permitted from all branches.
Specialties/skills of unit: Multiple- FAC, Demolitions, Forward Reconnaissance (To name a few)
Commander of unit: Major Jonathan Trask
Commander background: Classified




(Now accepting applications!)

(Regional Signup thread)

(Once you receive the password see here to join our region)

Please establish an embassy to the JSA even if you do not wish to join. The JSA is always seeking out new allies.


Delta Capita station
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Delta Capita interior
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Joint Systems Military Doctrine
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(Seal of the Joint Systems Military)

The code of military ethics is described in the Alliance Doctrine. The tactics of the military is a different matter. There are several scenarios in which certain affirmative military action must be taken. The following is a general military guideline to convey how certain operations are to be conducted.

1. Blockades
During an event of dispute with hostile nations/planets it may become necessary to enforce upon the hostile a blockade. Blockades are most effective during military sanctions, trade disputes, or territorial disputes. At least one fleet of at least 50 vessels is most effective. From there the blockade will block off all trade routes or possible trade routes to and from the hostile. Any sort of further military action taken against the hostile is for the JSA governance to decide. In the event of an attack by the enemy the commander in charge of the fleet has automatic permission to defend the fleet. The tactics in space combat in which to do so are at the commander's discretion.

2. Space Combat
In large fleet actions usually the bulk of the Joint Systems Fleet would be interacting in a combined attack effort to thwart the enemy. The fleet would be required to immediately establish a secure combat connection between ships. They would then work out battle strategy and tactical formations constantly as well as exchange information throughout the battle. In smaller operations ,however, involving 3 alliance members or less the combat would still be basically formatted in the same way but the smaller potential battlefield would limit the capacity for a large fight.

3. Securing a Planet
In instances where a planet must be taken the best course of action is to establish a Primary defense blockade and eliminate combatants in space or in orbit. Bombardment of key targets is the next step however civilian targets are not to be touched unless necessary. Once the target is weakened to the point that it may not have the capacity to fight then ground troops must be sent in to secure the planet. Ground battles can be long a bloody. Constant assaults on enemy positions from scattered points can help. Tactical strikes ,with the support of the navy above, will assure a victory. A commander must always remember to keep the fleet in orbit to support the troops. The infantry's position is vulnerable if the fleet leaves the combat zone in the midst of the combat operations. If ships must be redeployed they should be redeployed in squadrons at the smallest to be used as flankers for general assault and defense.

4. A Threat to the Doctrine
A threat to the Alliance Doctrine can come in the form of abuse of power, deprivation of civil rights, threat to economic stability, military threat, and unethical war conduct. In these instances the military may be called upon when diplomacy fails or cannot be accomplished. The military is required to adapt to the current situation as ordered and progress on it. Military is not always the first solution to a dispute. The JSA will always attempt to solve problems through diplomatic means before military power is brought into view.

5. JSA Civil War
In the case that the JSA is divided and diplomacy has broken down whichever force the founder (Magna Omega) supports will be considered the loyal side attempting to restore the Alliance. If the council is divided ,however, then it is solely up to the people to decide which force is the loyalist force and which is not. Support will determine the victor. During times of civil war the Alliance should always be on full military alert and Delta Capita is to be heavily defended at all times. The same should go for the leading body of the alliance. Rebelling forces will be stripped of their signatory status and will be considered rogue states until a resolution of some sort can be made.

6. Coalition
When a war or conflict arrises either the minister of Defense or the Alliance leader will call for a JSA led military coalition to face any military threat to the Doctrine. This has been established so as not to force weaker or more unwilling states into conflict. The strongest and most willing or obliged members shall be a part of the coalition in an effort to dismantle the enemy. Either the Minister of Defense or the leader shall lead the coalition. If no coalition is formed for a conflict than that conflict is to be considered an "internal affair" so the JSA will not be force into mass conflict unwillingly.

7. State of Alert
A JSA state of alert will be called when the JSA faces multiple threats or one large threat or is simply about to fall apart by a foreign power's doing. On this note all JSA militaries are to place their reaction forces on standby in preparation for deployment. Military defense are to be readied in this state of alert accordingly to the situation thereof. The alert will be called off when the situation is deemed under control or has completely ended.


Joint Emergency Reserve Unit (JERU)
Magna Omega:
(The entire MOSDC 12th fleet)
3 Adamant class carriers
4 New Rome class dreadnoughts
4 Hound class dreadnoughts
8 Voss class battlecruisers
12 Olympus class cruisers
18 Ioda class frigates
1 Patriarch class stealth frigate (will be constantly pulled from JERU for MOSDC assignments)

(Entire 3rd ISMC Tactical Division (3rd ISMC/TACDIV)
37,340 ISMC infantry
6,929 G type combat mechs
65 General command staff
1,048 logistics officers
2,388 support staff
285 M-1138 Xanzius MBTs
432 M35 Macos
21 mobile planetary orbital defense cannons (MPODC)

Protoss (Hornopolis):
(The entire 4th fleet)
2 Imhotep class capital ships
5 Anubis class Corvette
5 Isis class Destroyer
1 Rodger Young class stealth corvette
***
(Pharaoh's Legion Mobile Infantry(50th Spacial Response Division))
37,800 Armoured/light infantry
6,900 Marauder assault mechs
50 S command staff
1,025 Intelligence officers
2,170 Government staff
650 Menes Assault Drones
15 Djoser Assault Cannonade Defense Arrays (DACDA)

Backje
The Toa Nuva
.......Tahu
.......Gali
.......Lewa
.......Pohatu
.......Onua
.......Kopaka
Takanuva, The Toa of Light

Novacron
FLEET
One Columbia Class Battlestar (Discovery)
Two Galactica Class Battlestars (Torchwood and Sentinel)
Two Titan Class Gunstars (Anti-Fighter) (Titan and God)
Two Guardian Class Gunstars (ECM) (Guardian and Vigilent)
(And On-Board Strike Craft)

GROUND

20,000 COlonial Marines (Based off the Fleet ships)



Founder
Prime Minister Tersius Aurelius of Magna Omega- Current leader: Prime Minister John Avius


Allied Storefronts
Exomax Industries
Nova Corp
Emir Shipyards
Infrastructural Industries
Ekilion Forge World
Protect-Tron Industries


Current Threads
The Joint Council
JSA news/propaganda
JSA Ship Factbook
JSA Space Stations
Last edited by Magna Omega on Sat Jul 24, 2010 11:33 am, edited 167 times in total.
"Nuts." ~General Anthony Clement McAuliffe

Old Erisia wrote:
Fanaglia wrote:I wish I had that cube thing from Animorphs that gives you the power to "acquire" creatures, and that it was in a safe, secret place where only I could access it and where it was completely protected from destruction.

Granted, but you stay in gerbil form for too long and can't change back. You are then put in your father's rectum during one of your parent's "kinky nights"

Station 12 wrote:I'm never going to die.

You can all remember me for my lack of dyingness.

User avatar
Magna Omega
Minister
 
Posts: 2801
Founded: Sep 05, 2009
Ex-Nation

Postby Magna Omega » Thu Dec 31, 2009 8:51 pm

[Reserved]
"Nuts." ~General Anthony Clement McAuliffe

Old Erisia wrote:
Fanaglia wrote:I wish I had that cube thing from Animorphs that gives you the power to "acquire" creatures, and that it was in a safe, secret place where only I could access it and where it was completely protected from destruction.

Granted, but you stay in gerbil form for too long and can't change back. You are then put in your father's rectum during one of your parent's "kinky nights"

Station 12 wrote:I'm never going to die.

You can all remember me for my lack of dyingness.

User avatar
Magna Omega
Minister
 
Posts: 2801
Founded: Sep 05, 2009
Ex-Nation

Postby Magna Omega » Thu Dec 31, 2009 8:53 pm

Please note that this thread can be an OOC Role play set up and coordination thread for the JSA. Spam will not be tolerated. See our signup thread to join our region and get involved.
Last edited by Magna Omega on Thu Apr 01, 2010 4:03 pm, edited 1 time in total.
"Nuts." ~General Anthony Clement McAuliffe

Old Erisia wrote:
Fanaglia wrote:I wish I had that cube thing from Animorphs that gives you the power to "acquire" creatures, and that it was in a safe, secret place where only I could access it and where it was completely protected from destruction.

Granted, but you stay in gerbil form for too long and can't change back. You are then put in your father's rectum during one of your parent's "kinky nights"

Station 12 wrote:I'm never going to die.

You can all remember me for my lack of dyingness.

User avatar
Backje
Diplomat
 
Posts: 668
Founded: Oct 02, 2009
Psychotic Dictatorship

Postby Backje » Thu Dec 31, 2009 9:00 pm

*Tag*

User avatar
Magna Omega
Minister
 
Posts: 2801
Founded: Sep 05, 2009
Ex-Nation

Postby Magna Omega » Thu Dec 31, 2009 9:04 pm

Backje wrote:*Tag*

Oh yah. JSA members start tagging! Our thread is back! :)
"Nuts." ~General Anthony Clement McAuliffe

Old Erisia wrote:
Fanaglia wrote:I wish I had that cube thing from Animorphs that gives you the power to "acquire" creatures, and that it was in a safe, secret place where only I could access it and where it was completely protected from destruction.

Granted, but you stay in gerbil form for too long and can't change back. You are then put in your father's rectum during one of your parent's "kinky nights"

Station 12 wrote:I'm never going to die.

You can all remember me for my lack of dyingness.

User avatar
Backje
Diplomat
 
Posts: 668
Founded: Oct 02, 2009
Psychotic Dictatorship

Postby Backje » Thu Dec 31, 2009 9:06 pm

Woo woo! Woo woo! Party in the house! ...

User avatar
Magna Omega
Minister
 
Posts: 2801
Founded: Sep 05, 2009
Ex-Nation

Postby Magna Omega » Thu Dec 31, 2009 9:09 pm

Backje wrote:Woo woo! Woo woo! Party in the house! ...

Due to the fact that it's New Years eve I'll be lenient but remember what happened to the last thread when people goofed off. I'd prefer not to repeat that.
"Nuts." ~General Anthony Clement McAuliffe

Old Erisia wrote:
Fanaglia wrote:I wish I had that cube thing from Animorphs that gives you the power to "acquire" creatures, and that it was in a safe, secret place where only I could access it and where it was completely protected from destruction.

Granted, but you stay in gerbil form for too long and can't change back. You are then put in your father's rectum during one of your parent's "kinky nights"

Station 12 wrote:I'm never going to die.

You can all remember me for my lack of dyingness.

User avatar
Backje
Diplomat
 
Posts: 668
Founded: Oct 02, 2009
Psychotic Dictatorship

Postby Backje » Thu Dec 31, 2009 9:13 pm

Magna Omega wrote:
Backje wrote:Woo woo! Woo woo! Party in the house! ...

Due to the fact that it's New Years eve I'll be lenient but remember what happened to the last thread when people goofed off. I'd prefer not to repeat that.


Just celebreating the new thread.
:clap: :clap: :clap: :clap: :clap: :clap: :clap: :clap: :clap: :clap: :clap: :clap: :clap: :clap: :clap: :clap: :clap: :clap: :clap: :clap:

User avatar
Magna Omega
Minister
 
Posts: 2801
Founded: Sep 05, 2009
Ex-Nation

Postby Magna Omega » Thu Dec 31, 2009 9:32 pm

Ok let's get started then. If anyone has any ideas for new threads, concerns, thread discussions, or anything like that please come forth. I've checked this thread with Ardchoille to make sure we keep it under control. To those who got in trouble last time I'll be watching you :eyebrow:

Anyways Let this thread resume!
"Nuts." ~General Anthony Clement McAuliffe

Old Erisia wrote:
Fanaglia wrote:I wish I had that cube thing from Animorphs that gives you the power to "acquire" creatures, and that it was in a safe, secret place where only I could access it and where it was completely protected from destruction.

Granted, but you stay in gerbil form for too long and can't change back. You are then put in your father's rectum during one of your parent's "kinky nights"

Station 12 wrote:I'm never going to die.

You can all remember me for my lack of dyingness.

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Magna Omega
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Postby Magna Omega » Thu Dec 31, 2009 11:15 pm

Things are really heating up in New Zepuha. We may require assistance in this matter soon.

Link

EDIT: Namabia is officially at war but I am a neutral party. I urge JSA nations to give aid to the civilian populace.
Last edited by Magna Omega on Thu Dec 31, 2009 11:18 pm, edited 1 time in total.
"Nuts." ~General Anthony Clement McAuliffe

Old Erisia wrote:
Fanaglia wrote:I wish I had that cube thing from Animorphs that gives you the power to "acquire" creatures, and that it was in a safe, secret place where only I could access it and where it was completely protected from destruction.

Granted, but you stay in gerbil form for too long and can't change back. You are then put in your father's rectum during one of your parent's "kinky nights"

Station 12 wrote:I'm never going to die.

You can all remember me for my lack of dyingness.

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Ekilion
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Posts: 1894
Founded: Nov 27, 2008
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Postby Ekilion » Thu Dec 31, 2009 11:30 pm

Hey guys just remebered a genetic fault with my people. I will hide it under a spolier so I don't have a wall of text.

The race of people that make up the Ekilion Federation has a strange genetic fault. It causes a person to grow dragon (They existed on my world) like wings and scales. These wings grow withen the body until the person is older then 18. At this point the wings slip out from holes in the persons back. These holes only begin to grow a few days before the wings mature. These holes are then plugged by the base of the wing. These wings are fully functional from the point that they emerge. The scales are bullet resistant and flame resistant.(The scales are acually under the skin so the effected appear normal.) This genetic fault does not effect everyone. As the people who do develop wing have the same genetic structure as those without it appears to be an outside reaction. Many scientist believe that it is caused by a type of radiation coming from Ekilions star. This type of radiation is so rare that the genetic fault is also very rarely seen. When this radiation hits a Ekilionite it causes the wings to begin growing at a extreme rate.(usually in a few weeks) The radiation can hit anyone of any age but the wings will only appear after the age of 18. This radiation also causes the people it hits to live much longer then normal Ekilionites. (Winged people usually live to be 1000 years old well non winged live to about 200). In Ekilion culture people with wings take leading roles in thier part of society. (High Lord Volken does not have wings(No high leader is allowed(To long of a life span=tyrant.))) The amount of people who have genetic faults also changes from world to world. Tanith has 20% of its population as winged people the highest in the system. Warding is the second lowest with only 3% of its population having the defect. Armeggeddon 2 has no winged people.(This may be due to its polluted atmosphere.) These wings change no part of the Ekilionites origonal body and seem to defy the need for large flight muscles.(The muscles that grow around the wings are so thin that they hardly change the body shape.) This fault never translate down family trees and it is a totaly random occurance.


Moving this before I forget
Last edited by Ekilion on Thu Dec 31, 2009 11:30 pm, edited 1 time in total.
Factbook: http://forum.nationstates.net/viewtopic.php?f=23&t=25855
Ekon: We try to avoid getting ourselves genocided
Premislyd: ^First time I've ever heard that

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Magna Omega
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Postby Magna Omega » Fri Jan 01, 2010 12:11 am

I have brokered a peace agreement between the combating nations in New Zepuha. The situation is under control now.
"Nuts." ~General Anthony Clement McAuliffe

Old Erisia wrote:
Fanaglia wrote:I wish I had that cube thing from Animorphs that gives you the power to "acquire" creatures, and that it was in a safe, secret place where only I could access it and where it was completely protected from destruction.

Granted, but you stay in gerbil form for too long and can't change back. You are then put in your father's rectum during one of your parent's "kinky nights"

Station 12 wrote:I'm never going to die.

You can all remember me for my lack of dyingness.

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Hornopolis
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Posts: 5992
Founded: Sep 26, 2009
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Postby Hornopolis » Fri Jan 01, 2010 12:23 pm

-snip-
Last edited by Hornopolis on Wed Feb 10, 2010 1:04 pm, edited 1 time in total.
4/11/11

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New Zepuha
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Founded: Dec 31, 2009
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Postby New Zepuha » Fri Jan 01, 2010 12:29 pm

Yes my thread was blocked. [img]halo.wikia.com[/img]


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Hornopolis
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Postby Hornopolis » Fri Jan 01, 2010 12:31 pm

Greetings? what do you mean?
4/11/11

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Magna Omega
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Postby Magna Omega » Fri Jan 01, 2010 12:54 pm

What kind of space thread did you have in mind Hornopolis? I am already trying to make a space exploration thread or something similar. If anyone has any suggestions please speak up.
"Nuts." ~General Anthony Clement McAuliffe

Old Erisia wrote:
Fanaglia wrote:I wish I had that cube thing from Animorphs that gives you the power to "acquire" creatures, and that it was in a safe, secret place where only I could access it and where it was completely protected from destruction.

Granted, but you stay in gerbil form for too long and can't change back. You are then put in your father's rectum during one of your parent's "kinky nights"

Station 12 wrote:I'm never going to die.

You can all remember me for my lack of dyingness.

User avatar
Hornopolis
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Posts: 5992
Founded: Sep 26, 2009
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Postby Hornopolis » Fri Jan 01, 2010 12:58 pm

Like an astronaut thread or something...
4/11/11

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Magna Omega
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Postby Magna Omega » Fri Jan 01, 2010 1:00 pm

Hornopolis wrote:Like an astronaut thread or something...

Oh yah...you're MT huh. Well most of us are FT and we really don't have astronauts. I'll think something up.
"Nuts." ~General Anthony Clement McAuliffe

Old Erisia wrote:
Fanaglia wrote:I wish I had that cube thing from Animorphs that gives you the power to "acquire" creatures, and that it was in a safe, secret place where only I could access it and where it was completely protected from destruction.

Granted, but you stay in gerbil form for too long and can't change back. You are then put in your father's rectum during one of your parent's "kinky nights"

Station 12 wrote:I'm never going to die.

You can all remember me for my lack of dyingness.

User avatar
Hornopolis
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Posts: 5992
Founded: Sep 26, 2009
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Postby Hornopolis » Fri Jan 01, 2010 1:15 pm

O.K. Magna... :)
4/11/11

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Magna Omega
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Postby Magna Omega » Fri Jan 01, 2010 1:23 pm

Hornopolis wrote:O.K. Magna... :)

Oh ya and Ardchoille said to limit 1 line smiley posts from now on...sorry for all of the regulations but I DON'T want this thread to be locked again. You can do it every once in a while. I'm fine with that but just don't make these "goof off" periods 3 pages long. We have the HQ for that. Thanks again.
"Nuts." ~General Anthony Clement McAuliffe

Old Erisia wrote:
Fanaglia wrote:I wish I had that cube thing from Animorphs that gives you the power to "acquire" creatures, and that it was in a safe, secret place where only I could access it and where it was completely protected from destruction.

Granted, but you stay in gerbil form for too long and can't change back. You are then put in your father's rectum during one of your parent's "kinky nights"

Station 12 wrote:I'm never going to die.

You can all remember me for my lack of dyingness.

User avatar
Backje
Diplomat
 
Posts: 668
Founded: Oct 02, 2009
Psychotic Dictatorship

Postby Backje » Fri Jan 01, 2010 1:25 pm

Say... Could you guys help me put together an OP for a continuation of "ENTER THE BIONICLE!!!"?

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Magna Omega
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Founded: Sep 05, 2009
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Postby Magna Omega » Fri Jan 01, 2010 1:25 pm

Backje wrote:Say... Could you guys help me put together an OP for a continuation of "ENTER THE BIONICLE!!!"?

A continuation? I thought it was going well.
"Nuts." ~General Anthony Clement McAuliffe

Old Erisia wrote:
Fanaglia wrote:I wish I had that cube thing from Animorphs that gives you the power to "acquire" creatures, and that it was in a safe, secret place where only I could access it and where it was completely protected from destruction.

Granted, but you stay in gerbil form for too long and can't change back. You are then put in your father's rectum during one of your parent's "kinky nights"

Station 12 wrote:I'm never going to die.

You can all remember me for my lack of dyingness.

User avatar
Backje
Diplomat
 
Posts: 668
Founded: Oct 02, 2009
Psychotic Dictatorship

Postby Backje » Fri Jan 01, 2010 1:30 pm

It sorta died out...

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Magna Omega
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Postby Magna Omega » Fri Jan 01, 2010 1:31 pm

Backje wrote:It sorta died out...

Oh...what do you need our help with?
"Nuts." ~General Anthony Clement McAuliffe

Old Erisia wrote:
Fanaglia wrote:I wish I had that cube thing from Animorphs that gives you the power to "acquire" creatures, and that it was in a safe, secret place where only I could access it and where it was completely protected from destruction.

Granted, but you stay in gerbil form for too long and can't change back. You are then put in your father's rectum during one of your parent's "kinky nights"

Station 12 wrote:I'm never going to die.

You can all remember me for my lack of dyingness.

User avatar
Backje
Diplomat
 
Posts: 668
Founded: Oct 02, 2009
Psychotic Dictatorship

Postby Backje » Fri Jan 01, 2010 1:36 pm

Backje wrote:In a Galaxy far far away Star Wars may have been rageing,but much closer to home - In the Delta Quadrent of the Milky Way Galaxy - an exteremley old civilization was prepareing to travel long distences through the stars. They had already unlocked the secrets of wormholes and established outposts and colonys within tens of light years of Sepherus Magna, their home system, Excuse me, OUR home system.

EDIT: System map: X


Lets just say thats the OP from the first thread. :(

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