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Favorite RP Genre

Action / Adventure
19
27%
Thriller
3
4%
Horror
4
6%
Science Fiction
20
28%
Nation
13
18%
Doki Doki Literature Club
12
17%
 
Total votes : 71

User avatar
Transoxthraxia
Postmaster of the Fleet
 
Posts: 22115
Founded: Jan 19, 2013
Ex-Nation

Postby Transoxthraxia » Sun Jan 22, 2017 9:48 pm

New Grestin wrote:@Trans: My point is that the current limits aren't permanent. If there's a lot of interest and people I know I can trust are involved, I'm going to raise those limits.

Grest, with all due respect, most people who have known me for a long time know that I have always vehemently been against reservations. If someone I don't trust or don't deem responsible enough for a big job applies for the aforementioned job in an RP, I deny them and suggest they reapply as something that they're more capable of doing.

I guess it's just a point that myself and a large portion of this group (apparently) disagree upon to the point where the policy actually turns me off of RPs.
Last edited by Transoxthraxia on Sun Jan 22, 2017 9:48 pm, edited 1 time in total.
Where must we go, we who wander this wasteland, in search for our better selves?
In Egypt's sandy silence, all alone,
Stands a gigantic Leg, which far off throws
The only shadow that the Desert knows:—
"I am great OZYMANDIAS," saith the stone,
"The King of Kings; this mighty City shows
"The wonders of my hand." The City's gone,
Nought but the Leg remaining to disclose
The site of this forgotten Babylon.

We wonder, and some Hunter may express
Wonder like ours, when thro' the wilderness
Where London stood, holding the Wolf in chace,
He meets some fragment huge, and stops to guess
What powerful but unrecorded race
Once dwelt in that annihilated place.
The Nuclear Fist wrote:Transoxthraxia confirmed for shit taste

User avatar
Naval Monte
Postmaster-General
 
Posts: 13928
Founded: Sep 04, 2014
Civil Rights Lovefest

Postby Naval Monte » Sun Jan 22, 2017 9:50 pm

Ithalian you may want to fix the plasma rifle section.
Naval Monte- The Mediterranean crossroads of mind-controlling conspiracies, twisted dimensions, inhuman depravity, questionable science, unholy commerce, heretical faiths, absurd politics, and cutting-edge art.

Make wonderful memories here, in Naval Monte.

User avatar
New Grestin
Powerbroker
 
Posts: 9500
Founded: Dec 21, 2013
Ex-Nation

Postby New Grestin » Sun Jan 22, 2017 9:57 pm

Transoxthraxia wrote:
New Grestin wrote:@Trans: My point is that the current limits aren't permanent. If there's a lot of interest and people I know I can trust are involved, I'm going to raise those limits.

Grest, with all due respect, most people who have known me for a long time know that I have always vehemently been against reservations. If someone I don't trust or don't deem responsible enough for a big job applies for the aforementioned job in an RP, I deny them and suggest they reapply as something that they're more capable of doing.

I guess it's just a point that myself and a large portion of this group (apparently) disagree upon to the point where the policy actually turns me off of RPs.

This is the first I've been made aware of the issue, but frankly that's your prerogative. If you take umbrage with the practice of reserving spots prior to an RP's launch, then you have no obligation to join the RP.

If you'd like to continue your leave of the Group based on that particular practice, then as I said, that's your right. I'm going to run the RP based on how I'd prefer to run the RP regardless.

I'd prefer it if Idaho didn't use the "Discord Illuminati" card, of course. Frankly it paints the wrong picture as to why I'm allowing him a reservation. I only allow the reservations because prior experience has taught me that those slots either end up vacant or purged within a week anyways. Flakiness is just as common as people sticking around, if not moreso.
Updated OP.

“As long as there are sovereign nations possessing great power, war is inevitable.”
- Albert Einstein

Image

    The world as we knew it no longer exists. The twilight of mankind came and went, leaving nothing but destruction in it's wake. Few remember why the world ended or how. Some say a plague from the East, others say that the weapons of the great pre-war civilizations brought their downfall. All that is known that can be gleamed from molding records is that the world ended in 1945. What once was the United States collapsed entirely, along with the rest of the world's nations. Conflicts over war, land and even simple food brought the industrialized nations to the breaking point. Undeveloped nations fared little better, falling into anarchy for one reason or another. Decades passed, and the definition of civilization changed. No longer were nations vast empires or colonial powerhouses, now they had reverted to a more pre-industrial state. Even the largest and most powerful groups only maintain the capacity for holding a few territories at a time. Much of the world is populated by tribes, both nomadic and agrarian, that constantly fight over the last of the planet's resources. The World hadn't ended entirely, merely adapted to the new environment.

    This brings us to the former United States, now a melting pot of small governments, fiefdoms and tribes. Pre-Collapse technologies are valued like gold, alongside the former nations strategic resources like oil and steel.

    The world has begun to rebuild, and civilization may rise again. The only question is what part will you play in the new history of the world?

Image

    Aftermath is a faction/nation RP set after an indeterminate apocalypse ended the world just after World War Two. Set twenty years after the collapse, it focuses on the continental United States and the various groups vying for control of the nation's territory. A handful of legitimate governments fight amongst each other while tribes, kingdoms and nomads squabble over this or that. The RP is to focus on the politics, conflicts and alliances that arise in this new world. Players will take the reigns of their own factions or nations, and will attempt to secure their place in the annals of the New World's histories, by blood or otherwise. The RP takes heavily influence from Paradox Interactive strategy games, with heavy emphasis on both internal and external political factors, as well as the finer details of how these New World groups function. Leaders can and will die, armies will be lost, territory will be taken, and countless lives will be lost in the conflicts to come.
Image

Image

[WORK IN PROGRESS]

Image

    In the world of Year Twenty, there are a few varieties of governments and factions that exist. To prevent players from establishing overpowered military dictatorships from the beginning, government and faction types are managed based on how close to a legitimate government the faction is. Each type of government will have particular positives and negatives to maintain balance and prevent large scale conquest or subjugation.

    The government types are as follows:

Image

- Legitimized Government: A legitimized government is any faction that has a population of 10,000, with at least 3,000 in active military service. Legitimized Governments can maintain approximately 5 (including their capitol) territories at start and can expand their territories by 1 every 6 months. Legitimized governments are the most powerful starting government types, capable of fielding larger armies, however this comes at cost. Legitimized Governments that attempt to gain more territory than allowed bi-annually suffer over-extension, which will lead to armed rebellions or even liberation movements. These governments are also reliant on more bureaucracy than other faction types, and therefore are more prone to corruption and internal power struggles. Technologically, they can field post-collapse weapons and even some pre-collapse weapons such as mounted machine-guns or artillery.

(2 / 4)
Image

- Tribal Confederation: A tribal confederation is a group formed of several tribes, typically nomadic or agrarian in nature. It has a maximum population of 8,000, with at least 2,000 in active military service. Tribal Confederacies can maintain approximately 3 territories (including their capitol) at start and can expand their territory by 1 every 8 months. Tribal Confederations are one step below Legitimized Governments in terms of military power and technology, capable of fielding nearly comparable armies. They suffer a similar malus from over-extension, and also must deal with internal tribal strife between the groups making up their confederation. Such internal conflicts can lead to wars of independence, or even the complete collapse of the Confederation itself if left unattended. These governments are more reliant on old-world ideals like Divine Mandate, Feudalism, or Serfdom. They can field some post-Collapse technologies, but are primarily limited to late Middle Ages and early Renaissance technologies.

(1 / 4)
Image

- Kingdom: A Kingdom is typically an autocratic form of government, ruled by a single individual. Kingdoms begin with 2 territories (including their capitol) and can expand their territory by 1 every 12 months. Kingdoms have a maximum population of 6,000, with at least 1,000 in active military service. Kingdoms are reliant on their populations for labor, much like Tribal Confederations and are much slower to industrialize than Legitimized Governments. Kingdoms must content with royal internal dilemmas, such as lines of succession, estates and religious dogma more than other faction types. Due to their slower rate of expansion, Kingdoms do not suffer an overextension malus, but are not unaffected by other dangers. Because of the reliance on agrarian communities and feudalism, these factions are more heavily affected by crises like famine and plague. Kingdoms can only field late middle ages technology, but all territories are fortified against enemy attack via castles and forts.

(2 / 6)
Image

- Tribe: A Tribe is a small form of government, governed by a wide variety of systems from autocracy to socialism. Tribes begin with a single capitol territory and can expand their territory by 1 every 18 months. Tribes have a maximum population of 4,000 with at least 500 in active military service. Tribes can be either nomadic or sedentary, but invariably rely on living off the land to survive. Tribal factions are much more tight-nit, but must contend with similar issues to Kingdoms in the forms of estates, royal families and succession. Their reliance on the land and physical labor causes tribes to suffer much greater from famine and disease crises, and their lack of military power often leads to their conquest by other nations. To combat this, tribes can migrate territories once every 6 months, moving their capitol to any adjacent territory while losing any adjacent conquered territories. Tribes must rely on borderline stone-age weaponry, but can acquire better technology by raiding surrounding factions.

(0 / 10)
Image

- Survivor Enclave: Survivor Enclaves are the smallest form of government, and like tribals can utilize any form of governing system desired. Enclaves begin with a single capitol territory and can expand by 1 every 24 months. Enclaves have a maximum population of 2,000, with at least 400 in active military service. Enclaves are typically sedentary, but can shift locations nomadically akin to tribes. Unlike tribes, however, the strength of an Enclave comes from it's fortifications and defensive ability, rather than it's fighting power. Enclaves cannot field large militaries, but start with higher fortifications on their capitol than any other faction. Without a large, organized army and siege equipment, Enclaves cannot be easily conquered. To compensate for this, Enclaves are affected even more by famine and disease crises. Enclaves will suffer more from external strife, though conflicts over leadership or policy are not uncommon. Enclaves begin with a mixture of mostly Middle Ages technology with some post-collapse weaponry such as improvised rifles or blunderbusses.

(UNLIMITED)
Code: Select all
[box][b]Nationstates Name:[/b]
[b]Faction Name:[/b]
[b]Faction Type:[/b]
[b]Flag (Optional):[/b]
[b]Governing Ideaology:[/b] (Democratic, Royalist, Fascist, Communist, Feudalism, etc.)
[b]Leader(s):[/b]
[b]Territorial Claims:[/b] (These must be adjacent to one another.)
[b]Population:[/b] (See Government Types before determining population.)
[b]Armed Population:[/b] (See Government Types before determining armed population.)
[b]Technology Level:[/b] (Stone Age, Middle Ages, Post-Collapse, Pre-Collapse, Mixed.)

[b]History:[/b] (Two Paragraphs Minimum)
[b]Culture:[/b]

[b]ID TAG 1997[/b] (DO NOT REMOVE)[/box]

Image

OVERALL:
  • Don't be a dick.
  • The word of the OP is law, as is the word of Co-Ops.
  • The right to deny applications on any grounds, with or without sufficient reason, is maintained by the OP and Co-Ops.
  • Poor Spelling, Grammar, and overall Poor writing ARE grounds for application denial.
  • Not participating in the RP for any considerable period of time is grounds for removal.
  • Inactive factions can be resurrected if the original writer returns; active factions eliminated or subjugated during the story CANNOT be resurrected without GOOD reason.
  • Godmodding, Meta-Gaming, and other such tactics are illegal and will be punished. Further actions of a similar kind will result in banning from the RP.
  • Don't go overboard with gore, violence, etc. Do things in good taste, basically.
  • You can't have a missile launcher unless OP says so.
COMBAT:
  • Battles are to be handled between players via OOC or Telegram. If players cannot come to a joint conclusion, an OP or Co-Op will.
  • If no party can determine the battle outcome with any certainty, than a coin toss will be conducted to determine the winner.
  • Following a war's conclusion, the winning and losing players will determine what territories are lost/gained.
  • If a conclusion cannot be made following a conflict, an OP or Co-Op will make the decision.
  • Weapons of mass destruction, such as chemical, nuclear or biological armaments are banned in all circumstances unless otherwise stated.
  • Pre-Collapse Technology is on par with that of World War Two era United States. Adjust posts accordingly.
CRISES AND OTHER:
  • Irregularly, Crisis events will occur in either certain regions or the entire map. Crisis Events can range from famines and disease to unexploded nuclear ordinance and outside invasions.
  • If your nation is affected by a crisis event, adjust your posts accordingly.
  • Refusal to acknowledge Crisis conditions is grounds for warning and/or ban.
  • Weather can still play a significant role, adjust your posts and battle plans based on weather conditions.
  • If your nation is facing a potential revolt, an OP or Co-OP will discuss with you the finer details of the conflict.
  • Don't be a sore loser. You can always start a new faction.

Image

  • Nothing to see here.
Let’s not dwell on our corpse strewn past. Let’s celebrate our corpse strewn future!
Head Bartender for The Pub | The Para-Verse | Writing Advice from a Pretentious Jerk | I write stuff | Arbitrary Political Numbers
Kentucky Fried Land wrote:I should have known Grestin was Christopher Walken the whole time.
ThePub wrote:New Grestin: "I will always choose the aborable lesbians over an entire town."
Imperial Idaho wrote:And with 1-2 sentences Grestin has declared war on the national pride of Canada.
- Best Worldbuilding - 2016 (Community Choice)
- Best Horror/Thriller RP for THE ZONE - 2016 (Community Choice)

User avatar
Ithalian Empire
Senator
 
Posts: 3795
Founded: Jan 19, 2015
Inoffensive Centrist Democracy

Postby Ithalian Empire » Sun Jan 22, 2017 10:03 pm

Naval Monte wrote:Ithalian you may want to fix the plasma rifle section.

I see the issue, but I have no idea on how to fix it.

Edit: Turns out I am a baboon. Fixed.
Last edited by Ithalian Empire on Sun Jan 22, 2017 10:12 pm, edited 1 time in total.
Eat ,Drink, and be mary, for tomorrow we die.
PRAISE THE FOUNDERS

The poster licks five public door handles a day to compare there taste.

User avatar
Vacif
Senator
 
Posts: 4817
Founded: Mar 22, 2015
Ex-Nation

Postby Vacif » Sun Jan 22, 2017 10:19 pm

What exactly is post-collapse technology?
Looking for help on Pub-lishing your RP? Come check us out!
Member of Task Force Atlas
Nation name pronounced Vuh-sea-f, sometimes shortened to Vac, or 'Cif.

User avatar
New Grestin
Powerbroker
 
Posts: 9500
Founded: Dec 21, 2013
Ex-Nation

Postby New Grestin » Sun Jan 22, 2017 10:27 pm

Vacif wrote:What exactly is post-collapse technology?

Basically, improvised firearms and such. Pipe rifles and cobbled together weapons.

Pre-war is stuff like M1 Garands, planes or artillery.

Everything else is self explanatory.
Let’s not dwell on our corpse strewn past. Let’s celebrate our corpse strewn future!
Head Bartender for The Pub | The Para-Verse | Writing Advice from a Pretentious Jerk | I write stuff | Arbitrary Political Numbers
Kentucky Fried Land wrote:I should have known Grestin was Christopher Walken the whole time.
ThePub wrote:New Grestin: "I will always choose the aborable lesbians over an entire town."
Imperial Idaho wrote:And with 1-2 sentences Grestin has declared war on the national pride of Canada.
- Best Worldbuilding - 2016 (Community Choice)
- Best Horror/Thriller RP for THE ZONE - 2016 (Community Choice)

User avatar
Tagali Federation
Ambassador
 
Posts: 1151
Founded: Jun 07, 2016
Ex-Nation

Postby Tagali Federation » Sun Jan 22, 2017 10:58 pm

Species Name: Tagali
Species Appearance: Image
Height/Weight: 6'2", 280 lb
Lifespan 156 Years old
Biological Information: While similar in appearance to Humans, they are physically stronger and faster due to the harsh competition from other fauna from their homeworld. The average Tagali is able to lift up to 500 pounds and run at speeds up to 25 mph. While still needing both sexes to breed, all Tagali are bisexual, which has affected gender roles in their culture. The skin tone of the Tagali is decided by what the conditions of their birth planet are like. Tagali born on tropical and terran planets similar to their home world have a light blue complexion, while those from more arid-like planets are purple. Meanwhile, those from Arctic worlds have blueish grey skin and those few who are born on volcanic worlds have almost black skin.
Culture: Tagali society is divided into a caste system, although its influence has waned since the Tagali industrial revolution thousands of years ago. The Caste System still has sway over the Tagali of their homeworld, Jakala, as despite advances in technology, is still a treacherous place to live, causing the homeworlders to cling to the old ways, somewhat. Tagali names are similar to those of Earths Middle Eastern/North African and Indian cultures.
Other information
Last edited by Tagali Federation on Mon Jan 23, 2017 3:19 pm, edited 2 times in total.
[spoiler=Nation Info]The Tagali Federation- An FT Nation made up of dozens of species.

User avatar
Alinora
Minister
 
Posts: 2501
Founded: Jun 10, 2016
Ex-Nation

Postby Alinora » Mon Jan 23, 2017 4:47 am

I see some space stuff... some Xenia....

Atlas can return.

User avatar
Ithalian Empire
Senator
 
Posts: 3795
Founded: Jan 19, 2015
Inoffensive Centrist Democracy

Postby Ithalian Empire » Mon Jan 23, 2017 7:47 am

Tagali Federation wrote:WIP

Species Name: Tagali
Species Appearance: (Image)
Height/Weight: 6'2", 280 lb
Lifespan 156 Years old
Biological Information: While similar in appearance to Humans, they are physically stronger and faster due to the harsh competition from other fauna from their homeworld. The average Tagali is able to lift up to 500 pounds and run at speeds up to 25 mph. While still needing both sexes to breed, all Tagali are bisexual, which has affected gender roles in their culture. The skin tone of the Tagali is decided by what the conditions of their birth planet are like. Tagali born on tropical and terran planets similar to their home world have a light blue complexion, while those from more arid-like planets are purple. Meanwhile, those from Arctic worlds have blueish grey skin and those few who are born on volcanic worlds have almost black skin.
Culture: Tagali society is divided into a caste system, although its influence has waned since the Tagali moved away from
Other information


As soon as your done with this Free Traders will be one step closer to completion.
Eat ,Drink, and be mary, for tomorrow we die.
PRAISE THE FOUNDERS

The poster licks five public door handles a day to compare there taste.

User avatar
Sarejo
Minister
 
Posts: 3143
Founded: Sep 01, 2014
Father Knows Best State

Postby Sarejo » Mon Jan 23, 2017 10:25 am

New Grestin wrote:
Transoxthraxia wrote:Grest, with all due respect, most people who have known me for a long time know that I have always vehemently been against reservations. If someone I don't trust or don't deem responsible enough for a big job applies for the aforementioned job in an RP, I deny them and suggest they reapply as something that they're more capable of doing.

I guess it's just a point that myself and a large portion of this group (apparently) disagree upon to the point where the policy actually turns me off of RPs.

This is the first I've been made aware of the issue, but frankly that's your prerogative. If you take umbrage with the practice of reserving spots prior to an RP's launch, then you have no obligation to join the RP.

If you'd like to continue your leave of the Group based on that particular practice, then as I said, that's your right. I'm going to run the RP based on how I'd prefer to run the RP regardless.

I'd prefer it if Idaho didn't use the "Discord Illuminati" card, of course. Frankly it paints the wrong picture as to why I'm allowing him a reservation. I only allow the reservations because prior experience has taught me that those slots either end up vacant or purged within a week anyways. Flakiness is just as common as people sticking around, if not moreso.
Updated OP.

“As long as there are sovereign nations possessing great power, war is inevitable.”
- Albert Einstein

Image

    The world as we knew it no longer exists. The twilight of mankind came and went, leaving nothing but destruction in it's wake. Few remember why the world ended or how. Some say a plague from the East, others say that the weapons of the great pre-war civilizations brought their downfall. All that is known that can be gleamed from molding records is that the world ended in 1945. What once was the United States collapsed entirely, along with the rest of the world's nations. Conflicts over war, land and even simple food brought the industrialized nations to the breaking point. Undeveloped nations fared little better, falling into anarchy for one reason or another. Decades passed, and the definition of civilization changed. No longer were nations vast empires or colonial powerhouses, now they had reverted to a more pre-industrial state. Even the largest and most powerful groups only maintain the capacity for holding a few territories at a time. Much of the world is populated by tribes, both nomadic and agrarian, that constantly fight over the last of the planet's resources. The World hadn't ended entirely, merely adapted to the new environment.

    This brings us to the former United States, now a melting pot of small governments, fiefdoms and tribes. Pre-Collapse technologies are valued like gold, alongside the former nations strategic resources like oil and steel.

    The world has begun to rebuild, and civilization may rise again. The only question is what part will you play in the new history of the world?

Image

    Aftermath is a faction/nation RP set after an indeterminate apocalypse ended the world just after World War Two. Set twenty years after the collapse, it focuses on the continental United States and the various groups vying for control of the nation's territory. A handful of legitimate governments fight amongst each other while tribes, kingdoms and nomads squabble over this or that. The RP is to focus on the politics, conflicts and alliances that arise in this new world. Players will take the reigns of their own factions or nations, and will attempt to secure their place in the annals of the New World's histories, by blood or otherwise. The RP takes heavily influence from Paradox Interactive strategy games, with heavy emphasis on both internal and external political factors, as well as the finer details of how these New World groups function. Leaders can and will die, armies will be lost, territory will be taken, and countless lives will be lost in the conflicts to come.
Image

Image

[WORK IN PROGRESS]

Image

    In the world of Year Twenty, there are a few varieties of governments and factions that exist. To prevent players from establishing overpowered military dictatorships from the beginning, government and faction types are managed based on how close to a legitimate government the faction is. Each type of government will have particular positives and negatives to maintain balance and prevent large scale conquest or subjugation.

    The government types are as follows:

Image

- Legitimized Government: A legitimized government is any faction that has a population of 10,000, with at least 3,000 in active military service. Legitimized Governments can maintain approximately 5 (including their capitol) territories at start and can expand their territories by 1 every 6 months. Legitimized governments are the most powerful starting government types, capable of fielding larger armies, however this comes at cost. Legitimized Governments that attempt to gain more territory than allowed bi-annually suffer over-extension, which will lead to armed rebellions or even liberation movements. These governments are also reliant on more bureaucracy than other faction types, and therefore are more prone to corruption and internal power struggles. Technologically, they can field post-collapse weapons and even some pre-collapse weapons such as mounted machine-guns or artillery.

(2 / 4)
Image

- Tribal Confederation: A tribal confederation is a group formed of several tribes, typically nomadic or agrarian in nature. It has a maximum population of 8,000, with at least 2,000 in active military service. Tribal Confederacies can maintain approximately 3 territories (including their capitol) at start and can expand their territory by 1 every 8 months. Tribal Confederations are one step below Legitimized Governments in terms of military power and technology, capable of fielding nearly comparable armies. They suffer a similar malus from over-extension, and also must deal with internal tribal strife between the groups making up their confederation. Such internal conflicts can lead to wars of independence, or even the complete collapse of the Confederation itself if left unattended. These governments are more reliant on old-world ideals like Divine Mandate, Feudalism, or Serfdom. They can field some post-Collapse technologies, but are primarily limited to late Middle Ages and early Renaissance technologies.

(1 / 4)
Image

- Kingdom: A Kingdom is typically an autocratic form of government, ruled by a single individual. Kingdoms begin with 2 territories (including their capitol) and can expand their territory by 1 every 12 months. Kingdoms have a maximum population of 6,000, with at least 1,000 in active military service. Kingdoms are reliant on their populations for labor, much like Tribal Confederations and are much slower to industrialize than Legitimized Governments. Kingdoms must content with royal internal dilemmas, such as lines of succession, estates and religious dogma more than other faction types. Due to their slower rate of expansion, Kingdoms do not suffer an overextension malus, but are not unaffected by other dangers. Because of the reliance on agrarian communities and feudalism, these factions are more heavily affected by crises like famine and plague. Kingdoms can only field late middle ages technology, but all territories are fortified against enemy attack via castles and forts.

(2 / 6)
Image

- Tribe: A Tribe is a small form of government, governed by a wide variety of systems from autocracy to socialism. Tribes begin with a single capitol territory and can expand their territory by 1 every 18 months. Tribes have a maximum population of 4,000 with at least 500 in active military service. Tribes can be either nomadic or sedentary, but invariably rely on living off the land to survive. Tribal factions are much more tight-nit, but must contend with similar issues to Kingdoms in the forms of estates, royal families and succession. Their reliance on the land and physical labor causes tribes to suffer much greater from famine and disease crises, and their lack of military power often leads to their conquest by other nations. To combat this, tribes can migrate territories once every 6 months, moving their capitol to any adjacent territory while losing any adjacent conquered territories. Tribes must rely on borderline stone-age weaponry, but can acquire better technology by raiding surrounding factions.

(0 / 10)
Image

- Survivor Enclave: Survivor Enclaves are the smallest form of government, and like tribals can utilize any form of governing system desired. Enclaves begin with a single capitol territory and can expand by 1 every 24 months. Enclaves have a maximum population of 2,000, with at least 400 in active military service. Enclaves are typically sedentary, but can shift locations nomadically akin to tribes. Unlike tribes, however, the strength of an Enclave comes from it's fortifications and defensive ability, rather than it's fighting power. Enclaves cannot field large militaries, but start with higher fortifications on their capitol than any other faction. Without a large, organized army and siege equipment, Enclaves cannot be easily conquered. To compensate for this, Enclaves are affected even more by famine and disease crises. Enclaves will suffer more from external strife, though conflicts over leadership or policy are not uncommon. Enclaves begin with a mixture of mostly Middle Ages technology with some post-collapse weaponry such as improvised rifles or blunderbusses.

(UNLIMITED)
Code: Select all
[box][b]Nationstates Name:[/b]
[b]Faction Name:[/b]
[b]Faction Type:[/b]
[b]Flag (Optional):[/b]
[b]Governing Ideaology:[/b] (Democratic, Royalist, Fascist, Communist, Feudalism, etc.)
[b]Leader(s):[/b]
[b]Territorial Claims:[/b] (These must be adjacent to one another.)
[b]Population:[/b] (See Government Types before determining population.)
[b]Armed Population:[/b] (See Government Types before determining armed population.)
[b]Technology Level:[/b] (Stone Age, Middle Ages, Post-Collapse, Pre-Collapse, Mixed.)

[b]History:[/b] (Two Paragraphs Minimum)
[b]Culture:[/b]

[b]ID TAG 1997[/b] (DO NOT REMOVE)[/box]

Image

OVERALL:
  • Don't be a dick.
  • The word of the OP is law, as is the word of Co-Ops.
  • The right to deny applications on any grounds, with or without sufficient reason, is maintained by the OP and Co-Ops.
  • Poor Spelling, Grammar, and overall Poor writing ARE grounds for application denial.
  • Not participating in the RP for any considerable period of time is grounds for removal.
  • Inactive factions can be resurrected if the original writer returns; active factions eliminated or subjugated during the story CANNOT be resurrected without GOOD reason.
  • Godmodding, Meta-Gaming, and other such tactics are illegal and will be punished. Further actions of a similar kind will result in banning from the RP.
  • Don't go overboard with gore, violence, etc. Do things in good taste, basically.
  • You can't have a missile launcher unless OP says so.
COMBAT:
  • Battles are to be handled between players via OOC or Telegram. If players cannot come to a joint conclusion, an OP or Co-Op will.
  • If no party can determine the battle outcome with any certainty, than a coin toss will be conducted to determine the winner.
  • Following a war's conclusion, the winning and losing players will determine what territories are lost/gained.
  • If a conclusion cannot be made following a conflict, an OP or Co-Op will make the decision.
  • Weapons of mass destruction, such as chemical, nuclear or biological armaments are banned in all circumstances unless otherwise stated.
  • Pre-Collapse Technology is on par with that of World War Two era United States. Adjust posts accordingly.
CRISES AND OTHER:
  • Irregularly, Crisis events will occur in either certain regions or the entire map. Crisis Events can range from famines and disease to unexploded nuclear ordinance and outside invasions.
  • If your nation is affected by a crisis event, adjust your posts accordingly.
  • Refusal to acknowledge Crisis conditions is grounds for warning and/or ban.
  • Weather can still play a significant role, adjust your posts and battle plans based on weather conditions.
  • If your nation is facing a potential revolt, an OP or Co-OP will discuss with you the finer details of the conflict.
  • Don't be a sore loser. You can always start a new faction.

Image

  • Nothing to see here.


This looks fucking amazing.

Reserve a kingdom in Maine.
Cheers mates.

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Ithalian Empire
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Posts: 3795
Founded: Jan 19, 2015
Inoffensive Centrist Democracy

Postby Ithalian Empire » Mon Jan 23, 2017 1:36 pm

Image


Welcome the the Frontier, the edge of civilized space. A place where people attempt to create new lives for them selves after the horrors of the War, a place for those for whom the was never really ended. For every upstanding farmer, mineral prospector, hab wife and doctor there are bandits, desperados, pirates and mercenaries. It's a rough life out here on the Frontier. A place where the long arm of the law is not long enough. That's were people like me and you come in.

We are Free Traders. We are neither criminals or the law. Neither light nor dark, but grey. We can be protecting a trade convoy one day to raiding those same ships the next. All depends on who pays us the most. We are mercenaries, old soldiers, men running from there past. We are guns for hire, ships for rent. We do what we do for credits and damned what the Authority says about it.

So, you with us?


General Information

So what is this? Simply put this is a rp in part by Firefly, Star Wars to a degree and some other old time western movies and obscure 80's cartoons. You will be apart of a group of former soldiers, mercenaries, bounty hunters and other such kinds of people who must work together as the crew of the Vanguard. As a Free Trader you will be completing various missions ranging from simple VP protection to the shady business of large corporations.
History relevant to the Frontier and the Free Traders begins in the 2070's with the Great War. Fought between the People's Republic of China and the United States of America over mineral rights on the moon to was the first was to utilize space as one of its battlefields. Nearly all the decisive battles that took place in the 6 year long war were fought either on the moon or in low earth orbit. From the years 2073 to 2079, 500 million people were killed and much of Asia and part of the continental US were heavily damaged by war. After the war a new international organization was formed. The United Nation Space Authority (UNSA) was formed to govern the various colonies of humanity across the sol system.

By the year 2230 humanity has colonized most of the sol system, with nearly four billion human living on a planet other than earth, and nearly 9 billion human calling earth home. Then came the Separatist War. The colonies on Mars, the moons of Jupiter, and the moons of Saturn all declared their independence from the UNSA in the year 2259. The decade long war the followed would be one of the bloodiest wars ever fought by humanity, with nearly a billion dead and a decade of war. Once more, a new organization was formed to administer the ever growing colonies. The Federal Earth Authority was formed to govern both the Earth, and the colonies. Humanity was united under a single banner.

The next major milestone would happen in the year 2278 with the invention of the FTL drive. Humanity spread across the stars in a rate the boggled the mind. By the year 2314 humanity has colonized hundreds of worlds and had come into contact with a vast number of alien races, from the reptilian Shanxi to the marid of races that make up the Tagali Federation. Over the next hundred or so years piece would be years of relative peace.

Then they came. The Rivvoith Imperium. Commeing from the fringe of the galactic south they had been ignored by the various powers of the galactic north, the Rivvoith came like a thief in the night. Never seen, never heard, they killed all in there path. Four twelve years they swept up nation after nation in there bloody conquest of the galactic north. In the thirteenth year of their conquest the Rivvoith began their attack in the Federal Earth Authority. A cascade of alliances and pacts formed up and the Alliance was formed. With the FEA, the Tagali Federation, the Shanxi Empire, and the United Antivarian Republic all banded together to fight of the aggression of these invaders.

And so the bloodiest war in recorded history began in earnest. The Rivvoith were winning in the early part of the war, storming world after world in both the FEA and the Tagali Federation with little signs of the Rivvoith stopping. And than the tides turned as the Rivvoith neared the human home world. In a massive battle at Proxima Centauri, the combined fleet of the Alliance turned back the invasion.

Eight years of bloody liberation would follow as the Rivvoith were pushed out of human and Tagali territory. In the year 2457 the Rivvoith found themselves defending their home territory. Both sides, exhausted by the long war decided that peace was the best option. The peace treaty was signed and the rebuilding of many worlds would begin.

The year is now 2462, the FEA is still liking it wounds after the War and millions of former soldiers, war refugees and poor are leaving the safety of the built up central systems for the promise of a new start in the Frontiers.
The Frontier has always been around, lawless and sparsely populated. Out on the the Frontier you have to be strong willed and have the the skills to carve out a life on the wild planets that dot the wild space of the Frontier.

For the most part life on the Frontier is free from the influences of government, with even planetary governments being limited in their ability to maintain control of the vast regions they govern. This lack of governance does not mean that there is complete anarchy. Settlers govern them selves as best as they can, corporations are almost governments in and of themselves, far from the intervention of the Authority. Criminal gangs, pirates and mercenaries find plenty of work and the opportunity to exert the influence of the less fortunate settlers of the various worlds in the Frontier.

Then there are the Free Traders. Unattached to any form of governing, the Free Traders do as they please. Hired by Planetary Governors to take care of piracy to being hired by those pirates the next day. Their only allegiance is to Credits and each other. They are neither criminals nor the law, neither good nor evil, they just do what the can to stay alive and make some Credits.
The Vanguard

This will be your home now that you've signed on to be one of us. The Vanguard started life of as a run of the mill A-09 cargo ship manufactured by Breaters and Sons Shipyard. That of course has changed. No longer a defenseless little cargo ship she has been retrofitted with three 80mm Twin Linked MAR Cannons, her power unit has been beefed up and the engines have been replaced from the standard G series plasma thruster to a faster more efficient A series thruster.

All told the Vanguard can carry up to 80 people and haul nearly 17,000 tons of cargo before reaching capacity.

Parts of the Ship

Bridge: The Bridge is located in the front of the ship this is were the communication gear and pilot are housed.

Cargo Hold: A large mostly empty section of the ship that is used to store the legal good the Vanguard and her crew are transporting, there are however many little hidden compartment hidden throughout the ship for storing weapons and illicit goods.

Crew Compartment: This is where the crew spend its time when not working.
Mess Room: This is a part of the crew compartment, this is were crew can go and get a bit to eat and generally blow some steam.

Engine Bay: The working heart of the ship. This is where all the mechanical apparatus of the ship are kept. This is the undisputed realm of the ship's mechanic.
Ballistic Rifle
Ballistic Rifle: Used and produced for their ruggedness and ease of maintenance, ballistic rifles are still a common staple in the weaponry of the 25th century. During recent years most ballistic rifle manufacturers agreed that a commonplace cartridge for such firearms would help protect civilian worlds with smaller garrisons should a war reignite, said round is the 8x77mm Hagan round. Not so much a wounding round from the 20th and 21st centuries, it’s main goal is to simply kill whatever it hits. Magazines for the cartridge are also universal, found in 10, 20, or 30 round denominations. The most common model on the Frontier is the Sinoviet B-22C (pictured above) for their resilience, barrel life, and low cost.

Ballistic Pistol
Ballistic Pistol: Much with all ballistic firearms, they remain popular for their lack of finicky parts, and ease of replacement. Every pistol manufactured in a gunpowder configuration fired the 12.7x40mm round, capable of stopping some of the largest game on the Frontier, they are popular with civilian shooters, hunters, and colonial garrison alike. The most common model is the Duchamp 16 (pictured above), for it’s streamlined design and relatively lightweight and high capacity (14 rounds).

Ballistic Shotgun
Ballistic Shotgun: Much like their less powerful cousins, ballistic shotguns have a stopping power yet to be replicated with magnetic and laser based weapons. That being said, very few manufacturers actually produce scatterguns anymore, especially with the nigh monopoly that Hanlon Ind. has on the market, as expected the most common round is the 8 Gauge magnum buck, and the pump action, 18 round drum magazine fed Model 660 (above) from said company.

Ballistic Sniper
Ballistic Sniper: As with other ballistic weapons, cheapness and ruggedness is key. That being said, the most common rifles available to hunters are those manufactured on the frontier itself. That being said, the cheapest and longest running company to sell them is Grendel Armory, with their Navajo Marksman Rifle (above) firing the exact same cartridge as most automatic rifles, it’s also popular with law enforcement and militia as well. And with a manual bolt action, there’s nothing within the same realm more accurate.

Rail rifle
Rail rifle: Rail rifles technically aren’t railguns, instead they are Gauss weapons, but most people can’t tell the difference. That being said, all alliance models accelerate 5mm tungsten ferric spheres to roughly mach seven, and the most common model being that of the M&Q Model 155 (above) with a manageable firing rate of roughly 600 rounds per minute. They can figuratively and literally turn objects into chum. Firing them in Zero-Gee is not recommended.

Gauss Sniper
Gauss Sniper: Distinctly known as Gauss rifles, there is but one manufacturer of said weapons (at least with a reasonable shipping time): Alliance Dynamics. Yes, all are military grade, and yes they all are equally hard to get your hands on. Firing a 15x145mm ferric tungsten slug at mach 10, the recoil is hard enough to knock one on their ass, and enough to bust through a corvette’s plating.That being said, they are illegal on most planets, simply because they have no purpose but to blow up vehicles and turn organics into a mist.

[url=https://s-media-cache-ak0.pinimg.com/originals/1d/0c/30/1d0c302ebe9314b528ee7589f7198dd3.jpg
]Plasma Carbine[/url]
In the interest of keeping expenses down, most plasma weapons are in the shape of stockless carbines. Using magnetic containment, and using a small tank of hydrogen gas and a fusion cell to induce plasma creation. Plasma weapons are capable of melting anything from metal to bone. On the flip side they are ungodly expensive, and very rare. Unless you literally kill someone for it, you're risking several hundred thousand dollars on a single weapon. And that's not accounting for the fusion cells. The most common variant is that of the HCC Helion (Above), using the over under system of the gas tank above the weapon, and the fusion cell below, it remains a very balanced weapon.

Laser Rifle
Laser Rifle: While not a traditional rifle, Laser rifles are a mainstay in most armed forces units. Using the same fusion cells as plasma weapons to power their respective projectiles. They are chosen not for their destructive capacity, but because they produce no recoil, and are perfect for void combat because of it. Not to mention that the pulse of light they fire travels at the speed of light, requiring almost no leading on a moving target. Their projectile is not the traditional beam that most would expect. Instead the weapon has a safety cut off, allowing a fraction of time for the laser pulse to engage, but keeping things safe enough that there is no collateral damage. To aid in taget acquisition, a laser sight has been added to engage when the pulse is activated, giving a better visual to the projectile laser. The most common variant is that of the Jama Corps PF-11 (above).
All through the Frontier different forces are trying to gain or keep their influence, from the Authority itself to the Mega Corporations that use their wealth and power to run clandestine experiments in the blackest reaches of the Frontier. The following is a list of some of the larger factions in the Frontier. More can and will show up as the RP progresses.

The Authority: The Authority is a common name for the Federal Earth Authority. This is the central government ruling over most of human space from Earth. There control in the Frontier is limited mostly to the major planets and a few scattered military stations.

Hanlon Industries: Perhaps the single largest corporation in the FEA, Hanlon Ind. has its fingers in nearly every single commodity and industrial concern you can think of, from weapons manufacture to pharmaceuticals. Out on the Frontier they have more power than the Authority, owning entire worlds that they use for extravagant outing by their executives to experiment in the Bio Research Division that would otherwise be illegal in the rest of Authority controlled space. Recently they have been showing an elevated interest in Esper capable beings.

Jama Corporation: The only mega corporation that can rival Hanlon Industries, Jama Corp focuses on weapons designs and various Bio enhancements such as prosthetic limbs and neural implants. Much like the competitor, they to own world that they use for their own personal use. Recently they have been rumours of Jama Corp using espionage and sabotage on their competitors.

The Trade Guild: A loose coalition of independent merchantmen on the Frontier. Formed to protect their trade interests from the raids of pirates, the Trade Guild often employs mercenaries and Free Traders to help protect their convoys.

Fleshmongers: A general term for pirates who specifically deal in the illegal slave markets of the Frontier.
Espers are bieng that are capable of manipulating forces beyond those generally considered to be physically possible. Esper abilities are extremely rare. These abilities range from being able to lift objects with one's mind to making objects spontaneously combust. Espers are ranked not based upon power but on training. An untrained Esper will not be able to focus their powers and can be more of a danger to them selves than to their enemies, a well trained Esper is a force to be reckoned with.

Untrained: An untrained Esper has very little control over their abilities and are more of a danger to them selves and those near them than anything else. Untrained Espers are able to access all facets of their power, but are unable to control the entirely.
Apprentice: Espers who have spent time honing their skill and focusing their power are considered to be apprentices. These Espers are no longer able to access all of their power, but are able to focus their powers to do useful tasks.
Trained: Trained Espers have spent years practicing their skill and are even better able to focus them to tasks. This is often the last level of mastery achieved by Espers as it takes decades to become a trained Esper.
Master: These Espers have dedicated their lives to honing their power to a razor sharp edge. To find someone dedicated enough to train for that long is a rare thing indeed, rarer still is finding an Esper who will live long enough to reach this level of mastery.


Races

Species Name: Kyrisi
Species Appearance: Body, Detailed face
Height/Weight: ~8 ft/243 cm
Lifespan: 120-140 Terran years
Biological Information: Dense, predatory, and from a high gravity world, Kyrisi are a rare breed. They have evolved from quadrupedal predators, and their jaw is formulated fro gripping onto their prey, much like a spider or scorpion, indicating that they were much larger than their prey. They never stop growing teeth, much like the Great White sharks from Earth. Their sensory organs are capable of smell, sight, hearing, and touch. Kyrisi can see into the infrared spectrum, and not the ultraviolet spectrum, and their sense of smell is between that of a canine and a human.

Their organs are not much different from a humans, though they contain four lungs, two hearts, and two kidney/liver composites. Their digestive system remains largely the same, though with a slower metabolic rate and a larger stomach.

Their skeletal system is attuned to a high gravity world, that is to say it's very dense. Much tougher than concrete, every bone in their body is comparable in strength to a human femur. While their muscular system has a similar state, due to the need to move such a high mass around in an environment where they were predators.

When they speak, their lower two mandibles usually remain in place and closed, while the upper two commit the act of moving. As an added feature, their voices have an odd flanging effect, making more tonal languages harder to understand from a Kyrisi.
Culture:Kyrisi are militant, unrelenting, brutal creatures that are often found in human space as raiders, soldiers, or corsairs. They are capable of surprisingly calm gestures of kindness and mercy when it doesn’t injure their personal advancement, and they aren’t prone to resenting their enemies or holding grudges against those who defeat them, seeing it as something of a learning experience. They will kill any being without a moment's notice, but Kyrisi do not hate the beings they kill- nor do they regret their actions. A Kyrisi can induce a extermination level event on a planet filled with civilians, children, and possibly the last hope for a certain race and then proceed to sleep like a baby, if said course of action is the most effective chance of accomplishing their goals.

Kyrisi hate pointless cruelty, however, and find it almost physically sickening. They will kill an enemy in any available way, but torture and methodical infliction of pain and agony is viewed as a sign of mental instability and illness in a Kyrisi. Such a creature is a danger, and there’s no telling what they might try to do, or what their goals are. This usually results in a very violent, and often fatal course of action. Along with this, they happen to be quite amicable when not attempting to kill someone, with a sense of comradery and 'esprit de corps' they are usually found on mercenary ships as a sort of 'morale officer' or Commissar. Though not for the reasons one would expect.

That being said, the less they know about actions of pointless cruelty the better, and most of the time they remain unaware of said actions. But violent and brutal discourse will ensue if they learn of prolonged periods of torture or
Other information: N/A
Species Name: They're formally known as the Stryt, though they also have a complex native official biological name.
Species Appearance: Here.
Height/Weight: As the Stryt are divided into two very different dimorphal sub-species that are primarily different due to their biological differences, it is important to differentiate between the two of them. The Stustehn'Stryt, or the Quiet Stryt, stands generally approximately five feet and four inches tall and weighs about one hundred and twenty to one hundred and forty pounds. The Stuhn'Stryt, or the Loud Stryt, stands generally between six and a half feet and seven feet, weighing anywhere between two hundred to three hundred pounds, depending on the role that they play in the various Stryt settlements.
Lifespan: The Stryt lifespan is directly related to their role in their society. Typically, the Stryt live to be up to sixty years old. However, natural biological anomalies can allow certain Stryt in rare cases to live well past three hundred years due to a mutation in their genetics that allows for an alien version of the biological concept of transdifferentiation. This is, however, quite rare, manifesting itself in some 0.1 to 0.2% percent of the population.
Biological Information: The Stryt are a species that has a large degree of biological dimorphism among their populace, despite the fact that the species reproduces asexually. There are two main types of Stryt, the Stustehn'Stryt and the Stuhn'Stryt. The Stustehn'Stryt, or the Loud Stryt, have evolved from their original hunter-gatherer design to act in Stryt society as more of a manual labourer or soldier class. Loud Stryt are physically more capable than the Quiet Stryt, but are much less intellectually gifted. Biologically, Loud Stryt are completely infertile and are unable to reproduce like the Quiet Stryt can. Of their facial features, their noses are more aquiline, their lips thinner, and their cheekbones less defined. Like the Quiet Stryt, they have the J'hunal, the extension on the rear of their heads and the Ai'hunal, the tendrils along their J'hunal. Unlike the Quiet Stryt, their J'hunal are quite short, barely falling past their shoulders. Because of this, the J'hunal are much less sensitive than the Quiet Stryt's, making them much less effective at their job. The Loud Stryt's Ai'hunal, the extension at the back of their head, is mostly a biological equivalent of chitin, making it very hard and difficult to penetrate. Underneath the chitin lays the Loud Stryt's second heart, which is much larger than the Quiet Stryt's second heart. As well, the Loud Stryt's pigmentation is much brighter than the other sub-species of Stryt. Most often Loud Stryts are a bright blue, aqua, turquoise, or occasionally a green-blue colour. Unlike the Quiet Stryt, the Loud Stryt's pigmentation rarely, if ever forms into various patterns throughout the body. Like the Quiet Stryt, their ears are hidden by the first, highest pair of tendrils on their head.

Quiet Stryt are biologically completely different than their counterpart. They are physically much smaller, being on average the size of a small-ish Human, but are much smarter than their Loud Stryt counterparts. They have a larger brain and a greater degree of access to it. They acted historically as the administrative class, gatherer class, and, later on, the priestly classes. Unlike the Loud Stryt, the Quiet Stryt are able to asexually reproduce at the end of their life cycles. Their face tends to be much different than the Loud Stryt, being smaller, with an up-turned nose, fuller lips, and well-defined cheekbones. Their eyes are also rounder than the Loud Stryt. The Quiet Stryt's J'hunal is also made up chitin, but to a much lesser extent. The chitin is much thinner, and the second heart much smaller than the Loud Stryt. Their Ai'hunal tendrils, of which they have four pairs for eight total, are much longer than the Loud Stryts, and continue to grow slowly as the Quiet Stryt ages. These Ai'hunal are important because they house a number of small organs that allow for the tendrils to do a number of things, including detect footsteps or seismic activity. These Ai'hunal are also intensely muscular, and while not strong enough to, say, choke someone, are able to be manipulated by the Stryt in order to talk to one another in a form of sign language with the tendrils. Apparently, according to the Stryt, this language is intensely complex, with grammatical conditions, declensions, and verb forms all dependent on the amount of Ai'hunal used and the speed and "jerkiness" that the tendrils are manipulated in. The Quiet Stryt's pigmentation is much darker than that of the Loud Stryt. Generally, they are varying shades of navy blue, occasionally being born midnight blue, though the latter is quite rare. Pigmentation anomalies are common in Quiet Stryt, and patterns of violet, purple, or indigo frequently dash the skin of the Quiet Stryt, especially around the J'hunal.

The Stryt reproduce asexually, only through the Quiet Stryt. When a Quiet Stryt's life comes to an end, the Quiet Stryt's external body becomes hardened and cocoon-like while the innards are gradually assimilated into genetic information and resources. Within the dead Stryt, from these genetic resources come a number egg-like embryos, usually two-to-six, depending on the size and age of the Stryt. After nineteen and a half months on average, these embryos "hatch", and become infantile Stryt, half "Loud" and half "Quiet".
Culture: Stryt culture has been heavily influenced by their political plight over the past few centuries. The Stryt once held a vast, pseudo-feudal intergalactic commercial empire that encompassed a number of loosely-affiliated merchant enclaves controlled by aristocratic elites that centered around their home planet. The Emperor of this empire always held in precarious balance power with the merchant and aristocratic elites, which eventually led to a usurpation of stability under the aforementioned latter power and a steep decline of the empire followed, soon engulfing the capital world in a civil war after strong emperors attempted to wrest power back from their now over-powered vassals. The culmination of these numerous wars was a nuclear apocalypse of dubious origins, destroying the capital worlds and sent what remained of the Stryt merchant enclaves into disarray and political independence without the economic or military projection that their former protector had.

Because of this, what few merchant enclaves that weren't absorbed by their neighbours peacefully or otherwise were generally isolated from the rest of the intergalactic community. Political independence became a thing of the past, and slowly the Stryt began to adopt and integrate the cultures of their new lieges. However, many retained their initial cultural identity, such as their religious spiritualist values of ancestor worship, their language, and especially the Ai'hunal language that the Quiet Stryt could speak to one another. The Stryt also maintained their rich and deep commercial traditions. They fostered business, invested in private ventures, even if they weren't necessarily of Stryt origin, and shared technology, knowledge, and wealth with those that they lived under, for a price, of course.

Culturally, the Stryt have a very strict social hierarchy and to outsiders, treat the Loud Stryt very poorly. The Loud are viewed as tools, as slaves, and as inferior beings that are to be used as guards, heavy labour, and everything that the Quiet Stryt don't particularly want to do. This, however, is viewed as an evolutionary gift by the Stryt, especially the Quiet ones, as the Loud Stryt evolved specifically with manual labour and hunting in mind, whereas the Quiet Stryt evolved with administration and homebuilding in mind. They are open to outsiders, especially those that have a reputation for treating their kind well, and the Quiet Stryt tend to be very well-educated, knowing their native languages as well as at least the language of their suzerains, if not many others.

The Styrt place an emphasis on age and wealth as measures of one's worth in society. Leadership of merchant enclaves are usually determined by these two factors, usually with a council of old and wealthy Styrt leading the enclaves; the Quiet Styrt almost always lead these enclaves. The Styrt's ancestral cultural dress comprises of silken or cloth-like wraps that cover their entire bodies, and are used for some degree of protection against the weather as well as to denote wealth and seniority. However, most of the Styrt have begun to adopt the dress of the polities that they live and exist under. As they Styrt have no sexual organs, they have nothing to cover-up per se; instead, clothing has evolved from a practical use as protection against the elements and predators towards more of a ceremonial role. Bearing skin below the neck excepting forearms, hands, or feet is seen as a cultural faux-pas and as a shame to one's social standing.
Species Name: Vrorc
Species Appearance: Vrorc
Height/Weight: 6'5, 160 lbs
Lifespan 120 years
Biological Information: A mammalian omnivore race with four arms.
Culture: The Vrorc are a warrior-scholar race that worships a array of gods and goddess that are centered around battle and knowledge. They have built massive libraries that double as training schools. The Vrorc believe that a sounded mind and body is the key to better life and to being a great warrior. Though they have scholarly pursuits, they are a deeply spiritual race that are hard to convince them of converting to another religion.
Other information There are rather Isolationists and are rarely seem outside of their body armor.


Credits
Anowa: weapon descriptions and contributing an alien race.
Transoxthraxia: Contributing an alien race.
New Grestin: Banner Art
Biearusia: Contributing an alien race.
Theyra: Contributing an alien race
Tagali Federation: For letting me use some of his stuff.


Faction and Esper information is completed. Now it's on to creating some races and wearing for some others.
Eat ,Drink, and be mary, for tomorrow we die.
PRAISE THE FOUNDERS

The poster licks five public door handles a day to compare there taste.

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Forest State
Senator
 
Posts: 4445
Founded: Aug 23, 2016
Ex-Nation

Postby Forest State » Mon Jan 23, 2017 1:50 pm

I'm gonna contribute some stuff to Free Traders today. I have to admit, this caught my interest late but it's my kind of RP tbh. Expect weapons and an alien race.

I'm interested in Grestin's idea too, and I was thinking about trying to reserve something in the northwest, but I'm going to hold off and wait until it's a little bit further along since I'm skeptical about faction RPs.
Last edited by Forest State on Mon Jan 23, 2017 1:52 pm, edited 2 times in total.
don't tread on me

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Forest State
Senator
 
Posts: 4445
Founded: Aug 23, 2016
Ex-Nation

Postby Forest State » Mon Jan 23, 2017 2:43 pm

Species Name: Ressien
Appearance: Average Ressien
Homeworld: Ress
Average Height/Weight: 6'5, 225 pounds
Lifespan: 80-100 years
Biological Information: Hailing from the wild planet of Ress, the Ressiens are suited towards surviving under tough conditions where they aren't necessarily the highest species on the food pyramid. The race started off as a more humanoid than reptilian one, but evolved more and more tough reptilian features over time in response to the wildness of the planet and the fact that it's hard to survive there. Their skin is thick and scaly, suited towards avoiding scratches and cuts, and they notably have muscular upper bodies and powerful legs that are well suited to jumping and to moving heavily loads.

One of the main differences between Ressiens and humans are that Ressiens, despite their humanoid physiology, are a cold blooded species who change their body temperature through changing their surroundings instead of heating their own bodies internally. They're well suited to cold and damp and rainy conditions, but are heavily uncomfortable in hot or dry environments, which will sometimes give them a form of fever like sickness due to high temperature. In hot environments, Ressiens usually wear cooling clothes that artificially keep them at a cool temperature.

They don't have too much of a difference in organ structure than humans, but their organs are larger to make up for their larger average size, and their important organs with the exception of the heart are grouped together in a cluster below the chest but above the stomach, around the midsection. The species also notably has a tooth structure that is closer to a shark's than a human's, with two rows of interlocking teeth that are much, much sharper than a human's. These teeth regrow after falling out, and the Ressiens heal similarly to dismemberment. Limbs grow back over the pace of about six months to a year, depending on how bad the original injury was.
Culture: Ress isn't just a wild planet literally, but politically. The place has traditionally been made up of warring nations, and in the space age, it has been united not under one banner but under two. That of the Confederation of Ress, and the Ressien Federation. Both governments are tribal confederations, because Ressien culture is largely based on local governance and the right of individual tribes to rule themselves. The governments are only 'governments' in a looser than average sense of the word, as they are really there to hold the tribes together and keep them from fighting, but not really to rule them. Tribal cultures vary, but each tribe usually has an elected chief that's in charge of tribal affairs, and some tribes only rule an area as large as one city. The Ressien people could be described as rough around the edges, as their planet has always been a hard one to survive on. They're typically cynical, brash, loud, and often times straight up disrespectful to others. Most of the time, they don't have bad intentions, but their culture is one where fighting and insults are accepted and aren't considered a big deal. The religion of Ress, Ressienism, is largely similar to Taoism and believes that everything in the universe is a part of what they call The Path, and they believe that everything is predetermined and that the only happiness in the universe comes through accepting the Path and moving forward with one's life.

Here's the race. The weapons will come later.
don't tread on me

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Anowa
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Posts: 17633
Founded: Jul 29, 2014
Scandinavian Liberal Paradise

Postby Anowa » Mon Jan 23, 2017 2:53 pm

Forest State wrote:
Species Name: Ressien
Appearance: Average Ressien
Homeworld: Ress
Average Height/Weight: 6'5, 225 pounds
Lifespan: 80-100 years
Biological Information: Hailing from the wild planet of Ress, the Ressiens are suited towards surviving under tough conditions where they aren't necessarily the highest species on the food pyramid. The race started off as a more humanoid than reptilian one, but evolved more and more tough reptilian features over time in response to the wildness of the planet and the fact that it's hard to survive there. Their skin is thick and scaly, suited towards avoiding scratches and cuts, and they notably have muscular upper bodies and powerful legs that are well suited to jumping and to moving heavily loads.

One of the main differences between Ressiens and humans are that Ressiens, despite their humanoid physiology, are a cold blooded species who change their body temperature through changing their surroundings instead of heating their own bodies internally. They're well suited to cold and damp and rainy conditions, but are heavily uncomfortable in hot or dry environments, which will sometimes give them a form of fever like sickness due to high temperature. In hot environments, Ressiens usually wear cooling clothes that artificially keep them at a cool temperature.

They don't have too much of a difference in organ structure than humans, but their organs are larger to make up for their larger average size, and their important organs with the exception of the heart are grouped together in a cluster below the chest but above the stomach, around the midsection. The species also notably has a tooth structure that is closer to a shark's than a human's, with two rows of interlocking teeth that are much, much sharper than a human's. These teeth regrow after falling out, and the Ressiens heal similarly to dismemberment. Limbs grow back over the pace of about six months to a year, depending on how bad the original injury was.
Culture: Ress isn't just a wild planet literally, but politically. The place has traditionally been made up of warring nations, and in the space age, it has been united not under one banner but under two. That of the Confederation of Ress, and the Ressien Federation. Both governments are tribal confederations, because Ressien culture is largely based on local governance and the right of individual tribes to rule themselves. The governments are only 'governments' in a looser than average sense of the word, as they are really there to hold the tribes together and keep them from fighting, but not really to rule them. Tribal cultures vary, but each tribe usually has an elected chief that's in charge of tribal affairs, and some tribes only rule an area as large as one city. The Ressien people could be described as rough around the edges, as their planet has always been a hard one to survive on. They're typically cynical, brash, loud, and often times straight up disrespectful to others. Most of the time, they don't have bad intentions, but their culture is one where fighting and insults are accepted and aren't considered a big deal. The religion of Ress, Ressienism, is largely similar to Taoism and believes that everything in the universe is a part of what they call The Path, and they believe that everything is predetermined and that the only happiness in the universe comes through accepting the Path and moving forward with one's life.

Here's the race. The weapons will come later.

A cold blooded species... That wants to remain cold... That's not really how that works... Since their internal fluids will freeze. It's why snakes and lizards sleep on rocks all day, they collect heat and stay warm that way.
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Forest State
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Postby Forest State » Mon Jan 23, 2017 3:00 pm

Anowa wrote:
Forest State wrote:
Species Name: Ressien
Appearance: Average Ressien
Homeworld: Ress
Average Height/Weight: 6'5, 225 pounds
Lifespan: 80-100 years
Biological Information: Hailing from the wild planet of Ress, the Ressiens are suited towards surviving under tough conditions where they aren't necessarily the highest species on the food pyramid. The race started off as a more humanoid than reptilian one, but evolved more and more tough reptilian features over time in response to the wildness of the planet and the fact that it's hard to survive there. Their skin is thick and scaly, suited towards avoiding scratches and cuts, and they notably have muscular upper bodies and powerful legs that are well suited to jumping and to moving heavily loads.

One of the main differences between Ressiens and humans are that Ressiens, despite their humanoid physiology, are a cold blooded species who change their body temperature through changing their surroundings instead of heating their own bodies internally. They're well suited to cold and damp and rainy conditions, but are heavily uncomfortable in hot or dry environments, which will sometimes give them a form of fever like sickness due to high temperature. In hot environments, Ressiens usually wear cooling clothes that artificially keep them at a cool temperature.

They don't have too much of a difference in organ structure than humans, but their organs are larger to make up for their larger average size, and their important organs with the exception of the heart are grouped together in a cluster below the chest but above the stomach, around the midsection. The species also notably has a tooth structure that is closer to a shark's than a human's, with two rows of interlocking teeth that are much, much sharper than a human's. These teeth regrow after falling out, and the Ressiens heal similarly to dismemberment. Limbs grow back over the pace of about six months to a year, depending on how bad the original injury was.
Culture: Ress isn't just a wild planet literally, but politically. The place has traditionally been made up of warring nations, and in the space age, it has been united not under one banner but under two. That of the Confederation of Ress, and the Ressien Federation. Both governments are tribal confederations, because Ressien culture is largely based on local governance and the right of individual tribes to rule themselves. The governments are only 'governments' in a looser than average sense of the word, as they are really there to hold the tribes together and keep them from fighting, but not really to rule them. Tribal cultures vary, but each tribe usually has an elected chief that's in charge of tribal affairs, and some tribes only rule an area as large as one city. The Ressien people could be described as rough around the edges, as their planet has always been a hard one to survive on. They're typically cynical, brash, loud, and often times straight up disrespectful to others. Most of the time, they don't have bad intentions, but their culture is one where fighting and insults are accepted and aren't considered a big deal. The religion of Ress, Ressienism, is largely similar to Taoism and believes that everything in the universe is a part of what they call The Path, and they believe that everything is predetermined and that the only happiness in the universe comes through accepting the Path and moving forward with one's life.

Here's the race. The weapons will come later.

A cold blooded species... That wants to remain cold... That's not really how that works... Since their internal fluids will freeze. It's why snakes and lizards sleep on rocks all day, they collect heat and stay warm that way.

Because of the way that their biology is a cross between humanoid and reptilian species, and because of how they've evolved for their planet, it's actually the other way around. They won't have to worry about freezing, their bodies and internal chemistry is evolved for cold to temperate weather. Instead, the worry is overheating and picking up a fever. I should've mentioned that their normal temperature is far below mammalian species.
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Anowa
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Postby Anowa » Mon Jan 23, 2017 3:11 pm

Forest State wrote:
Anowa wrote:A cold blooded species... That wants to remain cold... That's not really how that works... Since their internal fluids will freeze. It's why snakes and lizards sleep on rocks all day, they collect heat and stay warm that way.

Because of the way that their biology is a cross between humanoid and reptilian species, and because of how they've evolved for their planet, it's actually the other way around. They won't have to worry about freezing, their bodies and internal chemistry is evolved for cold to temperate weather. Instead, the worry is overheating and picking up a fever. I should've mentioned that their normal temperature is far below mammalian species.

They've evolved for a climate that is the exact opposite you claim they have. They're cold blooded, yet they evolved on a cold planet. How many daily deaths are from their blood literally freezing? Freesing temp is freezing temp, to say its different would be literally breaking physics.
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Postby Forest State » Mon Jan 23, 2017 3:24 pm

Anowa wrote:
Forest State wrote:Because of the way that their biology is a cross between humanoid and reptilian species, and because of how they've evolved for their planet, it's actually the other way around. They won't have to worry about freezing, their bodies and internal chemistry is evolved for cold to temperate weather. Instead, the worry is overheating and picking up a fever. I should've mentioned that their normal temperature is far below mammalian species.

They've evolved for a climate that is the exact opposite you claim they have. They're cold blooded, yet they evolved on a cold planet. How many daily deaths are from their blood literally freezing? Freesing temp is freezing temp, to say its different would be literally breaking physics.

The climate of Ress is like the northern USA or southern Canada just before the time of the year that snow hits in late fall. Nobody is going to freeze to death in that climate, and there isn't much of a winter outside of the poles. It's not cold enough to kill cold blooded species, and it instead gave them their cold tolerance and their low tolerance for the heat, because the climate doesn't change drastically from season to season. Freezing temp is freezing temp, but different substances freeze at different temperatures and the climate isn't freezing in the first place. It's wet and often damp, and windy in some areas, but not freezing.
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Postby Anowa » Mon Jan 23, 2017 3:32 pm

Forest State wrote:
Anowa wrote:They've evolved for a climate that is the exact opposite you claim they have. They're cold blooded, yet they evolved on a cold planet. How many daily deaths are from their blood literally freezing? Freesing temp is freezing temp, to say its different would be literally breaking physics.

The climate of Ress is like the northern USA or southern Canada just before the time of the year that snow hits in late fall. Nobody is going to freeze to death in that climate, and there isn't much of a winter outside of the poles. It's not cold enough to kill cold blooded species, and it instead gave them their cold tolerance and their low tolerance for the heat, because the climate doesn't change drastically from season to season. Freezing temp is freezing temp, but different substances freeze at different temperatures and the climate isn't freezing in the first place. It's wet and often damp, and windy in some areas, but not freezing.

Cold blooded doesn't mean that they have a better cold tolerances, it means that their blood os cold so high temperatures don't boil them alive. It's a trait attributed to reptiles that live in deserts.

Having cold blood and wearing a suit to make them colder means they will freeze to death. Cold climate attributes are things like fur and warm blood.

And if you try to reiterate that they live in cold so they can't freeze I'd like to point out the lack of reptile species in Canada.
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Postby Forest State » Mon Jan 23, 2017 3:40 pm

Anowa wrote:
Forest State wrote:The climate of Ress is like the northern USA or southern Canada just before the time of the year that snow hits in late fall. Nobody is going to freeze to death in that climate, and there isn't much of a winter outside of the poles. It's not cold enough to kill cold blooded species, and it instead gave them their cold tolerance and their low tolerance for the heat, because the climate doesn't change drastically from season to season. Freezing temp is freezing temp, but different substances freeze at different temperatures and the climate isn't freezing in the first place. It's wet and often damp, and windy in some areas, but not freezing.

Cold blooded doesn't mean that they have a better cold tolerances, it means that their blood os cold so high temperatures don't boil them alive. It's a trait attributed to reptiles that live in deserts.

Having cold blood and wearing a suit to make them colder means they will freeze to death. Cold climate attributes are things like fur and warm blood.

And if you try to reiterate that they live in cold so they can't freeze I'd like to point out the lack of reptile species in Canada.

They wear the suits to make them colder in regions that are too hot for them to normally be in. Basically, the suits do the same thing that cold blood would do in the first place for most reptiles, since they have low heat tolerance. The cold tolerance isn't from the blood, but from evolving in the climate.

And I just said that the temperatures on Ress won't freeze anything, anyway. There's a huge difference between a cold and a freezing climate. Ress isn't even cold enough to get any snow at all outside of the poles, it's a mostly jungle planet that's cooled by large oceans and lakes with a temperate middle section of the planet and freezing poles.
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Anowa
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Postby Anowa » Mon Jan 23, 2017 3:43 pm

Forest State wrote:
Anowa wrote:Cold blooded doesn't mean that they have a better cold tolerances, it means that their blood os cold so high temperatures don't boil them alive. It's a trait attributed to reptiles that live in deserts.

Having cold blood and wearing a suit to make them colder means they will freeze to death. Cold climate attributes are things like fur and warm blood.

And if you try to reiterate that they live in cold so they can't freeze I'd like to point out the lack of reptile species in Canada.

They wear the suits to make them colder in regions that are too hot for them to normally be in. Basically, the suits do the same thing that cold blood would do in the first place for most reptiles, since they have low heat tolerance. The cold tolerance isn't from the blood, but from evolving in the climate.

And I just said that the temperatures on Ress won't freeze anything, anyway. There's a huge difference between a cold and a freezing climate. Ress isn't even cold enough to get any snow at all outside of the poles, it's a mostly jungle planet that's cooled by large oceans and lakes with a temperate middle section of the planet and freezing poles.

Have you ever even heard of thermodynamics? I'd explain it but I'm in the middle of biology class on my phone. So it'll have to wait a bit.
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Veroxia
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Postby Veroxia » Mon Jan 23, 2017 3:48 pm

Species Name:Praetorian
Species Appearance:
The Praetorian species are often seen with their armor; this armor being a necessity to protect themselves from harm or cause harm due to their state as energy beings. Without it, a Praetorian would have statistically a higher chance of corruption. Their corrupted forms usually originate as a shadow-like humanoid being but can evolve over time to more dangerous, corpse-like figure. Their armor-less state is rather bright, most Praetorians taking the form of a humanoid. Many prefer an armored form, or merely take control of 'empty' shells if necessary for survival.
Height/Weight:
Male Average Height & Weight: 7'5 ft /350 lb including armor
Female Average Height & Weight: 7'1 ft/250 lb including armor[/list]
Lifespan:Over 1,000 years.
Biological Information:
The Praetorian body is entirely in it's armor-less composed of energy, most likely plasma. They often take the form of a humanoid being, and reside in metallic bodies created just for their own use. Their armor would be composed of an alloy of metals, non-metallic in nature nor able to conduct heat/electricity for the sake of comfort. When a Praetorian begins to 'lose' itself, its body slowly erode into a shadow-like being, most likely insane by the time they are turned. Often, they are capable of hiding within their surrounding areas; swift to both escape and attack. Usually the corrupted form packs, and at worse form hordes.
Culture: Praetorians are built on the basis of keeping peace and order in the galaxy. Their society, though advanced focus contradictorily on agriculture and architecture. They are divided equally socially, the people working with what they seek to be. Many grow to become knights, or soldiers of Praetoria. Others work in the fields found in their planets, tending to their gardens and are exceptional in this sector. Other popular fields are that of diplomacy or mere merchants.
Other information:Described by some as humble, peaceful, and loyal. Their corrupted form is described by survivors as disturbing.
Last edited by Veroxia on Mon Jan 23, 2017 8:33 pm, edited 1 time in total.
FT NATION:The Korosian Robotic Empire
HEAD OF STATE/GOVERNMENT:Emperor X-5
IDEOLOGY:FASCISM
/PRO-HUMAN/PRO-SYNTH/
/ANTI-ORGANIC/ANTI-TECHNOPHOBIA/

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Forest State
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Postby Forest State » Mon Jan 23, 2017 3:55 pm

Anowa wrote:
Forest State wrote:They wear the suits to make them colder in regions that are too hot for them to normally be in. Basically, the suits do the same thing that cold blood would do in the first place for most reptiles, since they have low heat tolerance. The cold tolerance isn't from the blood, but from evolving in the climate.

And I just said that the temperatures on Ress won't freeze anything, anyway. There's a huge difference between a cold and a freezing climate. Ress isn't even cold enough to get any snow at all outside of the poles, it's a mostly jungle planet that's cooled by large oceans and lakes with a temperate middle section of the planet and freezing poles.

Have you ever even heard of thermodynamics? I'd explain it but I'm in the middle of biology class on my phone. So it'll have to wait a bit.

Actually, I realize I've used the wrong term. I shouldn't have said cold blooded, but specified that the Ressiens are an ectothermic species. Simply put, their blood isn't cold enough that it would freeze in a cool temperature, but the main thing that affects their temperature is the environment and not any internal factors. It has more to do with how they generate heat than what their actual temperature is. Still, the climate would lower someone's temperature but isn't cold enough to freeze...

For clarification, Ressiens are ectothermic but not necessarily cold blooded enough to fit the main definition of that term. They would be somewhere in between warm and cold blooded.
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The Empire of Pretantia
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Postby The Empire of Pretantia » Mon Jan 23, 2017 3:58 pm

Forest State wrote:
Anowa wrote:Cold blooded doesn't mean that they have a better cold tolerances, it means that their blood os cold so high temperatures don't boil them alive. It's a trait attributed to reptiles that live in deserts.

Having cold blood and wearing a suit to make them colder means they will freeze to death. Cold climate attributes are things like fur and warm blood.

And if you try to reiterate that they live in cold so they can't freeze I'd like to point out the lack of reptile species in Canada.

They wear the suits to make them colder in regions that are too hot for them to normally be in. Basically, the suits do the same thing that cold blood would do in the first place for most reptiles, since they have low heat tolerance. The cold tolerance isn't from the blood, but from evolving in the climate.

And I just said that the temperatures on Ress won't freeze anything, anyway. There's a huge difference between a cold and a freezing climate. Ress isn't even cold enough to get any snow at all outside of the poles, it's a mostly jungle planet that's cooled by large oceans and lakes with a temperate middle section of the planet and freezing poles.

Cold blooded animals don't have tolerance for cold, period. It literally slows them down and forces them to hibernate.
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Postby The Empire of Pretantia » Mon Jan 23, 2017 4:01 pm

Forest State wrote:
Anowa wrote:Have you ever even heard of thermodynamics? I'd explain it but I'm in the middle of biology class on my phone. So it'll have to wait a bit.

Actually, I realize I've used the wrong term. I shouldn't have said cold blooded, but specified that the Ressiens are an ectothermic species. Simply put, their blood isn't cold enough that it would freeze in a cool temperature, but the main thing that affects their temperature is the environment and not any internal factors. It has more to do with how they generate heat than what their actual temperature is. Still, the climate would lower someone's temperature but isn't cold enough to freeze...

For clarification, Ressiens are ectothermic but not necessarily cold blooded enough to fit the main definition of that term. They would be somewhere in between warm and cold blooded.

If they depend on the environment for heat, then they're not cold tolerant.
ywn be as good as this video
Gacha
Trashing other people's waifus
Anti-NN
EA
Douche flutes
Zimbabwe
Putting the toilet paper roll the wrong way
Every single square inch of Asia
Lewding Earth-chan
Pollution
4Chan in all its glory and all its horror
Playing the little Switch controller handheld thing in public
Treading on me
Socialism, Communism, Anarchism, and all their cousins and sisters and brothers and wife's sons
Alternate Universe 40K
Nightcore
Comcast
Zimbabwe
Believing the Ottomans were the third Roman Empire
Parodies of the Gadsden flag
The Fate Series
US politics

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Forest State
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Postby Forest State » Mon Jan 23, 2017 4:09 pm

The Empire of Pretantia wrote:
Forest State wrote:Actually, I realize I've used the wrong term. I shouldn't have said cold blooded, but specified that the Ressiens are an ectothermic species. Simply put, their blood isn't cold enough that it would freeze in a cool temperature, but the main thing that affects their temperature is the environment and not any internal factors. It has more to do with how they generate heat than what their actual temperature is. Still, the climate would lower someone's temperature but isn't cold enough to freeze...

For clarification, Ressiens are ectothermic but not necessarily cold blooded enough to fit the main definition of that term. They would be somewhere in between warm and cold blooded.

If they depend on the environment for heat, then they're not cold tolerant.

I mean, it depends on how cold you're considering cold to be. The climate of Ress is similar to New England, and while they mainly get their temperature from the environment, they do have enough internal heating that they aren't going to freeze to death or be forced to slow down and hibernate as soon as it gets windy. And while scales traditionally aren't suited to the cold, the thick skin would be decent at minimizing the effects of the wind. You can find reptilian animals in similar climates...
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