I am not on NS Earth because it doesn't exist.
God I hate that term to death.
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by The Unified Earth Governments » Fri Apr 19, 2013 8:38 pm

by Wisconsin9 » Fri Apr 19, 2013 9:15 pm

by The Unified Earth Governments » Fri Apr 19, 2013 9:19 pm
Wisconsin9 wrote:The Unified Earth Governments wrote:I am not on NS Earth because it doesn't exist.
God I hate that term to death.
Alright, so no using the term NSEarth. Just... I dunno, maybe they're like observation puppets you set up to make sure we don't try and wipe out life in the universe, I don't know. Does it really matter? I mean, we are in a thread titled, "Screw Realism".

by Batista » Fri Apr 19, 2013 9:35 pm
The Unified Earth Governments wrote:Wisconsin9 wrote:Alright, so no using the term NSEarth. Just... I dunno, maybe they're like observation puppets you set up to make sure we don't try and wipe out life in the universe, I don't know. Does it really matter? I mean, we are in a thread titled, "Screw Realism".
I just hate the term NSEarth it is literally something I do not want to get into.

by The Unified Earth Governments » Fri Apr 19, 2013 9:39 pm

by Faroslan » Fri Apr 19, 2013 9:48 pm

by Batista » Fri Apr 19, 2013 10:07 pm

by Imeriata » Sat Apr 20, 2013 2:30 am
Astralsideria wrote:You, sir, are the greatest who ever did set foot upon this earth. If there were an appropriate emoticon, I would take my hat off to you.
Altamirus wrote:^War! War! I want to see 18th century soldiers go up againist flaming cats! Do it Imeriata! Do it Now!

by Reliat » Sat Apr 20, 2013 5:34 am

by Blackwing Coast » Sat Apr 20, 2013 7:34 am
Castle Inc wrote:Merc Group members, for Castle Inc's Mobile Operation Base I have planned a submersible super carrier and I need a little help with the design, initial stats are
Speed:
Water Surface: 30 knots (55.6 km/34.5 mph)
Underwater: 40 knots (74.1 km/46.1 mph)
Maximum Depth: 5.6 miles (9.0 km)
Maximum Effective Range: Effectively Unlimited due to fusion engines (needs to refuel every 20 years and requires maintenance as well). Vessel carries 18 months of supplies on board.
Statistical Data:
Height: 262 feet (81 meters) (with Conning Tower/sensor mast: 137 meters. (458 feet.))
Width: 351 feet (107 meters)
Length: 1,972 feet (601 meters)
Weight: 450,000 metric tons.
Power System: Fusion; average energy life of 20 years.
Crew: 1,600 Officers and Ratings.
Troop Capacity: 180 Aircraft Pilots, 120 Submersible Pilots, and 500 Mixed Load Out of Corporate Soldiers
50 Strike Fighter VTOL
20 Transport VTOL
10 Utility VTOL
Submersible craft
36 Mini Attack Submersibles
10 Mini Utility Submersibles

by Castle Inc » Sat Apr 20, 2013 9:05 am
Blackwing Coast wrote:
A bit big but looks really sweet.
Blackwing Coast could provide the magitech to give it naval-to-naval warp jump ability (like a good part BC's own fleet) - the problem is just that the warp in question is closer to Warhammer 40K than Star Trek, aptly named the Sea of Storms and the Eternal Tempest above, so it would be a bit of a rough ride and require a group of mages to maneuver it back out of the warp before it gets eaten.
Also, I have cooked up another mercenary nemesis
Nation of Origin: Blackwing Coast
Allegiance: Castle Inc. (Mercenary)
Name: Grimnir Gotrekson
Species: Dwarf
Age: 637
Gender: Male
Appearance: http://igorvet.deviantart.com/art/Eidolith-177366217 with multi-tool gloves and glove-mounted guns. In red.
Powers: Resistance to psi and fire, limited ESP (metals and minerals, including gems), forge magic (metal bending (requires direct contact or a metal conduit) and fire bending (requires no open flame but a piece of metal to focus on)), rune magic, golem creation
Skills: Extensively trained engineer (mechanics, electronics, construction), robotics, siege warfare (offensive and defensive).
Preferred Equipment: Anvil Mk IIX Power Armor, spider golem mobile defense turrets (Anvil Mk IIX allows him to carry two on his shoulders), power tools, multitools, gun gloves, barb wire, pickaxe-monkey wrench combitool, spider golem mines, golem crown (allows him to telepathically link up to and control his golems)
Specialization: Battlefield Engineer
Reason for joining your side of the conflict: Money, loot and a challenge for his skills.

by Blackwing Coast » Sat Apr 20, 2013 12:32 pm
Castle Inc wrote:I figured bigger was better if if was going to be stuffed with equipment, planes, and soldiers
Are there any limitations on the warp such as distance, or amount of power per mage needed to transport such a huge mass.
Sorry I'm one of those freaks that likes to add rules to magic otherwise it can get out of hand sometimes IMO.

by Batista » Sat Apr 20, 2013 12:51 pm
Blackwing Coast wrote:Castle Inc wrote:I figured bigger was better if if was going to be stuffed with equipment, planes, and soldiers
Are there any limitations on the warp such as distance, or amount of power per mage needed to transport such a huge mass.
Sorry I'm one of those freaks that likes to add rules to magic otherwise it can get out of hand sometimes IMO.
BC's magitech for warp travel works by first creating a warp rift to enter the space between spaces and then creating a second rift at the target destination to leave it. Distance is irrelevant and weight only plays a role while you enter and leave realspace, gravity does not really exist in the warp, the warp equivalent is not directed by mass but by willpower. On the other hand, the elements are in constant turmoil and the psychic presence of the crew attracts predators. With gravity no longer existing the only limit to their size is how big a body they can sustain, and six kilometres of length is nothing out of the unusual. Some warp entities have the size of continents.
The main power expense for the mages is navigating the warp itself, though they can be aided by the same magitech that opens the portal in the first place, and the shared willpower of the crew - and they will need it, given that they have to carry the ship with them. Prolonged warp exposure may allow the ship to gain a soul and sentience, thus gaining the ability to navigate by itself, the problem is you never know which soul you get, it may be a warp predator possessing the ship to eat the crew, unless you sacrifice a crew member to merge him with the ship, or summon a spirit. Both of which can heavily backfire if the soul did not want to get merged with the ship.
The magitech itself can be powered by a number of energy sources - psychic energy, life energy, heat or electricity. There have been cases where BC's raiders set their ship on fire to gather enough energy for a warp jump.
The memory to direct the ship in the warp is gained by sending a spirit or familiar scouting beforehand, or by transmitting it from someone who was there by spells or telepathy. You need a memory of your target destination (which can also be your starting point) or you have to navigate by abstract concepts, and that can leave you ending up in another galaxy, or an isle of solidified reality in the warp iself.
Another thing that we could add to the ship are warp bombers and maybe even a warp cargo plane (like here viewtopic.php?f=5&t=191849&p=10245020&sid=5162d3a9f06a14564ec0ba20b8ed1e07#p10245020 ) - the problem is that the batteries for the magitech leave them little space for fuel, so they can only perform a dip in realspace before returning to the warp, and the aircraft carrier itself would need to be stationed in the warp while you launch them, unless you sacrifice part of their transport capacity for extra batteries to enter the warp in the first place and leave it at your return point in realspace. And the pilots are expensive, as they both need to be mages and the survival rate for recruits is 25%.

by Blackwing Coast » Sat Apr 20, 2013 1:28 pm
Batista wrote:What would we use the warp planes for if we will be spending most of our time in realspace?

by The Rhythm Nation » Sat Apr 20, 2013 2:53 pm

by Batista » Sat Apr 20, 2013 3:00 pm
Blackwing Coast wrote:Batista wrote:What would we use the warp planes for if we will be spending most of our time in realspace?
To drop emergency reinforcements and launch surprise attacks. When your target destination is half a world away they are simply faster than most conventional planes, and harder to intercept than even stealth planes. On the other hand they can be spotted when they enter realspace so stealth planes may be a better choice for infiltrators. All things considered they are more of a gimmick.

by Olwe » Sat Apr 20, 2013 3:28 pm
The Rhythm Nation wrote:All right, two baddies who can work with Castle Inc until someone else provides them an opportunity to cause more widespread mayhem. Note: their philosophy is heavily chaos-based and inspired primarily by Heath Ledger's Joker. Also, they're lesbian lovers, but non-exclusive (it just wouldn't be chaotic if they were monogamous).
Also, they're basically shadow counterparts for Olwe's Avalon and Flirt characters.
Nation of Origin: The Rhythm Nation
Allegiance: Chaos (Castle Inc for now, but her loyalty is very fluid)
Name: Rasputina
Species: Human (Witch)
Age: 35
Gender: Female
Appearance: Shoulder-length jet-black hair with bright cherry red highlights; heavy-lidded pale green eyes; pierced nose, left eyebrow, navel and nipples; extremely pale skin and extremely slender frame; tattoo of the Japanese character for chaos on her right shoulder blade, and of a black rose on her left inner thigh. "Goth" is usually the first word that comes to mind when people look at her.
Powers: Black magic (Magic: The Gathering-style), with a few Harry Potter and D&D spells worked in; also knows some red magic (once again, MTG-style).
Skills: Fencing, explosives; also wields a mean staff.
Preferred Equipment: Phoenix Rod which she is also capable of using as a melee weapon (see staff reference above), wand, and goblin silver sword believed to have been forged for her -- probably under duress -- by an Olwean smith.
Specialization: Paranormal operations/magical warfare, demonic summoning
Reason for joining your side of the conflict: For fun.
Nation of Origin: The Rhythm Nation
Allegiance: Chaos (Castle Inc for now, but see above; will follow Rasputina wherever she goes)
Name: Sirenia
Species: Succubus
Age: 31
Gender: Female
Appearance: Model-tall, voluptuous raven-haired beauty with elaborate tattoo work all over her body.
Powers: Can induce lust in order to seduce an enemy to her side temporarily (or, through repeated applications, enslave them permanently), but must be close enough to touch them. Can also suck people's souls out through their mouths during kissing, causing a ghastly and quite permanent death. Also knows a little black magic (only 1 or 2 CC stuff).
Skills: Undercover operations, infiltration/insertion work, hand to hand combat
Preferred Equipment: Usually just her wand, but will carry a knife or gun or whatever else depending on the mission.
Specialization: Undercover operations, infiltration/insertion work, soft interrogations
Reason for joining your side of the conflict: For fun.


by Castle Inc » Sat Apr 20, 2013 3:30 pm
Nation of Origin: Blackwing Coast
Allegiance: Castle Inc. (Mercenary)
Name: Grimnir Gotrekson
Species: Dwarf
Age: 637
Gender: Male
Appearance: http://igorvet.deviantart.com/art/Eidolith-177366217 with multi-tool gloves and glove-mounted guns. In red.
Powers: Resistance to psi and fire, limited ESP (metals and minerals, including gems), forge magic (metal bending (requires direct contact or a metal conduit) and fire bending (requires no open flame but a piece of metal to focus on)), rune magic, golem creation
Skills: Extensively trained engineer (mechanics, electronics, construction), robotics, siege warfare (offensive and defensive).
Preferred Equipment: Anvil Mk IIX Power Armor, spider golem mobile defense turrets (Anvil Mk IIX allows him to carry two on his shoulders), power tools, multitools, gun gloves, barb wire, pickaxe-monkey wrench combitool, spider golem mines, golem crown (allows him to telepathically link up to and control his golems)
Specialization: Battlefield Engineer
Reason for joining your side of the conflict: Money, loot and a challenge for his skills.
Nation of Origin: Blackwing Coast
Allegiance: Castle Inc. (Mercenary)
Name: Sharp Mind
Species: Unicorn Pony-Dragon Hybrid (this one is optional, if you want no ponies I create another field commander. You see her in action here viewtopic.php?f=5&t=191849&p=10245020&sid=5162d3a9f06a14564ec0ba20b8ed1e07#p10245020 )
Age: 23
Gender: Female
Appearance: http://browse.deviantart.com/art/Evil-Q ... -362787179
Powers: Nightsight, resistance to poison, fire and radiation, can spit fire and poison, regeneration, telekinesis, unicorn magic (including teleport).
Skills: Trained tactician, knows how to fix electronics and plant explosives, various spells and weapons training.
Preferred Equipment: Command bunker. Lacking that, volcano-forged assault shotgun (heat resistant enough to launch rocket propelled grenades and liquid dragonfire (which can melt through 2 ft. of steel) and petrified dragonhide armor(it takes depleted uranium shells to scratch it), microportal communicator, portable warp portal, reinforced revolver, dragonfire grenades, AT mines.
Specialization: Mercenary Field Commander (can still be given orders by her employer or her superiors in Blackwing Coast)
Reason for joining your side of the conflict: Money and the occasion for gunboat diplomacy in the name of Blackwing Coast. The latter not only gets her support money from Shinra (BC's Divine Empress) and Claw (the supreme commander of the pony faction in BC) but also as training for the cutthroat politics in Blackwing Coast.
Nation of Origin: The Rhythm Nation
Allegiance: Chaos (Castle Inc for now, but her loyalty is very fluid)
Name: Rasputina
Species: Human (Witch)
Age: 35
Gender: Female
Appearance: Shoulder-length jet-black hair with bright cherry red highlights; heavy-lidded pale green eyes; pierced nose, left eyebrow, navel and nipples; extremely pale skin and extremely slender frame; tattoo of the Japanese character for chaos on her right shoulder blade, and of a black rose on her left inner thigh. "Goth" is usually the first word that comes to mind when people look at her.
Powers: Black magic (Magic: The Gathering-style), with a few Harry Potter and D&D spells worked in; also knows some red magic (once again, MTG-style).
Skills: Fencing, explosives; also wields a mean staff.
Preferred Equipment: Phoenix Rod which she is also capable of using as a melee weapon (see staff reference above), wand, and goblin silver sword believed to have been forged for her -- probably under duress -- by an Olwean smith.
Specialization: Paranormal operations/magical warfare, demonic summoning
Reason for joining your side of the conflict: For fun.
Nation of Origin: The Rhythm Nation
Allegiance: Chaos (Castle Inc for now, but see above; will follow Rasputina wherever she goes)
Name: Sirenia
Species: Succubus
Age: 31
Gender: Female
Appearance: Model-tall, voluptuous raven-haired beauty with elaborate tattoo work all over her body.
Powers: Can induce lust in order to seduce an enemy to her side temporarily (or, through repeated applications, enslave them permanently), but must be close enough to touch them. Can also suck people's souls out through their mouths during kissing, causing a ghastly and quite permanent death. Also knows a little black magic (only 1 or 2 CC stuff).
Skills: Undercover operations, infiltration/insertion work, hand to hand combat
Preferred Equipment: Usually just her wand, but will carry a knife or gun or whatever else depending on the mission.
Specialization: Undercover operations, infiltration/insertion work, soft interrogations
Reason for joining your side of the conflict: For fun.
Nation of Origin: The People's Protectorate of Gorgashia.
Allegiance: Bad guys (I prefer International Subversion Organization).
Name: Andrew Braxton.
Species: (boring ole') Human.
Age: 35
Gender: Male.
Appearance: Here.
Powers: N/A
Skills: Hand-to-hand combat. Stealth.
Preferred Equipment: Model M1928A1 Thomson sub-machine gun. Ka-Bar fighting and utility knife. Model 24 stick grenades.
Specialization: Shock Troop.
Reason for joining your side of the conflict: Braxton is officially on "fundraiser duty" for the Vanguards. Essentially, stealing money to fund the Vanguard's operations. As such, he found a job with our evil organization to give his profits to the Vanguard.

by Blackwing Coast » Sat Apr 20, 2013 3:53 pm
Castle Inc wrote:So this is who I hvae on the Merc roster thus far, I'll be adding a merc char myself (to kill off if we need) from another nation as soon as I can decide which one to pick from (can't decide between a dark fairy and an anthro-rhino) did I miss anyone.
The more the merrier.The Rhythm Nation wrote:All right, two baddies who can work with Castle Inc until someone else provides them an opportunity to cause more widespread mayhem. Note: their philosophy is heavily chaos-based and inspired primarily by Heath Ledger's Joker. Also, they're lesbian lovers, but non-exclusive (it just wouldn't be chaotic if they were monogamous).
Also, they're basically shadow counterparts for Olwe's Avalon and Flirt characters.
Batista wrote: Ah I see, thats makes sense then as a rapid deployment tool, I think should spend more effort towards utilizing a couple of transport warp planes and even a warp mini utility sub or 2 for infilitration missions (if this is possible), if we did this it would seem more "rational" then transporting the entire submersible carrier.
by Thoricia » Sat Apr 20, 2013 4:17 pm
Blackwing Coast wrote:
Warp subs are possible, you just need space for the warp jump equipment - or you utilize the submersible carrier's warp equipment to create a temporary portal and simply swim through with the mini sub. Doing so would require more preparation than a blind warp dive (jumping in and then focusing on where you reemerge), as you need twice the charge (entering and leaving at the same time). You can then later retrieve the mini sub by opening a second portal.
You could in the same way also deploy regular planes, the problem is just that they require a wider portal diameter than warp planes (which means higher energy expense, even more so as the carrier's warp jump equipment is rather optimized for its own size) and spend more time in enemy airspace before they make it back to the portal - and the portal is quite luminous, so it is easier to spot in airspace than underwater, and would allow enemy aircraft to attack the carrier.
So it only makes sense for regular planes when it is a one way trip - either for quickly relocating them to other bases or in an all out battle where you later bother how you get them back.
Ponderosa wrote:I kick you in the face, because I'm angry that I actually wrote out a creative response to the post above, only to find out that you ruined it.

by The Unified Earth Governments » Sat Apr 20, 2013 4:20 pm


by Crysuko » Sat Apr 20, 2013 4:27 pm

by Pavlostani » Sat Apr 20, 2013 4:55 pm
by Thoricia » Sat Apr 20, 2013 5:07 pm
Crysuko wrote:i am interested. after being thrown out of an RP for economic reasons, this has made me want to join.
Nation Name: Crysuko
Preferred Tech Level(s): PMT, with a sprinkling of more techy stuff
Ideals (things seen as good): defensive doctrines, artillery support.
Things frowned upon: biological and nuclear warfare. chemical, however is fine.
Anything else we should know: economics on an internet forum about fictional nations can suck it, and i hope it has herpes.
Pavlostani wrote:So what RPs do we have going?
Ponderosa wrote:I kick you in the face, because I'm angry that I actually wrote out a creative response to the post above, only to find out that you ruined it.

by The Ecumene » Sat Apr 20, 2013 5:19 pm
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