NATION

PASSWORD

Screw Realism! (RP Group, Open)

Where nations come together and discuss matters of varying degrees of importance. [In character]

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The Unified Earth Governments
Spokesperson
 
Posts: 193
Founded: Apr 09, 2013
Ex-Nation

Postby The Unified Earth Governments » Fri Apr 19, 2013 8:38 pm

The Robotech Expeditionary Force wrote:
Castle Inc wrote:Misunderstood is such a nicer term.


Ok... A misunderstood baddie.

Also, like Owle, I'm also not on NSEarth, so I guess I should also drop out of the GJU. :(

I am not on NS Earth because it doesn't exist.

God I hate that term to death.

"It is an undeniable and may I say fundamental quality of man, that when faced with extinction, every alternative is preferable."
— Leonard Church



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Wisconsin9
Post Czar
 
Posts: 35753
Founded: May 18, 2012
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Postby Wisconsin9 » Fri Apr 19, 2013 9:15 pm

The Unified Earth Governments wrote:
The Robotech Expeditionary Force wrote:
Ok... A misunderstood baddie.

Also, like Owle, I'm also not on NSEarth, so I guess I should also drop out of the GJU. :(

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".
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We are currently 33% through the Trump administration.
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The Unified Earth Governments
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Posts: 193
Founded: Apr 09, 2013
Ex-Nation

Postby 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".

I just hate the term NSEarth it is literally something I do not want to get into.

"It is an undeniable and may I say fundamental quality of man, that when faced with extinction, every alternative is preferable."
— Leonard Church



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Batista
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Posts: 232
Founded: Mar 22, 2013
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Postby 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.

Would Terra be better?
“NOBODY expects the Spanish Inquisition! Our chief weapon is surprise...surprise and fear...fear and surprise.... Our two weapons are fear and surprise...and ruthless efficiency.... Our *three* weapons are fear, surprise, and ruthless efficiency...and an almost fanatical devotion to the Pope.... Our *four*...no... *Amongst* our weapons.... Amongst our weaponry...are such elements as fear, surprise.... I'll come in again.”
-Monty Python
PMT/FanT-The Militant Theocracy of Batista
FT- Theocratic Systems of Kathorium

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The Unified Earth Governments
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Posts: 193
Founded: Apr 09, 2013
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Postby The Unified Earth Governments » Fri Apr 19, 2013 9:39 pm

Batista wrote:
The Unified Earth Governments wrote:I just hate the term NSEarth it is literally something I do not want to get into.

Would Terra be better?

Earth, just say Earth...........I mean how hard is it to just say Earth.

"It is an undeniable and may I say fundamental quality of man, that when faced with extinction, every alternative is preferable."
— Leonard Church



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Faroslan
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Posts: 76
Founded: Jan 02, 2010
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Postby Faroslan » Fri Apr 19, 2013 9:48 pm

The Unified Earth Governments wrote:
Batista wrote:Would Terra be better?

Earth, just say Earth...........I mean how hard is it to just say Earth.

Oh I get it, but this gets some people confused because there are roleplays that involve real earth as the area so it can get kind of confusing sometimes, thats my only problem how come you don't like the name I'm not allowed to type because it skyrockets your blood pressure. XD

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Batista
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Posts: 232
Founded: Mar 22, 2013
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Postby Batista » Fri Apr 19, 2013 10:07 pm

I finally completed a Factbook entry XD, if could someone take a read and offer some critique with a TG I would appreciate it.
“NOBODY expects the Spanish Inquisition! Our chief weapon is surprise...surprise and fear...fear and surprise.... Our two weapons are fear and surprise...and ruthless efficiency.... Our *three* weapons are fear, surprise, and ruthless efficiency...and an almost fanatical devotion to the Pope.... Our *four*...no... *Amongst* our weapons.... Amongst our weaponry...are such elements as fear, surprise.... I'll come in again.”
-Monty Python
PMT/FanT-The Militant Theocracy of Batista
FT- Theocratic Systems of Kathorium

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Imeriata
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Posts: 11330
Founded: Oct 02, 2009
Capitalist Paradise

Postby Imeriata » Sat Apr 20, 2013 2:30 am

The Unified Earth Governments wrote:
Batista wrote:Would Terra be better?

Earth, just say Earth...........I mean how hard is it to just say Earth.

Because NSEarth is not Earth, there are a whole loads of more nations and continents on it. At least that is why I use NSearth OOC and Midgard IC when I talk about the planet..
embassy program| IIWiki |The foreign units of the royal guard |The royal merchant guilds official storefront! (Now with toys)


So what? Let me indulge my oversized ego for a moment!
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!

Ramsetia wrote:
Imeriata wrote:you would think that you could afford better looking hussar uniforms for all that money...

Of course, Imeriata focuses on the important things in life.

Willing to help with all your MS paint related troubles.
Things I dislikes: Everything.

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Reliat
Bureaucrat
 
Posts: 41
Founded: Jan 30, 2013
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Postby Reliat » Sat Apr 20, 2013 5:34 am

Nation Name:
Preferred Tech Level(s):advanced modern
Ideals (things seen as good):peace, democracy, Liberal, kindness, intelligence
Things frowned upon: nation pride mass murder (war), conservative, authoritarian, guns, gambling, drugs, alcohol
Anything else we should know? Koalas and doves are considered sacred, and we are an island which cares much about the environment and education. the kids are our future!
I am a girl. do not call me "he"
Democratic state of reliat.
we do not fight if we do not live

Reliat
☻/ This is Bob, copy & paste him in
/▌ your sig so Bob can take over the
/ \ world.

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Blackwing Coast
Chargé d'Affaires
 
Posts: 481
Founded: Jun 02, 2012
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Postby 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


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.

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Castle Inc
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Posts: 20
Founded: Mar 15, 2013
Ex-Nation

Postby 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.

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.
Property of Thoricia

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Blackwing Coast
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Posts: 481
Founded: Jun 02, 2012
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Postby 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.


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%.
Last edited by Blackwing Coast on Sat Apr 20, 2013 12:48 pm, edited 1 time in total.

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Batista
Envoy
 
Posts: 232
Founded: Mar 22, 2013
Ex-Nation

Postby 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%.

What would we use the warp planes for if we will be spending most of our time in realspace?
“NOBODY expects the Spanish Inquisition! Our chief weapon is surprise...surprise and fear...fear and surprise.... Our two weapons are fear and surprise...and ruthless efficiency.... Our *three* weapons are fear, surprise, and ruthless efficiency...and an almost fanatical devotion to the Pope.... Our *four*...no... *Amongst* our weapons.... Amongst our weaponry...are such elements as fear, surprise.... I'll come in again.”
-Monty Python
PMT/FanT-The Militant Theocracy of Batista
FT- Theocratic Systems of Kathorium

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Blackwing Coast
Chargé d'Affaires
 
Posts: 481
Founded: Jun 02, 2012
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Postby 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?


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.
Last edited by Blackwing Coast on Sat Apr 20, 2013 1:29 pm, edited 1 time in total.

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The Rhythm Nation
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Posts: 153
Founded: Oct 23, 2009
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Postby The Rhythm Nation » Sat Apr 20, 2013 2:53 pm

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.
Yes, all musical references are intentional.

The Rhythm Nation was founded in 1369 and is still around as late as 5000 AD, so I can RP in any tech setting you want. But magic does exist and can be used, and this is non-negotiable.

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Batista
Envoy
 
Posts: 232
Founded: Mar 22, 2013
Ex-Nation

Postby 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.

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.
“NOBODY expects the Spanish Inquisition! Our chief weapon is surprise...surprise and fear...fear and surprise.... Our two weapons are fear and surprise...and ruthless efficiency.... Our *three* weapons are fear, surprise, and ruthless efficiency...and an almost fanatical devotion to the Pope.... Our *four*...no... *Amongst* our weapons.... Amongst our weaponry...are such elements as fear, surprise.... I'll come in again.”
-Monty Python
PMT/FanT-The Militant Theocracy of Batista
FT- Theocratic Systems of Kathorium

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Olwe
Senator
 
Posts: 4934
Founded: Jan 22, 2004
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Postby 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.


Nice. Plenty of opportunity for Foe Yay between my female characters and yours, especially since all 4 of them have canonical lesbian tendencies. I could see arch-nemesis type things quickly becoming complicated by sexual tension. :lol:
Founded: 2480
Current year: 5001
Magic: Non-negotiable
Ponies: Yes, occasionally
Tech levels incompatible? Then kick me out of the thread, because if you RP with me you accept my tech.
Note: Before 2480, Olwe was called Athan. If you see this word in a thread, it's because you mentioned a year incompatible with Olwe in that thread but still made it open to all techs and therefore are allowing Athan's magic.
RP population: 21 billion
Embassy program: https://forum.nationstates.net/viewtopic.php?f=23&t=203258

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Castle Inc
Lobbyist
 
Posts: 20
Founded: Mar 15, 2013
Ex-Nation

Postby Castle Inc » Sat Apr 20, 2013 3:30 pm

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.

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.
Property of Thoricia

User avatar
Blackwing Coast
Chargé d'Affaires
 
Posts: 481
Founded: Jun 02, 2012
Ex-Nation

Postby 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.


That should be everyone. And for the fairy and rhino, why not both? ;) 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.


Rasputina and Sirenia remind me at Anne Bonny and Mary Read :lol:

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.


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.
Last edited by Blackwing Coast on Sat Apr 20, 2013 4:03 pm, edited 1 time in total.

User avatar
Thoricia
Ambassador
 
Posts: 1281
Founded: Dec 13, 2009
Father Knows Best State

Postby 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.

I was thinking along the lines of Mission A is on the other side of the world in a Country Z, Country Z dosen't care for intruders good or bad and the GJU is 1 or 2 days ahead so we deploy a warp plane or sub or generate a portal to quickly transport a team, we wouldn't need any warplanes for the most part I think as most of the missions are going to entail surgical strikes and covert ops along with some espionage
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.

This quote sums up my life.

User avatar
The Unified Earth Governments
Spokesperson
 
Posts: 193
Founded: Apr 09, 2013
Ex-Nation

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

Nation of Origin: Ecumene
Allegiance: Humanity, GJU
Name: 023-5428 Reticent Chorus
Species: Ancilla
Age: 200,000
Gender: Was a Male Forerunner, So he identifies himself as male.
Appearance: Image
Powers: See Equipment
Skills: Problem Solving, Organization, etc.
Preferred Equipment: Suppression Beam, Key Beam, Z-395 Streamer Energy Beam
Specialization: Assistance, Though being a Harmony Class Monitor allows him to easily adapt.
Reason for joining your side of the conflict: He is the Direct Assistant to Field General Marsh.

Second Character
Last edited by The Unified Earth Governments on Sat Apr 20, 2013 5:06 pm, edited 1 time in total.

"It is an undeniable and may I say fundamental quality of man, that when faced with extinction, every alternative is preferable."
— Leonard Church



User avatar
Crysuko
Negotiator
 
Posts: 7300
Founded: Feb 26, 2013
Left-Leaning College State

Postby Crysuko » Sat Apr 20, 2013 4:27 pm

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.
Quotes:
Xilonite wrote: cookies are heresy.

Kelinfort wrote:
Ethel mermania wrote:A terrorist attack on a disabled center doesn't make a lot of sense, unless to show no one is safe.

This will take some time to figure out, i am afraid.

"No one is safe, not even your most vulnerable and insecure!"

Cesopium wrote:Welp let's hope armies of 10 million don't just roam around and Soviet their way through everything.

Yugoslav Memes wrote:
Victoriala II wrote:Ur mom has value

one week ban for flaming xd

Dumb Ideologies wrote:Much better than the kulak smoothies. Their texture was suspiciously grainy.

Official thread euthanologist
I USE Qs INSTEAD OF Qs

User avatar
Pavlostani
Senator
 
Posts: 4705
Founded: Jun 09, 2012
Democratic Socialists

Postby Pavlostani » Sat Apr 20, 2013 4:55 pm

So what RPs do we have going?
Last edited by Pavlostani on Wed Feb 14, 2018 8:21 am, edited 2,742,950,128,932 times in total

User avatar
Thoricia
Ambassador
 
Posts: 1281
Founded: Dec 13, 2009
Father Knows Best State

Postby 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.

Welcome, I hope you read the OP
Pavlostani wrote:So what RPs do we have going?

Still getting the details worked out on the GJU thread and I'm kinda waiting for a few things to wrap up before I open the Anytech Island Free-For-All Brawl
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.

This quote sums up my life.

User avatar
The Ecumene
Diplomat
 
Posts: 509
Founded: Mar 02, 2013
Ex-Nation

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

Nation Name: The Ecumene
Preferred Tech Level(s): FT
Ideals (things seen as good): The Mantle, Brownies
Things frowned upon: Things against the Mantle, things that are not brownies, and are obviously from the back yard instead of the kitchen.
Anything else we should know? Nothing really


Nation Name: The Ecumene
Home World: Erde-Tyrene
Capital City: Eden
Form Of Government: Constitutional Democratic Theocracy
Head Of State: First Councilor Clear Storms Of Distant Stars
Legislature: Ecumene Council
Judicial Court: The Mantles Court
Military Size (Organic): 13 Trillion
Military Size (Synthetics): 6 Septillion
Territory (Planets, Moons, Stations): 500
Shield Worlds: 500
% For Civilian Population: 900
% For Industry: 100
% For Military: 10
Halo Arrays: 7
Galaxies Under Control: 0, because it is unneeded to do so and is unnecessary.

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