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Galactic Adventures 2.0 (SciFi/Char/Mechanics/OOC Open!)

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The National Dominion of Hungary
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Galactic Adventures 2.0 (SciFi/Char/Mechanics/OOC Open!)

Postby The National Dominion of Hungary » Sun Sep 12, 2021 11:57 am

Galactic Adventures

There, I see the waiting dark, I see the fire of distant stars and faces of pale moons. I see the void unwalked and splendid in it's mysteries, I see the void that is my home and to which I return with hope and fear.



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Premise


The Milky Way Galaxy is such a vast place, home countless civilizations and species carving out an existence for themselves among burning, uncaring stars. Humanity has been among these for a long, long time, ever since we left the Sol System in the year 2372. We were hurled into a universe of infinite danger, but also infinite possibility as we laid claim to our portion of the stars. Soon, we discovered that we were not alone in our little corner of the galaxy. Alien civilizations of many shapes and sizes grew around us as well. In these early days of human civilization growing into an interstellar one, the first colonial wars were fought as more developed worlds began to show signs of increased planetary consciousness as entities, cultures and peoples separate from Earth. Eventually, culminating into the damaging Great Colonial Schism and the birth of the so-called Original Fourteen pre-Imperial human-star nations. In time, a great and terrible machine intelligence which had stalked the heavens for time beyond memory and cut a bloody swathe through the galaxy, exterminating countless species, came upon us. In humanity however the machines met their match. The war unified the Original Fourteen star-nations of mankind under the banner of the Empire of Great Nova led by Emperor Maxilian I Ahusteler, he thus became the first person to rule a unified human species, rising as the first Emperor of the Imperium Galaxis. Emperor Maxilian would recolonize Earth, lost in the war against the Machine Intelligence and renamed it Centrum as a symbol of the rebirth of mankind.

The Imperium proved quite stable and humanity made significant strides during the period. This heralded a new age of conquest, the power of the human species would soar to previously unimaginable heights as it stood united under the Empire. Numerous treatises and songs of this era spoke of the great Imperial victories and of the subsequent Imperial Renaissance that followed along side them as order, safety, and social drive were rekindled in the wake of the advancing, growing, Imperial military. With reverse-engineered technologies from the terrible machines, rapid advancements were made in nearly every field caused a booming population and rapid increase in the power and prestige of Humanity. The Imperium expanded across the void colonizing new worlds and conquering the local alien star-nations at an astonishing pace and opening new worlds to new streams of human settlers. As centuries turned to millennia, the Imperium Galaxis expanded further and further across the Galaxy and humanity came upon many well-developed and powerful alien star-nations across Coreward Space with long, often bloody histories and bitter rivalries. Humanity, surrounded by adversaries of similar power found itself forced to adapt to play the grand, long game of galactic politics.

The events above, having happened more than ten millennia ago have turned into semi-legend after the Great Digiplague of 6512. Spreading like wildfire as a strange virus infected ship systems, artificial intelligences, robotic workers, and even cybernetics. Destroying data and causing all sorts of havoc not only in human space but across the Known Galaxy. This led to many species and nations adapting and reducing the reliance on for example AI, droids and other similar systems for fear of a potential second, even worse Digiplague causing widespread social collapse across the civilized Galaxy. As the millennia turned, humanity grew to rule a vast swathe of Coreward Space and the Imperium Galaxis essentially became the dominant hyperpower of the Milky Way Galaxy. In the inexorable march of time however, the Imperial administration, once known for it's efficiency in governing the vast domains of humanity had grown bloated, convoluted and corrupt. As time went on ever more power slipped from the ineffectual Senate and increasingly lax monarchs and flowed into the hands of powerful regional governors and nobles. The prevalence of piracy, crime and warlordism grew across the Imperium and this decay finally led to the stagnation and regression of human civilization.

The rise of the extreme humanocentric Unitarian religion across the Imperium worsened the decline and further destabilized the state. Mankind's alien slaves saw worse treatment than ever as the Unitarians gained more an more influence, their religion spreading like a wildfire across the ailing Imperium, offering something, anything for the increasingly poor, increasingly angry masses to hold on to. Things went only from bad to worse and the internal decay and divisions in the Imperium came to a head during the bloody war between the Imperium Galaxis and the Hemoh Unity. Hundreds and hundreds of worlds burned as the warfronts passed through them. The Unitarian clergy, seeing a chance to get rid of the corrupt, decadent and hedonistic aristocracy and create a more perfect, more holy and more pure Imperium preformed a coup on Centrum. Ousting the Imperial family and proclaiming the Sacred Empire Solaris. However, not all had fallen under the sway of religious extremism. Ambitious nobles, governors, generals took their chance create their own bases of power. And so, the great Hyperpower of the Milky Way Galaxy ceased to exist, collapsing into a blood-soak frenzy of secession and civil war. Seventeen years after the fall of humanity's empire, hundreds of splinter factions and successor states have arisen in the vacuum of power all in near-constant conflict. Aliens once enslaved have taken this opportunity to cast off their shackles, reform their lost star-nations and exact their vengeance upon former oppressors all while the other Coreward Powers rise to claim greater power for themselves in the vacuum left behind by the collapse of the Imperium aiming to surpass and replace the carrion-empire of mankind whose place in the sun has reached it's end. In the chaos that grips the Galaxy there are many opportunities, bold nations, bold groups and bold men and women willing to seize them.





Scenario

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The year is 16 581 and the Milky Way galaxy is yours to explore as you adventure across the stars. The galaxy is a place of immense danger and dark secrets from a distant past. These stars are a realm of fearsome aliens coming from the unbeholden depths of Galactic Darkspace, treasures beyond imagining and the echoes of ancient doom, indeed, especially it's uncharted regions have long been the doom of many explorers and adventurers as they have attempted to brave it's depths, the dead hulks of their ships still littering the voids of the region.

You can explore virgin planets, you can hunt down pirates, slavers and smugglers, you can become a starfaring criminal, you can be a peaceful trader, you can join one of the various nations and factions present in the galaxy or even gain a following and start your own faction and try to colonize a new planet. There are countless possibilities in the Galaxy and it's up to you to play your strengths to make the most out of any situation. There will be dice mechanics in this RP, and the only big limiting factor is your own imagination. Be warned however that dropping in and trying to assassinate some head of state will most likely end in abysmal failure, use common sense and think about your situation and your actions. Victory will not be handed to you on a silver platter with a side of cheese and grapes. Keep that in mind and play your strengths. Depending on how high you set your goal, you'll have to work all the harder for it, and maybe even die trying.

Mostly inspired by Warhammer 40k, Star Wars, Eve online, Mass Effect and Halo. (No, sadly I am not sponsored)



Rules, Guidelines and Mechanics

Rules

1. I am the OP whose word is law.
2. Possible future Co-Op's are my prophets.
3. Thou shalt not Godmod, people who don't know what this means don't belong in this thread.
4. Thou shalt not flamebait, troll or otherwise be a douche.
5. Thou shalt recognize that I'd appreciate it if you're planning to be around for the long haul. Check your schedule before applying.
6. Also, thou shalt not sit around waiting for things to happen, in this RP it is up to you to also be active in creating an interesting story for your character.
7. Thou shalt give me friendship, intrigue, drama, romance and character stories, this is a character RP with dice mechanics after all.
8. Yes this is a Sci-fi Space Opera but do utilize some common sense.
9. Rule of Cool Applies, within reason.
10. If you want to fight and argue with someone, take it to TG.
11. Yes this is the internet, however, lets keep any rage we may have IC with our characters.

Established Facets of the Universe

- Due to the Digiplague, AI is banned across the Galaxy. More limited Virtual Intelligences are used instead though like anything illegal, AI exists in shady places.
- Warp Gates left behind by the Builders for travel between star clusters.
- Ship-mounted FTL-engines for travel between stars systems in a cluster.
- Faster than light communication through FTL comm-bouys.
- Universal translation cybernetic implants.
- May add more as I think of them.

Banned Stuff

-Star Trek replicators and transporters. Any kind of teleportation in general.
-Eve Online jump clones, medical clones and capsules.
-Resurrecting the dead.
-Synthetic Player Characters.
-Overuse of automated systems, droids, robots, AI, VI. (These are all supplementary)
-Time Travel.
-Precognition.
-Wormhole technology.
-May add more as I think of it.




Application, Stats and Items




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Criminal: Take what you want, give nothing back. You are part of the galaxy's criminal underworld, unconstrained by law and petty morality you did as you liked to make money, survive and crush any idiot with a deathwish that got in your way. Only you know what you've done, were you a smuggler? A killer? A robber? A hacker? In any case, you have a bounty on your head and the Galaxy wants you dead or alive.

Starting Stats: Brawn 20/Brain 10/Heart 10/Guile 35 - Starting Assets: 250 Credits / T25-DEP / Personal Shield / 2 Crew - Starting Ship: Pinnace.




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Trader: You prowl the stars buying and selling, determined to make your own luck and staying unaffiliated with any of the large merchant fleets and interstellar shipping corporations. This meant living on a knife-edge between fortune and ruin. Yet, a galaxy caught in such a cycle of violent upheaval like the one currently ongoing brings many opportunities for the enterprising merchant.

Starting Stats: Brawn 5/Brain 25/Heart 25/Guile 20 - Starting Assets: 1000 Credits / 5 Crew - Starting Ship: Light Freighter.




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Explorer: Yours were far, lonely journeys to the edges of mapped space. You roved across the mournful and marvelous void of the frontier and when you lean back you can remember the glimmer of distant stars, the smells of distant worlds half the galaxy away. You've endured nameless hardships. You've seen unnameable things and rallied your crew in the face of the most terrible uncertainty.

Starting Stats: Brawn 10/Brain 30/Heart 25/Guile 10 - Starting Assets: 400 Credits / 10 Crew / 2 Senemarys C32's / 3 Space Suits / Light Armor - Starting Ship: Brigantine.



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Mercenary: The Galaxy is dangerous, especially so after so much of it has been ravaged in the fires of an empire ripping itself apart. Among these haunted suns there is never a shortage of work for a sellgun, you are one of them, offering your own brand of private security solutions. Only your own scruples define what these "solutions" are, with some mercenaries being little more than criminals and pirates.

Starting Stats: Brawn 35/Brain 10/Heart 10/Guile 20 - Starting Assets: 400 Credits / 6 Crew / Medium Armor / Accatran Mark 7 DMR / Mod-5 Foehammer / 2 Personal Shields / EDI M6 SMG's - Starting Ship: Cutter.



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Rogue Psionic: Those who can connect with the mysterious dimensions of Paracasual Space can wield great power and so, most are inducted into units, groups, orders and castes at an early age to serve the interest of their nation. Some however travel the galaxy alone, these Rouge Pisonics are few and rarely remain in one place, crossing systems and clusters to study ancient secrets and commune with strange forces beyond the comprehension of most beings in the Galaxy.

Starting Stats: Brawn 10/Brain 30/Heart 15/Guile 25 - Starting Assets: 150 Credits - Starting Ship: Pinnace - Starting Trait: Psionic




Brawn: A catch-all term for your skill of confronting and overcoming your problems head-on. Generally governs your combat ability and raw physical strength. How good are you fighting in melee and at range? How good are you at prying open a damaged door? Your success-rate in such situations is governed by your Brawn-ranking.

Brain: Your mental acuity and skill in deduction and observation. Brain governs your ability to tackle problems in a more intellectual manner than Brawn. It allows you to hack into systems, it allows you to use your accumulated knowledge to overcome certain situations, to treat wounded and sick companions and crew and it allows you to recognize various items of a strange and esoteric nature among other useful things.

Heart: Your charisma and ability to speak, convince, intimidate and inspire. Your Heart-level determines your success when it comes to rallying your faltering crew in the face of adversity, to rile up the masses and to smooth-talk your way out of problems and issues and how to intimidate someone into submission. Heart also decreases the effects from general morale loss among the crew.

Guile: Your ability to sneak, deceive and work in the shadows. It governs everything from your ability to hide yourself to your ability to hide contraband from customs officers. It governs how adept you are at observing someone from the shadows, moving unseen or hiding in plain sight. It also affects things such as pick-pocketing should you be in need of such and similar actions.

Health: Speaks for itself, nearly everyone will start with 10 health points. Wearing armor reduces incoming damage and there will be opportunities to increase base health in certain situations. You can heal damage you've sustained by visiting a clinic, a hospital, your own ship's med-bay if you have one or by using medical supplies.

Morale: The resolve and loyalty of your crew, not a "stat" in strict terms but it will rise and fall depending on situations and actions. If you lose a fight badly, can't pay your crew or make a choice they see as morally dubious or against their convictions, the morale will fall. If you win fights, gain valuable items and credits, pay them well, give them shore leave, undertake actions they approve of and give an inspiring speech every now and then, morale will rise. Be warned, if morale drops to a very low level, you may face a mutiny.

Fame: Also not a stat in the strictest terms. Fame is a representation of how famous you are across the Galaxy. Doing great feats can help you earn Fame which also gives you Claims later on if you wish to start a faction of your own and want the other factions and your future subjects to see you as anything but a new pirate gang or petty Outer Rim warlord.


Pinnace: The Kelerah Sunburst 90 is a small and fast ship type once used by racers and now, after becoming obsolete has found it's way into the hands of many spacers. The criminal element running rampant in the war-torn galaxy has taken a liking to the vessel, while it's too small to carry any significant weapon-systems and an FTL-drive at the same time, it's great speed allows it to outrun most pursuers handily. Few ships are more fitting for smugglers as they have some cargo-space and are hard to detect and have thus become a favorite among criminals across the Galaxy.

Cargo space: 20 units
Weapons: Heavy prow-mounted Chain-Gun
Utilities: Smugglers Compartment (10 units of extra cargo)
Utility Slots Available: None
Crew Capacity: 5.

Light Freighter: Used mostly by Outer Rim traders to haul goods back and forth across the regions dangerous space-lanes, the Suvura 3300 Light Freighter has decent cargo capacity for a vessel of it's small size. It is easy to maintain far away from any significant ports and costs very little to keep in operation, a perfect choice for independent frontier merchants. It carries very little in the way of weapons but is relatively quick and nippy, though sadly, so are many pirate ships.

Cargo Space: 250 units
Weapons: Light turreted Laser Gun
Utilities: Med-Bay.
Utility Slots Available: 2
Crew Capacity: 25.

Brigantine: The Yodos-Class Brigantine is an old type of starship but it is still favored by explorers and long-haul traders down on their luck, and is thus ubiquitous in the far reaches of the galaxy where such individuals are commonplace. It has decent amount of storage space for goods and supplies and it comes with a small arsenal of weapons to defend itself from pirates or other scum that explorers may often run afoul of. Be warned, a vast majority of more modern vessels of similar size and tonnage are both faster and more heavily armed.

Cargo space: 125 units
Weapons: 4 Retractable Point Defense Guns - 2 Turreted Light Mass Accelerators
Utilities: Med-Bay - Deployable Rover
Utility Slots Available: 2
Crew Capacity: 50

Cutter: The Nenzu Al'Thir Type 19 Cutter is a sturdy vessel that packs a remarkable punch for it's size. This has made it a favorite for small bounty hunter, mercenary and pirate gangs across the whole galaxy due to it's low cost, good speed and heavy arsenal, it does have somewhat poor shielding and armor. These vessels are often used to raid lone traders traveling far away and dangerous space-lanes, but they equally often also find use as escorts and while they are small they are also reliable.

Cargo space: 50 units
Weapons: 2 Missile Launch Systems - 3 Turreted Plasma Carronades - 4 Point Defense Lasers
Utilities: Deployable Tether-Suit.
Utility Slots Available: 2
Crew Capacity: 35


Badger: The IntraKor T-9 Badger is a small combat ship that has been in production for hundreds of years. It has great armor, carries a decent amount of cargo, and it's weapon systems are interchangeable and reliable. Many pilots return from fights with very damaged Badgers and yet they still work like a charm. It lacks all of the latest bells and whistles, but it's a great deal for a retro model. Overall, the Badger is reliable, gets you home no matter what, and is a solid, affordable choice. It has become popular with small star-states who can't afford a better vessel to fill the role of patrol boat or customs enforcement ship. It has become such a hit that there is a rumor that a MkII and MkIII are in the works.

Cargo: 80 units
Weapons: 2 homing missile launchers - 2 Medium Plasma Cannons - 1 Manually-operated Railgun Turret
Utilities: Shield Generator
Utility Slots Available: 5
Crew Capacity: 30
Price: 20,000 Credits

Pike: The Kelerah K-100 Pike is Kelerah's attempt at making an affordable speed platform with a higher cargo capacity for it's size. It is a mid-level single-crew smuggling and combat ship that is an updated version of the Kelerah Sunburst 90. This ship is slightly slower than the Sunburst, but has more cargo space and a more powerful weapons system than it's predecessor. It is popular with mercenaries and pirates for it's agility in combat. The armor is very light and can't take more than a few blasts, but any opponent will have a hard time hitting this vessel due to it being a small target and it's agility. It is suitable for carrying small amounts of goods from point A to point B in a timely fashion. They are very well built and don't require too much maintenance, and as an added bonus, the ship is cheap at a mere 12,500 Credits. Smugglers and dealers often use it's hard-to-detect cargo hold to smuggle illegal weapons and narcotics. Overall, a solid choice for those who favor speed and cargo above all else.

Cargo: 35 units
Weapons: 1 Prow-mounted High-watt Laser Lance - 1 Homing missile launcher
Utilities: Smuggling compartment (10 additional cargo units)
No available utility customization
Crew Capacity: 8
Price: 12,500 Credits

Kasaar: The Suvura Kasaar Freighter is a timeless classic, hitting the mid-size freighter market about 80 years ago and beloved by merchants, traders, and dealers alike. This vessel was a near-perfect balance of cargo space and armor plating and armed with enough guns to keep pirates at bay. The massive cargo size for a mid-size freighter allowed for transportation of more goods. Along with that, the ship features a fully enclosed docking bay amidships carrying a small shuttle. The ship is very open for customization and militaries on a budget have adapted these dependable vessels for combat, sacrificing cargo space for armor plating and weapons capacity. However, the ship has one major flaw: engine efficiency. Suvura isn't exactly known for their engine quality, and fuel costs can quickly eat into your budget if you don't have engines besides the base ones installed. Overall, a very good choice for Captains who want protection and cargo space on one platform.

Cargo: 600
Weapons: 6 automatic, manual, or a mix of (buyer's choice) homing missile turret ports - 4 Multi-barreled Point-Defense Guns.
Utilities: Mining laser, Shuttle Bay.
Utility Slots Available: 8
Crew Capacity: 60
Price: 50,000 Credits

Credit to Mercatus for the ships above.

NMPES: The Nasledniki Mass-Producible Expeditionary Ship (NMPES) as a class is hailed as the single deciding economic decision of the Kopernik-Naslednik War. The Naslednik was so successful in its production that millions of the variant were sold off, keeping the Nasledniki economy afloat for decades. The NMPES will hold out against a few ships its size, and most smaller. It fires a large payload and hopes to survive long enough to fire another. That’s what the crew are for, eh? Smaller ships usually can’t survive two volleys, but the ship is maneuverable and repairable enough to get out if needed. It’s large, it’s cheap, it’s got a great first salvo.

Cargo: 100 units
Weapons: 2 Medium Railgun Turrets - 2 Large Gunpowder Turrets - 2 Missile Launch Systems
Utilities: Med-Bay.
Utility Slots Available: 1
Crew Capacity: 30
Price: 40,000 Credits

AAAG: The A'aru-Aru'u Asymmetric Gunship (AAAG) was the result of millions of computer simulations by Welkworp. Using their surplus of resources, in set ratios as mandated by supply and demand, they tried to figure out the design with the best maneuverability and strength in combat. It was by no means the best ship on the market; the surplus materials (not to mention mildly hazardous waste) left over by Welkworp were by no means mainstream combat material. However, given enough computer simulations, they found a variant to surpass all others they tried. Early responders found the ship too slow for their liking, so Welkworp tacked on an additional engine. Publicly, it has a reputation of being adequate, but the use of hazardous materials makes it a turn-off for most in Coreward Space. Slow? Maybe. Reliable? Occasionally. But it's the best bang for Welkworp's buck, and they can prove it!

Cargo: 50 units
Weapons: 1 Missile Launch System - 2 Medium Cannon Turrets - 3 Turreted Gunpowder Autocannons
Utilities: Reinforced Bracings - Med Bay
Utility Slots Available: 2
Crew Capacity: 25
Price: 45,000 Credits

Credit to Zjaum for the ships above


Crew are essential unless you want to do everything yourself, they'll help handle the various systems on your ship, get more guns pointed at the bad guys in a fight and you can send them to preform various tasks that a brave starcaptain such as yourself can't be bothered with. If you don't appreciate all that then they can at least catch bullets which would otherwise have had your name on them. ((Crewmen start unarmed, they need to use the equipment aboard the ship, which you can either buy, scav, loot, steal, or somehow else acquire.)) Across your travels you may come across special crewmen that are named officers! These are unique crewmembers who you can recruit and they will give some static buffs to your stats. Mascots work in similar ways, though give smaller buffs.


M22B Defender: The Defender is a simple handgun manufactured by the Human weapons manufacturer Kau-Lung. It is a cheap and efficient slug-thrower type weapon, but it does little damage to both shields and armor, so better hope you won't have to deal with anything but unarmored street thugs. Low damage, low range, high rate of fire. Price - 15 Credits.

Irinur Combine T25-DEP: The T25 DEP, or Directed Energy Pistol is a cheap and readily available plasma pistol found across the galaxy. Rare in military use but popular among certain law enforcement agencies and often among criminal organizations. As a plasma weapon it does more damage to shields and armor while remaining dangerous to lightly armored foes. High damage, low range, medium rate of fire. Price - 20 Credits.

Mod-5 Foehammer: The Foehammer is an Raegia Munitions laser pistol most popular among first-in colonists for being cheap, rugged, solid, and precise. It can be used to club an opponent without much risk of damage to the weapon and it requires very little maintenance. As a laser weapon is has very long range and high accuracy while trading some damage output. Low damage, high range, high rate of fire. Price - 25 Credits.

Senemarys C32: The Senemarys C32 is a rugged hand-railgun made by Tearvuris Limited. As a mass-accelerator weapon, it is popular for it's long range and has good stopping power. It is relatively popular on Outer Rim worlds on which colonists have to deal with dangerous wildlife and either cannot afford, legally own, or have no room for a full-powered rifle. Medium damage, long range, medium rate of fire. Price - 30 Credits.

EDI M6 Storm: Produced by Erana Defense Initiative, the M6 Storm was made for armies on a budget but few armies ended up adopting the weapon due to it's low accuracy. Instead the slug-throwing SMG found its way into mostly the criminal underworld and have become almost standard among many of the pirate and corsair gangs of the Sepherus Systems and Outer-Rim. Low damage, low range, very high rate of fire- Price - 50 Credits.

DS-44 Combat Shotgun: The DS-44 is an old design of pump-action combat shotgun, made for highly effective armour and shield penetration. It fires shotgun cartridges, and comes with optional AP and Heavy Slug ammunitions for use against armoured and shielded opponents respectively. It does have disadvantages however; it is extremely loud, needs to be pumped for every shot, has a very short maximum range of 25ft, and only holds 8 cartridges in the barrel. After all eight cartridges are used up it needs to be reloaded. High damage, very low range, medium rate of fire. Price – 50 Credits

Khirost M51 Carbine: A short plasma carbine that used to be the main service rifle of the Zorvishi Janissaries serving the Imperium. Since the foundation of the Freehold it remained in the hands of the rebel Janissaries who formed the core of the new Zorvishi military. It is currently being replaced by the M55 leading to increasing number of these rifles finding themselves in the hands of mercenaries who were once ZSMC servicemembers, or among pirates who took them in battle. It is capable of semi-automatic and full automatic fire, and it's short length makes it easy to use in confined spaces where it's high rate of fire excels. High damage, short range, high rate of fire. Price 75 Credits.

Zavras AR-222: A fully automatic combat rifle developed by human corporation Styyer-Bisli. Instead of firing bullets, the AR-222 fires flechettes, namely .303 caliber fin-stabilized discarding sabot flechettes which in addition to travel faster than a chemically launched projectile, also do more damage to unarmored targets as the munitions fired fracture into shards upon impact. It has over the last century become a favorite among corporate security divisions across half the galaxy. Medium damage, medium range, high rate of fire. Price - 85 Credits.

Loxatl U90: A common, versatile, military-grade mass-accelerator assault rifle. Accurate when fired in short bursts at range, and deadly when fired on full auto at close quarters. The modular design and inexpensive components of the U90 make it a favorite of rebels and paramilitaries all across the Galaxy and is seen in footage taken from basically every brushfire war in the Outer Rim. It has a reputation for being tough, reliable, easy to use, and easy to upgrade. Medium damage, high range, high rate of fire. Price - 100 Credits.

Accatran Mark 7 DMR: This weapon is steadily gaining popularity among PMC's and law enforcement agencies Galaxy-wide. This designated marksman's rifle is a mass-accelerator based design firing in a three-round burst, equally effecting at taking down shields as it is at penetrating armor. Lethal at any range and easy to use. Medium damage, very high range, medium rate of fire. Price - 125 Credits.

Sollex Pattern 7: A rare weapon that proves that plasma weapons can be effective at long range. The Sollex Pattern 7 is a sniper rifle extremely well suited for its role, it produces negligible sound and muzzle signature while firing, becoming a favorite among silent hitmen and assassins. It also excels at both shield and armor penetration, maximizing its lethality. High damage, very high range, very low rate of fire. Price - 250 Credits.

Powerblades: A term used for a wide variety of melee energy weapons found in the Galaxy from advanced hardlight swords to plasmablades. These weapons function in a similar fashion as laser or plasma weapons but instead of launching an energy projectile at range the emitt a static outward energy field. Absolutely deadly if the wielder can get close enough. Very high damage, melee range. Price - 200 credits.

BB-99-L-RPG: Designed to destroy armored vehicles and heavily armed troops alike. Once used by the armed forces of the Kharrash Combine, this launcher fires powerful but unguided "dumb-fire" rockets that can mount various specialized warheads. It can be said that the BB-99 is quite effective as it has become the staple of paramilitaries and rebels across the galaxy, seen in footage taken from nearly every Outer Rim brushfire war for over two centuries. Shoulder mounted and capable of taking out the engines of a small star-ship if aimed well, many find its high price acceptable. Extreme damage, very high range, very low rate of fire. Price - 500 Credits

SAW-2020: A multi-barreled heavy autocannon, the SAW was designed to be used by early power-armored assault troops going into the very bloodiest battles to break through the enemy lines. If the enemy is armoured, shielded or behind cover doesn't matter, nothing stands a chance. The belt fed, two handed monstrosity has only three downsides; its weight, rev time, its considerable recoil, and its ammo consumption. Taking several seconds to spin up the 10 barrels is quite a downfall. And at 1000 RPM (16 RPS), you burn through ammo very quickly. Low damage, medium range, ludicrous rate of fire, high rev time, must be used with Powered Armor. Price - 400 Credits

SC-C Riot Shield: Going into a dangerous combat situation? Let me introduce the SC-C, although very heavy and large, the downsides are well worth the protection. Rated against even high caliber weaponry, it is a must have for any police force. The inch thick tungsten-molybdenum steel alloy face of the shield also comes with other features, bright floodlights on the front to blind attackers, a button on the handle activates the side clamps turning it into an anchored barricade if placed on anything weaker than reinforced steel, and it is see through! High durability, medium weight, low mobility. Price – 200 Credits

Personal Shield: A simple, unintegrated personal generator. Contains a sensor-array scanning for objects incoming at projectile speeds and generates a localized energy barrier at the pre-calculated point of impact. It is a simple way of gaining protection from ranged weapons but won't do anything against a melee attack. Basic Energy Shielding. Price - 35 Credits.

Space Suit: General term for the wide variety of sealed suits allowing the wearer to preform EVA. Price - 35 Credits.

Light Armor: Armor, battleskin, combat hardsuit. Armor carries many names in the galaxy. Light armor provides the wearer with basic protection from incoming fire and melee attacks sacrificing as little mobility as possible. Like all even vaguely contemporary armor, it comes with integrated shielding. Basic Energy Shielding, Light Armor. Price - 75 Credits.

Armored Space Suit: Some space suits are made for hazardous combat scenarios and are basically sealed suits of armor. Like all even vaguely contemporary armor, it comes with integrated shielding. Basic Energy Shielding, Light Armor. Price - 100 Credits.

Medium Armor: Heavier than light armor. Medium armor strikes as good of a balance as it can between not hindering the user's movements all while maintaining a strong level of physical protection from incoming attacks. Like all even vaguely contemporary armor, it comes Good Energy Shielding, Medium Armor. Price - 200 Credits.

Heavy Armor: These combat harduits provide the wearer with a powerful defense against attacks. Combining a strong energy shield generator with strong layers of ceramic and metallic plating across most of the body. This does however impede the users mobility. Strong Energy Shielding, Heavy Armor. Requires Brawn level 75. Price - 350 Credits.

Powered Armor: These suit of armor are more than simply defensive equipment. Powered armor is built to vastly improve the strength, speed, agility, reflexes and durability of the wearer. Often worn by elite special operations forces of various militaries. The most cutting-edge military-grade powered armor suits cost almost as much as a small civilian starship. Very Strong Energy Shielding, Powerful Armor, Powered Armor. Requires powered armor operation training. Price - 800 Credits.


Smugglers Compartment: A hidden cargo area surrounded by masking plates to reduce it's signatures. Use this in order to transport illicit goods and minimize the chance of them being found by the standard scans made by the port authorities, especially important if you hope to smuggle something around in Coreward Space. It also helps to hide cargo if you're unlucky enough to be chosen for a direct onboard inspection.

Cost: 1250 credits / Takes up one Utility Slot.



Crew's Quarters: An extra crew quarter with bunk beds, lockers basic necessities and a shower-room. If you feel like you need more hands to help out on your journeys you need some place for the extra crew to hang their hats.

Cost: 2500 credits / Makes room for five additional crew. / Takes up one Utility Slot.



Med Bay: A medical bay with a stock of medicines, a few beds equipped with automated diagnostic systems and basic autodoc systems for mending injuries and recommending medication in case of sickness. While the Med Bay is useful in it's basic configuration, if you can find a Medical Officer to operate it, it will serve you much better.

Cost: 3500 credits / Comes with five Med-charges, one is used to heal Light Wounds, two to heal Medium Woulds, three to heal Heavy Wounds and four to stabilize Critical Injuries. / Med-charges can be replenished for 50 credits per charge / Takes up one Utility Slot.



Shuttle Bay: The addition of a Shuttle Bay allows a captain to use it for all manner of things. Exploring systems and planets without going everywhere with the ship itself, running some cargo and supplies back and forth from the ship and much more. The shuttle is unarmed in it's basic configuration and can only travel at sub-light speed.

Cost: 5000 credits / Shuttle can be replaced for 1000 credits if lost. / Shuttle can be armed with a machine-gun for 500 credits / Takes up one Utility Slot.



Deployable Tether-Suit: Adds a heavily protected deployable tether-suit to the ship. It is perfect for going somewhere particularly dangerous in the void such as when entering a debris field or exploring a particularly ruined starship or space station wreck or the ruin of some outpost. It comes with integrated tools and significantly increases the wearer's strength, however it can only go as far as the tether allows.

Cost: 2500 credits / Takes up one Utility Slot.



Deployable Rover: Adds a deployable rover to the ship, perfect for explorers who want to get around a planet and map out locations of interest or resources without having to go everywhere on foot. The rover is fully sealed to be able to be used on planets and moons with toxic or non-existent atmospheres. The rover is unarmed in it's basic configuration.

Cost: 3000 credits / Rover can be replaced for 850 credits if lost. / Rover can be armed with a machine-gun for 500 credits / Takes up one Utility Slot.



Probe Bay: Can be used in order to gain more accurate readings on a planet, object or some special area without having to go there with scanning equipment. Mostly used to explore new star systems and planets.

Cost: 3000 credits / Has three Probes. / Probes can be replaced for 250 credits a piece / Takes up one Utility Slot.



Mining Laser: For the captains who want to make credits by stripping metals from moons, asteroids and planets. Allows a ship to expose seams of minerals that your crew can collect using mining gear, the gear comes included with the laser system. In a pinch, the Mining Laser can also be used defensively as a last-resort weapon.

Cost: 4000 credits / Comes with mining equipment for 10 crew / Takes up one Utility Slot.



Reinforced Hull Bracings: Reinforces your ship with high-density Mictharium-pressed alloys. This upgrade of the ship's superstructure will make is more resistant to collisions and battle damage.

Cost: 3000 credits / Takes up one Utility Slot.



Cyclonic Shielding Systems: Whereas most shields function as a passive protection system, cyclonic shields are more active in their operation. This system violently "slaps" away rather than halting incoming shots by rotationally firing their shield emitters. Shooting through a Cyclonic Shield is like trying to shoot a target inside a spinning ball. Expending a large amount of energy, it requires it's own additional generator working together with the ship's reactor.

Cost: 8000 credits / Takes up two Utility Slots.



Heat-masking System: The heat generated by routine shipboard operations is easily detectable against the near absolute-zero background temperature of space. However, this upgrade will allow you to temporarily "store" this heat in lithium heat sinks deep within the hull. A ship with a Heat-masking System can run "run silent" at sub-light speed for a few hours or drift passively through a system for days using RCS to correct course before having to vent as the stored heat must eventually be radiated.

Cost: 10000 credits / Takes up two Utility Slots.



Boarding Pod: A must have for any enterprising pirate, mercenary or privateer. A boarding pod is a simple, square or hexagonal craft equipped with RCS to make limited course adjustments and spikes attached to tethers that are fired when approaching an enemy ship. These spikes bore into the hull and the pod latches on to the enemy ship, using a breaching charge to blow a hole in the hull and then creates a seal, opening a way inside for the boarders.

Cost: 4000 credits / Can carry an 8-man boarding party / Takes up one Utility Slot.



Missiles: Highest Accuracy, High Range, Highest Damage Per Impact, Very Long Reload Time, Low Rate of Fire, High Energy Efficiency, Cramped Ships
Lasers: High Accuracy, Highest Range, High Damage Per Impact, No need for reloads, lowest rate of fire, Very Low Energy Efficiency, ships tend to be the slowest
Plasma: Moderate Accuracy, Low Range, High Damage per Impact, Moderate Reload Speed, Moderate Rate of Fire, Moderate Energy Efficiency
Railguns: High Accuracy, Moderate Range, Moderate Damage Per Impact, Fast Reload Speed, Moderate Rate of Fire, Moderate Energy Efficiency
Gunpowder Weapons: Low Accuracy, Low Range, Low Damage Per Impact, Fast Reload Speed, Highest Rate of Fire, Excellent Energy Efficiency, Requires Faster Ships


Character Application

Remove everything in paranthesis
Code: Select all
[b]Name:[/b] (Pretty self-explanatory)
[b]Gender:[/b] (Pretty self-explanatory too)
[b]Species:[/b] (See the lore for examples or make your own by writing it up under the "Other"-section)
[b]Class:[/b] (Choose one from the list)
[b]Bio:[/b] (At least two paragraphs) 
[b]Equipment:[/b] (See background - Starting credits can be used to buy stuff when making the app)
[b]Crew:[/b] (See background)
[b]Ship:[/b] (See background)
[b]Stat Rankings:[/b] (See background)
[b]Traits:[/b] (You start with none unless you're Psionic but you gain some later on)
[b]Carryovers:[/b] (Only for characters carried over from the first Galactic Adventures)
[b]Other:[/b] (Anything else you want to add? If you want to make up your own species for your char or your own starting location then write it's description here)




Accepted Starcaptains

Captain Thorpodeas - Exalted Inquellian State

Captain Leon Tchaikovsky - Elerian

Captain Lothar Monsand - Wochaystein

Captain Samuel Bridge Iron - The Empire of Tau

Captain Jonathan Wilson - Sao Nova Europa

Captain Kyr Mirhorn Van - Ralnis

Captain Theodora Merriet Gavro - Great Confederacy of Commonwealth States

Captain Audax Veni - Piscina

Captain Jandar Arangkhôr - Cetacea

Captain Zorin Teriis - The Democratic Republic of Nytoa


Last edited by The National Dominion of Hungary on Fri Sep 24, 2021 12:32 am, edited 12 times in total.

Plotek i medialnych bredni nie daj sobie wmówić,
Codziennie się rozwijaj i nie daj się ogłupić,
Atakowi propagandy stawiaj czoło dzielnie,
Nie daj sobą sterować i myśl samodzielnie.


Mass Effect Andromeda is a solid 7/10. Deal with it.

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The National Dominion of Hungary
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Postby The National Dominion of Hungary » Sun Sep 12, 2021 11:57 am

Lore of the Galaxy - History, Nations, Species and Locations



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The Builders, also sometimes called the Second-born or the Makers were an ancient species of technologically advanced beings whose empire once encompassed millions of fertile colony worlds across the whole length and breadth of the Milky Way Galaxy. The Builders reigned for millions of years as the ascendant civilization in the galaxy until the Great Fall, an unknown sequence of events that ultimately resulted in the collapse of Builder civilization and the extinction of their species around five million years ago. Although very little is known about this alien civilization or its disappearance, it is known that they were a humanoid-anthropoidal species who rose after the extinction of the First and the collapse of their civilization. The First were an even more ancient and powerful race of insectoids who existed as a form of hive mind or collective consciousness. The First are believed to have been the first spacefaring species in the Milky Way and nearly nothing is known about the First by the modern-day Galaxy other than they the existed and vanished or died out around two billion years ago. What little is known about them has been gleaned from crumbling Builder vaults and data-stacks, these records are highly fragmented and seem to indicate that the Builders regarded the First with some kind of god-like reverence.

Although the Builders themselves are extinct evidence of their existence remains spread all across the galaxy in the form of numerous creations, ruins, installations and artifacts. These artifacts indicate a level of technological sophistication far beyond even the greatest achievements of modern science. Many devices left by the Builders, most notably the Warp Gates exhibit abilities that seem to manipulate fundamental physical properties, for example gravity, through the manipulation of Dark Energy. Working Builder technology is relatively rare and despite the efforts of various scientists and engineers, very little is known about exactly how it functions. Some of their devices, such as their Gate network, are based on science so advanced that even the greatest savants of the modern age cannot begin to even estimate exactly how it functions, much less replicate them in any way. The mystery surrounding the Builders and their technology would later become a source of inspiration, worship, legend, advanced technology, or combination thereof for the various modern civilizations of the current-day galaxy.




Humanity and the Imperial Remnants

Blessed Empire Solaris: Currently the mightiest of the old Imperial successor states, the Blessed Empire Solaris is ruled as a totalitarian theocracy by the most senior and fanatical clergy of the Church of Unity after the Unitarian Coup which toppled the Imperial monarchy. The Curia is a the central government body, consisting of 200 Grand Confessors and is headed by the Holy Hierarch. The Curia overseas all functions of government while the civil administration is done by various lower ranks clergy. Control of Centrum, once known as Earth, the former Imperium's capital planet and homeworld of the Human race grants them a powerful advantage as control of the capital planet makes the Blessed Empire the rightful heirs to the Imperium in the eyes of many. The Blessed Empire has vast armies and fleets driven by religious fervor at it's command and consider most aliens not even fit for slavery, believing so firmly in the concept of Divinity of Man that even humans who have undergone large degrees of cybernetic and genetic augmentation are regularly hunted and purged by the Inquisitorial Constabulary which is ever vigilant in rooting out heresy, blasphemy, sedition and treason. The people of the Blessed Empire are devout followers (with those not being pretending to be) of the Church of Unity and strict punishments are in force for any deviance from their religious values within their territory. Controlling most of the Imperial Core and surrounding Imperial Mid-Rim along with a swathe of the Outer Colonies, the Blessed Empire has access to much of the industrial infrastructure of the Imperium, which was the industrial titan of the Core before it's fall. It uses the vast industrial complexes and giga-forges under it's control to fuel it's war-effort with great effect, but the standards of living for most people in the Blessed Empire remain very low, with many people in abject poverty.

Imperial Commonwealth: The second-largest Imperial successor in terms of territory and military size, the Imperial Commonwealth is a highly decentralized Elective Monarchy that was formed out of an alliance between several of the most powerful Noble Houses in the Imperium in the chaos of the Collapse. Centered on the planet of Hofelia in the Imperial Mid-Rim, the Imperial Commonwealth prides itself on it's system of elective monarchy and aristocratic democracy which were meant to keep one single noble family from monopolizing imperial authority across the generations and produce a more open political climate in the ranks of the aristocracy, as a refusal of discussing the myriad issues plaguing the Imperium Galaxis by it's elites, no matter if motivated by hubris or fear of reprisal from the central authority only contributed to it's decay and collapse. The House of Lords acts as the primary legislative body, headquartered on Hofelia and consisting of representatives of all Noble Houses of the Commonwealth, be they great or small. While the Blessed and Once and Future Empire's slid further and further into authoritarianism, the Imperial Commonwealth is seeing a cultural renaissance take place as censored and persecuted artists and intellectuals from across the old Imperium flock to it's stars. While slavery is still practiced within the Commonwealth, it is also home to the strongest abolitionist movement and has most laws protecting both slaves and freedmen. While it's movement toward a more open and decentralized society has led to a cultural revival, it's decentralization has also led to significant losses as many Houses actively put more effort into undermining rivals and furthering their own interests than to eliminate threats to the state. This constant infighting and politicking is seemingly making the Commonwealth increasingly incapable of responding to attacks from the Blessed Empire or Once and Future Empire which are making gains.

Once and Future Empire: The Once and Future Empire is in many ways the closest to the old Imperium Galaxis out of the three major Successors but still diverges in just as many ways. Centered in parts of the old Imperial Mid-Rim and Outer Colonies and ruled by a former psi-sensitive Lord Militant of the Imperial military who managed to gain the allegiance of a number of ranking commanders and governors and proclaim himself Emperor during the Collapse after failing to make a move on Centrum or, at least allegedly, finding any legitimate heirs to the throne. While smallest of the three major successors in terms of territory and military numbers, the Once and Future Empire has by far the most professional troops and highly-educated officer corps as many highly-skilled, traditionalist commanders who looked at the religious extremism of the Blessed Empire and what seemed like a creeping liberalization in the Imperial Commonwealth with scorn all joined the Once and Future Empire with their fleets and armies. Run as an Absolute Monarchy, the Once and Future Empire has dispensed with the aristocratic hierarchy of the old Imperium Galaxis, instead the monarch rules through a highly centralized bureaucracy. The Once and Future Empire champions a "New Order of Man" it criticizes the perceived decadence and weakness of the Imperium Galaxis and advocated a centralized, authoritarian and militaristic socio-political culture, promising to trade chaos for order and uncertainty for decisiveness. The Emperor sits at the head of the Empire, aided by the Imperial Hand. Under them is the Central Council which serves as an advisory board and ensured the smooth running of the Empire. Each of the 12 Councilors are responsible for individual areas of the Empire called Spheres. Only Psi-Sensitives can sit on the Central Council, but non-sensitives can still rise high in both administrative and military fields.




The Coreward Superpowers

The Hemoh Purity: A name for the vast expanse ruled by the Hemoh, a highly hostile and expansionistic eugenocracy ruled by a Senate made up of 2000 representatives from the "purest" Hemoh lineages ruling from their homeworld of Sarhessen. The Hemoh believe that they are the rightful masters of the entire Galaxy, both known and unknown and that it is their duty to bring sacred harmonization to the worthy which they say shall finally bring lasting, eternal peace through unity. Their Empire has expanded for thousands of years, seeking new species to harmonize and new worlds to make their own until the size and scope of their empire could almost come close to rival that of the Imperium Galaxis, which is when they finally encountered the rest of the Galactic Community. With the Imperium, Accordance and Unity all seeing them as a threat, the days of heedless Hemoh expansion were over. While generally not very innovative, the Hemoh still slowly advance and improve their technology thanks to incrementally taking features and designs from other species' technology and integrating them into their own, much as they do with any genetic traits they find desirable. Their star-clusters are ruled by so-called Archons who have significant local autonomy but not as much as an Imperial Lord used to have in the Imperium Galaxis and the Hemoh state is significantly more centralized, for good or ill. The Hemoh are known for their position as a leading civilization when it comes to technologies such as genetic tailoring and biotechnology, where they are able to rival and even surpass the Pytheans. As the Hemoh race underwent significant genetic degradation in it's history to the point of being completely incapable of reproducing naturally they turned to genetic engineering, cloning and harmonization to preserve themselves and grow their population. Harmonization has over the course of centuries and millennia risen to a status of being considered holy and is an integral part of modern Hemoh religion and culture as they believe that "lesser" races are graced as if by divinity when they are harmonized into new forms of Hemoh. They believe that the species selected to undergo harmonization are ascending to greatness while at the same time helping the Hemoh do the same. These subjugated species are initially called "Chosen", and may later advance to higher tiers with the Hemoh hierarchy. Their wars with humanity in many ways brought about the ailing Imperium's collapse, this has, despite the terrible losses and great devastation the Hemoh suffered at human hands in the last war, they look to the future with a sense of great confidence, firmly convinced that it is now their time to rule the galaxy.

The Ellirean Accordance: A great and old galactic power, the Ellirean Accordance is a vast federation of semi-autonomous clusters and systems unified in a vast e-democracy ruled by the largest elected parliament in the Galaxy with one representative from each planet. Commerce, science and industry all flourish in the Accordance at the head of which sits the Chancellor which is elected every two decades by popular vote. In the Accordance, civil liberties and individualism reign supreme, which has served them well. While seemingly benevolent, the Ellireans are in no way above using the cry of democracy and freedom to mask expansionist efforts at bringing more worlds into the Accordance, but otherwise, the Ellirean Accordance is seen as the greatest bastion of liberty in the galaxy. Their hated enemies, the hemoh and in a lesser degree the humans whose ideologies are so anathema to their own have long kept the Ellireans in check as the three have fought great wars in the past. Now they are taking advantage of the fall of the Imperium to bring former human frontier-worlds into the Accordance, showing their inhabitants, many of whom lived in abject poverty under the Imperium the benefits of their society which has caused the masses on several frontier worlds to rise up against their former lords and clerical masters hoping to later pledge themselves to the Accordance. Militarily, the Ellireans field a large fleet of very advanced warships with some of the best electronic warfare suites available. However, a downside is that their elegant warships need frequent maintenance, as well as being difficult and expensive to repair or replace. Their technological mastery has been demonstrated on battlefields across the galaxy many times though they have not fought a major conventional war in over a hundred years. Ellireans are a mono-gendered humanoid species able to reproduce through a process of psionic linking. This has allowed Ellireans to reproduce with any member of any sentient species regardless of gender. They generally appear to most species as "female", though this word holds no meaning for them. Their unique physiology, expressed in millennia-long lifespans and the ability to reproduce with a partner of any gender or species generally gives them a conservative, yet convivial attitude toward other races. Favoring compromise and cooperation over conflict but more than willing to defend their treasured rights and freedoms with all necessary force if these are threatened. Over the thousands of years of Ellirean expansion, they have integrated nearly a dozen minor species into the Accordance as their worlds joined the grand federation, often persuaded by the high standard of living in the Accord, often considered the highest in the known galaxy perhaps save for that of the Pytheans and Qharlaquan Republic.

The Yaaric Unity: The Yaaric Unity is the youngest of the great superpowers of the Coreward Space, when the Humans, Ellireans and Hemoh were steadily rising from great power status into superpowers, the Emyaar quickly exploded into the galactic stage in what was comparatively a relatively short time, firmly establishing themselves on a level similar to the new rising superpowers of the galaxy. The Emyaar of the Unity are an omnivorous near-human species with exceptional eyesight and sense of hearing. They are generally slightly smaller and more lithe of build then a baseline human, but are also more agile. Yaaric society is divided into a caste system containing five distinct castes from the ruling psionic Celestials at the top all the way down to the Casteless at the bottom. All castes have inner tier structures as well and citizens often gain and lose caste tier status many times throughout life. One's caste and tier determines most aspects of a persons life, from what employment they are allowed to seek to if restrictions are made on their freedom of movement all the way down to how much water is allotted to their shower every week. It is a system designed to promote duty to the state and to the Emyaar species as a whole and is used to combat wastefulness albeit at the expense of the people's social and political freedoms. The principles of the Great Society permeate the Yaaric state and the culture of the Emyaar people. The Great Society is a highly spiritual, almost quasi-religious, socio-political philosophy that promotes striving for personal inner harmony as well as social harmony between the citizens of the state and service to the Emyaar people as a whole. It's goal is to combine the particular strengths of each caste to overcome the many weaknesses and divisions Emyaar culture once possessed as the ideology rose to prominence after the Emyaar homeworld of Thaelin was almost rendered uninhabitable by over-industrialization and bloody resource-wars. Ruled by the psionically sensitive Celestial caste, the Unity is headed by the most senior member of the Celestial High Council called the Grand Celestial Supreme from Syn Hallaein, the capital of the Unity and largest space-station in the known Galaxy. While smaller than that of the Accordance, the Unity's economy outmatches that of the Hemoh, providing funds for a mostly decent standard of living and, in the wake of the Imperial collapse, military expeditions and territorial expansion in the power-vacuum. Their expansions are oftentimes spearheaded by the Steel Caste, the warriors of the Unity who exclusively make up it's military and fight wars of movement using long range weaponry and fast, hard-hitting grav-vehicles while their warships are known and feared for their deadly plasma weapons.




The Coreward Great Powers

The Pythean Star-Kingdom: An intensely curious species, the Pytheans are probably the most technologically advanced civilization of the known Galaxy. Long having done away with petty superstitions and irrelevant distractions, their society and culture is devoted to learning, understanding and discovering the world around them. They view the universe not only with awe, but also as an intellectual challenge for them to accept and overcome. Ruled under a monarchy with the Royal House of Laedrahn having been in power for over 1000 years, this line of learned philosopher-queens is highly respected among the Pytheans. Unlike in what the Pytheans deride as cruel and primitive absolutism, the Pythean Star-Kingdom is a constitutional monarchy where the powers of the monarch are kept in check by the House of Minds which is formed out of the uppermost intellectual elites and scientific experts of Pythean society. The House of Minds holds amongst it's primary powers the power of the purse, so even if the monarch can make laws and declare edicts, she will need to convince the House that her measures are prudent, wise and scientifically sound in order for the House of Minds to agree to raise the taxes to pay for everything. The monarchy is matriarchal, a holdover from old tradition and males from the royal family are excluded from inheritance. Another holdover from their matriarchal past is the fact that land can only be owned by females. The Pythean economy is one of the most dynamic and competitive in the known Galaxy, with Pythean corporations counted among the leaders of many fields and the Kingdom's citizens enjoy a high standard of living, possibly the highest in the Galaxy. As a people, the Pytheans have no interest in conquest and see war as a wasteful undertaking pursued by species inferior in sophistication and intelligence. However, they are very much aware that others don't share this view and so they maintain a relatively small volunteer military that strongly relies on their bleeding-edge technology to fight rapid wars of movement and battles of encirclement. Their elite special operations units are among the finest in the galaxy and their view that wars should be won before they begin often see these elite forces deployed to take out enemy supply centers and marshaling yards if a conflict seems imminent. Their ships are heavily automated thanks to advanced technology and require only small crews. The Pythean Crown has managed to keep their people independent and out of the influence-spheres of the great Superpowers of the Galaxy, carefully maneuvering their state through the landscape of galactic politics.

The United Freeholds: The United Freeholds were born in the fires of the crumbling dominions of humanity. Once conquered and pacified alien star-nations that served as pools of cheap slave labor saw their oppressed populations rise up and expel their former masters, often in orgies of terrible violence. These unstable, newborn states reformed after often what was millennia of subjugation and are in many cases still going through internal unrest and transition as the apparatus of native rule states is being reformed. The Freeholds are not a unified state, it is a fractious coalition of over a dozen species whose newly reborn nations are attempting to wrest what they believe is their rightful space and soil from former occupiers. Bloody brushfire wars against human warlords and successors is far from uncommon, though these offensive actions are often undertaken by smaller coalitions within the coalition, as the Freeholder's Charter only stipulates a mandatory defensive pact. Anti-humanism is often rife in the Freehold, though there are those species, foremost the Zorvishi who believe that reconciliation, and even cooperation with human rulers whose interests are aligned with the Freehold is warranted. Culturally, the Freehold is home to many distinct species and cultures, the capital-world of Arlan Molokh which houses the Freeholder's Council is a hub of cultural exchange and a great cultural renaissance as once subjugated people's rediscover their old heritages. Economically, these stars are largely poor, with many citizens of the Freeholds living in abject poverty. Ellirean corporations have quickly moved in with vast finances, buying resource extraction rights and making use of cheap labor on such a level that it is causing some to call it colonization by other means. The Accordance is actively courting the Freeholds, providing military advisers, discount surplus equipment and low interest loans to finance infrastructural programs and economic recovery plans. Of the species in the Freehold there are three major ones who make up a precarious balance, having the greatest populations, economies and armed forces when compared to other members. None of these three is strong enough to defy the other two and all have a vested interest in cooperation. These three are the saurian Zorvishi, who provide a large portion of the Freehold's best troops. Then there are the Salunri, a near-human race whose many populous worlds straddle important trade lanes and who provide many, if not very fine troops. Most of the reasonably successful corporations in Freehold are Salunri-owned and operated. The Tarmassians are a reptilian species who are known for their skill in battle, endurance and hardy physique. Before their star-states were conquered by humanity they lived in a patchwork of warring states ruled by clan-patriarchs. They served as alien janissaries during Imperial rule and are now rediscovering their old cultures, many however embark on careers of selling their guns or turning to piracy.

The Greater Kharrash Combine: Both the Ulthar and their Combine are rather disreputable in the wider galaxy. The Combine is a nation that has largely chosen to isolate itself from the rest of Galactic society. The whole galaxy, especially the Outer Rim are infested with Ulthar pirate gangs and slaving rings, constantly fueling the stereotype of the Ulthar thug. It should however be noted that these criminals do not in any way represent the vast bulk of the average Ulthar populations, whose people are forbidden from leaving Combine space by their ubiquitous and paranoid totalitarian government, being resigned to harsh lives working vast factories and mines while living in poverty, inhabiting smog-choked, overcrowded slums. Those that do manage to leave Combine space largely have a reputation for being shrewd businessmen and merchants, though in more lawless regions of the Galaxy negotiations with an Ulthar are likely to be conducted at gunpoint. The rest of the Galaxy views the stagnant, isolated and totalitarian Kharrash Combine as little more than an ignorable problem whose military power has declined so much over the recent centuries that it now fights it's galactic rivals by sponsoring deniable terror attacks and pirate raids against space-lanes and frontier colonies rather than the great wars of it's heyday millennia ago. The state claims that the Ulthar homeworld of Kharrash has an economy and standard of living that rivals that of the homeworld of the Ellireans and a teeming population of 500 billion living in vast, interconnected mega-cities powered by great fusion reactors and renewable power plants. In reality things are much different, the images that do get smuggled past the great Combine Firewall of the Information Control Department tell of vast slums and poor air quality. The Ulthars are a humanoid species with a flat stripe of ridged cartilage running along the top of their skulls and down the backs of their necks. They have ears pointy at the upper end and the part of their faces commonly associated with the nose among humans is instead an inverted flat triangle. Their most distinctive physical feature however is their four eyes, an uncommon trait among other humanoid specis. One pair is set wide in prominent bony sockets protruding from the corners of their face. The second set of eyes is smaller and closer together, set higher on the face, just beneath the middle of the forehead. The Ulthars place an extremely high value on social caste and rankings, overstepping one's place is deeply frowned upon. Official social status can however be bought on an ongoing basis like a subscription service, allowing those wealthy and successful enough to buy their way into the elite circles of Ulthar society given enough funds. Slavery stands as an integral part of their caste system and does boost their dead-in-the-water stagnant economy somewhat.

The United Farassaqui Kingdoms: Known colloquially as the Catman Realms among the humans, the realms of the Farassaq are a number of highly autonomous states tentatively unified under the rule of the High King of all the Farassaqui. The Farassaq are a carnivorous felinoid mammalian species who hail from the arid planet of Sarqon. Millennia ago as it seemed that ecological degradation caused by massive over-industrialization would soon make the planet uninhabitable and doom both the Farassqui civilization and the very species itself. In order to secure the survival of their species, the Farrasqui undertook a great effort to send dozens of primitive sleeper-ships into the void to find new habitable worlds, giving their species and civilization and second chance to survive and rebuild. Meanwhile, back on the Farrasqui homeworld, a brutal regime had risen in wake of the disaster, barely holding the planet together and averting ecological disaster at great sentient cost. After the Sarquon Regime invented faster-than-light travel, they reestablished contact with those sleeper colonies that had survived and in many cases thrived. Organized as traditional Farrasqui monarchies, the colonies resisted the attempts at reintegration by the Sarquon Regime and several brutal wars followed. Finally, the Kingdoms united under a High King of all the Farrasqui as compromise was struck between the colonies, giving them the strength to topple the Sarqon regime and resulting in the rise to the Farassaqui Kingdoms of today. The Farassaqui Kingdoms are ruled as constitutional monarchies, and their kings and queens mainly figureheads under the Assemblies made up of an elected House of Commons and a House of Lords where the seats are held by the hereditary nobility. The only monarch with wide-ranging political power is the High-King who can still propose laws, veto legislation, nominate government officials et cetera. The monarchs of the Kingdoms vote on who among them shall succeed to the position of High King after the former's passing. The Farassaqui are known to cultivate a culture of great extravagance. Their often flamboyant fashions are almost invariably copied by the rich and powerful across the galaxy. Art is particularly prized in the kingdoms and has been a focus of High Queen Wrrwain's reign, who has inspired something of a cultural renaissance after lifting several bans on artistic expression once put into place after significant lobbying by the clergy of the Trinity of Cats. The aristocratic circles of Farassaq is vicious and marked by fawning envy to those richer and more powerful than oneself. Each of the Kingdoms maintains it's own armed forces, varying in their doctrines and organizational structures but all beholden to answer the call of the High King in times of war. This gives the Farassaq Kingdoms a diverse assortment of military specializations to call for when they are needed in specific types of theaters. Their warships tend to be small and nimble but relatively cramped, and the Farassaqui are known to have some of the most skilled if not most experienced starfighter pilots in the known galaxy.

The Qharlaquan Republic: A star-nation no larger than those ruled many petty Outer-Rim warlords, the Qharlaquan Republic encompasses only a handful of star-clusters in it's domain, however, it sits in a vital junction of many of the galaxy's most important space-lanes which allowed Qharlaq to flourish and prosper. Started by a group of breakaway colonists in the earliest ages of interstellar expansion across Coreward space, the Qharlaquan Republic has been able to maintain it's independence through becoming one of the galaxy's most important trade hubs and while upholding a policy of strict neutrality. It's capital world Qharlaq has grown into becoming one of only two full ecumenopolises in the known galaxy, where millions upon millions from thousands of planets come to seek their fortune, Qharlaq is also the most populated planet in the known Galaxy and among it's most important financial centers. Qharlaquan banks are heavily involved with the finances of all the states, corporations and wealthy individuals of the Milky Way Galaxy. And it's economic position is so great that despite little military strength and no strategic depth to speak of even the great Superpowers of the Core all leave the Quarlaquans well enough alone. The Qharlaquan Republic is governed by the Grand Directorate, a panel consisting of representatives from their largest gigacorporations. Qharlaquan-built warships are large, bulky, slow and are poor at travelling long range. Although their offensive and defensive capabilities are stellar. Qharlaquan culture is highly individualistic and based on the pursuit of profit, the "self-made man" is the highest ideal many aspire to and a very high degree of separation exist between private life and professional life. Individuals are free to engage in almost any activity outside the workplace and this is done with no repercussions to their professional reputation as long as it does not affect their productivity and social conduct in the workplace. Due to this Qharlaquans engage in many activities that aliens might consider base or hedonistic. Qharlaq is one of the jewels of the galaxy, rarely, if ever touched by it's war, trials and tribulations. It is a place where almost anything is possible and where nearly anything can be found and bought if the price is right. It's neutral status made the planet the location of the Pan-Galactic Forum, an independent and inter-governmental body where most Coreward Great Powers are members, excluding notably the Hemoh Purity and Kharrash Combine. The Pan-Galactic Forum is a platform for negotiations and the proposal of measures to further peace and integration in the Galaxy. While it has no official power over the independent governments of the various Coreward star-nations and the many conflicts of interest often leave the PGF gridlocked, it has achieved some impressive feats in conflict mediation and the establishment of the Galactic Financial Credit Scheme.




The Outer Rim

The semi-explored Outer Rim of the galaxy is home to many independent colony worlds, small star-nations and rampant criminality. As long as there has been space-faring civilization, the dissenters, undesirables, pioneers, cultists and pariahs of a hundred different species and societies have all drifted out into the Outer Rim. The technology of the modern era is sparse in this part of space as they are still developing and distance from the core is great. For most of these poor, developing worlds nature is still the greatest enemy. Most inhabitants of the Outer Rim live hard, poor and often short lives, but these worlds are not without value as many raw materials come from the Outer Rim and get shipped to the great industrial centers in the Core and mining colonies are especially prevalent in the Rim. The independence of these many free colonies, local species and small nations comes with a price as the Outer Rim is rife with conflict, warlordism is endemic and the region is a veritable haven for illegal or partially illegal activities, particularly piracy and the slave trade. Terrorist organizations often build bases and hideouts among the stars of Rim where they plan their attacks against their enemies. The heart of the Outer Rim is Noctis Station, built in the mined out husk of a large planetoid. The station is home to over 250 million inhabitants and hosts the Outlaw Council, the only tenuous central authority present in this vast region of the Galaxy and it is the home of the bearer of the Renegade Crown, a figurehead whose main task is to serve as a unifying figure if any of the greater powers in the Core starts spreading a bit too far into the Rim for the liking of the locals. Despite a significant sentient presence there are many secrets and mysteries to uncover in the Outer Rim, and thus the region draws explorers and pioneers in equal measure to criminals and terrorists to it's many diverse worlds. Many mysteries remain in the Outer Rim, uncharted systems in their multitudes, ancient ruins, strange happenings, appearances made by fearsome aliens coming from the depths of Galactic Darkspace and echoes of ancient doom ring out across these stars which shine far from the light of civilization. In many places the stars align and dark paracasual forces, being and magics bled into realspace, causing many psionics hoping to learn the darker aspects of their arts to come to those haunted suns. A good number of native species in the Outer Rim have been "uplifted" by the warlords, who use their worlds as staging grounds and them as slaves and soldiers, and many planets inhabited by the native species of the Outer Rim remain in largely medieval societies with the technologies of the modern galaxy very rare indeed, and mostly in the hands of wicked men who come to exploit them.





Centrum: Once known as Earth, the homeworld of Humanity former throneworld of the Imperium Galaxis is a vast ecumenopolis and holds the second largest population out of any planet in the known Galaxy only slightly behind Qharlaq. After the Imperial collapse Centrum has been under the control of the fanatical clergy at the head of the Blessed Empire. While never particularly friendly to non-humans, the world has since the takeover of the Blessed seen bloody purges of both non-humans and humans deemed impure in the eyes of the radical clerics spreading an atmosphere of fear and terror across the planet, from the highest spires to the lowest semi-collapsed hab-blocks. Billions of Unitarian pilgrims flock to the planet every day, eager for a glimpse of one of the untold number of gargantuan Imperial cathedrals and holy places. In spite of the fact that millions of pilgrims are accepted daily, many more are kept waiting. These pilgrims are a significant source of income for the locals, many of whom rent rooms at immense prices and the religious tourism industry is one of the Centrum's greatest sources of income. Indeed, even today with wars raging across the former domain of the Imperium, nothing has slowed the old throneworld and it has seen very little fighting and remains an industrial powerhouse of great magnitude, it's wealth and industrial production capacity a great boon to the Blessed Empire. Inhabited by trillions, the planet is divided between the immensely rich upper-class composed of the Blessed Empire's higher clergy, nobles and state functionaries and a largely impoverished underclass living in the vast hives of the ecumenopolis. Centrum was stripped of all forms of natural resources many millennia ago, its soil is utterly barren and its atmosphere is now a fog of industrial pollution from the vast industrial complexes on the planet while massive, labyrinthine edifices sprawl across the vast majority of the surface.

Mars: Settled a long time ago in humanity's ancient past, Mars was the first planet in human space to be terraformed, it was a truly vast undertaking but one that allowed people to go on the surface without using sealed suits, while the Red Planet is still very much a red planet, small belts of green ring the artificially made seas on the planet. For a long time, Mars was the only planet able to rival Earth/Centrum in population, wealth, prestige and cultural significance until more naturally hospitable worlds beyond the Sol System began to eclipse it. Still, that does not mean Mars became a backwater, the planet is still a massive center of heavy industry with large components of mining and water reclamation industries as well and the planet hosts a population of around 30 billion, far below the teeming trillions on Centrum but that still makes Mars the second most populated planet in the Sol System. It's economy is closely interconnected with Centrum's and it's moon Deimos hosts the largest military shipyard in the Sol System, currently supplying nearly one fourth of the Blessed Empire's new warships.

Hofelia: An important, heavily populated world in the former Imperial Mid-Rim, Hofelia was an arid planet whose equatorial band was covered in a vast closely interconnected urban areas known as gigasprawls which cover nearly the entire equatorial band. The gigasprawls are full of industry and boast a teeming population of around 56 billion. The planet's polar regions however were renowned for their beauty with luxurious resorts and villas dotting the shores of the two polar oceans, the only major bodies of surface water on this warm, dry planet. In the chaos of the Imperial Collapse, the scions of many of the old Imperium's most powerful and influential noble houses came together to form a new government as new came that Centrum had fallen to a Unitarian coup which was rapidly spreading and that the "corrupt and decadent" nobility was being purged by the religious zealots led to the formation of the Imperial Commonwealth. The Great Houses used their vast fortunes to raise private armies and stop the initial onslaught of the so-called Blessed Empire. But after the immediate threat had been dealt with, the system designed to promote a new Empire fell into a den of internal politicking and priortitization of House interests above those of the Imperial Commonwealth, the grand halls and palaces of Hofelia are rife with plots, pacts and secret murders.

Imperia Prime: Formerly known as Zeon's World before being renamed, Impera Prime serves as the capital of the Once and Future Empire. A wet and humid world where massive, dark-wooded trees grow in the swampy water, forming canyon-like groupings of foliage that were covered in vines and infested with the predatory lizard-like yamirli creatures. Early human colonists had tame the seemingly endless jungles and fend off the planet's violent predators in order to establish their society but when they did the planet became a significant center of trade and host to a thriving light industrial and agricultural sector, producing mainly fine luxury furniture with the exotic timber from the planet's jungles and exotic fruits. While relatively unassuming at first glance, it's location on an intersection of a number of vital space-lanes interconnecting the Imperial Mid-Rim and Outer Colonies made it the preferential pick for the Once and Future Empire as they could quickly take control of the planet's space-lanes and extend control over a significant section of the former Empire. The planetary capital of Zeon's Landing has since become the capital city of one of the three main Imperial Successors transformed from a relatively small city into a massive metropolitan area with expanding industries and a newly built space-elevator having become it's biggest landmark.

Qharlaq: The second of only two full ecumenopolises in the known Galaxy, Qharlaq is arguably the most important financial, trading and cultural hub in the galaxy rivalled only by Illeon in the Ellirean Accordance. If you can make it on Qharlaq, then you can make it anywhere it is said. The planet is also often referred to by it's secondary name in common parlance, Galactic City. Qharlaq has the greatest population of any planet across known space, slightly eclipsing Centrum by a few hundred million. Indeed, Galactic City is often seen as the bright, light twin of Centrum and is seen above all else as a glamorous, dazzling spectacle that draws the imagination of an entire galaxy, far removed the drudge and dreary nature of Centrum whose very streets seem intent on breaking the will of those who walk them. Home to trillions of beings who make up a great and diverse menagerie of species from the entire length and breadth of the known Galaxy with more arriving every day to seek their fortune in Galactic City. The planet is easily the largest melting pot of the Galaxy, on this great city-world a thousand species and cultures mish and mash and a truly immense amount of wealth flows through it. The vast conurbation that spans the whole planet is one of great contrast, vast spires and skyscrapers reach above the clouds with the only thing keeping some of the more outlandish designs from collapsing on themselves being highly specialized localized A-Grav generators. However, the further below one goes, descending the many hundreds of levels into the planet's underbelly, the worse the conditions get and the lowermost deepslums are as dangerous and crime-ridden, if not even more so than a thousand backwater Outer-Rim worlds.

Illeon: Often referred to as the "beating heart of galactic democracy" and the "planet of romance", the planet of Illeon is the ancestral homeworld of the Ellirean species and is often seen as the true capital of the Accordance where the powerful Ellirean matriarchs pass their judgments on one of the galaxy's greatest powers, steering the Accordance on its quest to assume the mantle of premier Galactic superpower after the fall of the Imperium Galaxis. Standing in the center of a vast economy and being the important nexus of many interlocking trade routes, the planet's great deposits of Mictharium, abnormally large for a warm, lush garden world has been an immense boon to the Ellireans throughout their history as a spacefaring species, it has allowed them to have access to a vast amount of starship fuel, powering early exploration missions from their home system and greatly aiding their early expansion and settlement drives as the Ellireans left their home-system. The planet is home to a great population, mostly concentrated in a number of vast gigacity-conurbations interconnected by dense networks of infrastructures. However much of the planet remains covered in teeming vegetation where animals flourish in the beautiful woodlands, valleys, hills and jungles and many small towns and communities fill the planet's countryside. The great cities are remarkably clean and emit little pollution when compared to those of many other civilizations as the Ellireans greatly value the beauty of nature, with advanced arcology, transit, city-planning and arcology technologies allowing for a minimal environmental footprint for such a large population.

Syn Hallaein: The largest space-station in the known Galaxy and capital of the Yaaric Unity, Syn Hallaein stands at roughly 348 kilometers in diameter and a height of 505 kilometers. Similar in appearance to Noctis Station in the Outer Rim due to the nature of the construction of both stations. Syn Hallaein was partially constructed from an enormous chunk of rock that had been blasted away in a planetary collision eons past while the rest of the superstructure was built into and out of it. Inside the hollow "dome" of the station is a massive, multi-leveled city which contains many courtyards, parks and other non-essential spaces which all contribute to give the station a terrestrial feel. with and within the remaining foundational rock crust which serves as structural support is a dark honeycomb structural pattern of hangar bays and weapons platforms. Extending down from the rock dome is a great spire with hundreds upon hundreds of docking platforms and spires that receive the massive volume of ships that are arriving and departing Syn Hallaein every day and also contain the stations industries and housing areas for the poorer inhabitants of the station, as well as cheap entertainment for the visiting spacers. With a population of 8 billion, Syn Hallaein is the most populated space station in the known Galaxy. As the Unity's capital and center of government, it also has the highest number of Celestials out of all planets and stations in the Unity and houses the Celestial High Council.

Mrr'Shaan: Located in the Outer Colonies of the Farrasqui Kingdoms, the small moon of Mrr'Shan orbits a massive hydrogen-helium supergiant named Teev which is the only real planet in the system. However, the system does have a vast and mineral rich asteroid belt which has led to Mrr'Shaan developing quickly as a major industrial center in the Farrasqui outer colonies. The moon is almost entirely covered in sealed cityscapes, domed colonies, industrial complexes and harbor facilites. Mrr'Shan is known for it's bustling industries, shipping businesses, nightlife and flourishing gambling scene, Mrr'Shan is however also seen as one of the less respectable Farrasqui worlds. The moon has a high crime-rate and plays host to numerous smugglers and criminal gangs. The moon's very low humidity makes static electric shocks and nosebleeds common among visitors. These sudden nosebleeds have actually become known as a lethal choking hazard if suffered when asleep and especially when sleeping under the influence of alcohol or drugs dulling one's reactions. Fatalities caused by these nosebleeds are known as "going red" to the locals and local gangsters often simulate it's effect in order to cover up gang-related murders.

Sathas: An Outer-Rim world near the edges of Coreward Space standing under the banner of the Yaaric Unity. This proximity to the Core and stability of being controlled by one of the Superpowers has allowed the planet to flourish and colonies populated by increasing numbers of Emyaar settlers are springing up all over the savannas, canyons and jungles that cover the world, clustering around it's misty, winding rivers. There is a native sentient primate-like species known as the Sathanni which cultivates a primitive, copper-age civilization fearful and aggressive toward the strange being arriving from the skies, Sathanni raids on outlying colonies and homesteads have increased in frequency and severity, leading to a larger than normal Steel Caste presence when compared to other planets in the Unity with similar population numbers. Still, the main colony town of Fiyarro is a bustling port where many explorers from the inner regions of the galaxy stop by before venturing further into the Outer Rim. Opportunities for enterprising explorers can often be found here visiting captains in Fiyarro are eager to sell star-charts and maps leading to supposedly great discoveries of verdant worlds, valuable minerals and strange, exotic place with equally exotic treasures.

Port Dusk: The edge of civilization, or at least what passes for civilization at the end of the Outer Rim. This old space station was constructed out of an old star-fort left behind by some now extinct alien species thousands and thousands of years ago. It has since been haphazardly expanded, with new blocks added and even entire ships having been welded into the station. Port Dusk attracts the outcasts of a thousand clusters, here they all come to the one last port of call before continuing into the unknown voids of Galactic Darkspace. Structurally, the station is a maze of passageways, halls and great chambers. Within the station there bustles an ever-changing population of diverse, strange and exotic individuals, persons from every species in the civilized galaxy can be found here. Exploring captains often spend many weeks in port while their ships are refueled and repaired. Cultists burning with zeal to spread their faiths to the lost souls of the station pontificate in tiny shrines. Traders and smugglers whisper deals behind curtains in the station’s drinking dens. Port Dusk is ruled by an Outer Rim warlord of dour disposition. His fleet of ramshackle warships dock here when not on patrol through his territories or out raiding the worlds and outposts of rival warlords.

Noctis Station: At the confluence of many of the Outer Rim's important trade lanes, built into the mined-out husk of a metallic asteroid, Noctis has been a haven for criminals, terrorists, and malcontents for thousands of years. At times, the station has lain idle and abandoned for centuries, only to be reactivated by a new group of outlaws seeking a fresh start. The space station's original elegant design has given way to haphazard expansion by scrabbling factions of every species and now has a large downward spire hosting vast docks, industries and living quarters giving the station a jellyfish-like shilouette. The station is home to the Renegade King, a heroic figure of the Rim chosen to act as a ceremonial figurehead who should in theory unite the warlords if any of the major powers start pushing a bit too far into the Rim for their liking. The Renegade King is the only source of some limited authority on the station. The station is full of dark, twisting streets populated with homes, shops and warehouses and territory is controlled by the strongest faction in that area and frequently changes hands, often after brutal violence. The station's population of around 300 million are housed in everything from elaborate homes in the spires to doss spaces near the outer hull, all are available and all cost an appropriate number of credits. Here in the station's vast markets there are many items for sale which would normally not be found anywhere else, and better still, no questions are asked. Strange artifacts brought from the depths of space, exotic narcotics from worlds yet unnamed, illegal gene-mods all this and more is traded throughout the dim, ruddy hallways of the station.

Chasca: An Outer-Rim world close to Noctis Station, it's atmosphere has a high natural percentage of greenhouse gases which leads to a relatively hot hotter climate. Still, this did not bother a vast collection of Ellirean renegades to settle and develop the planet. Most cities, settlements and the most part of it's 750 million inhabitants are clustered around the polar regions where the climate is colder. The planet is and it's system form one of the countless little independent statelets of the Outer Rim. However, the system and planet are also seen as of the few prized islands of relative peace, growth and tranquility in the Outer Rim. The planet is the most important supplier of food to Port Noctis and is also a haven for farmers who grow psychoactive substances, also shipped to Port Noctis to be refined in the station's drug-labs. Along with this there are a number of clandestine branches of particularly unscrupulous megacorps from the Accordance, all kept safe and secure thanks to the good relations the Chascan authorities uphold with the Renegade King on nearby Noctis Station.

Rakodan: A strange place in the Outer-Rim, where a weirdly tinged sky casts above a red deserts, crags, mountains and antediluvian ruins left behind by an ancient species whose very name has been lost to time. Whoever the inhabitants were, they are long gone, only dark tombs and crumbled temples give silent testimony to their presence. On this world, the veil between realspace and paracasual space is thin, even as one approaches the planet, strange sensor readings and data-surges affect the ships of those who come. But they still come in number, mostly psionics hoping to glean knowledge of the Beyond in the ancient ruins or scavengers picking through them. Due to the planet's harsh terrain, and the strange warping powers of the beyond seeping into realspace, Rakodan's native fauna was both vicious and cunning, it has been the doom of many an unwary visitor who has come to the planet seeking wealth and knowledge coveted by many. Even if these dangers are avoided, spirits and demons from the beyond are all said to dwell in the dark ruins and haunted tombs.

Ylem: A tale of beauty and sadness in the Outer Rim, once Ylem was a thriving colony built by enterprising human settlers who had made their way out from the core to build something of their own, finding a lush and green garden world to make their own. Ylem became a major agricultural world with a population of around 7 million, however this wealth always attracts covetous eyes in the Rim. Not that long ago, a sizable pirate armada raided the clusters in the area, while Ylem's militia managed to repulse the pirate raiders the attack did much damage to the planet's infrastructure and economy, a situation not improved by the massive influx of refugees from other planets in the cluster that did not manage to repulse the raiders. However, more recently the planet has stated to rebuild thanks to the dedication of a certain human trader bringing in critically needed supplies.

Hovorkam: Located in the Darchoga System with a perfect view of it's namesake, the beautiful Darchoga Nebula, Hovorkam is a scorchingly hot, nearly moistureless and barely habitable deset moon orbiting the gas-giant Syba. Still, it is home to a small colony of Tarmassian pioneers who support themselves by selling silicones. Hovorkam's orbit around the gas giant gives rise to gravitational anomalies that cause plumes of sodium silicate to erupt from it's surface, depositing unusually pure silicon sand in their wake surfaces which is an important material for the manufacturing of high-performance computer hardware. Most of the colony's incomes are derived from selling said silicone. The fledgling Tarmassian colony along with abandoned mining facilities, scattered outposts and camps left by other seeking the same wealth can be found here. A backwater, the recent discovery of what seems to be some type of ancient Builder complex long buried in the sand by a few Werai spacers visiting the planet is however slowly bringing more attention to this once forgettable Outer-Rim backwater planet.

Aleemu: This Outer Rim world was filled to the brim with freshwater, with only a few islands (that would pass for mountains and ranges on other worlds) preventing the world from displaying a perfect glossy blue color. It lacked the essential elements for life, however, and so remained a virgin world for billions of years, only recently having been discovered and explored. The absent need for purification has drawn a lot of merchants towards the planet in the hopes of sucking it dry, bringing the bounty of the oceans to desert colonies at a premium, and turning a large profit. As the waters lowered, colonists jumped at the opportunity to establish their own little principalities. The settlements remain quite sparse and heavily divided, but the ones that can plant themselves on dry ground find themselves to be quite successful. They're eager for construction materials, mechanics, and anything that will help them turn a marsh into a paradise. On the shadier side, some individual colonies also want to cut their distant brothers off at the root. Once the land emerges, the land would be then be theirs, and they wouldn't have to worry about powerful, bothersome neighbors. It's a growing, thriving planet, one of the few notable ones at least.

Taiuqua: Billions of years ago, a larger planet crashed into it and sent it spiraling out of its orbit. It now wanders alone through the galaxy, its old core of iron and nickel cooled and exposed for all the galaxy to see. It lies closer to the Inner part of the galaxy, and many factions claim it, but few colonize its bleak soil, and no faction cares to war over it. Many shadier characters, not to mention subterranean and light-sensitive creatures, have burrowed into the non-metallic continents, taking refuge outside the light of a sun behind heavy bulkheads separating them from the void. It bustles, much like you would expect an average Inner World planet to do, and the people there have a much more ho-hum attitude with life than one would expect. Because of a sequence of good economic decisions, the average citizen can survive and even thrive by working there. Despite being literally a shady planet, its outlook is quite bright. You can make a good living by working with these gents- just bring your own lights.





Last edited by The National Dominion of Hungary on Mon Sep 13, 2021 1:07 pm, edited 5 times in total.

Plotek i medialnych bredni nie daj sobie wmówić,
Codziennie się rozwijaj i nie daj się ogłupić,
Atakowi propagandy stawiaj czoło dzielnie,
Nie daj sobą sterować i myśl samodzielnie.


Mass Effect Andromeda is a solid 7/10. Deal with it.

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Postby The National Dominion of Hungary » Sun Sep 12, 2021 11:58 am

Lore of the Galaxy - Technology, Phenomena and Ships



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Warp Gates are massive FTL transit devices scattered throughout the Milky Way and usually located within star systems. They form an enormous network allowing interstellar travel. Hailed as one of the greatest achievements of the long extinct aliens known as the Builders, a Warp Gate can transport starships near-instantaneously to another directly linked gate within the network, allowing for journeys that would otherwise take years or even centuries with even the most modern conventional FTL-drives. Warp Gates are massive, irregular crescent-like structures that are either gravitationally anchored or just float alone in the edge of a system. They have been crafted from an unknown alloy that is shot through with bizarre geometric patterns in tarnished golden and pearlescent metal. They shimmer slightly when viewed with human eyes, almost as if they were a mirage of no substance. This is an optical illusion that may be produced by the continuous and paradoxical gravitic and electromagnetic stresses encountered within the gate’s vicinity. Warp Gates are believed to be indestructible by galactic society but no known attempts have been made to actually damage or destroy a gate because they are the only means of long distance space travel and thus too vital to risk.


Mictharium, is a rare material that when subjected to an electrical current is capable of projecting directional gravito-electromagnetic fields which can then be manipulated. This phenomenon is used in several ways by modern galactic civilizations, from generating artificial gravity on starships to manufacturing high-strength construction materials. It is most prominently used to enable faster-than-light space travel without causing time dilation. The material is common in the asteroid debris that orbit neutron stars and pulsars. These are dangerous places to mine, requiring extensive use of robotics and shielding to survive the intense radiation from the dead star but it is also vital to the survival of modern societies. Some planets also have Mictharium deposits or coalesced around a larger deposit during their formation. While these secondary sources are more common and safer to mine the yield from the ore is not as large. As a naturally occurring chemical element, Mictharium can be found everywhere and in anything but in non-extractable quantities. For example, an ancient geological survey on Centrum showed that Mictharium exists in a quantity of less than 0.003 parts per trillion.

FTL-drives or "Warp-drives" in common parlance are devices which allow ships to travel at FTL speeds through space. FTL drivecores work by exposing refined Mictharium to electric currents, creating fields in which gravity can be manipulated to a point where velocities faster than the speed of light are possible without bending space-time and causing time dilation. The precise maximum speed and the time this acceleration can be maintained varies depending on the exact type of FTL-drive being used. In general, the larger and costlier the drive, the longer the ship can run at FTL-speed. FTL-drives do not provide any motive power on their own and a ship still needs to use it's regular engines to go anywhere at faster-than-light speed. As positive or negative electric current is passed through the FTL drive core, it acquires a static electrical charge and will sooner or later reach charge saturation and need to be discharged. The safest way to discharge an FTL-Core is to land on a planet and establish a connection to the ground, basically like a lightning rod. Though if a ship for some reason can't land, they'll have to discharge into a planetary magnetic field or when docked to an installation. If the charge is allowed to build past dangerous levels, the core will discharge itself into the hull of a ship. All ungrounded crew members will be fried to a crisp, all electronic system burned out and metal bulkheads may be melted and fused together.

To facilitate FTL-communication across the Galaxy, Comm-Buoys that daisy-chain transmissions via lasers are used. Comm buoys are maintained in patterns built outward from each Warp Gate, each individual buoy is then connected to another buoy in the network forming a corridor of low-mass space via Mictharium manipulation similar to how it is used on warp-drives. Tightbeam communications lasers are then piped through these "tubes" of FTL space for allowing extremely fast communication to anywhere on the network. With this system, the only delay is the light-lag between the source or destination and the closest buoy. So long as all parties remain within a light-second of buoys, seamless real time communications are possible. Since buoys are maintained in all traveled areas, most enjoy fast communications. Ships only suffer comm-lag when operating away from established space-lanes or in general uninhabited and unsettled areas. During wartime, Comm-Buoy networks are often the first target of an attack. Once the network in a location is severed, it can take anywhere from weeks to years to get a message out of a contested system. In inhabited systems where there for some reason are no comm-buoys or the network has been destroyed, rapid communication means ferrying information through high-speed courier ships or automated data-drones.


Virtual Intelligences or VI's are a type of sophisticated software systems designed to help in various tasks and make modern computer systems easier to use. They are not to be confused with artificial intelligences as VI's are incapable of any kind of independent learning and decision making. Though more advanced VI's can appear to be intelligent none are actually self-aware, just made with clever programming. VI's use a variety of methods to simulate natural conversation, including an audio interface and an avatar personality to interact with. VI's are used as operating systems on commercial and home computers. Minimal VI 'agents' are also available. Agent-programs are compact and specialized. Some serve as personal secretaries, filtering calls and scheduling meetings based on user-defined priorities. Others are advanced search engines, propagating themselves across the extranet to collate user-requested data. Commercial VI's in a variety of stock "personalities" are available at basically any software retailer though there are boutique firms and hobbyists who offer to build unique VIs to a customer's personal specification. Some VI's have personality imprints bordering on theatrical while others are more neutral and machine-like in their "mannerisms" when interacting with their user. VIs vary greatly in capability depending on how they are used, they can handle search queries and sift through infromation on the Netscape, act as tour guides or manage sophisticated lab and database work alongside many other functions though one of the primary drawbacks of Virtual Intelligence Systems are their very limited usefulness outside their pre-programmed role.


An Artificial Intelligence or AI is a self-aware computing system that exhibits intelligence similar to, and in some categories far superior to that of a sentient organic being and capable of independent learning and decision making. They can also "feel" genuine emotions, such as affection, anger, and amusement. Creation of a "conscious" AI requires extremely advanced adaptive code, a slow, expensive education period to "train" the AI, a specialized quantum computer called a Lattice Box and, since the Digiplague, a willingness to break the law. An AI cannot be transmitted across a communication channel or uploaded directly to a cloud computer network as without its Lattice Box an AI is nothing more than a huge collection of data files. Loading an AI's files into a new Lattice Box from an old one will create a new personality, as variations in the quantum hardware and runtime results create unpredictable variations. When first brought online, an AI runs at a very low processing speed, with a handful of input sources, and the intellectual capability as a newborn organic. AI's experience "life" at the speed their hardware runs and can absorb information from millions of sources at once. If "switched on" at full capacity and not sufficiently "trained" they tend to cope badly with the deluge of input. At best, such an AI is severely autistic and at worst it is completely insane. After the Digiplague, AI's are either technically illegal or outright banned across the known Galaxy.


The Hand Terminal is a universal personal communication smart device used all across the known Galaxy, wherever you go, everyone has one of these in their pocket. They are mostly made in the form of a solid clear rectangular device made entirely out of glass silicate or transparent hard glossy plastic/polycarbonate. The display, user experience, and operating system includes touch, proximal motion, and gesture detection, as well as holographic projection for when the user wants to expand the screen beyond the area of the device or keep multiple windows open at the same time. Hand Terminals are also made to be worn around the wrist as a bracelet or a watch, in which case the user interface is fully holographic. Other than communication via voice/vidcall or text and accessing the Netspace, hand-terminals can be used for a number of other things if you set them up with the necessary software upgrades, such as gathering rudimentary diagnostics or hacking something.


Image

The Material Plane, officially referred to as Casual Space but mostly called Realspace or simply Space in common parlance is the dimensional "region" of space-time where the Galaxy and material world exists. Realspace abides by all the laws of physics and the natural world known to the Galaxy. Then there is the hyper-dimensional, non-Euclidean, psychically-reactive region of space-time that underlies the physical universe. Officially referred to as Paracasual Space, the Beyond is both a twisted mirror of Realspace while at the same time permeating all of it as if it were an invisible, undetectable mist. It is infinite and it is nowhere, ever-changing and perpetual all at the same time. The "energies" in the Beyond are believed to be the direct result of the existence of sentience in the Universe, in particular the intelligent species of the Milky Way Galaxy. The Beyond is an ocean of chaotic psychic energy, the raw emotions, both positive and negative of trillions of sentient beings given physical form and constantly stirred by shifting emotions and actions. The mind of every sentient being in the material universe leaves an imprint in the Beyond and although the signature of one single person is insignificant in the energy or influence it generates, when the imprints of an entire intelligent species of billions or even trillions of individuals are combined they have a huge impact on the very nature of Paracasual Space.

Paracasual Space is the source of so-called supernatural phenomena that have turned into legends and stories by the species and cultures of the Galaxy. The barrier between Reality and the Beyond is not equally strong across the galaxy. In some places, the veil is thin, allowing the influence of the Beyond to bleed through into Casual Space. Such areas might be permanent or temporary and could be of nearly any size, the result of random chance or the intentional acts of strange cults or empyreological experiments. Such places tend to often be considered "haunted" or "ill-omened" in common folklore, people might hear voices, glimpse movement out of the corners of their eyes, or experience nightmares or even waking visions. Temperatures might plummet or fluctuate and individuals might feel a sense of wrongness that they cannot describe, or strange and disturbing sensations they cannot quite explain. This "Veil" between the realities is mostly believed by empyreologists to actually be the very laws of physics that govern Realspace.

Sentient creatures with a abnormally strong signature in the Beyond have long been able to use the power of the Beyond. Magicians, witches, mediums, shamans and exorcists have all trapped into its power across the breadth of both human and alien history, albeit often unwittingly. These people are officially called Psionic and in a simple, concise sentence, working psionic "incants" is the manipulation of energies drawn from paracasual space in order to directly alter or impact the natural world beyond the limitations imposed by the laws of nature. Using psionics will always drain the paracasual energies present within the psionic but careful adaption and training can allow the psionic to channel more energy for the use of more powerful and numerous incants. If one draws on more power than one has access to, it is not unknown for the great and mystical forces of Paracasual space to hurt or even kill the overly ambitious incanter as the raw power coursing through body and mind burns through them like a fire. A greater personal willpower and gradual bodily adaption to slowly incrementing levels of Paracasual forces allows the caster to "draw in" more power from the Beyond and thus allows them to cast more powerful incants with greater safety.


The galaxy's starfleets operate a wide variety of combat vessels but these come under a number of general categories depending on their tonnage, armament and crew size.

Strike Craft: The smallest warships, if they can be called that, are the many kinds of fighters, interceptors and bombers fielded across the Galaxy. Too small to mount an onboard FTL-drive, they must be carried into battle by larger starships or be launched from planetside bases. Many are constructed as "spaceplanes" in order to seamlessly transition from operating in space to operating in atmosphere in order to support ground operations. Bombers are highly useful in targeting exposed sections of enemy ships and can thus be a nail in the eye for even heavier vessels. Strike craft rarely have a crew larger than two but some of the largest bombers can have up to four or five.

Attack Boats: Often colloquially referred to as cutters, picket-frigates, gunships or torpedo boats but all these different terms are combined under the blanket-term of Attack Boats. They are mostly used to police more stable sections of the space under the banners of the galaxy's greater powers. Used for customs enforcement and in-system patrol but they find most use in anti-piracy operations closer to the Outer-Rim. Indeed, some Outer-Rim microstates use Attack Boats to make up the backbone of their defense forces. Often armed with a missile launch bay and some point defense guns. These small vessels rarely participate in any kind of large-scale fleet actions. Rarely more than 100 meters long and have crews of around 50.

Corvettes: Mostly measuring between 150 to 200 meters, corvettes are mostly used in a fast attack and recon capacity but they are renowned as being especially adept at commerce raiding. Comparable ships are often in the hands of privateers, pirates and successful mercenaries. Corvettes are often used to lead squadrons of Attack Boats on patrol or are used by the Special Forces branches of various star-nations in such cases often equipped with stealth systems making them hard to detect across the vastness of space. They rarely carry a crew larger than 200.

Frigates: Alongside destroyers, frigates are considered to be the "poor bloody infantry" of most navies. Versatile and used in every role from long-range patrol to convoy escort, groundside support and full-scale fleet battles, where they usually form into screening squadrons escorting larger ship or wolfpack squadrons prowling the engagement zone. Greatly varying in size from 300-meter light frigates to over 500-meter heavy frigates. They rarely carry crews higher than around 850 and generally not lower than 400, often with significant marine complements used either in planetary landings or boarding actions.

Destroyers: Rarely measuring greater lengths than 650 meters, destroyers are heavily armed and armored for their size, often twice the tonnage of a frigate without being significantly larger thanks to the mass of their thicker armor and heavier weapon-systems. Destroyers often have little in the way of omnidirectional firing arcs but instead they tend have terrifyingly deadly forward-facing weaponry as their main purpose is simply going on the offensive, often against enemy ships larger and heavier than themselves. They rarely carry crews numbering any more than around 800 individuals.

Cruisers: These ships, like frigates come in many varieties, shapes and sizes. From 1000-meter light cruisers optimized for anti-air duties mounting extensive point-defense grids to 2 kilometer heavy cruisers with heavy ship-to-ship firepower while most regular cruisers come in between 1.2 to 1.5 kilometers. All cruisers are foremost main-line combat ships and are often the largest ships present in smaller scale fleet engagements, leading squadrons of frigates and destroyers into battle. In larger fleet battles they focus on their special roles, light cruisers often providing cover from strike craft while their medium and heavier counterparts trade fire with enemy capital ships. Cruisers can carry complements of between 1000 and 3000 crew.

Battlecruisers: Blurring the lines between heavy cruisers and fully-fledged battleships. The battlecruiser is a hard-hitting capital ship often surprisingly fast and agile for their great size and mass. They are mainly intended to hunt down slower, older cruisers and battleships and then destroy them with heavy gunfire while avoiding combat with the more powerful but slower more modern battleships. Often commonly (and erroneously) called "fast battleships", these vessels often measure up to 3.5 kilometers in length and can often have crews numbering near 6000 men.

Battleships: Heavy attack ships bristling with deadly long-range firepower, only brought out to large-scale fleet-battles involving hundreds of vessels and the stakes being control of a strategically important planet or warp gate. They are simply too large and too slow to be brought out to anything smaller than such massive engagements and too expensive to risk losing to a lucky critical hit or two from a squadron of prowling Battlecruisers. Some battleships carry significant complements of strike fighters and some even have internal docking berths that can hold full squadrons of attack boats, turning what looked like a lone ship cruising the stars into a small but deadly flotilla at a moment's notice. Battleships can reach a length of up to 6 kilometers and their crews often reach up to 10000 individuals.

Carriers: These vessels can come in many sizes, from vast 5-kilometer long Fleet Carriers able to launch hundreds of strike-craft to smaller Escort Carriers no larger than a light cruiser or destroyer carrying only two or three squadrons on board. Being largely unarmed except for some basic point-defense weapons to be used in extreme need, Carriers are mostly supposed to stay far away from the engagement zone and launch their wings of fighters and bombers, remaining on-station to recover and rearm strike-craft as the battle progresses. Carriers are often used in planetary assaults as they can help ground forces by providing air cover and ground strike support. The smallest carriers are no larger than 860 meters while the largest can be up to 6 kilometers. Their crews tend to larger than those of other warships of similar size in order to accommodate the flight-crews.

Dreadnoughts: The most powerful ships in any fleet in terms of raw offensive power. Dreadnoughts are essentially scaled-up Battleships made specifically for assaults against extremely valuable strategic targets which tend to be protected by extensive orbital defenses. Like the Battleship, the Dreadnought does not in any way concern itself with evasion or speed and it's only purpose is to act as a massive weapons platform able to soak up the enemy's counter-fire while dishing out enormous punishment from it's vast array of weapon-systems or help land great amounts of ground troops in the case of planetary assault. Each one of these massive vessels represents a massive investment of money and resources and they are only ever brought out when fighting over extremely strategically important planets or logistically critical Warp Gates. Dreadnoughts have reached between 20 to 30 kilometers in length, and can have crews and complements numbering above 200 000 souls. The only nations operating these massive warships are Coreward Superpowers, being the only states really capable of bearing the financial and logistical burden of these warships. Before the it's collapse, the Imperium Galaxis had the largest force of Dreadnoughts, numbering 11 ships.



Last edited by The National Dominion of Hungary on Sun Sep 12, 2021 12:04 pm, edited 2 times in total.

Plotek i medialnych bredni nie daj sobie wmówić,
Codziennie się rozwijaj i nie daj się ogłupić,
Atakowi propagandy stawiaj czoło dzielnie,
Nie daj sobą sterować i myśl samodzielnie.


Mass Effect Andromeda is a solid 7/10. Deal with it.

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The National Dominion of Hungary
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Posts: 2518
Founded: May 31, 2012
Iron Fist Consumerists

Postby The National Dominion of Hungary » Sun Sep 12, 2021 11:59 am

Biomass
Scrap Metal
Synthetic Food
Ready to Eat Meals
Edible Plants
Grains
Frozen Foods
Luxury Foods
Fertilizer
Pesticides
Fresh Water
Alcoholic Beverages
Hydrogen Fuel
Methane Fuel
Hydrocarbon Crude
Hydrocarbon Fuel
Non-Ferrous Metal Ores
Ferrous Metal Ores
Non-Ferrous Metal Ingots
Ferrous Metal Ingots
Polymer Ingots
Crystals
Basic Medicines
Advanced Medicines
Clothing
Luxury Clothing
Electronic Components
Consumer Electronics
Advanced Electronics
Explosives
Weapon Components
Power Generators
Agricultural Machinery
Water Purification Equipment
Crop Harvesters
Industrial Machinery
Mining Equipment
Gas Processing Equipment
Large Starship Components
Small Starship Components
Terraforming Equipment Components
Last edited by The National Dominion of Hungary on Tue Sep 21, 2021 7:29 am, edited 1 time in total.

Plotek i medialnych bredni nie daj sobie wmówić,
Codziennie się rozwijaj i nie daj się ogłupić,
Atakowi propagandy stawiaj czoło dzielnie,
Nie daj sobą sterować i myśl samodzielnie.


Mass Effect Andromeda is a solid 7/10. Deal with it.

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The National Dominion of Hungary
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Posts: 2518
Founded: May 31, 2012
Iron Fist Consumerists

Postby The National Dominion of Hungary » Sun Sep 12, 2021 12:05 pm

RESERVED 2

Plotek i medialnych bredni nie daj sobie wmówić,
Codziennie się rozwijaj i nie daj się ogłupić,
Atakowi propagandy stawiaj czoło dzielnie,
Nie daj sobą sterować i myśl samodzielnie.


Mass Effect Andromeda is a solid 7/10. Deal with it.

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Exalted Inquellian State
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Posts: 3565
Founded: Apr 30, 2020
Ex-Nation

Postby Exalted Inquellian State » Sun Sep 12, 2021 12:20 pm

Name: Thorpodeas Thorpodeas
Gender: Male
Species: Saurian, though he seems to be the only one
Background: Explorer
Bio: Thorpodeas, being a strange individual, hasn't appeared in the public records until 2 months ago, when his bank account was registered. Before that, however, there were a few sightings of a dinosaur-like creature for years before he first became a real person. He however, claims they were other Saurians, and does have photographs of others.

From what he says to people, Thorpodeas was born on February 9th, 16,540, somewhere in the Outer Rim territories of the Imperium Galaxis. When he was 18, the final war against the Hemoh unity had begun 7 motnhs earlier, and he was conscripted to serve. He however, dodged the draft, and escaped further outward into the Rim. During the Imperial collapse, he returned home, only to find it a bombarded wasteland. After that, Thorpodeas wandered the Galaxy for a few months, seeing the Imperium fall and society collapse. Since then, Thorpodeas remained, wandering in space away from sight, until he appeared two months ago, and bought his ship not long after.

Equipment: Senemarys C32, Space Suit, Light Armor.
Crew: 10
Ship: Brigantine
Stat Rankings: Brawn 10/Brain 30/Heart 25/Guile 10
Traits: None
Other: His species has a light green skin of many tiny scales, with a yellow underbelly. While Thorpodeas himself has blue sclera with a brown iris, his species has a variety of colors, something his photos prove. The species has a long tail, with a rattle at the end, adorned with multiple feathers. Feathers run down the spine, upper portion of the legs, wrists, and top of the head.
Last edited by Exalted Inquellian State on Sun Sep 12, 2021 1:03 pm, edited 3 times in total.
My Kaiserreich Cold War RP-https://forum.nationstates.net/viewtopic.php?f=31&t=507613&sid=a338bded6a6009aba44e8b2d0d1d04c4
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Elerian
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Posts: 11563
Founded: Aug 31, 2012
Father Knows Best State

Postby Elerian » Sun Sep 12, 2021 12:28 pm

Very excited.

Name: Leon Tchaikovsky

Gender: Male

Species: Human

Class: Rouge Psionic

Bio: Unlike many in the upper echelons of the old Imperium’s Navy, Leon was born neither rich, nor anywhere near Centrum. Leon was born in the outer rim on the world of Krieg, but he longed to live on a richer and greener world. One night while his parents slept, Leon ran away from his home and made his way to the nearest ship dock with the hope of sneaking aboard a freighter and getting away from his homeworld. Leon managed to make his way to the ship dock and hide between two crates. At that point, Leon experienced "cold feet" and decided to return home.

However, Leon encountered several members of a local criminal gang, who dealt in drugs and human trafficking. They trapped him and attempted to abduct him. Fortunately for Leon, a passing dock constable managed to chase off the thugs and Leon took the opportunity to flee home. He never told his parents about the incident but never gave up his desire to leave Krieg. When a passing Imperium fleet cleared out much of the filth and other criminal groups on his world, this convinced Leon that he would Enlist in the Imperium’s Navy.

Shortly thereafter, Leon found himself at the Imperium’s premiere Naval Academy. Leon threw himself into his studies, and before long proved himself a capable tactician. However, it was during this time that his Psionic abilities made themselves manifest. With too much capital already sunk in his path, the Imperial Administration decided to allow Leon to continue his path with the Navy. He quickly found that his abilities could greatly augment his skills.

His greatest failing during his time at the Academy was his lack of networking. While he got along well enough with colleagues that held a similar background to himself, he found it difficult to relate to the more affluent and influential students. This would come back to bite him time and again in the future. Despite being in the upper middle of the pack, he was passed over for many of the more prestigious and desirable postings by his social betters. This infuriated Leon to no end, and he would carry a chip on his shoulder through the rest of his career.

For many years, Leon would toil in obscurity. Often lagging behind his peers when it came to promotions, largely because the brass disliked him. By the time many of his friends had earned their first captaincy, Leon was still an Executive Officer. This prompted Leon to work tirelessly to prove himself so as not to be left behind. It would, however, still be sometime before his talent was realized.

When finally Leon made the rank of Captain, he was spurned again by being placed in a particularly dangerous and undesirable corner of space. A place in which careers went to die. Despite this, and the incompetence of those under his command. Over the next several years Leon utilized his iron willpower and Psionics to shape up his crew and bring some semblance of order to the region. But, his time in the far reaches of the galaxy had an adverse effect on Leon. He became a hardened man, and it was reflected in many of his future actions.

Seeing the potential in posting Leon to lawless regions to shape them into productive corners of the Galaxy, the higher ups saw fit to promote him to Commodore. For the next decade, Leon spent his time in the outer reaches of civilization, fighting pirates and suppressing rebellions. The exact opposite of what he’d dreamed for all those years ago. Rather than complain, Leon took his anger out on the outer colonies. And while his methods were certainly questionable, his effectiveness was unquestionable.

By the time he was honored with a promotion to Admiral, the name Tchaikovsky was feared all throughout the Outer Regions. The mere threat of bringing Leon into the region was enough to scatter criminal rackets, send pirates cowering, and make secessionists think twice about rebelling. However, his promotion was short lived when war dawned with the Hemoh Unity. As the war raged and world were burned, the Admiralty saw fit to transfer Leon back corewards to help turn the tide. Unfortunately, while he was enroute, the Imperium was overthrown. Without access to his own forces, or any direction from the Admiralty, Leon was virtually alone in an unknown region of space.

Leon sought out Imperial Loyalists, and enlisted himself in their services. Fighting tooth and nail in the name of the Imperial Remnant for the next few years. He did all that he could to restore the Empire. However, his efforts were in vain. Few of his compatriots truly believed in the Empire, and most were simply ruthless pragmatists. Any step forward towards bringing the Empire back was thwarted by near constant infighting and betrayals. Disgusted, Leon deserted with other like minded Loyalists, taking a ship and fleeing back to the outer reaches of the galaxy. Many years later, the once proud Imperial Admiral found himself alone, barely surviving. With almost nothing left, Leon found himself drawn to Rakodan, hoping against hope that he might find some measure of purpose there.

Equipment: 40 Credits

Crew: Ket the Salj Warrior

Ship: Pinnance, Shadow of Doubt

Stat Rankings: Brawn 10/Brain 35/Heart 18/Guile 27

Traits: Psionic, A torrid affair: She was related to an instructor at the Academy, good peerage, nearly twice your age. Yet, secret notes, warm and yearning. Furtive assignations where desires (and other things) could be unlaced. The reports were salacious. - (Gain 3 Heart and 2 Guile.)

Carryovers: 1220 Credits, Ancient Laser Pistol, Ancient Jewelry, 2 Voidsuits

Other: I envisioned Leon using his Psionics during his time as an Imperial officer similarly to Battle Meditation from Star Wars if that's cool.
Last edited by Elerian on Thu Sep 30, 2021 1:39 pm, edited 3 times in total.

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The National Dominion of Hungary
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Posts: 2518
Founded: May 31, 2012
Iron Fist Consumerists

Postby The National Dominion of Hungary » Sun Sep 12, 2021 12:58 pm

Exalted Inquellian State wrote:Name: Thorpodeas Thorpodeas
Gender: Male
Species: Saurian, though he seems to be the only one
Background: Explorer
Bio: Thorpodeas, being a strange individual, hasn't appeared in the public records until 2 months ago, when his bank account was registered. Before that, however, there were a few sightings of a dinosaur-like creature for years before he first became a real person. He however, claims they were other Saurians, and does have photographs of others.

From what he says to people, Thorpodeas was born on February 9th, 6538, somewhere in the Outer Rim territories of the Imperium Galaxis. When he was 18, the final war against the Hemoh unity had begun 7 motnhs earlier, and he was conscripted to serve. He however, dodged the draft, and escaped further outward into the Rim. During the Imperial collapse, he returned home, only to find it a bombarded wasteland. After that, Thorpodeas wandered the Galaxy for a few months, seeing the Imperium fall and society collapse. Since then, Thorpodeas remained, wandering in space away from sight, until he appeared two months ago, and bought his ship not long after.

Equipment: Senemarys C32, Space Suit, Light Armor.
Crew: 10
Ship: Brigantine
Stat Rankings: Brawn 10/Brain 30/Heart 25/Guile 10
Traits: None
Other: His species has a light green skin of many tiny scales, with a yellow underbelly. While Thorpodeas himself has blue sclera with a brown iris, his species has a variety of colors, something his photos prove. The species has a long tail, with a rattle at the end, adorned with multiple feathers. Feathers run down the spine, upper portion of the legs, wrists, and top of the head.


Welcome back! You're going to want to change the date of birth though other than that... welcome back.

Elerian wrote:Very excited.

Name: Leon Tchaikovsky

Gender: Male

Species: Human

Class: Rouge Psionic

Bio: Unlike many in the upper echelons of the old Imperium’s Navy, Leon was born neither rich, nor anywhere near Centrum. Leon was born in the outer rim on the world of Krieg, but he longed to live on a richer and greener world. One night while his parents slept, Leon ran away from his home and made his way to the nearest ship dock with the hope of sneaking aboard a freighter and getting away from his homeworld. Leon managed to make his way to the ship dock and hide between two crates. At that point, Leon experienced "cold feet" and decided to return home.

However, Leon encountered several members of a local criminal gang, who dealt in drugs and human trafficking. They trapped him and attempted to abduct him. Fortunately for Leon, a passing dock constable managed to chase off the thugs and Leon took the opportunity to flee home. He never told his parents about the incident but never gave up his desire to leave Krieg. When a passing Imperium fleet cleared out much of the filth and other criminal groups on his world, this convinced Leon that he would Enlist in the Imperium’s Navy.

Shortly thereafter, Leon found himself at the Imperium’s premiere Naval Academy. Leon threw himself into his studies, and before long proved himself a capable tactician. However, it was during this time that his Psionic abilities made themselves manifest. With too much capital already sunk in his path, the Imperial Administration decided to allow Leon to continue his path with the Navy. He quickly found that his abilities could greatly augment his skills.

His greatest failing during his time at the Academy was his lack of networking. While he got along well enough with colleagues that held a similar background to himself, he found it difficult to relate to the more affluent and influential students. This would come back to bite him time and again in the future. Despite being in the upper middle of the pack, he was passed over for many of the more prestigious and desirable postings by his social betters. This infuriated Leon to no end, and he would carry a chip on his shoulder through the rest of his career.

For many years, Leon would toil in obscurity. Often lagging behind his peers when it came to promotions, largely because the brass disliked him. By the time many of his friends had earned their first captaincy, Leon was still an Executive Officer. This prompted Leon to work tirelessly to prove himself so as not to be left behind. It would, however, still be sometime before his talent was realized.

When finally Leon made the rank of Captain, he was spurned again by being placed in a particularly dangerous and undesirable corner of space. A place in which careers went to die. Despite this, and the incompetence of those under his command. Over the next several years Leon utilized his iron willpower and Psionics to shape up his crew and bring some semblance of order to the region. But, his time in the far reaches of the galaxy had an adverse effect on Leon. He became a hardened man, and it was reflected in many of his future actions.

Seeing the potential in posting Leon to lawless regions to shape them into productive corners of the Galaxy, the higher ups saw fit to promote him to Commodore. For the next decade, Leon spent his time in the outer reaches of civilization, fighting pirates and suppressing rebellions. The exact opposite of what he’d dreamed for all those years ago. Rather than complain, Leon took his anger out on the outer colonies. And while his methods were certainly questionable, his effectiveness was unquestionable.

By the time he was honored with a promotion to Admiral, the name Tchaikovsky was feared all throughout the Outer Regions. The mere threat of bringing Leon into the region was enough to scatter criminal rackets, send pirates cowering, and make secessionists think twice about rebelling. However, his promotion was short lived when war dawned with the Hemoh Unity. As the war raged and world were burned, the Admiralty saw fit to transfer Leon back corewards to help turn the tide. Unfortunately, while he was enroute, the Imperium was overthrown. Without access to his own forces, or any direction from the Admiralty, Leon was virtually alone in an unknown region of space.

Leon sought out Imperial Loyalists, and enlisted himself in their services. Fighting tooth and nail in the name of the Imperial Remnant for the next few years. He did all that he could to restore the Empire. However, his efforts were in vain. Few of his compatriots truly believed in the Empire, and most were simply ruthless pragmatists. Any step forward towards bringing the Empire back was thwarted by near constant infighting and betrayals. Disgusted, Leon deserted with other like minded Loyalists, taking a ship and fleeing back to the outer reaches of the galaxy. Many years later, the once proud Imperial Admiral found himself alone, barely surviving. With almost nothing left, Leon found himself drawn to Rakodan, hoping against hope that he might find some measure of purpose there.

Equipment: 1290 Credits, Ancient Laser Pistol, Ancient Jewelry

Crew: Ket the Salj Warrior

Ship: Pinnance, Shadow of Doubt

Stat Rankings: Brawn 10/Brain 35/Heart 18/Guile 27

Traits: Psionic, A torrid affair: She was related to an instructor at the Academy, good peerage, nearly twice your age. Yet, secret notes, warm and yearning. Furtive assignations where desires (and other things) could be unlaced. The reports were salacious. - (Gain 3 Heart and 2 Guile.)

Carryovers: Should I put the extra trait and such here instead of above?

Other: I envisioned Leon using his Psionics during his time as an Imperial officer similarly to Battle Meditation from Star Wars if that's cool.


It aint GA without Leon, welcome back! :D

And yes, extra traits and skills from level ups get added into traits and stat rankings. Gear carried over goes into carryovers.
Last edited by The National Dominion of Hungary on Sun Sep 12, 2021 12:59 pm, edited 1 time in total.

Plotek i medialnych bredni nie daj sobie wmówić,
Codziennie się rozwijaj i nie daj się ogłupić,
Atakowi propagandy stawiaj czoło dzielnie,
Nie daj sobą sterować i myśl samodzielnie.


Mass Effect Andromeda is a solid 7/10. Deal with it.

User avatar
Exalted Inquellian State
Senator
 
Posts: 3565
Founded: Apr 30, 2020
Ex-Nation

Postby Exalted Inquellian State » Sun Sep 12, 2021 1:03 pm

The National Dominion of Hungary wrote:
Exalted Inquellian State wrote:Name: Thorpodeas Thorpodeas
Gender: Male
Species: Saurian, though he seems to be the only one
Background: Explorer
Bio: Thorpodeas, being a strange individual, hasn't appeared in the public records until 2 months ago, when his bank account was registered. Before that, however, there were a few sightings of a dinosaur-like creature for years before he first became a real person. He however, claims they were other Saurians, and does have photographs of others.

From what he says to people, Thorpodeas was born on February 9th, 16,540, somewhere in the Outer Rim territories of the Imperium Galaxis. When he was 18, the final war against the Hemoh unity had begun 7 months earlier, and he was conscripted to serve. He however, dodged the draft, and escaped further outward into the Rim. During the Imperial collapse, he returned home, only to find it a bombarded wasteland. After that, Thorpodeas wandered the Galaxy for a few months, seeing the Imperium fall and society collapse. Since then, Thorpodeas remained, wandering in space away from sight, until he appeared two months ago, and bought his ship not long after.

Equipment: Senemarys C32, Space Suit, Light Armor.
Crew: 10
Ship: Brigantine
Stat Rankings: Brawn 10/Brain 30/Heart 25/Guile 10
Traits: None
Other: His species has a light green skin of many tiny scales, with a yellow underbelly. While Thorpodeas himself has blue sclera with a brown iris, his species has a variety of colors, something his photos prove. The species has a long tail, with a rattle at the end, adorned with multiple feathers. Feathers run down the spine, upper portion of the legs, wrists, and top of the head.


Welcome back! You're going to want to change the date of birth though other than that... welcome back.

Elerian wrote:Very excited.

Name: Leon Tchaikovsky

Gender: Male

Species: Human

Class: Rouge Psionic

Bio: Unlike many in the upper echelons of the old Imperium’s Navy, Leon was born neither rich, nor anywhere near Centrum. Leon was born in the outer rim on the world of Krieg, but he longed to live on a richer and greener world. One night while his parents slept, Leon ran away from his home and made his way to the nearest ship dock with the hope of sneaking aboard a freighter and getting away from his homeworld. Leon managed to make his way to the ship dock and hide between two crates. At that point, Leon experienced "cold feet" and decided to return home.

However, Leon encountered several members of a local criminal gang, who dealt in drugs and human trafficking. They trapped him and attempted to abduct him. Fortunately for Leon, a passing dock constable managed to chase off the thugs and Leon took the opportunity to flee home. He never told his parents about the incident but never gave up his desire to leave Krieg. When a passing Imperium fleet cleared out much of the filth and other criminal groups on his world, this convinced Leon that he would Enlist in the Imperium’s Navy.

Shortly thereafter, Leon found himself at the Imperium’s premiere Naval Academy. Leon threw himself into his studies, and before long proved himself a capable tactician. However, it was during this time that his Psionic abilities made themselves manifest. With too much capital already sunk in his path, the Imperial Administration decided to allow Leon to continue his path with the Navy. He quickly found that his abilities could greatly augment his skills.

His greatest failing during his time at the Academy was his lack of networking. While he got along well enough with colleagues that held a similar background to himself, he found it difficult to relate to the more affluent and influential students. This would come back to bite him time and again in the future. Despite being in the upper middle of the pack, he was passed over for many of the more prestigious and desirable postings by his social betters. This infuriated Leon to no end, and he would carry a chip on his shoulder through the rest of his career.

For many years, Leon would toil in obscurity. Often lagging behind his peers when it came to promotions, largely because the brass disliked him. By the time many of his friends had earned their first captaincy, Leon was still an Executive Officer. This prompted Leon to work tirelessly to prove himself so as not to be left behind. It would, however, still be sometime before his talent was realized.

When finally Leon made the rank of Captain, he was spurned again by being placed in a particularly dangerous and undesirable corner of space. A place in which careers went to die. Despite this, and the incompetence of those under his command. Over the next several years Leon utilized his iron willpower and Psionics to shape up his crew and bring some semblance of order to the region. But, his time in the far reaches of the galaxy had an adverse effect on Leon. He became a hardened man, and it was reflected in many of his future actions.

Seeing the potential in posting Leon to lawless regions to shape them into productive corners of the Galaxy, the higher ups saw fit to promote him to Commodore. For the next decade, Leon spent his time in the outer reaches of civilization, fighting pirates and suppressing rebellions. The exact opposite of what he’d dreamed for all those years ago. Rather than complain, Leon took his anger out on the outer colonies. And while his methods were certainly questionable, his effectiveness was unquestionable.

By the time he was honored with a promotion to Admiral, the name Tchaikovsky was feared all throughout the Outer Regions. The mere threat of bringing Leon into the region was enough to scatter criminal rackets, send pirates cowering, and make secessionists think twice about rebelling. However, his promotion was short lived when war dawned with the Hemoh Unity. As the war raged and world were burned, the Admiralty saw fit to transfer Leon back corewards to help turn the tide. Unfortunately, while he was enroute, the Imperium was overthrown. Without access to his own forces, or any direction from the Admiralty, Leon was virtually alone in an unknown region of space.

Leon sought out Imperial Loyalists, and enlisted himself in their services. Fighting tooth and nail in the name of the Imperial Remnant for the next few years. He did all that he could to restore the Empire. However, his efforts were in vain. Few of his compatriots truly believed in the Empire, and most were simply ruthless pragmatists. Any step forward towards bringing the Empire back was thwarted by near constant infighting and betrayals. Disgusted, Leon deserted with other like minded Loyalists, taking a ship and fleeing back to the outer reaches of the galaxy. Many years later, the once proud Imperial Admiral found himself alone, barely surviving. With almost nothing left, Leon found himself drawn to Rakodan, hoping against hope that he might find some measure of purpose there.

Equipment: 1290 Credits, Ancient Laser Pistol, Ancient Jewelry

Crew: Ket the Salj Warrior

Ship: Pinnance, Shadow of Doubt

Stat Rankings: Brawn 10/Brain 35/Heart 18/Guile 27

Traits: Psionic, A torrid affair: She was related to an instructor at the Academy, good peerage, nearly twice your age. Yet, secret notes, warm and yearning. Furtive assignations where desires (and other things) could be unlaced. The reports were salacious. - (Gain 3 Heart and 2 Guile.)

Carryovers: Should I put the extra trait and such here instead of above?

Other: I envisioned Leon using his Psionics during his time as an Imperial officer similarly to Battle Meditation from Star Wars if that's cool.


It aint GA without Leon, welcome back! :D

And yes, extra traits and skills from level ups get added into traits and stat rankings. Gear carried over goes into carryovers.

Done.
Last edited by Exalted Inquellian State on Sun Sep 12, 2021 1:04 pm, edited 1 time in total.
My Kaiserreich Cold War RP-https://forum.nationstates.net/viewtopic.php?f=31&t=507613&sid=a338bded6a6009aba44e8b2d0d1d04c4
My Kaiserreich/The Burning Sun German Empire Political Roleplay-https://forum.nationstates.net/viewtopic.php?f=31&t=514195&sid=fd8a29ac7c4e1a97e9bc4266e116a56f

User avatar
Elerian
Postmaster-General
 
Posts: 11563
Founded: Aug 31, 2012
Father Knows Best State

Postby Elerian » Sun Sep 12, 2021 1:05 pm

I updated the carryover section, so we should be gucci now.

User avatar
The National Dominion of Hungary
Minister
 
Posts: 2518
Founded: May 31, 2012
Iron Fist Consumerists

Postby The National Dominion of Hungary » Sun Sep 12, 2021 1:33 pm

All gucci indeed, both apps are accepted

Plotek i medialnych bredni nie daj sobie wmówić,
Codziennie się rozwijaj i nie daj się ogłupić,
Atakowi propagandy stawiaj czoło dzielnie,
Nie daj sobą sterować i myśl samodzielnie.


Mass Effect Andromeda is a solid 7/10. Deal with it.

User avatar
Wochaystein
Chargé d'Affaires
 
Posts: 493
Founded: May 06, 2018
Authoritarian Democracy

Postby Wochaystein » Sun Sep 12, 2021 3:24 pm

Name: Lothar Monsand
Gender: Male
Species: Homo sapiens
Class: Trader
Bio: Growing up in a house of thieves, Lothar was raised in the seedy urban world of Corra. In a place where the unlucky are more than likely to have shivs embedded on their backs, Lothar survived and thrived by nurturing a silver tongue. He became one of the people whose wares helped ensure he is worth more alive than dead by competing factions. How did that happen? As a young man, he realized that the way of the thief is not what he wanted and decided to walk away from his foster family, but not before making one final heist of his own and disappearing. No business can be started without some capital, after all. Disowning crime after that point, he made a sustainable lifestyle acquiring and selling anything he can grab his hands on to the highest bidder. Many years later, he would maintain that this decision is the most rewarding of his life.

Aside from being raised in an orphanage run by criminals, Lothar was not certain of where he really came from or who his parents where. From what he remembered from his childhood, he was told he was given the name 'Lothar Monsand' and that his genetic provenance was traced to a certain "Wochaystein" within the interplanetary monarchy of "Diarcesia". But for him, that is as good as saying he came from a work of fiction. In contradiction to his purported origins, it is historical fact the Imperium Galaxis once reigned supreme and it broke up to disputing successors.
Equipment: 675 Credits, 4 Senemarys C32, 2 DS-44 Combat Shotgun, 2 space suits, 1 personal shield
Crew: 5
Ship: Light Freighter Lothar's Edge
Stat Rankings: Brawn 5/Brain 25/Heart 25/Guile 20
Traits: None
Carryovers: None
Other: None
Last edited by Wochaystein on Sun Sep 12, 2021 6:15 pm, edited 1 time in total.
Dieresis of Diarcesia
The Cities of the Holy Empire of Wochaystein
Zuidren | Krofen | Fischen | Tien | Tendorf

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The National Dominion of Hungary
Minister
 
Posts: 2518
Founded: May 31, 2012
Iron Fist Consumerists

Postby The National Dominion of Hungary » Mon Sep 13, 2021 11:48 am

Wochaystein wrote:Name: Lothar Monsand
Gender: Male
Species: Homo sapiens
Class: Trader
Bio: Growing up in a house of thieves, Lothar was raised in the seedy urban world of Corra. In a place where the unlucky are more than likely to have shivs embedded on their backs, Lothar survived and thrived by nurturing a silver tongue. He became one of the people whose wares helped ensure he is worth more alive than dead by competing factions. How did that happen? As a young man, he realized that the way of the thief is not what he wanted and decided to walk away from his foster family, but not before making one final heist of his own and disappearing. No business can be started without some capital, after all. Disowning crime after that point, he made a sustainable lifestyle acquiring and selling anything he can grab his hands on to the highest bidder. Many years later, he would maintain that this decision is the most rewarding of his life.

Aside from being raised in an orphanage run by criminals, Lothar was not certain of where he really came from or who his parents where. From what he remembered from his childhood, he was told he was given the name 'Lothar Monsand' and that his genetic provenance was traced to a certain "Wochaystein" within the interplanetary monarchy of "Diarcesia". But for him, that is as good as saying he came from a work of fiction. In contradiction to his purported origins, it is historical fact the Imperium Galaxis once reigned supreme and it broke up to disputing successors.
Equipment: 675 Credits, 4 Senemarys C32, 2 DS-44 Combat Shotgun, 2 space suits, 1 personal shield
Crew: 5
Ship: Light Freighter Lothar's Edge
Stat Rankings: Brawn 5/Brain 25/Heart 25/Guile 20
Traits: None
Carryovers: None
Other: None


Looks good mah dude, accepted!

Plotek i medialnych bredni nie daj sobie wmówić,
Codziennie się rozwijaj i nie daj się ogłupić,
Atakowi propagandy stawiaj czoło dzielnie,
Nie daj sobą sterować i myśl samodzielnie.


Mass Effect Andromeda is a solid 7/10. Deal with it.

User avatar
Great Confederacy of Commonwealth States
Postmaster of the Fleet
 
Posts: 21988
Founded: Feb 20, 2012
Democratic Socialists

Postby Great Confederacy of Commonwealth States » Mon Sep 13, 2021 11:53 am

Still a work in progress; working on an 'archeologist', or rather, a grave-robber and smuggler of artefacts. Still a work in progress.

Name: Theodora Merriet Gavro
Gender: Female
Species: Human
Class: Criminal
Bio: Theodora, who does not know the name given to her by her heretical birth-parents, was taken by the Vaultcloak Sisterhood during the Fall of Vorretec. She was only eight months old at the time. Vorretec, where her parents had lived, had been chosen by the Unitarian battle sisters as an example; a place on the borderlands between the Imperium and the Purity, that had little strategical significance and had thus far been spared the horrors of war. As such, it was a place where refugees flocked, and many races could be found living there in harmony. The Sisterhood made an example out of them and torched the settlement, taking in only the girls who were still young enough for re-education.

Growing up on Solorn Station, amidst the Weeping Mother nebula, was harsh. The Vaultcloak Sisters trained the children they took in both fundamentalist Unitarian beliefs and in the art of combat. A whole human-centric, divine history was part of their curriculum, as well as an almost paradoxical love-hate relationship with the Imperium Galaxis: holy in being, but corrupted by the unrighteous echelons at the top. The Sisterhood was known in their particular star-region for acts of terrorism aimed at that corrupt summit of power, but in that crusade almost everything was a valid target. Upon attaining the rank of 'adept', at around age 10, the girls were made a part of their first raid, thus cementing in their mind their connection to the Sisterhood, and creating trauma that they could only really find help for within the Sisterhood. Psychological help was seen as heretical and an affront to the holy human spirit, which needed not be contained.

At around age 13, Theodora became interested in galactic history on a deeper level. If humanity was so great, then what did the galaxy look like before humanity? Through an unfamiliar back door in the library, she managed to enter the Forbidden Section of the Sisterhood archives, which held the banned knowledge on the origins of the universe. This is how she first came to know about the Builders, the Second Sons, and the threat that had almost wiped out humanity. It became harder and harder for her to believe the central tenant of humanity's superiority, if the Builders could build these magnificent structures which were so far beyond the knowledge of humanity nowadays. According to Sisterhood scripture, some of the Builders' superior genome lived on through humanity, but there was little evidence for this. It took her six years to prepare her escape from the Sisterhood, but after her 19th birthday, just after she had been granted her Sisterhood and her deep black cloak, she disappeared into the galaxy, hoping to find evidence that the Builders lived on through humanity.

While she did not find it, she did learn a lot about the galaxy that she hadn't known before. Unitarian dream, that humanity was a beacon of light in a dark universe, was, if not shattered, nuanced. Humans could be absolute jerks, and xenos could be the kindest beings in the galaxy. The unitarian ideals still persist in her, however, even to this day. At the start she was a pure scholar, traveling from library to library, across different towns and monestaries, garden worlds, ancient sites... But soon the galaxy closed on her, and there are still those places that cannot be visited by anyone based on mere interest. This is when the smuggling and the grave-robbing began. Trained in combat by the sisters, she quickly learned that the right application of force could open many doors. Even more so, credits formed the basic lubricant of the galaxy, and collectors were happy to pay a pretty penny for ancient artefacts. As such, her expeditions, besides being matters of discovery, became ventures for profit.

When the war broke out, she was already experienced in the world that it would create. Not only that, but while the war was horrific, it opened up so many places that had previosuly been closed off. Whole isolated worlds closed off by war lords now ravaged by way. Whole sectors that had been blockaded but which were now free to be traveled. Whole private archives, closely guarded, that had been cracked open. And age-old ship graveyards discovered through fleet actions in the unknown regions. The new era is a golden age for those willing to bend academic morality, and there is no thief-archeologist like Theodora.
Equipment: Cr. 120, Irinur Combine T25-DEP, personal shield
Space suit (Cr. 30)
Loxatl U90 (Cr. 100)

Crew: Two:
Nathaniël Bekkar
Volotov Volotovitch Mienur

Ship: Kelerah Sunburst 90, "Ozymandias"
Stat Rankings:
Brawn 20
Brain 10
Heart 10
Guile 35

Traits: None
Carryovers: n/a
Other:
Last edited by Great Confederacy of Commonwealth States on Thu Sep 16, 2021 3:40 am, edited 1 time in total.
The name's James. James Usari. Well, my name is not actually James Usari, so don't bother actually looking it up, but it'll do for now.
Lack of a real name means compensation through a real face. My debt is settled
Part-time Kebab tycoon in Glasgow.

User avatar
The National Dominion of Hungary
Minister
 
Posts: 2518
Founded: May 31, 2012
Iron Fist Consumerists

Postby The National Dominion of Hungary » Mon Sep 13, 2021 12:16 pm

Ooooh loving the concept Commonwealth, looking forward to seeing the finished app! :D

Plotek i medialnych bredni nie daj sobie wmówić,
Codziennie się rozwijaj i nie daj się ogłupić,
Atakowi propagandy stawiaj czoło dzielnie,
Nie daj sobą sterować i myśl samodzielnie.


Mass Effect Andromeda is a solid 7/10. Deal with it.

User avatar
Great Confederacy of Commonwealth States
Postmaster of the Fleet
 
Posts: 21988
Founded: Feb 20, 2012
Democratic Socialists

Postby Great Confederacy of Commonwealth States » Mon Sep 13, 2021 12:39 pm

The National Dominion of Hungary wrote:Ooooh loving the concept Commonwealth, looking forward to seeing the finished app! :D

My idea was that she collects Builder technology for the money, but also interests herself in some Old Earth artefacts from before the Digiplague, and the Machine Intelligence War.

My question was: could I give her an AI companion? I had this idea of her having found an artefact which, at one time, had been a child's toy, with an AI more complex than anything that humanity has yet devised. It would not serve many functions, maybe doing some database work or navigation, but it would be an interesting character to have along (and something she would have to keep hidden, it being illegal and all. But she is a criminal)
Last edited by Great Confederacy of Commonwealth States on Mon Sep 13, 2021 12:39 pm, edited 1 time in total.
The name's James. James Usari. Well, my name is not actually James Usari, so don't bother actually looking it up, but it'll do for now.
Lack of a real name means compensation through a real face. My debt is settled
Part-time Kebab tycoon in Glasgow.

User avatar
The National Dominion of Hungary
Minister
 
Posts: 2518
Founded: May 31, 2012
Iron Fist Consumerists

Postby The National Dominion of Hungary » Mon Sep 13, 2021 1:19 pm

Hmmmm maybe. Were you thinking of it giving some sort of stat bonus or is it more of a cosmetic thing to spice up the posts?

Plotek i medialnych bredni nie daj sobie wmówić,
Codziennie się rozwijaj i nie daj się ogłupić,
Atakowi propagandy stawiaj czoło dzielnie,
Nie daj sobą sterować i myśl samodzielnie.


Mass Effect Andromeda is a solid 7/10. Deal with it.

User avatar
Great Confederacy of Commonwealth States
Postmaster of the Fleet
 
Posts: 21988
Founded: Feb 20, 2012
Democratic Socialists

Postby Great Confederacy of Commonwealth States » Mon Sep 13, 2021 2:02 pm

The National Dominion of Hungary wrote:Hmmmm maybe. Were you thinking of it giving some sort of stat bonus or is it more of a cosmetic thing to spice up the posts?

Just a cosmetic thing, another character and a way for my character to interact with ancient history. More a parrot on the shoulder, but AI.
The name's James. James Usari. Well, my name is not actually James Usari, so don't bother actually looking it up, but it'll do for now.
Lack of a real name means compensation through a real face. My debt is settled
Part-time Kebab tycoon in Glasgow.

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

Postby The Empire of Tau » Mon Sep 13, 2021 2:46 pm

Can I return my char from the last game - Samuel Bridge Iron. Keeping everything that he did last game?
Last edited by The Empire of Tau on Mon Sep 13, 2021 3:09 pm, edited 4 times in total.

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Elerian
Postmaster-General
 
Posts: 11563
Founded: Aug 31, 2012
Father Knows Best State

Postby Elerian » Mon Sep 13, 2021 3:43 pm

The Empire of Tau wrote:Can I return my char from the last game - Samuel Bridge Iron. Keeping everything that he did last game?


Nice to see you're back Tau. Yeah I'm bringing back Leon, so you just put your stuff you got last game in the carryover section.

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The National Dominion of Hungary
Minister
 
Posts: 2518
Founded: May 31, 2012
Iron Fist Consumerists

Postby The National Dominion of Hungary » Mon Sep 13, 2021 3:52 pm

Great Confederacy of Commonwealth States wrote:Just a cosmetic thing, another character and a way for my character to interact with ancient history. More a parrot on the shoulder, but AI.


Sounds acceptable enough, just be aware that it won't give you a stat advantage.

The Empire of Tau wrote:Can I return my char from the last game - Samuel Bridge Iron. Keeping everything that he did last game?


Hey Tau and welcome back! As El said, yes you can, the things you had get put in the carryover section and skills go into skills.
Last edited by The National Dominion of Hungary on Mon Sep 13, 2021 3:53 pm, edited 2 times in total.

Plotek i medialnych bredni nie daj sobie wmówić,
Codziennie się rozwijaj i nie daj się ogłupić,
Atakowi propagandy stawiaj czoło dzielnie,
Nie daj sobą sterować i myśl samodzielnie.


Mass Effect Andromeda is a solid 7/10. Deal with it.

User avatar
Wochaystein
Chargé d'Affaires
 
Posts: 493
Founded: May 06, 2018
Authoritarian Democracy

Postby Wochaystein » Mon Sep 13, 2021 6:06 pm

Out of curiosity, how does cloaking tech in ships work?
Dieresis of Diarcesia
The Cities of the Holy Empire of Wochaystein
Zuidren | Krofen | Fischen | Tien | Tendorf

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

Postby The Empire of Tau » Mon Sep 13, 2021 7:13 pm

Name: Samuel Bridge Iron
Gender: Male
Species: Human
Class: Trader
Bio: I literally cannot remember too much. All I remember was that I was gonna go talk with several high-ranking government officials, including the Governor herself, on how to use the new industrial items that I got to Ylem. Plus, I was being spied on.
Equipment: See Carryover
Crew: See Carryover
Ship: Suvura 3300 Light Freighter
Stat Rankings: Brawn 5 | Brain 25 | Heart 25 (28) | Guile 20 (22)
Traits: See Carryover
Carryovers:
??? Credits

3 Fame

2 T25-DEP(s)

Crew Status: Happy.

Sensor-Array and Jammer for the Suvura 3300 Light Freighter

4 more extra crew as he hired back in the past game. So, 9 crew in total.
A crispy Emyaar man, a tough Zorvishi, a normal man with an impressive mustache, and a prosecuted girl. If I remember. Plus, there’s my original crew of my four-starting.

Trait - Shit... it was still home. The smog from the drive-plant two levels down painted your best friend's lungs blue. Your knuckles were scarred. But there was an honesty there just as there were diamonds in the dirt. - Heart + 3 / Guile + 2

I forgot if I still had the Seeds.

Various Connections that I need to dig back up to get their names.

I'm likely forgetting something as well.

Other: N/A
Last edited by The Empire of Tau on Mon Sep 13, 2021 7:23 pm, edited 3 times in total.

User avatar
The National Dominion of Hungary
Minister
 
Posts: 2518
Founded: May 31, 2012
Iron Fist Consumerists

Postby The National Dominion of Hungary » Tue Sep 14, 2021 3:02 am

Wochaystein wrote:Out of curiosity, how does cloaking tech in ships work?


Two-stage, one is angling and more commonly coating to disperse radar/ladar along with heat sinks to hide from thermals.

The Empire of Tau wrote:Name: Samuel Bridge Iron
Gender: Male
Species: Human
Class: Trader
Bio: I literally cannot remember too much. All I remember was that I was gonna go talk with several high-ranking government officials, including the Governor herself, on how to use the new industrial items that I got to Ylem. Plus, I was being spied on.
Equipment: See Carryover
Crew: See Carryover
Ship: Suvura 3300 Light Freighter
Stat Rankings: Brawn 5 | Brain 25 | Heart 25 (28) | Guile 20 (22)
Traits: See Carryover
Carryovers:
??? Credits

3 Fame

2 T25-DEP(s)

Crew Status: Happy.

Sensor-Array and Jammer for the Suvura 3300 Light Freighter

4 more extra crew as he hired back in the past game. So, 9 crew in total.
A crispy Emyaar man, a tough Zorvishi, a normal man with an impressive mustache, and a prosecuted girl. If I remember. Plus, there’s my original crew of my four-starting.

Trait - Shit... it was still home. The smog from the drive-plant two levels down painted your best friend's lungs blue. Your knuckles were scarred. But there was an honesty there just as there were diamonds in the dirt. - Heart + 3 / Guile + 2

I forgot if I still had the Seeds.

Various Connections that I need to dig back up to get their names.

I'm likely forgetting something as well.

Other: N/A


Looks good sooo... accepted! Just a few notes, I remember that you had 4 pistols, not two. Also you don't have the Seeds, you exchanged them for a cargo of agricultural and construction gear that you were hauling to Ylem at the end of GA 1.

Plotek i medialnych bredni nie daj sobie wmówić,
Codziennie się rozwijaj i nie daj się ogłupić,
Atakowi propagandy stawiaj czoło dzielnie,
Nie daj sobą sterować i myśl samodzielnie.


Mass Effect Andromeda is a solid 7/10. Deal with it.

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

Postby The Empire of Tau » Tue Sep 14, 2021 7:36 am

Can I make one of my original crewmember a special crewman? I believe it was Carnegie, my main technician.

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