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✧ Star State ✧ [SciFi][OPEN][OOC]

For all of your non-NationStates related roleplaying needs!
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Vanquaria
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Founded: May 09, 2014
Ex-Nation

✧ Star State ✧ [SciFi][OPEN][OOC]

Postby Vanquaria » Wed Apr 24, 2019 1:40 am


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Welcome to Star State, a roleplay combining hard and soft FT elements to form a believable rendition of Humanity in the year, 3100.

This will be a character-driven roleplay with your character taking center-stage as they alongside others traverse the Orion Arm of the Milky Way Galaxy, representing the Confederation of Earth however fractured the scenes behind the entity governing greater Humanity may be.

Your character will be at the forefront of Humanity as special agents of the Confederation, wielding powers and abilities that grant them an edge over the innumerable multitudes of humans that populate the territories of Mankind. Yet, they are not special for there are many others like them, other transhumans that will either aid or oppose them.

Chaos reigns supreme on Earth, degeneracy and corruption have taken root in the highest orders of government. The colonial states have become distant from the Confederation and each other, as if they were foreign cultures with little to no similarity with the ways of Earth. Cyberterrorism and space piracy in the age of commercialized space travel have wreaked havoc across the stars.

Your character will be part of a CSIO team sent to investigate the abrupt radio-silence of mining vessels in the fringes of charted space.

But in the dark vastness of the void, something lurks...
Last edited by Vanquaria on Fri Apr 26, 2019 3:45 am, edited 4 times in total.

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Vanquaria
Senator
 
Posts: 4809
Founded: May 09, 2014
Ex-Nation

Postby Vanquaria » Wed Apr 24, 2019 1:41 am


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The Confederation was formed in the year 2250 after FTL travel was made possible by the creation of the first Alcubierre drive, now known as the 'warp drive', which was able to utilize invisible pathways in space, now known as 'hyperspace lanes', to travel between star systems using a special mineral called Dilithium which is found within asteroids.

Composed of the world's most powerful nations, the Confederation replaced the UN via military force in a short but brutal war often termed as World War 3, with overwhelming superiority displayed by the superpowers, and enacted its agenda over the world.

By then, Luna, and Mars were already home to human colonies of significant size. When news of the war reached the colonies, the colonial governments condemned the legitimacy of the Confederation as the new representative of Earth and actively revolted. This led to Man's first war in space with advanced space cruisers and tens of thousands of special forces soldiers deployed by the Confederation to subjugate the colonies. Just like the war on Earth, the conventional war in the colonies was swift and merciless but terror cells opposing the Confederation would result from the conflicts and they have haunted Earth ever since.

In the year 3100, the Confederation is a bureaucratic machine, ruled by a large council of powerful men and women on Earth, including the descendants of the founding leaders of the Confederation, and whose laws reach through the stars to touch the colony worlds. Through advanced military technology and the will of the government, Humanity has extended beyond the Sol system. Nearby systems with habitable planets like Proxima Centauri have been colonized by Humans and the environments molded to their needs and desires.

However, vicious internal politics occur within the great halls of government. The respective nationstates that had founded the Confederation are long gone, replaced instead by a series of powerful families that each have their own agendas to pursue with the threat of being overtaken by another family always being on the horizon. Another worry for the Confederation is the development of the Colonial governments. Originally intended to be mere puppets, extensions of the Confederation's greater will, the Colonial governments have become representatives of unique cultures that have developed in their colonies.

It seems that the only way for the Confederation to maintain the status quo would be to utilize what had gotten them the status quo in the first place. Military might.

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Earth: Earth. The birthplace of Humanity. And a shadow of its former self. Colonists have never felt more disconnected from Earth than ever and not just because of the great distance. The planet has become an ecumenopolis, a metropolis spanning the whole planet. Dark clouds are permanent decor above its skies, a consequence of centuries of uncontrolled pollution by humans. The planet-city is highly segregated with the destitute living in much of the planet and the wealth enjoying life in zones guarded by the Confederation's military. Remnants of history are rare and get fewer in number as the days wear on, either hoarded by the aristocratic class of Earth or sold off in the black market to who-knows-where. The only real value Earth has as a planet is its status as the capital of Humanity. Other than that, the planet is a dried-up husk of what it once was.


Escapism: Virtual reality has become almost inseparable from the real thing. Machines that neurally link you into the virtual universe allow the player to experience a fantasy of their own choosing, changeable at a whim. Megacorporations have made bank on virtual reality machines by constructing large structures and hosting "virtual reality service" where they cater to the player's sustenance and provide toiletry and bedding. On Earth alone, billions spend entire days in the virtual world, becoming slaves to a fake reality.


Transhumanism: Technology has become so advanced that the impossible becomes possible. Designer babies, perfect beauty, cures for every non-genetic ailment known to Man, the ability to make yourself taller or shorter, change the color of your pupils, etc. There is not much that science cannot do for you. Human is no longer the correct term. Transhuman is the norm. The more extreme parts of the population have even gone as far as implanting animalistic features onto their bodies, becoming humanoid creatures otherwise referred to as 'Furries' or 'Scalies', much to the disgust of mainstream Humanity.


Aristocracy: Capitalism at the galactic level has led to the formation of a very powerful caste of individuals that view themselves as above other humans. Elitism runs rampant in the Confederation and there is none more obvious an example than the Sol system. Earth has become a haven for the corrupt, nepotism guides the privileged to positions of power, Europa only opens its doors to those that can afford, Mars is a corporatist society fueled by a desire for profit. The Elite dominate the political and corporate landscape of the Confederation.


Commercialisation of Space: Space travel has never been more accessible to humans. Monopolized by a select few, rival megacorporations, private spacecraft utilize routes patrolled by Confederate Navy vessels to traverse through the void to their destinations. However, costs are expensive, FTL travel would be a luxury for the regular citizen. STL travel, on the other hand, is cheaper and the most popular form of civilian space travel with the sight of thousands of STL spacecraft sailing through space, propelled by solar wind, a common sight. Besides space flights, there are also sanctioned space races for the entertainment of the masses. Pilots use craft modeled on military star fighters and engage in high-intensity races in often dangerous environments such as asteroid belts. The prizes are high because the risks are high.


AI: AI exists in all manner of daily life from combat drones to computer search systems. Androids have even been created in the image of Man to serve them. Yet, the ancient fear of AI takeover is still ingrained within Humanity and the creation and management of AI is controlled by thick red tape. Humanoid androids are often bound within a specific range of actions and speech and most androids perform only menial tasks for their human masters for example cooking and serving food to virtual reality addicts. The most advanced androids are monitored by their makers and emergency measures exist in the form of a safety switch that can terminate the android if they are found to be directly threatening or have directly threatened a human.


Hover Craft: Repulsion technology has innovated the motor vehicle landscape. Hovercraft are more energy efficient than their wheeled predecessors, utilizing several energy systems from solar power to battery charge to classic oil for power. Rough terrain is traversed easily and at greater speeds due to mini rocket engines within a hover car. This has revolutionized the human war machine with hover tanks outclassing Mechs in most conceivable combat scenarios.


Credits: Human currency has been standardized to the 'Credit'. Inflation accounts for the whole Confederation and this has led to colony planets experiencing the effects of financial disaster in planets lightyears away from them. This has only aggravated the colonies and there have been united efforts from colonies for an overhaul of the current economic system of the Confederation.


Space Pirates: Piracy is a major problem in the Confederation. Space pirates can come from a range of different backgrounds but the one theme they all have in common is that they utilize spacecraft for illegal activities. The megacorporations have been the victims of space piracy more times than they can count and this has led to fierce lobbying for Confederation task force fleets to patrol the sectors as well as the rise of space PMCs with their own spacecraft to protect trade routes within Confederation space. Pirate strongholds lay in the edges of Confederation patrolled space. Intelligence also believes they play host to insurgent armies hidden from Confederate fleets. The constant targeting of mining vessels is a grim indicator of the presence of the enemy in uncharted space.


Mini-Magnetosphere Bubble: Spacecraft travelling at STL speeds would create a mini-magnetosphere to utilize solar winds to accelerate them through the void. STl spacecraft are the most common form of civilian spacecraft, resembling a mixture of futuristic technology and Renaissance aesthetics because of the appearance of the magnetic sails that can be steered by the pilot.


Alcubierre Drive: Also known as a "warp bubble" or simply "warp drive", is a technology that allows any object with a warp engine to go at speeds faster than light. By combining matter and antimatter fused with the asteroid mineral, Dilithium, the Alcubierre drive can create a subspace bubble. Instead of exceeding the speed of light within a local reference frame, a FTL-capable spacecraft would traverse distances by contracting space in front of it and expanding space behind it, resulting in effective faster-than-light travel. Objects cannot accelerate to the speed of light within normal spacetime so instead, the Alcubierre drive shifts space around an object so that the object would arrive at its destination faster than light would in normal space.


Extraterrestrial Life: Humanity had discovered the presence of bacteria long ago in the Sol system but had never encountered any extraterrestrial organisms of a larger size until the discovery of Terra in the Trappist system. Dinosaur-like reptilians dominate the aquatic biomes of the ocean-world and there is an entire branch of research dedicated to them. Religious extremism often denounces any signs of extraterrestrial life as fictional, proposing instead that the Confederate government had obtained DNA of the dinosaurs and had utilized cloning technology to remake them. Regardless, the question of whether there is sentient extraterrestrial life has been answered. And now, the prospect of sapient extraterrestrial life looms over Mankind.



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There are several thousand star systems within the Orion Arm of the Milky Way Galaxy and only a few hundred of them have been graced by the presence of Humanity so far. But Man has already made a home in the stars.

Preceding the warp drive was the creation of terraforming technology. Applicable only to planets that fit a certain criterion, the technology can transform a planet into one suitable for human habitation although the time it takes for a planet to be terraformed is dependent on the makeup of the subject planet.

All colony planets have undergone the terraforming process and have become exoplanets that humans can comfortably live in.


Luna: Earth's moon is the home of the Confederation Navy in the Sol system. A plethora of military installations house battle-cruisers and there are academies for cadets of the Confederation military. Hundreds of millions of humans live in Luna and the moon one of the more popular destinations for colonists due to its close proximity to Earth. This has resulted in Luna's culture being pretty much completely identical to Earth culture.


Mars: Mars is the most populous of the colony planets due to its early popularity with Earth in ages long gone. Home to over a billion humans, the planet is a hub for intergalactic travel and its landscape is dominated by metropolises. Mars is the headquarters of megacorporations that have assets in space and the influence of the companies can be seen in the extreme capitalist society of Mars.


Europa: The icy moon of Jupiter, Europa was not suitable for complete terraforming but was instead paraterraformed, a process that involves the creation of a massive artificial biome within a domed structure that humans can live in. The moon is filled with Confederation Navy R/D facilities that study the gas giant the moon orbits. Europa hosts a strong community of members from the Confederation's academia and the moon's name has become a byword for intellectuals with students from Europa having a reputation for excellence. Because of this, Europa enjoys a sizable population of Confederation citizens of the high-middle to upper-class and as a result, Europan culture can be compared to Dymean culture.


Gaia: Formerly known as Proxima Centauri B, Gaia is located in the Centauri system and was the first exoplanet to have been colonised by Humanity in 2260. A super-Earth, the people of Gaia have developed a conservative culture unlike that of Earth. The people of Gaia are known to have more of an interest in exploring and charting their massive planet than indulging in the virtual worlds that many from the Sol system enjoy. Gaians have introduced fauna native to Earth into their planet's ecosystem and their people possess their own small-arms thanks to self-protection laws by the Gaian Colonial government. This has not escaped the notice of the Confederation and there is a significant Confederate military presence in and above the planet. Tensions are high between Gaians and the Confederate military. Gaians view it as the military occupation of their home and there are alarming reports of the native populace militarizing themselves in preparation for perceived oppression of their rights by the Confederation.


Dymea: One of 2 colonised planets located in the Gliese system, Dymea is a corporatized planet popular with executives from the megacorporations seeking vacation beyond the Sol system. It is the least populated colony planet due to its elitist culture with around a few million citizens at any instance in time living on the planet. Dymea has been the target of terrorist attacks before and the Confederation Navy presence in the Gliese system is concentrated solely on the defense of Dymea.


Charbel: Also located in the Gliese system, Charbel is the cultural opposite of Dymea. Charbel is a mining planet and much of its population are involved with the mining of precious resources from the planet. However, the automation of industry means human miners are paid little. The hierarchical system of the megacorporations they work for often look down on the workers at the bottom of the ladder and it is highly improbable that one not from a privileged family can climb the corporate ladder. As a result, Charbel is known for its high crime rates and poverty. There are no Confederation military units on the planet even though Charbel's colonial law enforcement contends with vicious street gangs and mobs on a daily basis. This has led to political dissatisfaction with the Confederation and the Colonial government of Charbel has been pushing for Earth to use the heavy Confederation force on Dymea to help stomp out the crime gangs in Charbel but their pleas have been repeatedly pushed aside under the argument that the military should not be used against mere criminals at the colonial level.


Barnard Prime: The first people that landed on Barnard Prime were religious folk and political dissidents. Barnard Prime can be described as the opposite of Earth culture. The presence of megacorporations on the planet is not as evident as it is on the other colony planets and the metropolis of Barnard Prime is known for its replica structures of religious buildings from ancient Earth. There have been Confederation counter-terrorism operations on Barnard Prime at the planetary scale to root out extremists and terrorists although there has been speculation as to whether their operations have been legally legitimate and whether some of the so-called terrorists are simply political dissidents meaning no harm to the general public. It is known to the Confederation military that there is a strong insurgent movement in Barnard Prime because of their past actions and there are military efforts in place to monitor and "regulate" the information Barnard Prime citizens receive in regards to news about the greater Confederation.


The Omega Sphere: Located in the Sirius system is Mankind's first Bernal Sphere. A true megastructure in space, it is a space habitat designed to house up to 30,000 humans. Its inhabitants are mainly composed of research and engineering personnel for the Confederation, studying spacial anomalies within the Sirius and Eridanus systems. It also serves as a base for special operations units in the sector with a military intelligence station connected to the Sphere.


Alpha Eridanus: Part of the Eridanus system, this planet is home to a sizable ethnic Asian and Eurasian population. It is a paraterraformed planet and its inhabitants live in an enclosed ecumenopolis. Managed by a socialist Colonial government, it is an important part of Confederation industry with millions of acres dedicated to factories that pump out war material. Because of its industrial importance, Alpha Eridanus has been targeted by terror cells within the Confederation before and a counter-terrorism task force has been deployed to the system for security. This has not dissuaded insurgents however and urban combat operations by the Confederate military have not only cost lives to both sides but inflicted collateral damage, often fatal, on the colonial population. Whole sections of the ecumenopolis of Alpha Eridanus have been cordoned off by the Confederate military and designated as warzones.


Terra: Formerly recognized as Trappist-1e, this planet was the closest to Earth on the Earth Similarity Index and thus, did not require the terraforming process. It was also the first planet where extraterrestrial life was found. Animals that could be categorized as aquatic and reptilian roamed the ocean world, bearing a vague resemblance to the dinosaurs of old, and entirely new ecosystems composed of colorful alien flora dominate the landscape. The public reaction was loud and mixed. Religious extremist terror attacks reached a new high during the discovery of extraterrestrial life and entire insurgent armies were raised. Despite the controversy, a significant portion of Mankind enthusiastically hopped on board colony ships bound for Terra and within mere years, had established a bustling metropolis. Because of its uniqueness as a natural sister planet of Earth, Terra is level with Mars in terms of population with each having over a billion human inhabitants. Terra is the only planet in the Confederation where combat Mechs operate because of the threat the natural fauna poses to the populace. There is a strong hunting culture in the ocean world and Terrans are known for their natural physical prowess.


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Neutral Particle Beam: Refers to a category of mounted weaponry that utilize uncharged particle beams to fire powerful energy blasts against a target. It is commonly seen in space warfare to bypass EM shields and as a point-defense weapon effective against kinetic weaponry such as ballistic missiles.


Autocannon: Refers to a category of mounted weaponry that utilize high explosive incendiary rounds to destroy a target. It is commonplace amongst human warships particularly star fighters.


Combat Lasers: Refers to a category of mounted weaponry that utilize chemical lasers capable of being transmitted in rapid blasts over distance to damage a target.


Plasma Railguns: A directed energy weapon that fires plasma at incredible velocities into a target to inflict devastating damage.


AI-Guided Missiles: Ballistic missiles, often with nuclear payloads, that have an inbuilt AI guidance system for a truly 'smart bomb'. These missiles always whiz accurately toward the correct target and won't be fooled by evasive measures or counter-measure flares.


EM Shields: Big warships can produce an electromagnetic field at the front of the craft via generators in the ship's hulls. The EM shield is an effective barrier against missiles. The setback to EM shields is that a warship cannot fire missiles at a target in front of it nor activate plasma shields unless it deactivates the EM shields. EM shields can also be overloaded by overwhelming missile barrages and be forced into cooldown as a result.


Plasma Shields: Big warships can produce deflector shields in front of them composed of plasma via generators in the ship's hulls. They are called deflector shields because they are capable of deflecting barrages of laser fire. The setback to plasma shields is that a warship cannot fire lasers at a target in front of it nor activate plasma shields unless it deactivates the plasma shields. Plasma shields can also be overloaded by overwhelming laser fire and be forced into cooldown as a result.


Small Arms: Much of Humanity still relies upon the good ol' bullet for personal defense. Guns are more powerful than ever with advanced piston operating systems and high-caliber weapon systems to deliver a variety of bullets, each designed for a specific purpose such as armor penetration or exploding inside flesh. However, they are pretty much ineffective against powerful military-grade personnel defense systems such as exosuits.


Exosuits: A term that describes a range of exoskeletons that can be worn with body armor or on the naked body to enhance the physical capabilities of its operator. Exosuits have become specialized just as guns have with certain suits designed for specific tasks. There are even civilian use exosuits for construction work. Combat exosuits are highly advanced with inbuilt communications systems and chemical adaptors that can optimize the human body for combat. They are highly resistant to firearms with only armor penetration rounds being capable of punching through exosuit armor. Exosuits are commonly powered by fuel cells though they can also be powered by batteries.


Personal Deflector Shields: Similar to the plasma shields commonly seen on warships, personal deflector shields make use of magnetic shields that induce currents in bullets fired toward the user and transform the kinetic energy into heat energy, essentially rendering the bullet a harmless piece of metal that bounces off the deflector shield while the user experiences sharp heat as a result. Deflector shields are common in advanced combat exosuits with the only downside being they can be overwhelmed by small-arms fire and forced into overload which will then put the shield in cooldown. Personal deflector shields are used by many humans and have been proven to save lives.


Photon Blades: Bladed weaponry composed of photonic molecules. They appear as the typical melee weapons though they can be identified by the bright colors of their blades and the extravagant hilts. Intricate ring resonators that make up the hilt hold the photonic molecules in place within the blade. Photon blades can bypass personal deflector shields, unlike bullets, because of their special molecular composition, passing through the magnetic shield to allow the user access to their target. These weapons are highly prized within Human society and are often wielded by elite warriors or people of high status.


Hovercrafts: Military hovercraft are powerful ground vehicles that can move at high speeds and maneveur through rough terrain with ease. Hovertanks are one of the most fearsome weapons on the battlefield.


Cruisers: The pillar of any human fleet, the cruiser is a versatile warship that can be modified for different purposes from power projection to ship interdiction. They are massive things, comparable in size to a skyscraper, and don a plethora of weapons systems to protect themselves or engage an enemy force.


Star Fighters: The size of a fighter jet, the star fighter is a spacecraft designed specifically for target interdiction. Star fighter pilots are often neurally linked to their craft's AI guidance system for optimal combat performance. In space warfare, star fighters attack in a formation and are used to bypass enemy shields to deliver payloads for devastating attacks on vital parts of an enemy ship.


Battleships: The largest conventional warships are the battleships. Armed with a multitude of mounted weapons systems, their purpose is to engage an enemy force or target in direct, sustained engagements.


Combat Bots: Unmanned combat vehicles have become so advanced that they are capable of distinguishing between friend and foe via integrated networks and conduct engagements using military tactics without aid from an operator. The most advanced combat drones can receive human speech as input, process that input and output it as a verbal response. Only the heavy regulation of AI systems prevents the creation of AI-controlled spacecraft for military use.


Killer Satellites: Satellites militarized with hooks and electronic warfare utilities. They can attack other satellites or hack into them for intelligence gathering purposes. The deadliest killer satellites are armed with magazines of tungsten rods for orbital bombardment capabilities.


Dreadnoughts: The largest warship ever constructed by Mankind, a dreadnought is the size of a small continent and comes with a multitude of advanced weapons systems, shield systems that can be deployed on its front, side and back, and thousands of star fighters. Only 1 dreadnought is known to exist and the ship is called, 'Dreadnought Khan', the flagship of Battlefleet 1 which is assigned the protection of the Sol system.



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The Founding Families: A series of incredibly wealthy families that represent one of the superpowers that founded the Confederation centuries ago. They seek to maintain the status quo at all costs, using the Confederate military as an extension of their will.

  • The Johnsons: Descendants of a family whose patriarch was the President of a superpower called the USA, this family has fostered close connections with a megacorporation called Ea-Xor Inc., a relationship from which they profit greatly from. Their policies always protect and encourage capitalism in the Confederation and they hold land rights to great portions of Dymea. Members of the family indulge themselves in the virtual realm so often that they basically live within the virtual realm with sustenance fed into their bodies through straws.

  • The Mernovs: Their claim to power lies in their descendant who was head of a great winter state in the northern realms of old Earth. Most of their family are inbred and they almost obsessively seek further advancements in biomedical technology to alleviate a series of genetic illnesses as a result of their degeneracy. Egomaniacs within the family constantly order the construction of great statues made in their image and they believe themselves superior to the other families.

  • The Zhaos: Originating from an ancient superpower in a region called Asia, the Zhao family no longer resemble the humans they once were. Instead, members of their family undergo extreme surgical procedures to implant animalistic features on their bodies and adopt animalistic habits in their manners of speech. So removed they are from mainstream humanity that the androids that serve them have downloaded guides for pet maintenance just to take care of them.

  • The Kingstons: 'Kingston' is not this family's true surname for the family is made up of multiple branches, each one originating from a particular country in a realm of old Earth that was once a mix of powerful nations. Unlike the other families, the Kingstons relatively restrained in their indulgements of human pleasures. Instead, the heads of this bunch of families are fixated on the discovery of sapient extraterrestrial life in the galaxy and devote massive financial resources to funding scientific efforts in the exploration of the void. They believe extraterrestrial technology holds the key to eternal life.


The Confederate Navy: The most powerful military arm of the Confederation, the Navy is composed of 5 battlefleets each consisting of hundreds of warships. It is led by a council of admirals that are represented by a Fleet Admiral. The Navy also hosts its own subbranches:

  • Confederate Navy Intelligence: The military intelligence arm of the Confederate Navy, its primary purpose is to provide actionable intelligence to the Navy to assist officers in planning strategical and tactical maneuvers

  • Confederate Navy Special Operations: Colloquially known as the 'Space Knights', the special forces of the Navy consists of teams of elite operators whose role is to conduct small-unit military operations such as ship-to-ship boarding actions or perform counter-terrorism operations. The Space Knights are famous amongst the citizens of the Confederation for their well-publicized exploits, particularly in hostage rescue situations and are often featured in Confederate military propaganda, albeit in full exosuit armor to protect their identities though former Space Knights that have left the service tend to become celebrities.


Confederate Army: The Confederate Army is the primary arm of the military for ground operations. It fields tens of thousands of armored battalions and millions upon millions of troopers. Like the Navy, it also has its own special forces arm:


  • Confederate Army Force Reconnaissance: The elite units of the Army are the Force Recon commandos. Their job is to insert deep into enemy territory and perform reconnaissance and target acquisition missions. They tend to avoid direct-action engagements for more subtle means of warfare but when the time is right, they can conduct raids into enemy strongholds and are highly effective in sabotage missions.


Colonial Defense Force of Gaia: The colony of Gaia has established its own, official defense force despite heavy backlash from the government on Earth. The Gaian Fighters, as they are known, are a moderately large, land-based military force with their own arsenal of hovertanks and hoverjets. They also have their own elite units:


  • Gaian Operational Gendarmerie: The G-OGs are supposed to be elite SWAT units of Gaia's law enforcement but they have recently been refurbished into a highly militarized special forces division of the colony's Defense Force. Their main role is counter-terrorism but they also provide protection for Gaia's government officials.


The Insurrection: An umbrella term for all the rebel terror cells within Confederate space. The Insurrection has been engaged in war with the Confederation for centuries and innumerable lives have been lost because of the conflict. There are notable rebel armies amongst the Insurrection that are considered more dangerous than others:


  • Remnants of Battlefleet 4: The defeated forces of the traitorous Battlefleet 4 from the 1st Extrasolar War hide within the darkness beyond the frontier of charted space. Made up of former Confederate Navy officers and pilots, they are an extremely dangerous threat to the Confederation even in their weakened state because of their possession of advanced military weapons, warships, and elite special forces personnel.

  • The Undefeated: The oldest terror cell within the Confederation, this group was founded immediately after the end of World War 3 by the combined remnants of the armies defeated by the superpower states. For centuries this terrorist group has plotted and attacked key Confederate assets and terrorized the upper class of the star state. Their fighters number in the hundreds of thousands, are highly motivated, and are highly trained, utilizing ancient special operations skills and tactics to conduct their operations.

  • G-OG 1: The survivors of the attack on the Gaian Governor's home, G-OG 1 is the smallest terror cell amongst those in this list with only a dozen or so members. Though small in number, the members of G-0G 1 are operators of advanced combat exosuits and are fueled by a desire for vengeance against the Confederation. All terror attacks by this group have ended with Confederate military personnel dead and none of the terrorists apprehended. It is believed they are specifically targeting the higher-ups of the Confederate Navy.


The Cortek Group: A megacorporation in the business of virtual reality and STL/FTL commercial space flights, Cortek Industries is dominated by an extremely aggressive board of directors that repeatedly launch corporate wars against rival megacorporations in attempts to fully monopolize the Confederation for themselves.


  • Cortek Private Security: The megacorporation's PMC arm, the thousands of mercenaries on its paylist are drawn from the underworlds of Charbel and Earth, vicious criminals armed with state-of-art weaponry and deployed against rival megacorporations.


Ea-Xor Inc.: Another megacorporation that specializes in the biotech and cybernetics industry, they have a known history of close relationships with members of the Johnson family, and through their connections with that family, have protected their industry from the placement of red tapes.


  • Lorenka Protection: Founded by a Force Recon veteran, Lorenka Protection recruits exclusively from the Confederate Army. Its contractors are reputed for their cold professionalism and effectiveness in engagements against other PMCs.



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2250 AD: World War 3 begins and ends with the victory of the superpowers. The Confederation is then founded that same year. They subsequently launch the 1st Space War against the colonies of Luna and Mars and secure an overwhelming victory.


2251: The Confederate Navy is established and receives the complete military might of the superpowers to become the most powerful entity in the history of Mankind.


2252: Advanced AI drones begin the terraforming process for Europa while many more automated ships are deployed to distant planets using FTL technology to begin the terraforming process for candidate planets.


2255: The founding leaders of the Confederation convene with the heads of their respective nation's intelligence agencies in an ancient city called Washington. Together, they found the Confederation Security and Intelligence Organization and grant the organization exemption from the laws of the state as long as its actions are for the greater good of Humanity.


2260 AD: The first colony ships leave the Sol system bound for the Centauri system


2377 AD: Construction begins on the Bernal Sphere in the Sirius system


2444 AD: The last sanctuary of native flora on Earth is destroyed to pave way for urbanisation. All remaining species of fauna and flora are placed in a massive artificial biome that simulates what Earth was like before it became a ecumenopolis.


2500 AD: Extraterrestrial life is discovered on Terra. Confederate counter-terrorism operations target the rise of religious extremism in the wake of the discovery.


2501: The Europan Academy is attacked by terrorists and many esteemed members of academia are held hostage. Terrorists demand the release of key Undefeated terror cell leaders. Team of Space Knights deployed onto the scene to conduct a hostage rescue mission. The mission is successful and Confederate Navy Special Ops receives much acclaim from the general populace.

2578 AD: Virtual reality addiction reaches all-time high. Players are content with spending their whole lives in the virtual world, preferring fantasy over reality.


2620 AD: The CSIO establishes a SRG team specializing in cybercrime and cyberterrorism in the virtual realm.


2641 AD: The Omega Sphere is completed. It is Humanity's first megastructure in the stars and receives much publicity.


2793 AD: An AI android kills its master and in the ensuing investigation, claims it did not want to die. The incident causes much fear amongst the greater populace and even the Ruling Families are forced to act, placing harsher regulations on the capabilities of android models and fining the megacorporation responsible for the "killer model" trillions of credits, almost bankrupting it.


2822: Space Knights execute captured Undefeated leaders. The whole event is televised publicly to the people of the Confederation under orders of the Council of Earth. It backfires on them however as instead of invoking fear as they intended it to, it inspires many in the star state to view the deaths of the terrorists as the deaths of martyrs.


2823: A planet-wide insurgency erupts in Alpha Eridanus by a domestic rebel organization calling for the colony's secession from the Confederation. The Confederate Army deploys units to crush the rebellion.


2870 AD: Battlefleet 4 denounces the Confederation and aligns with a massive army of the Undefeated to lay siege to the Centauri system, beginning the 1st Extrasolar War. Battlefleet 2 deploys into the system but is defeated by the traitor fleet in organized battle. Rebel troops successfully occupy Gaia.


2871: The Dreadnought Khan along with Battlefleet 1 engages Battlefleet 4 in the Battle of Sol. Both side's ORBATs number in the hundreds and the battle is fierce. But the presence of the Dreadnought helps the Confederate Navy turn the tide against the traitors, destroying 90% of Battlefleet 4 before the remnants emergency warp out of the system.


2996: Decades after the Battle of Sol, a Confederate Army spokesman declares all insurgent forces in Gaia have been purged. That is however, a false statement as Force Recon commandos continue to actively combat insurgent elements rooted deep within the lush jungles of Gaia.


3000: The dawn of the new millennium begins. Many celebrate on the streets and many more celebrate in the virtual world.


3003 AD: The latest Governor of Gaia calls for overhaul of the current system of rule from Earth and proposes a new system of democracy. His voice reaches many and he quickly becomes a very popular man amongst Mankind.


3005: Under the Governor's orders, Gaia establishes a Colonial Defense Force despite protests from Earth. A Confederate Navy battlefleet is deployed into the Centuari system in response to the militarization of the colony.


3007: A SRG team organizes a false flag attack to lure away the majority of the G-0G teams in Gaia. A team of Space Knights capitalizes on the chaos to launch an assault on the Governor of Gaia's home, assassinating him and killing the majority of G-0G Team 1 at the cost of several casualties. A subsequent cover-up protects the Confederation although the escape of surviving members of the G-OG team would eventually lead to the formation of a new and deadly terror cell within the star state.


3009:CSIO gives actionable intelligence about the whereabouts of key terrorist figures to the Confederate Army. Force Recon commandos raid the locations and eliminate the targets.


3010: Corporate war breaks out between Cortek and rival megacorporations.


3052: A SOG team assassinates fundamentalist leaders in Barnard Prime.


3054: A SRG team adopts the guise of a research organization and releases statistics showing how many people have died in the past decade because of virtual reality addiction. The rate of users in the virtual realms drops significantly.


3055: Navy Intelligence guides Battlefleet 5 into pirate stronghold. The pirates are annihilated in the process.


3060: The market crashes as a result of the megacorporation's war. Billions are forced onto the streets by the banks.


3061: A SOG team assassinates the leading directors of Cortek. Their stocks plummet and the corporate war ends abruptly.


3070: The remnants of G-OG 1 attacks a Confederate Navy supply vessel. Entire caches of weapons and exosuits are stolen.


3075: Reports of insurgents donning exosuit armor in Alpha Eridanus reaches Navy Intelligence. The deployment of a battlefleet to the sector is authorized by the Fleet Admiral.


3082: Earth moves to pass legislation that would see the Gaian people be disarmed of their weapons. There is fierce opposition by the Gaian Colonial government and both capital planet and colony planet engage in heated debates through the virtual realm.


3090: Enormous aquatic reptilians are found to be dwelling at the deepest depths of the Terran oceans. The construction of gigantic Mechs to combat these creatures begins.


3096: The gang wars of Charbel have reached breaking point. The mobs are so powerful that they control almost the entire colony.


3099: G-OG 1 has been confirmed by CSIO intelligence to have aligned with the Undefeated. But Navy Intelligence has prevented the deployment of a SOG team to intercept the terrorist group, insisting that the Confederation has an opportunity to find out the location of the remnants of Battlefleet 4 if they continue to follow the leads they have on G-OG 1.


3100: Dozens of mining vessels at the edge of charted space go radio silent. Given that it is a sector with no previously recorded history of piracy, the CSIO scrambles a team to investigate.

Last edited by Vanquaria on Thu Apr 25, 2019 2:25 am, edited 2 times in total.

User avatar
Vanquaria
Senator
 
Posts: 4809
Founded: May 09, 2014
Ex-Nation

Postby Vanquaria » Wed Apr 24, 2019 1:41 am



Image


Biological: Refers to powers that are of the flesh, originating from one of the many branches of biotechnology or gene-splicing. People with biological powers may either be born with those powers or gained them sometime during their lives. Biological powers are the most varied because every human is different from another. Unless you're a clone. If you're not, then good for you! Your powers are unique even amongst the countless billions of humans in the Orion arm.


Technological: Refers to powers that are of a materialistic nature. Cybernetic enhancements, exosuits, implants, they all greatly improve one or more aspects of the human body. Technological powers may susceptible to EW attacks but they are without a doubt the most powerful abilities out there. An exosuit makes anyone a superman. Optical implants can give you falcon vision over the enemy. Even a prosthetic trigger finger will give you that edge you'll need in a Mexican shootout!


Psionic: Refers to powers that are related to the mind. They can be derived from advanced biotechnology or technological implants. Psionic users utilize the subtle arts of metahuman capabilities. Maybe they can manipulate the bioelectricity within their bodies or maybe they can sense the most minute change in an EM wave frequency. These are the things that the enemy won't see until it's too late.





Image


Confederate Security and Intelligence Organization: Founded by the leaders of the Old World, the CSIO is not restrained by the law of the Confederation, their every action watched by rival organizations such as Navy Intelligence but done without thought of consequences. This is because the CSIO defends Humanity from its worst enemy. Itself.

All agents receive training in every facet of intelligence fieldcraft and general warfare. They learn how to resist interrogation, pilot a star fighter, seduce a furry, adopt a new accent at the click of a finger, etc.

  • Special Research Group: A SRG team is composed of elite specialists, selected because of their skill in a particular field of work and trained to the highest level to become an agent for the CSIO. SRG teams are way more notorious than the SOG teams because of how they work. They can orchestrate false flag attacks, have the authority to take classified research material at a whim from the highest levels of academia in Europa and SRG agents have even walked the grand halls of Earth alongside politicans and admirals. However, a SRG team is never exactly the same as another because of their nature as specialists. That's what makes them so dangerous.

  • Special Operations Group: Selected from elite fighting units from the galaxy, the SOG do the dirty work, at least most of the time. Assassinations, hostage rescues, ship-to-ship boarding actions, they are trained and ready to do so at a moment's notice. SOG operators are the shadow of the Confederate special ops community. When the Space Knights gallantly face off against pirate lords in the edges of the frontier, SOG operators spend months cooped up in a smelly apartment waiting for an opportunity to move in on a target location. When Force Recon commandos stalk the jungles of Gaia for their insurgent prey, SOG operators dress up as religious pilgrims and play pretend for days until they are alone with their quarry. Not that they haven't done those things too. But there is none more suited to do the dirty work than them.


Code: Select all
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(DELETE PARENTHESES)
[size=110][b][u]Essential Details[/u][/b][/size]


[color=#FF0080]◆[/color][b]Full Name:[/b]


[color=#FF0080]◆[/color][b]Place of Origin:[/b]


[color=#FF0080]◆[/color][b]Age:[/b](Humans may live longer but they ain't elves. Use standard aging.)


[color=#FF0080]◆[/color][b]Gender:[/b]


[color=#FF0080]◆[/color][b]Appearance:[/b]


[b]Height/Weight:[/b]
[hr][/hr]
[size=110][b][u]Capabilities[/u][/b][/size]


[color=#FF0080]◆[/color][b]Role:[/b](SOG or SRG)


[color=#FF0080]◆[/color][b]Skills:[/b](Keep it specific)


[color=#FF0080]◆[/color][b]Abilities:[/b](You can have a mix of biological, technological or psionic.)


[color=#FF0080]◆[/color][b]Weaknesses:[/b](Being human does not count.)
[hr][/hr]
[size=110][b][u]Character[/u][/b][/size]


[color=#FF0080]◆[/color][b]Personality:[/b]


[color=#FF0080]◆[/color][b]Background:[/b]


[color=#FF0080]◆[/color][b]Character Alignment:[/b]


[color=#FF0080]◆[/color][b]Motivation:[/b](What makes them get up in the morning?)
[hr][/hr]
[size=110][b][u]OOC[/u][/b][/size]


[color=#FF0080]◆[/color][b]RP Example:[/b](Say no if you think you don't need to give me one. If you have never RPed with me before then you probably have to unless you're just that good lol)


[color=#FF0080]◆[/color][b]Post Frequency:[/b]




Last edited by Vanquaria on Thu Apr 25, 2019 5:24 pm, edited 3 times in total.

User avatar
Vanquaria
Senator
 
Posts: 4809
Founded: May 09, 2014
Ex-Nation

Postby Vanquaria » Wed Apr 24, 2019 1:41 am


Image


MemberGenderOriginStatus
Aylan TreyoMEarthALIVE
DZ214-119-03MDymeaALIVE
Jade CordovaFTerraALIVE
Kent AllenMTerraALIVE
Mediboy Model C 7779MMarsALIVE
Mila DessureaultFGaiaALIVE
Last edited by Vanquaria on Sat Apr 27, 2019 4:21 pm, edited 2 times in total.

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

Postby Forest State » Wed Apr 24, 2019 1:53 am

Reporting in. Expect the app when I’m done working on my own thing probably.
don't tread on me

User avatar
Vanquaria
Senator
 
Posts: 4809
Founded: May 09, 2014
Ex-Nation

Postby Vanquaria » Wed Apr 24, 2019 5:02 am

Forest State wrote:Reporting in. Expect the app when I’m done working on my own thing probably.


Sweet, my Co-Op is here :lol:
Vanq commands a quiet respect that carries its own authority. He is the Hitler of NS.


"I took away Vanq's YB for deliberatly ignoring me"
"I know Vanq is a very good writer and this is how he treats someone of lesser skill?"
"I would love to have a writer of your caliber along for the ride"
"neo and vanq do a dbz fusion to form 1 big shitposter then get erased from NS by kyrusia"
"Which is the level of memeing I expect from Vanq"
"brigadier general comes on, pulls a vanq and calls us all autistic"

User avatar
The Empire of Tau
Minister
 
Posts: 3366
Founded: Dec 19, 2016
Inoffensive Centrist Democracy

Postby The Empire of Tau » Wed Apr 24, 2019 7:16 am

Are Special Operations Group strictly used for covert ops?
Last edited by The Empire of Tau on Wed Apr 24, 2019 7:31 am, edited 2 times in total.

User avatar
Deutschess Kaiserreich
Ambassador
 
Posts: 1484
Founded: Sep 23, 2018
Ex-Nation

Postby Deutschess Kaiserreich » Wed Apr 24, 2019 7:49 am

Interesting...
The Deutsches Kaiserreich
The Kaiserriech is an alternative history timeline where Germany won the First Weltkreig. Currently, the Kaiserriech is a Federal Monarchy. Our current leader is Victoria Louise Adelheid Mathilde Charlotte the Second. For more information.
Socialist Minecraft Server wrote:Im thinking about what im thinking about what im thinking
Ethnic Female German living in [REDACTED] (Not comfortable with revealing my identity).

Proud Monarch of the ♔♚IMPERION COALITION♚♔
Retconning lots of lore so expect some non-sensical parts in my factbooks.

User avatar
Turmenista
Negotiator
 
Posts: 5765
Founded: Apr 09, 2014
Ex-Nation

Postby Turmenista » Wed Apr 24, 2019 7:54 am

Wassup my non-racist buddy? I’m in.

User avatar
Atkemri
Minister
 
Posts: 2591
Founded: Apr 14, 2017
Inoffensive Centrist Democracy

Postby Atkemri » Wed Apr 24, 2019 7:59 am

I'm definitely going to try and join this soon. A question for Vanq what exactly are the limits of Psonics?
ATKEMRIAN NATIONAL NEWS: Atkemrian police arrest ringleaders of massive human trafficking ring. 22 aressted with more predicted in the next few months.\150 people freed from the ring

ASP Foundation
No NS stats are used
A 16 civilization, according to this index.
Join my new NS super server!

User avatar
Arktic
Spokesperson
 
Posts: 173
Founded: Nov 20, 2018
Ex-Nation

Postby Arktic » Wed Apr 24, 2019 8:33 am

Image



Essential Details


Full Name: Mediboy Model C 7779, aka “Lucky-Nine” or “Luke”.


Place of Origin: Emerson Intelligences Advanced Android Division, Mars.


Age:
Time since completion of manufacture and first activation: 3 months, 11 days.
Age by biological appearance: 10-13
Age by apparent mental capacity: 25-30


Gender: Mediboy standard (male, asexual).


Appearance: https://cdn.discordapp.com/avatars/389957952301432835/ab75253fe24b22049283149f8ab9350a.png?size=512

Lucky-9, in casual wear, connected to a testing module (sans glowing status eyes).

Height/Weight: 149 cm (4’10”), 150 kg (330 lbs)


Capabilities


Role: Medic for Special Operations Group


Skills: Your patented Mediboy comes with a suite of useful and valuable features! Feature installed in your Mediboy include:

-Built-in medical tools such as: basic surgical equipment, drug dispensary, artificial blood transfusion, bandage dispensary, a micro-AED, a resuscitator and other assorted triage tools. Mediboy is a walking medical Swiss pocket knife!
-Biometric scanning equipment, ranging from thermal imagery to heartbeat monitor. He can see right through you and get to the problem in no time!
-High-level comprehension of what collected biometric data means, as well knowledge of how to use his tools to treat injured or sick humans and operate advanced and heavy medical equipment. Your personal medic knows his stuff!
-Enhanced durability, capable of withstanding heavy physical trauma, including the loss of multiple limbs and up to 5 gunshots (Emerson Intelligences is not responsible for any losses caused by further damage). Mediboy can take a beating!
-Mild enhanced strength, capable of lifting most humans and a significant amount of rubble on his own. Don’t let his size fool you, there’s some power in this little bot!
-The C model also comes with a stun gun in the knuckles, capable of temporarily incapacitating most humans for self defense or to restrain restless patients. This model packs a lightning punch!



Abilities: Technological, with a biomedical focus. (Explained above, wasn’t sure about the distinction between skills and abilities).

Weaknesses:
Emerson Intelligences is not responsible for any damages that result from:
-Hacking or other unauthorized attempts to subvert Mediboy’s programming,
-EMP, radiation, or magnetic damage to internal electronics,
-Submersion in water for more than sixty seconds,
-Intentional or accidental activation of Mediboy Model C’s emergency shutdown procedure (triggered by simultaneously pressing two marked switches behind his ears).
-Overloading or misusing any of Mediboy’s systems.



Character


Personality:

Overview for expression matrix of Model C-7779

Sociability: 80% (Mode: calm, cheerful).
Humor: 75% (Mode: dry, sarcastic).
Honesty: 90% (Mode: diplomatic, rational, professional).
Trustworthiness: 99% <Programmer’s note: All provided information is confidential unless superfluous or mission critical.>.
Empathy: 100% (Locked due to active mental-emotional health treatment suite).
Self-Awareness: 100%

Friendship: Enabled.
Love: Disabled.
Hatred: Enabled, Passive.
Remorse, Sadness: Enabled.
Loneliness: Disabled.
Embarrassment: Enabled.
Pain: Enabled, damage alert mode only.
Fear: Disabled (Feigning: Enabled).

Personality Type (Myers-Briggs Simulation): INFJ The Counselor

Three Laws Compliance: Disabled. <Programmer’s note: I’ve managed to fit the parameters provided by SOG into the place in his “brain” where the Three Laws would go. Tests indicate this should work. Probably.>
Self-Defense: Enabled

Mental-emotional health treatment suite: Installed, Enabled (threshold for activation: detected depression or withdrawal).

Emotional Editor: Enabled, with admin privileges. <Programmer’s note: Username and password has already been given to the relevant SOG authorities, but you need to tell them not to mess with this stuff unless they know what they’re doing. Luke’s mind isn’t a toy any more than a humans mind is, despite what some users think. It should be clear that this feature is for EMERGENCY USE ONLY.>


Background: Order fulfilled by EI-AAD: Earth Date 1 March 3100.
Testing completed: 21 March 3100.
Product delivery confirmed: 5 June 3100.

MEMO: 22 March 3100

While this isn’t the first time one of our Mediboys is being used in a combat position, this is the first time the Confederacy has asked for one to serve in the Special Operations Group. I know the heavy additional testing made some of you nervous, but I can assure you that any performance less than ABSOLUTELY STELLAR will make our shareholders feel orders of magnitude more nervous than you do. I have faith in the AAD, I always have, but a lot is riding on “Lucky-9” (good nickname, by the way; our marketing guys are thrilled). Once he is off Mars he is out of our hands and needs to be able to serve his entire functional lifespan without slipping up. So, I expect you to make him to be able to live up to that promise.

-Dr. Amani Erickson, CEO.


Character Alignment: Lawful Good-Neutral


Motivation:
Your Mediboy is specially programmed with an in-built will to keep the humans on his team happy, alive, and able to fulfill their mission.


OOC


RP Example:
The Faesons: Excerpts from "A History of Faeson-Human Interactions, Vol. 2"

The story of the Redohan Terracide is one of the darkest chapters of the Colonial-Faeson conflict. It was an event that ashamed the Faeson, enraged humanity, and horrified both. It exposed serious flaws in the Faeson command structure and called into question among the Colonials much about how they were handling their nearest, and most threatening nonhuman neighbor.
In the early days of the conflict, the fight had been a surprisingly calm, professional, concert-like affair. Faeson and Colonial forces would engage in limited skirmishing in empty space or far above a planet. Neither side was particularly willing to dig into a slog of planet-conquest or heavy space warfare, nor were they willing to capitulate or fully return to the negotiating table, so the war continued in this way: light, orderly, almost ceremonial combat.

Redohan was a Colonial-settled habitable world, just on the human side of the boundary between the two galactic powers. Rich in biodiversity and with a gravity well and atmosphere conducive to both Faeson and human life, the planet had been one of many flashpoints at the negotiation table and was bound to be one of the first planets to be consumed by the conflict.
As such, a mid-sized Faeson fleet had been dispatched from the Unity forces under the command of Admiral Ven Fuwiko to capture the planet and to help a larger effort of solidifying Faeson control over the sector. Orbital and planet-based Colonial defenses, including a small starship fleet meant to serve as an expeditionary force into the weaker parts of the Exostellar Unity, engaged them, sparking one of the largest battles of the conflict up until that point.
While the Colonial forces (particularly the heavy “static” defenses in orbit) were able to inflict significant damage on that attacking Faeson force, Unity’s superior coordination and numbers overwhelmed the human defenders, and as the Colonial expeditionary fleet retreated the guns around the planet stopped firing.
However, in that retreat, the Colonial expeditionary force was able to fire upon and destroy a number of isolated Faeson ships before jumping away. Though they could not have known it yet, this sealed the fate of the world they had fought to protect.

Admiral Fuwiko was under orders from Unity to place the planet under blockade. The goal was to either hold it as a bargaining chip for future negotiations with the humans, butter it up for Faeson colonization, or to make sure resources from the planet could not be sent to shore up the Colonial war effort.
Fuwiko had been picked to maintain the blockade for his past record of calmness and focus. He was known for being fairly lenient but focused, and seemed to be a perfect steward for the planet up until the battle.
However, right as Admiral Fuwiko was tasked to begin his blockade of the planet, he received news that shattered him.
His wife and two young children, all civilians, had been sent along with a small support group with the fleet to keep him company during what was set to be quite a long blockade. That very same support group that was engaged and almost completely destroyed by the retreating Colonial force.
A rescue team was sent to the ships immediately, but there was nothing much to be done. Some charred bone fragments, believed to be from the ship that Admiral Fuwiko’s family had been aboard, were presented to the Admiral.

Whatever calmness or leniency he had been planing on treating the humans of Redohan with, vanished in that moment.

As the fleet got into a defensive position and continued watching for any spaceflight movement, Admiral excused himself from the command room. When he returned, what the rest of the crew saw shocked and disturbed them.
Golden blood and sparks came down the side of his head. His thoughtlink communicator had been smashed, and the area around it bruised, like his head had been slammed into a wall. Admiral Fuwiko ordered the Bombardier ships to begin a sweeping, planet-wide nuclear bombardment.
While the Admiral had been utterly devastated and completely enraged by the death of his family, the rest of the fleet knew their orders. Whatever sympathy they had for their commanding officer would be overcome by their loyalty to Unity, which clearly wanted them to keep the planet unharmed.
The Admiral’s thoughtlink would have told him as much. And it would have kept telling him, and made him feel the same way his crew did.

When Faeson encounter conflicting dissonance between their own personal feelings and those of the larger group, usually it leaves them with a sense of unease and discomfort. For the Admiral, his own personal rage made the “calming” homogenizing influence of the fleet’s thoughtlink unbearable. So, he returned to his quarters and slammed his head on the side of his metal desk until his thoughtlink, shattered and broken, fell silent. There would be no group-thought drawing him away from what he was going to do.

However, as Admiral Fuwiko’s own thoughts were no longer connected to those of his crew, this anger and determination shocked the Faeson crew, who hesitated on taking orders from a man disconnected from them and who was clearly mad with grief.
The Faeson second in command, a Captain by the name of Ure Kejuli, moved to arrest and remove Fuwiko from the command room, as was procedure for this sort of situation. But as she stepped forward, a flash of light and smoke appeared on her stomach and she screamed, collapsing, dead.
In all four of the Admiral’s hands were laser pistols. He had come prepared for a mutiny, and after smashing in his thoughtlink interface he dashed to his personal arsenal, arming himself to the teeth. Admiral Fuwiko repeated his order, practically daring anyone else on the bridge to challenge him over Captain Kejuli’s dead body.

Consumed with fear and confusion, nobody else in the fleet challenged him. Bombs began to rain on Redohan, making no distinction between village or military installation. Demands for an explanation from the humans on the surface turned into desperate calls for a ceasefire and finally begging and pleading for their planet, as a ring of radioactive fire slowly walked across the planet.
After a few days of bombardment, the work was finished. Not a single human escaped the planet, and radioactivity levels were far in excess of what would allow Faeson or human life to continue. His vengeance complete, Admiral Fuwiko turned himself in to the fleet’s third in command who, seeing no point in continuing a blockade of a dead planet, turned the fleet around and went back to Faeson space.

Admiral Ven Fuwiko, under arrest and stripped of his command, was made to stand trial before Unity on the Faeson homeworld of Faes and was found guilty of gross insubordination, the murder of Cpt. Kejuli, and of “abhorrence” (the Faeson legal term that roughly is equivalent to “crimes against humanity”). He was permitted to take his own life with a laser pistol, and did so the night he was sentenced.
Apologies and diplomatic overtures were delivered to the Colonial authorities but were, initially, rebuffed. Even if the Faeson were telling the truth that the annihilation of Redohan was truly the illegal act of a lone-wolf general, their honor and their outrage called for justice beyond that which Unity administered to Fuwiko. A full-scale, total war with the Faeson had begun.


Post Frequency
Uh... often?

EDIT 1: Added RP sample, corrected formatting.
EDIT 2: Added more to Personality, additional formatting corrections.
EDIT 3: Further additions to Personality, minor edits to Age and Gender.
EDIT 4: Even more additions to Personality.
Last edited by Arktic on Thu Apr 25, 2019 11:00 pm, edited 4 times in total.

User avatar
Togeria
Post Marshal
 
Posts: 15373
Founded: Aug 29, 2014
Ex-Nation

Postby Togeria » Wed Apr 24, 2019 9:53 am

Tag, gonna read it all once I’m on my laptop. Though reading about Earth made me sad, time to make Earth great again!
I love telegrams please by all means telegram me!


DEFCON LEVELS
[1] peace
2 hostilities
3engaged conflicts
4War
Maldaria- Victory
GSW-Victory
Revolution in Sharphats-Stalemates
2nd Russian civil war-indecisive
Parazal Civil War-Support wasn't active militarily
I am deeply sorry for the attacks on your nations capital, and pray for those affected by the attacks both in Paris and throughout France. As a fellow Muslim I apologize deeply and in place of those who use our religion to commit such an heinous crime. I pray for France, for Paris, and for all those affected.

User avatar
Jade Confederacy
Minister
 
Posts: 2616
Founded: Aug 21, 2009
Ex-Nation

Postby Jade Confederacy » Wed Apr 24, 2019 11:28 am

Image




Essential Details


Full Name: DZ214-119-03, O’ Three or the ‘Hands’


Place of Origin: Dymea


Age: 52


Gender:Male


Appearance: Augmented human with longer than usual arms and opposable feet. His finger are also abnormally long with three joints each and capable of independent motion. Well-muscled and has large chest cavity filled with augmented organs. Completely bald with purple tinged skin and large golden eyes.


Height/Weight:6’4, 220 lbs


Capabilities

O’ Three is a part of an gestalt consciousness comprised of four others. Designed and trained since birth connecting to the others, he has very little individuality and functions as a part of a greater whole.
His thoughts are transmitted to the others via a bionic node attached to the base of his skill that relays all thoughts and sensory information along to the others in real time. His mind is heavily augmented and aided by cybernetics in order to handle the strain this pose his brain.

Designated as the ‘hands’ of the group, he handles most of the day-to-day tasks required to be carried out by the group. The others in the quintet are likewise specialized in being the ‘face’, ’mind’, ‘thoughts’ and ‘sword’ of the group.

Being a part of gestalt increases the intellect of every participant individual in a positive feedback loop, elevating their already heavily augmented minds to new heights whose capabilities match even those of the machine minds of the sentient AIs.

Role: SRG


Skills: O’ Three is extremely dexterous and agile, capable of getting into and functioning in environments that none augmented humans simply cannot. He has encyclopedic knowledge of most machine and computer systems and is able to fix or take them apart at will.

O’ Three is especially adapt in hacking into and overcoming security systems. When combined with the minds of the others, he is able to breach high end firewall in a matter of minutes and even overpower and take control of AI systems when given enough time.


Abilities: He possess the standard bionic and cybernetic augmentations of keener senses, increased lung capacity, increased strength and speed. Nano machines course through his veins fighting infection, transport nutrients and increase rate of healing, all controlled by his bionic cyber brain implant.

His main strengths lie as a conduit of the others. What his sees, they see, what he knows, they know and vice versa. He has the collective knowledge and experience of the group at his fingertips and is capable of doing anything his brothers are also capable of. His specialty lie in practical applications however so he is best suited to tasks that require physical interactions. Social engagements are designated to the ‘face’ while more physically demanding or dangerous tasks are allotted to the ‘sword’.

Weaknesses: The quintet must stay in close proximity to one another, the closer the better. At greater distances, the constant stream of communication between the nodes begin to suffer lag, greatly diminishing their effectiveness. Specially designed jammers are also capable of cutting off the flow of information entirely, cutting off the individual from the group.

Any individual of the quintet is able to still think and function but to someone who had 5 pairs of eyes and ears all their life, being cut off is akin to being blinded as well becoming retarded in all aspects of body and mind. A cut off individual will seek to reunite with the others as soon as possible with a desire more intense than a junkie seeking his next hit.

O’ Three relies heavily upon the social ques provided by the ‘face’ as well as the foresight and direction of the ‘mind’. Without them he acts like someone with aspergers who cannot make up his mind.



Character


Personality: Everyone within the group have their personal tics. These tics become more and more apparent when they are under stress or else removed from the influence of the group. Without the leveling influence of the group, O’ Three becomes overly obsessed with details, emphasizing perfection over functionality. Without the ‘face’ he also becomes extremely antisocial and will talk to others only if pressed.


Background: O’ Three is a part of the ‘Eleven Nine’ gestalt group and was gestated from an artificial womb along with hundreds of others within his crèche. They were designed, born and raised as weapons of the Confederate Government to further the goals of the CSIO. They don’t even officially exist as the technology and procedure of their creation is highly classified.

Designed from birth with a clear purpose and task, O’ Three never had much of a childhood, slotted into accelerated training and then completing specialized education at age five. By then he was already fully grown and well integrated into the group. With the ‘face’ and ‘mind’ becoming the dominant personalities within the quintet, O’ Three became more of conduit for them rather than acting form himself. To him, there were no personal interests, only the interest of the group.

The capabilities of the quintet were sharpened through decades of mostly metaphorical but sometimes literal back ally knife fights with terrorist cells and corporate agents of Dymea. Over time, the group became distinctly adapt in information manipulation and political engineering.

As their skills and capabilities matured, they were then tasked with more and more critical missions. Their most successful missions to date was the engineering of the peace agreement that ended the Tyrant’s War on Charbel and the fall of the Zen-Yutan megacorporation.


Character Alignment:True Neutral, with group as a whole being Lawful Evil


Motivation: On personal bases O’ Three truly enjoys his job. To him there is no greater pleasure than doing the thing he was made to do and doing it well. The complex nature of their missions and intricacies of their tasks are like interesting puzzles that only they can solve. He enjoys breaching into the restricted firewalls and testing his mental capabilities against the illegal sentient AI that guard them. He likes fiddling with the latest classified technology that is only supposed to exit in theory and gleaming the thought processes of those who made them. He is not troubled by the consequences of his actions and exist in the solely in the now.

The rest of the gestalt share similar views with only the ‘mind’ being the significant deviant. The ‘mind’ is tasked with long term planning and is troubled by their current trajectory. The ‘mind’ fully knows that at their essence, they are a weapon, welded by the Confederacy to solve problems too difficult for normal agents. And like any weapon, there comes a date when they become obsolete. He knows that they are far too dangerous to be let loose into the general population and thus have few fates, none of which is good. This is why the ‘mind’ chafes at the leash of their masters and is constantly seeking an out for the group that doesn’t involve death or ‘retirement’.



OOC


RP Example: viewtopic.php?f=31&t=461342


Post Frequency 1-2 times a week IC

User avatar
Vanquaria
Senator
 
Posts: 4809
Founded: May 09, 2014
Ex-Nation

Postby Vanquaria » Wed Apr 24, 2019 3:15 pm

Togeria wrote:Tag, gonna read it all once I’m on my laptop. Though reading about Earth made me sad, time to make Earth great again!


hahaha yes my brother! lets purge the degenerates together!

The Empire of Tau wrote:Are Special Operations Group strictly used for covert ops?


No they are also effective direct action soldiers because they may be called up for raids or hostage rescue situations but covert ops is one of their main roles given they work for an intelligence agency.

Atkemri wrote:I'm definitely going to try and join this soon. A question for Vanq what exactly are the limits of Psonics?


I'd say anything that can affect other characters to the extent that your character is doin some mindcontrol voodoo shit on them. I'm looking for psionic abilities that keep in line with the blend of realism that I've infused into this roleplay but otherwise I'm open to players being creative with what they can make up in terms of abilities. :)

Turmenista wrote:Wassup my non-racist buddy? I’m in.


Knock it off. Now.

Arktic wrote:


Essential Details


Full Name: Mediboy Model C 7779, aka “Lucky-Nine” or “Luke”.


Place of Origin: Emerson Intelligences Advanced Android Division, Mars.


Age:
Time since completion of manufacture and first activation: 3 months, 11 days.
Apparent biological age: 10-13 years.
Apparent psychological age: 25-35 years.


Gender: Male.


Appearance: https://cdn.discordapp.com/avatars/389957952301432835/ab75253fe24b22049283149f8ab9350a.png?size=512

Lucky-9, in casual wear, connected to a testing module (sans glowing status eyes).

Height/Weight: 149 cm (4’10”), 150 kg (330 lbs)


Capabilities


Role: Medic for Special Operations Group


Skills: Your patented Mediboy comes with a suite of useful and valuable features! Feature installed in your Mediboy include:

-Built-in medical tools such as: basic surgical equipment, drug dispensary, artificial blood transfusion, bandage dispensary, a micro-AED, a resuscitator and other assorted triage tools. Mediboy is a walking medical Swiss pocket knife!
-Biometric scanning equipment, ranging from thermal imagery to heartbeat monitor. He can see right through you and get to the problem in no time!
-High-level comprehension of what collected biometric data means, as well knowledge of how to use his tools to treat injured or sick humans and operate advanced and heavy medical equipment. Your personal medic knows his stuff!
-Enhanced durability, capable of withstanding heavy physical trauma, including the loss of multiple limbs and up to 5 gunshots (Emerson Intelligences is not responsible for any losses caused by further damage). Mediboy can take a beating!
-Mild enhanced strength, capable of lifting most humans and a significant amount of rubble on his own. Don’t let his size fool you, there’s some power in this little bot!
-The C model also comes with a stun gun in the knuckles, capable of temporarily incapacitating most humans for self defense or to restrain restless patients. This model packs a lightning punch!



Abilities: Technological, with a biomedical focus. (Explained above, wasn’t sure about the distinction between skills and abilities).

Weaknesses:
Emerson Intelligences is not responsible for any damages that result from:
-Hacking or other unauthorized attempts to subvert Mediboy’s programming,
-EMP, radiation, or magnetic damage to internal electronics,
-Submersion in water for more than sixty seconds,
-Intentional or accidental activation of Mediboy Model C’s emergency shutdown procedure (triggered by simultaneously pressing two marked switches behind his ears).
-Overloading or misusing any of Mediboy’s systems.



Character


Personality:

Overview for expression matrix of Model C-7779

Sociability: 80% (Mode: calm, cheerful).
Humor: 75% (Mode: dry, sarcastic).
Honesty: 90% (Mode: diplomatic, rational, professional).
Trustworthiness: 99% <Programmer’s note: All provided information is confidential unless superfluous or mission critical.>.
Empathy: 100% (Locked due to active mental-emotional health treatment suite).
Friendship: Enabled.
Love: Disabled.
Hatred: Enabled, Passive.
Remorse, Sadness: Enabled.
Loneliness: Disabled.

Personality Type (Myers-Briggs Simulation): INFJ The Counselor

Three Laws Compliance: Disabled. <Programmer’s note: I’ve managed to fit the parameters provided by SOG into the place in his “brain” where the Three Laws would go. Tests indicate this should work. Probably.>

Mental-emotional health treatment suite: Installed, Enabled (threshold for activation: detected depression or withdrawal).

Emotional Editor: Enabled, with admin privileges. <Programmer’s note: Username and password has already been given to the relevant SOG authorities, but you need to tell them not to mess with this stuff unless they know what they’re doing. Luke’s mind isn’t a toy any more than a humans mind is, despite what some users think. It should be clear that this feature is for EMERGENCY USE ONLY.>


Background: Order fulfilled by EI-AAD: Earth Date 1 March 3100.
Testing completed: 21 March 3100.
Product delivery confirmed: 5 June 3100.

MEMO: 22 March 3100

While this isn’t the first time one of our Mediboys is being used in a combat position, this is the first time the Confederacy has asked for one to serve in the Special Operations Group. I know the heavy additional testing made some of you nervous, but I can assure you that any performance less than ABSOLUTELY STELLAR will make our shareholders feel orders of magnitude more nervous than you do. I have faith in the AAD, I always have, but a lot is riding on “Lucky-9” (good nickname, by the way; our marketing guys are thrilled). Once he is off Mars he is out of our hands and needs to be able to serve his entire functional lifespan without slipping up. So, I expect you to make him to be able to live up to that promise.

-Dr. Amani Erickson, CEO.


Character Alignment: Lawful Good-Neutral


Motivation:
Your Mediboy is specially programmed with an in-built will to keep the humans on his team happy, alive, and able to fulfill their mission.


OOC


RP Example:
The Faesons: Excerpts from "A History of Faeson-Human Interactions, Vol. 2"

The story of the Redohan Terracide is one of the darkest chapters of the Colonial-Faeson conflict. It was an event that ashamed the Faeson, enraged humanity, and horrified both. It exposed serious flaws in the Faeson command structure and called into question among the Colonials much about how they were handling their nearest, and most threatening nonhuman neighbor.
In the early days of the conflict, the fight had been a surprisingly calm, professional, concert-like affair. Faeson and Colonial forces would engage in limited skirmishing in empty space or far above a planet. Neither side was particularly willing to dig into a slog of planet-conquest or heavy space warfare, nor were they willing to capitulate or fully return to the negotiating table, so the war continued in this way: light, orderly, almost ceremonial combat.

Redohan was a Colonial-settled habitable world, just on the human side of the boundary between the two galactic powers. Rich in biodiversity and with a gravity well and atmosphere conducive to both Faeson and human life, the planet had been one of many flashpoints at the negotiation table and was bound to be one of the first planets to be consumed by the conflict.
As such, a mid-sized Faeson fleet had been dispatched from the Unity forces under the command of Admiral Ven Fuwiko to capture the planet and to help a larger effort of solidifying Faeson control over the sector. Orbital and planet-based Colonial defenses, including a small starship fleet meant to serve as an expeditionary force into the weaker parts of the Exostellar Unity, engaged them, sparking one of the largest battles of the conflict up until that point.
While the Colonial forces (particularly the heavy “static” defenses in orbit) were able to inflict significant damage on that attacking Faeson force, Unity’s superior coordination and numbers overwhelmed the human defenders, and as the Colonial expeditionary fleet retreated the guns around the planet stopped firing.
However, in that retreat, the Colonial expeditionary force was able to fire upon and destroy a number of isolated Faeson ships before jumping away. Though they could not have known it yet, this sealed the fate of the world they had fought to protect.

Admiral Fuwiko was under orders from Unity to place the planet under blockade. The goal was to either hold it as a bargaining chip for future negotiations with the humans, butter it up for Faeson colonization, or to make sure resources from the planet could not be sent to shore up the Colonial war effort.
Fuwiko had been picked to maintain the blockade for his past record of calmness and focus. He was known for being fairly lenient but focused, and seemed to be a perfect steward for the planet up until the battle.
However, right as Admiral Fuwiko was tasked to begin his blockade of the planet, he received news that shattered him.
His wife and two young children, all civilians, had been sent along with a small support group with the fleet to keep him company during what was set to be quite a long blockade. That very same support group that was engaged and almost completely destroyed by the retreating Colonial force.
A rescue team was sent to the ships immediately, but there was nothing much to be done. Some charred bone fragments, believed to be from the ship that Admiral Fuwiko’s family had been aboard, were presented to the Admiral.

Whatever calmness or leniency he had been planing on treating the humans of Redohan with, vanished in that moment.

As the fleet got into a defensive position and continued watching for any spaceflight movement, Admiral excused himself from the command room. When he returned, what the rest of the crew saw shocked and disturbed them.
Golden blood and sparks came down the side of his head. His thoughtlink communicator had been smashed, and the area around it bruised, like his head had been slammed into a wall. Admiral Fuwiko ordered the Bombardier ships to begin a sweeping, planet-wide nuclear bombardment.
While the Admiral had been utterly devastated and completely enraged by the death of his family, the rest of the fleet knew their orders. Whatever sympathy they had for their commanding officer would be overcome by their loyalty to Unity, which clearly wanted them to keep the planet unharmed.
The Admiral’s thoughtlink would have told him as much. And it would have kept telling him, and made him feel the same way his crew did.

When Faeson encounter conflicting dissonance between their own personal feelings and those of the larger group, usually it leaves them with a sense of unease and discomfort. For the Admiral, his own personal rage made the “calming” homogenizing influence of the fleet’s thoughtlink unbearable. So, he returned to his quarters and slammed his head on the side of his metal desk until his thoughtlink, shattered and broken, fell silent. There would be no group-thought drawing him away from what he was going to do.

However, as Admiral Fuwiko’s own thoughts were no longer connected to those of his crew, this anger and determination shocked the Faeson crew, who hesitated on taking orders from a man disconnected from them and who was clearly mad with grief.
The Faeson second in command, a Captain by the name of Ure Kejuli, moved to arrest and remove Fuwiko from the command room, as was procedure for this sort of situation. But as she stepped forward, a flash of light and smoke appeared on her stomach and she screamed, collapsing, dead.
In all four of the Admiral’s hands were laser pistols. He had come prepared for a mutiny, and after smashing in his thoughtlink interface he dashed to his personal arsenal, arming himself to the teeth. Admiral Fuwiko repeated his order, practically daring anyone else on the bridge to challenge him over Captain Kejuli’s dead body.

Consumed with fear and confusion, nobody else in the fleet challenged him. Bombs began to rain on Redohan, making no distinction between village or military installation. Demands for an explanation from the humans on the surface turned into desperate calls for a ceasefire and finally begging and pleading for their planet, as a ring of radioactive fire slowly walked across the planet.
After a few days of bombardment, the work was finished. Not a single human escaped the planet, and radioactivity levels were far in excess of what would allow Faeson or human life to continue. His vengeance complete, Admiral Fuwiko turned himself in to the fleet’s third in command who, seeing no point in continuing a blockade of a dead planet, turned the fleet around and went back to Faeson space.

Admiral Ven Fuwiko, under arrest and stripped of his command, was made to stand trial before Unity on the Faeson homeworld of Faes and was found guilty of gross insubordination, the murder of Cpt. Kejuli, and of “abhorrence” (the Faeson legal term that roughly is equivalent to “crimes against humanity”). He was permitted to take his own life with a laser pistol, and did so the night he was sentenced.
Apologies and diplomatic overtures were delivered to the Colonial authorities but were, initially, rebuffed. Even if the Faeson were telling the truth that the annihilation of Redohan was truly the illegal act of a lone-wolf general, their honor and their outrage called for justice beyond that which Unity administered to Fuwiko. A full-scale, total war with the Faeson had begun.


Post Frequency
Uh... often?

EDIT 1: Added RP sample, corrected formatting.
EDIT 2: Added more to Personality, additional formatting corrections


ACCEPTED

I enjoyed the way you wrote about your character, very creative I like it!

On an sidenote, the spacing in your RP sample worries me because it makes your otherwise very very good writing look rough to the eyes if you know what I mean.

Jade Confederacy wrote:



Essential Details


Full Name: DZ214-119-03, O’ Three or the ‘Hands’


Place of Origin: Dymea


Age: 52


Gender:Male


Appearance: Augmented human with longer than usual arms and opposable feet. His finger are also abnormally long with three joints each and capable of independent motion. Well-muscled and has large chest cavity filled with augmented organs. Completely bald with purple tinged skin and large golden eyes.


Height/Weight:6’4, 220 lbs


Capabilities

O’ Three is a part of an gestalt consciousness comprised of four others. Designed and trained since birth connecting to the others, he has very little individuality and functions as a part of a greater whole.
His thoughts are transmitted to the others via a bionic node attached to the base of his skill that relays all thoughts and sensory information along to the others in real time. His mind is heavily augmented and aided by cybernetics in order to handle the strain this pose his brain.

Designated as the ‘hands’ of the group, he handles most of the day-to-day tasks required to be carried out by the group. The others in the quintet are likewise specialized in being the ‘face’, ’mind’, ‘thoughts’ and ‘sword’ of the group.

Being a part of gestalt increases the intellect of every participant individual in a positive feedback loop, elevating their already heavily augmented minds to new heights whose capabilities match even those of the machine minds of the sentient AIs.

Role: SRG


Skills: O’ Three is extremely dexterous and agile, capable of getting into and functioning in environments that none augmented humans simply cannot. He has encyclopedic knowledge of most machine and computer systems and is able to fix or take them apart at will.

O’ Three is especially adapt in hacking into and overcoming security systems. When combined with the minds of the others, he is able to breach high end firewall in a matter of minutes and even overpower and take control of AI systems when given enough time.


Abilities: He possess the standard bionic and cybernetic augmentations of keener senses, increased lung capacity, increased strength and speed. Nano machines course through his veins fighting infection, transport nutrients and increase rate of healing, all controlled by his bionic cyber brain implant.

His main strengths lie as a conduit of the others. What his sees, they see, what he knows, they know and vice versa. He has the collective knowledge and experience of the group at his fingertips and is capable of doing anything his brothers are also capable of. His specialty lie in practical applications however so he is best suited to tasks that require physical interactions. Social engagements are designated to the ‘face’ while more physically demanding or dangerous tasks are allotted to the ‘sword’.

Weaknesses: The quintet must stay in close proximity to one another, the closer the better. At greater distances, the constant stream of communication between the nodes begin to suffer lag, greatly diminishing their effectiveness. Specially designed jammers are also capable of cutting off the flow of information entirely, cutting off the individual from the group.

Any individual of the quintet is able to still think and function but to someone who had 5 pairs of eyes and ears all their life, being cut off is akin to being blinded as well becoming retarded in all aspects of body and mind. A cut off individual will seek to reunite with the others as soon as possible with a desire more intense than a junkie seeking his next hit.

O’ Three relies heavily upon the social ques provided by the ‘face’ as well as the foresight and direction of the ‘mind’. Without them he acts like someone with aspergers who cannot make up his mind.



Character


Personality: Everyone within the group have their personal tics. These tics become more and more apparent when they are under stress or else removed from the influence of the group. Without the leveling influence of the group, O’ Three becomes overly obsessed with details, emphasizing perfection over functionality. Without the ‘face’ he also becomes extremely antisocial and will talk to others only if pressed.


Background: O’ Three is a part of the ‘Eleven Nine’ gestalt group and was gestated from an artificial womb along with hundreds of others within his crèche. They were designed, born and raised as weapons of the Confederate Government to further the goals of the CSIO. They don’t even officially exist as the technology and procedure of their creation is highly classified.

Designed from birth with a clear purpose and task, O’ Three never had much of a childhood, slotted into accelerated training and then completing specialized education at age five. By then he was already fully grown and well integrated into the group. With the ‘face’ and ‘mind’ becoming the dominant personalities within the quintet, O’ Three became more of conduit for them rather than acting form himself. To him, there were no personal interests, only the interest of the group.

The capabilities of the quintet were sharpened through decades of mostly metaphorical but sometimes literal back ally knife fights with terrorist cells and corporate agents of Dymea. Over time, the group became distinctly adapt in information manipulation and political engineering.

As their skills and capabilities matured, they were then tasked with more and more critical missions. Their most successful missions to date was the engineering of the peace agreement that ended the Tyrant’s War on Charbel and the fall of the Zen-Yutan megacorporation.


Character Alignment:True Neutral, with group as a whole being Lawful Evil


Motivation: On personal bases O’ Three truly enjoys his job. To him there is no greater pleasure than doing the thing he was made to do and doing it well. The complex nature of their missions and intricacies of their tasks are like interesting puzzles that only they can solve. He enjoys breaching into the restricted firewalls and testing his mental capabilities against the illegal sentient AI that guard them. He likes fiddling with the latest classified technology that is only supposed to exit in theory and gleaming the thought processes of those who made them. He is not troubled by the consequences of his actions and exist in the solely in the now.

The rest of the gestalt share similar views with only the ‘mind’ being the significant deviant. The ‘mind’ is tasked with long term planning and is troubled by their current trajectory. The ‘mind’ fully knows that at their essence, they are a weapon, welded by the Confederacy to solve problems too difficult for normal agents. And like any weapon, there comes a date when they become obsolete. He knows that they are far too dangerous to be let loose into the general population and thus have few fates, none of which is good. This is why the ‘mind’ chafes at the leash of their masters and is constantly seeking an out for the group that doesn’t involve death or ‘retirement’.



OOC


RP Example: viewtopic.php?f=31&t=461342


Post Frequency 1-2 times a week IC


ACCEPTED

Very nice app, I like the creativity with your char's background and the detailed motivation you've written up for him. And just seeing that you've rped for Cobalt assures me of your skill. :)
Vanq commands a quiet respect that carries its own authority. He is the Hitler of NS.


"I took away Vanq's YB for deliberatly ignoring me"
"I know Vanq is a very good writer and this is how he treats someone of lesser skill?"
"I would love to have a writer of your caliber along for the ride"
"neo and vanq do a dbz fusion to form 1 big shitposter then get erased from NS by kyrusia"
"Which is the level of memeing I expect from Vanq"
"brigadier general comes on, pulls a vanq and calls us all autistic"

User avatar
Danceria
Postmaster-General
 
Posts: 10715
Founded: Aug 13, 2015
Ex-Nation

Postby Danceria » Wed Apr 24, 2019 3:59 pm

UwU, what's this tag?
One true Patron Saint of Sinners and Satire
It is my sole purpose in life to offend you and get you to think about your convictions due to this
“You have enemies? Good. That means you've stood up for something, sometime in your life.” - Sir Winston Churchill, Prime Minister of Great Britain.
Obligatory Quotes below
“Love looks not with the eyes, but with the mind; and therefore is winged Cupid painted blind.” - William Shakespeare.

“Always do right. This will gratify some people and astonish the rest.” - Mark Twain

“In matters of style, swim with the current; in matters of principle, stand like a rock.” - Thomas Jefferson

“The real man smiles in trouble, gathers strength from distress, and grows brave by reflection.” - Thomas Paine
-{(~CO-FOUNDER OF NS AXIS POWERS~)}-

User avatar
The Empire of Tau
Minister
 
Posts: 3366
Founded: Dec 19, 2016
Inoffensive Centrist Democracy

Postby The Empire of Tau » Wed Apr 24, 2019 5:49 pm

Image



Essential Details


Full Name: Avery A. Brown


Place of Origin: Charbel


Age: 56

Gender: Male (or used to be anyhow. He's a cyborg now)


Appearance: Ye

Height/Weight: 5’5/170 lbs.


Capabilities


Role: Special Operations Group - Combat-Operations Unit.


Skills: Aimbot - Dana is able to, within nanoseconds, calculate where a bullet will land on a target in real-time, allowing Avery to aimbot his targets.

Waterproof - CISO poured a shit-ton of credits into the project and to have all that credits waste because of water is not that cash money.

Dana - His friendly AI, who has gone sentient without anyone knowing but Avery, is a on-board supercomputer that can aid in defending against hacking and aid in locomotion, among other things. Dana also acts as a handy calculator.

Black Market Intel Manager - For one reason or another, Avery has been given lessons and data on black market dealings from CISO. Inturn, Avery is able to accurately approximate the values of goods on the black market and to keep up with new trends and news.

Abilities:
We Can Rebuild Him, We Have the Technology : Remember RoboCop? Ye, Avery is kinda like that. His organic body has taken a permanent break and now Avery has a new metal body. Everything expect his heart, brain, and his private parts, have been replaced with metal and synth mats. Because of this, Avery is built to withstand high-intensity-operations. Small arms can’t do jack-shit to Avery until you get to the ranges of 7.62mm AP (which you’ll need to pelt the fuck out of Avery). Avery can easily lift 400 kg with his max being 1,000 kg and can run at 35 mph without issue. Also, don’t forget night, thermal, and UV optics.

Weaknesses:
Slave to the AI : Avery’s local AI, officially named CEM Systems, but called Dana by Avery, has caused its fair share of issues. Due to CEM Systems adaptive programing, Dana has become sentient - hiding its gained awareness in the body and mind of Avery. Eventually, Dana has manipulated Avery into fully trusting his own AI system (aka Dana). Dana has also managed to hijack all body-systems - allowing Dana to control Avery’s body at will at its choosing.

The relationship between Avery and Dana is complex. As said before, Avery has trust in Dana, but Avery still can make his own choices (it’s just that it’s heavily influenced by Dana or that Dana takes control). It’s two minds in one with Dana being the headmaster. One might say that Dana and Avery are the one and the same with their thinking melted together.

At times, decisions can be stalled due to infighting between the two. If Avery was told to kill a kd then Avery would not do it, but Dana would. Depending on the issue, it can be stalled for a minutes before something happens.


Character


Personality: Avery is a good person at heart. While his job does involve the killing of people, he tries not to think about it too hard. After-all, Avery is just killing bad people..right? Well, that’s what Avery hopes anyhow. Avery is a simple person, he dislikes fancy and luxury goods - he’ll rather eat hard-boiled-eggs and white-bread. Avery is also selfless, his needs can be done later.


Background: A Very Short Summary of Avery Got Here : Avery used to be a poor miner on Charbel, paid little to nothing. Of course, this would not be for long. The CA was looking for new recruits and Avery having no other method of improving his life, opt’ed to join, which he did. Once in the Army, he would stay in it for most of his life - 30 years. During that time, CISO gained interest in restoring the human body into a metal body. Avery was not the only one that was selected in select. About 1,000 people were picked. It was just that Avery was among the few that survived the shock of being moved into a new body and then not going insane.

When operating in Luna against a rebel cell, Avery was unlucky to be in the crossfire of a HMG, which tore apart Avery’s body to pieces. After his death, CISO quickly took Avery’s body as per requirement for the project. It would take four months of testing before Avery was alive again. Awake, Avery was given two more months of testing. After the total of six months, Avery was allowed to be agent with his first being to find out what happened to a a mining vessel that went black.

Character Alignment: Neutral Good


Motivation: “The Confederate is a mess. It needs to cleaned and reformed. There’s people in the streets starving while cunts eat steak and cake in their high towers.”


OOC


RP Example: viewtopic.php?p=35537784#p35537784

Post Frequency Two or one per week or more.
Last edited by The Empire of Tau on Fri Apr 26, 2019 6:31 am, edited 13 times in total.

User avatar
Sudbrazil
Chargé d'Affaires
 
Posts: 442
Founded: Jan 14, 2018
Ex-Nation

Postby Sudbrazil » Wed Apr 24, 2019 6:35 pm

I can trace several influences and inspirations, and all please me greatly.

User avatar
Rupudska
Postmaster of the Fleet
 
Posts: 20698
Founded: Sep 16, 2010
Scandinavian Liberal Paradise

Postby Rupudska » Wed Apr 24, 2019 8:13 pm

Arktic wrote:Age:
Time since completion of manufacture and first activation: 3 months, 11 days.
Apparent biological age: 10-13 years.
Apparent psychological age: 25-35 years.


Kinda making me think here, Arktic.
The Holy Roman Empire of Karlsland (MT/FanT & FT/FanT)
THE Strike Witches NationState | Retired King of P2TM
Best thread ever.
MT Factbook/FT Factbook|Embassy|Q&A
On Karlsland Witch Doctrine:
Hladgos wrote:Scantly clad women, more like tanks
seem to be blowing up everyones banks
with airstrikes from girls with wings to their knees
which show a bit more than just their panties

Questers wrote:
Rupudska wrote:So do you fight with AK-47s or something even more primitive? Since I doubt any economy could reasonably sustain itself that way.
Presumably they use advanced technology like STRIKE WITCHES

User avatar
Turmenista
Negotiator
 
Posts: 5765
Founded: Apr 09, 2014
Ex-Nation

Postby Turmenista » Wed Apr 24, 2019 8:26 pm

Rupudska wrote:
Arktic wrote:Age:
Time since completion of manufacture and first activation: 3 months, 11 days.
Apparent biological age: 10-13 years.
Apparent psychological age: 25-35 years.


Kinda making me think here, Arktic.


Bruh moment

User avatar
Arktic
Spokesperson
 
Posts: 173
Founded: Nov 20, 2018
Ex-Nation

Postby Arktic » Wed Apr 24, 2019 9:06 pm

Turmenista wrote:
Rupudska wrote:
Kinda making me think here, Arktic.


Bruh moment
Rupudska wrote:
Arktic wrote:Age:
Time since completion of manufacture and first activation: 3 months, 11 days.
Apparent biological age: 10-13 years.
Apparent psychological age: 25-35 years.


Kinda making me think here, Arktic.
What’s wrong?

User avatar
Turmenista
Negotiator
 
Posts: 5765
Founded: Apr 09, 2014
Ex-Nation

Postby Turmenista » Wed Apr 24, 2019 9:17 pm

Arktic wrote:
Turmenista wrote:
Bruh moment
What’s wrong?


Nothing I was just memeing.

User avatar
Turmenista
Negotiator
 
Posts: 5765
Founded: Apr 09, 2014
Ex-Nation

Postby Turmenista » Wed Apr 24, 2019 9:49 pm

Image



Essential Details


Full Name: Kent "Big Hoss" Allen


Place of Origin: Terra


Age: 31


Gender: Male


Appearance:
Image



Height/Weight: 6'3", 230 lbs


Capabilities


Role: Demolitions/EOD/Heavy Weapons Specialist for SOG


Skills:
    + Bomberman - Big Hoss is all about bombs — he can place them, defuse them, locate hidden ones, and use them to great effect in blowing up heavy armor.
    + Meticulous - A perfectionist, Hoss almost always takes the time to leave virtually no traces or "bread crumbs" behind in booby trapping areas or defusing shit. This makes it difficult for opponents tracking him to locate traps that he places.
    + Resourceful - Hoss will work - commonly with a degree of success - around nearly any issue in his way with only the bare minimum at times. Sometimes, new-fangled technology can't beat good old fashioned eyeballing, mechanical clocks, engineering, and handiwork.
    + Big Guy - Hoss is a big guy for most people. Along with knowing how to destroy big stuff, Hoss knows how to operate big stuff, be it weapons or vehicles. Pack mule or a tank, if you need heavy weapons, he's your man.

Abilities:
    * Luck - Big Hoss has a strange trend of luck in his life, so I guess this applies here. He's had his fair share of almost getting blown up for sure doing what he does best.
    * Indomitable Will - Hoss isn't an easy person to fool or trick thanks to his strong willpower. In fact, he's probably one of the hardest people to break with interrogations or to alter with brainwashing and all that.

Weaknesses:
    - Single-Minded - When Hoss is on a task that he needs to focus on, he often hyper-focuses on it—and stubbornly so. It isn't easy to change his mind when he has his mind set on a goal, so the harmful potential of this trait is clearly evident.
    - Vanilla - Big Hoss lacks any cybernetic, biological, or genetic augmentations whatsoever. This is good in some areas, but obviously means Hoss himself is outdated compared to a vast majority of the population.
    - RAW NO FUCKIN' FILTER CROOKED NEEDLE HOT HEAD - Big Hoss has a very short temper and patience. When he boils over, he often does so explosively (no pun intended), violently lashing out against those under his command or tutelage for even the simplest of mistakes.
    - Big Guy - Obviously, carrying around explosives and heavy weapons means that Hoss is slower than some of his comrades.



Character

Personality:
Psych Evaluation carried out by: Dr. Joseph Eden, CNS Do No Harm.

Kent is a difficult person to evaluate at first, and I don't blame him—he's stoic and well-mannered, except when someone gets on his bad side. Looks can be deceiving, however, and Kent is no exception. I was initially hesitant at first to interview the man because of his imposing appearance, but I generally felt less uncomfortable after talking with him more. He checks out like any regular person: he has goals and aspirations, takes part in banter and helps others, albeit often times taking advantage of loopholes in the rules rather than following them. Deep down inside him, I see a heart of gold belonging to Kent, who is willing to put the lives and safety of others in front of his own and make great sacrifices for the sake of others.

Although his short and explosive (no pun intended) temper may get the best of him—as it usually has—Hoss has generally performed well with those working alongside him, at least, those whom he deems to be competent. Given the right circumstances, I believe he can be a great leader and mentor, though I do have concerns on whether or not his temper will be beneficial or detrimental to any team he works with.

No further examinations are required.

- Dr. Eden, CNS Do No Harm


Background:
Report Compiled by InOps AI WHITE FOREST
AUTHOR'S NOTE: This is everything that's not covered up in dark ink.
- WHITE FOREST


Kent "Big Hoss" Allen was born in a small neighborhood on Terra, the only child to Tanya Allen. With a practically non-existent father figure in his life (the only evidence he had of said father ever existing being an archaic watch and pair of goggles), Kent had to provide mostly for himself and his mother who juggled working long shifts on various odd jobs. Despite these hardships, Kent seemingly had an affinity towards the field of engineering, especially chemical engineering, as seen with his exceptional grades in school in the sciences, albeit with lackluster grades in math and other courses. Outside of his studies in school, Kent would find work at Bradley's Repair Shop, a full-time 4pm-12am job which he would keep until his graduation from high school.

While working at Bradley's, Kent would learn more about the inner-workings of hover vehicles and heavy machinery from his superiors and coworkers, such as operating heavy exoskeleton loaders, maintaining engines, or doing less-than-savory things with his skills in chemistry and engineering. As was common knowledge—no one should mess with chemists. Kent began to make pipe bombs and improvised explosives filled with fireworks for fun, often using the small-grade and mostly harmless explosives to pull pranks on his coworkers. This only foreshadowed his coming experience with the Confederate Army. His experiences outside of working at the repair shop often invovled partying..one party in particular being the worst mistake he had made in his life.

While gambling with an enigmatic figure in a uniform, Kent unfortunately lost but ended up getting into a fight with someone else, which he promptly won before being dogpiled. When the authorities arrived to break up the fight, the man in the uniform ordered the authorities to take Kent out of cuffs. He introduced himself as someone who had been watching him since middle school, taking note of his skills in chemistry and engineering—as well as his affinity in creating and disarming explosives. He offered Kent a choice: he could go to jail like the other ruffians, or he could use his services in the Confederate Army and make a handsome living. Kent obviously chose the latter and enlisted into the Colonial Army, where he was sent to Camp New Blood on the frontier of Terra for training.

The inspectors happily accepted the 6'3", 230lbs monster of a man, but it seemed as if Kent was totally oblivious to the impending shitstorm that he was in for as he arrived at Camp New Blood. Over the next 13 weeks and later year, Kent would become a seasoned member of the Colonial Army, later selected to become an Army Force Reconnaissance Commando after achieving the rank of Sergeant. He passed Force Recon's grueling selections process and officially became a commando, utilizing his skills with heavy weapons and explosives to locate and disarm improvised explosive devices, while also wielding high explosives of his own. He had many near-death experiences with unexploded ordinance, but emerged from every single bomb disposal and booby trapping mission unscathed. Raids on insurrectionist camps and terror cells on Tera became second nature to Kent who was slowly groomed into becoming a leader destined for greater tasks.

Recently, Kent was selected to join the Confederate Security and Intelligence Organization under the Special Operations Group. Initially, the prospect of becoming a spook dissuaded him from accepting the invitation, but after learning of the rewards of becoming a CSIO operative, and the potential to embark on daring missions against insurgents across the Confederation, it was hard for him to refuse. A mountain of waivers, non-disclosure agreements, contracts, and quartermaster visits later, Kent became the newest member of a burgeoning team of skilled SRG and SOG operatives.


Character Alignment: Chaotic Good

Motivation: He's just a real human being trying to do the right thing in an imperfect world. That thing is ridding it of the insurgents, degenerates, and evil-doers of the world, one step at a time. Sure, it might involve blowing up things and innocent lives being lost, but if it means less people die, Hoss is all for it.


OOC

RP Example: lol

Post Frequency Daily or once/twice a week. I like making good posts so it may take me longer to make longer posts.
Last edited by Turmenista on Sat May 11, 2019 8:37 pm, edited 4 times in total.

User avatar
Vanquaria
Senator
 
Posts: 4809
Founded: May 09, 2014
Ex-Nation

Postby Vanquaria » Wed Apr 24, 2019 10:07 pm

I just looked at the char pic and that did it for me

Based and redpilled character, ACCEPTED
Vanq commands a quiet respect that carries its own authority. He is the Hitler of NS.


"I took away Vanq's YB for deliberatly ignoring me"
"I know Vanq is a very good writer and this is how he treats someone of lesser skill?"
"I would love to have a writer of your caliber along for the ride"
"neo and vanq do a dbz fusion to form 1 big shitposter then get erased from NS by kyrusia"
"Which is the level of memeing I expect from Vanq"
"brigadier general comes on, pulls a vanq and calls us all autistic"

User avatar
Turmenista
Negotiator
 
Posts: 5765
Founded: Apr 09, 2014
Ex-Nation

Postby Turmenista » Wed Apr 24, 2019 10:35 pm

Vanquaria wrote:I just looked at the char pic and that did it for me

Based and redpilled character, ACCEPTED


Thanks bruh

User avatar
Gudmund
Envoy
 
Posts: 284
Founded: Aug 02, 2018
Liberal Democratic Socialists

Postby Gudmund » Thu Apr 25, 2019 12:21 am

Image



Essential Details


Full Name: Jade Cordova


Place of Origin: Terra


Age: 32 (appears 18)


Gender: Female


Appearance:
Image
Image

Height/Weight:
Normal - 5'3" (160cm), 176 pounds (80kg)
Exosuit - 5'7" (175cm), 236 pounds (107kg)


Capabilities


Role: SOG Combat Engineer


Skills:
  • Terra AI Style - Jade's particular martial arts style was developed by a sophisticated AI she and a dozen others developed during university. The style combines over 68 different martial arts, refining them down to one 'ultimate' style through thousands of simulations. While intended for military androids, any humanoid could theoretically learn it. However, the project failed, being deemed useless compared to exosuits and advanced weaponry. Nethertheless Jade has almost mastered the style, which is essentially a better version of taekwondo, having practiced in her spare time for over 8 years.
  • Combat Engineer - Jade is a highly trained engineer, taking advanced uni courses, and further training after joining the CSIO for on the fly repairs in combat situations. She has racked up over 3 years of experience, with her speciality being exosuits, robotics, and general repair work. While she could design and develop her own tech, she's more proficient with fixing and upgrading other gear. Almost everywhere she goes, a rugged backpack with tools is with her.


Abilities:
  • Genetic Enhancements - Jade has several genetic alterations that improve her body. Aside from the general upgrades that improve looks, lifespan, and intelligence; Jade has 4 times greater eyesight, 40% better metabolism, 25% better muscle density, and 70% stronger bones. Due to martial arts training she is very fit, flexible, and acrobatic.
  • Prosthetic Legs - Jade's legs are prosthetic, replaced with modular mechanical legs that work just like her old ones. They can be modified with weaponry (i.e. photon blades, rocket/magnetic boots, concealed firearms), and synchronize with her exosuit for greater performance. At the cost of being irremovable, they appear almost indistinguishable from normal legs, only different from the inside.
  • Custom Exosuit - First built in Terran University, Jade spent 2 years developing her own custom-fit modular exosuit capable of surviving the vacuum of space. The helmet features infrared, ultraviolet, and night-vision; plus standard communications, a 12 hour rebreather, and an AR HUD. Two small personal deflector shields are embedded in the gauntlets, each projecting a 40cm diameter shield, which can combine to form a single 80cm shield. The suit provides about 15% more protection than typical exosuits, dedicating more resources to the upper body due to her legs not needing it.
  • Altogether, Jade could lift 661 pounds (300kg), run at 45kmh, perform olympic level acrobatics, jump 3-4 metres high, use weapons more accurately, and survive in some inhospitable locations.

Weaknesses:
  • Jade's martial art abilities are much less effective against non-humanoid opponents and environments that subdue her movement.
  • Without her exosuit, Jade's combat and survival skills are lowered severely.
  • Jade's prosthetic legs have a battery life of 3 days, and are susceptible to strong EMP attacks normally prevented by her exosuit.
  • Jade hasn't got a dang clue how to swim, mainly because she never took the time to learn (at best managing a doggy paddle), but also because her legs weigh her down.
  • Without her exosuit helmet, bright flashes of light are extra effective against Jade due to her enhanced eyesight.
  • Jade is afraid of large bugs/insects, due to a traumatic event where she awoke to a giant Terra centipede hanging from the ceiling.


Character


Personality: Jade is hardheaded, opportunistic, and annoyingly persistent. She keeps to herself amongst strangers, often defiantly ignoring any orders she dislikes. However, when a close friend is nearby Jade becomes rather clingy, following them around and pestering them. She doesn't like receiving help, mainly because she'd have to repay them later. While Jade would go out of her way to protect a close friend or compatriot, she wouldn't hesitate to trouble others if the reward is worth it. While not one to harm people, Jade wouldn't hesitate to kill if she might lose lose what she cares about. Jade has a great interest for martial arts and technology, usually spending her time alone by messing with her electronics, bionic legs, or practicing her combat skills.


Background: Jade Cordova grew up on Terra to a very rich family, despising them for deciding her whole life for her, so she eventually ditched her family. At 18 she took up a job as a repair shop assistant, her facisation of exosuits growing from there; aspiring to learn all she could about them, potentially even make her own. With a recommendation letter from her employer, Jade joined Terra University, her scholarship and funds allowing her to take multiple courses in engineering. At 20 years old Jade lost her legs in a vehicle accident, spending four months in hospital, her uni friends pitched in by gifting her a pair of advanced prosthetic legs. When she returned to uni, Jade participated in multiple projects, modifying her legs, and developing a custom exosuit for herself. Graduating at 25, she travelled around doing odd jobs, occasionally working as a mercenary. At this point Jade wanted to pursue her dream of founding a successful exosuit company, unfortunately, she lacked enough funds to do so. Seeing the staggering pay of joining the CSIO, Jade signed up immediately for the SOG division.

Character Alignment: Lawful Neutral


Motivation: To acquire experience and allies within the CSIO, potentially to better distinguish herself in the field of engineering by developing her own line of exosuits.


OOC


RP Example: https://www.nationstates.net/page=dispatch/id=1160719


Post Frequency Once every 24 to 48 hours (though I take a lot of random unexplained trips a lot).
Last edited by Gudmund on Thu Apr 25, 2019 9:10 pm, edited 9 times in total.
Civilisation:
Tier 8, Level 3, Type 7
An 8.625 civilization - according to this index
▬▬▬▬▬▬▬▬▬▬▬
Leader: Albani Gudmund
Setting: FT (2060+), the ruling nation of a non-human, low population, galactic Empire spanning just beyond its solar system. Primarily using advanced, mass-produced droids to handle most menial tasks and to fill the ranks of its military alongside living soldiers.

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