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Alius Bene [Applications/FT/Open]

A staging-point for declarations of war and other major diplomatic events. [In character]
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Transoxthraxia
Postmaster of the Fleet
 
Posts: 22115
Founded: Jan 19, 2013
Ex-Nation

Alius Bene [Applications/FT/Open]

Postby Transoxthraxia » Fri Jan 17, 2014 5:18 pm

The galaxy Auriolus. A young galaxy, by any means. The collection of stars that have formed Auriolus, a spiral galaxy with eight arms and hundreds of thousands of planets, both inhabitable and otherwise. Planets are insurmountably different, and wondrous by all means. However, with this, there also comes wonders with nearly mythical proportions. Huygen's Rings, Irradiation, Berserk Biodiversity, Hollow caverns that snake the entire planet, and Aurora Waves appear on planets throughout the galaxy, so do less natural formations. Kessler's Syndrome, relics, and many more other anomalies that are clearly not natural dot the planets as well, remnants of a past civilization that had once, perhaps, populated these planets. However, unfortunately, these civilizations, like their relics, are long, long dead. Nothing can be learned from their derelict ruins.

This thread, Alius Bene, is essentially an alternative to other contemporary groups in which realism and scale actually matters. In this RP, you will experience an enjoyable RP while you stay within the bounds of a "realistic" Future Tech society. The people who join will be able to make a civilization that will be tailored to their desires, ensuring a large degree of creativity while keeping the RP and its participants as equal and fair as possible to ensure that all participants will ensure their enjoyment, rather than just a few. There will be little storyline to Alius Bene, which is designed to be relatively free-roam. Within the story that is Alius Bene, the story itself woven by us, the players, will be a blanket worn by the galaxy forever. While you are free to RP most planets as you wish, I would really love to see some creativity put into the whole process. What is so unique about the planet? Does it have some sort of life form on it? Is the flora eating the fauna? Keep in mind all of these things, along with many more during the RP and any colonization RPs that you will take place in.

Note: The OP is constantly subject to change and evolution, making it look prettier, more professional, adding or changing rules, etcetera.

0. Rule 0 is basically NSRP common sense. They apply in every RP, so I won't waste space putting them in.
1. Every OP and Co-Op that is named has the authority of a God over you. Respect and fear them.
2. If you don't treat others with respect, the authorities won't treat you with respect. Hint: That means that you'll get warned.
3. Speaking of warnings, this group acts upon a warning system. With three warnings, you will be kicked. If you do something that warrants immediate kicking, you will be immediately kicked.
4. Spelling, grammar, and detailed posts are all necessary things. Continually failing these three criteria will warrant a warning. Lengthy posts are appreciated, and nothing short of a full paragraph will be acceptable.
5. Communication is key. OOC communication is a component in a successful RP, and it should be here too. Keep in mind that metagaming, however, is against the rules.
6. Conflict is key in this. In all likelihood, alien species aren't ready to sit down and sing Kumbiya with each other over a campfire. Alliances can be forged, but there should not be any sort of conflict-free period of the RP.
7. Realism. Strange enough, it factors into FT RPs more than one would think. Use common sense.
8. Faster than light technology is key in this universe.
9. Don't steal a faction from a preexisting universe. Just don't do it. You'll be rejected. You can, however, use influences and images from said universes.


Code: Select all
(Please, for the love of the Gods, delete the Parentheses)

Civilization Name:
Civilization Age:
Government type, and description:
Current Leader(s):
Home/Capital planet and description:
Other important sites in your Civilization: (Use the list, include a brief description of each.)
[list]
[/list]
[hr][/hr]

Military Information:
Military Doctrine:
Spatial Combat Information:
Spatial Combat Doctrine:
Foreign Policy:
Technological Age (Years beyond RL earth):
FTL Age (Years civilization has had FTL):
[hr][/hr]

Population: (Applicants with unreasonable populations will be immediately rejected)
Founding Species:
Other Species:
Sphere of Influence Size:
Major Civilian industries/Services:
Society and Cultural information:
[hr][/hr]

Economic Information:
Primary Export(s):
Primary Import(s):
Strength of the (General) Industry:
Policy on Colonization/Expansion:
[hr][/hr]

NS activity:
Technological Bases:
Prior RP links: (You'll need at least three)
Summary of your nation: (a Paragraph)
[hr][/hr]

Species name:
Respiratory Gas:
Base Form:
Life span:
General Traits/Behavior:
Genetic Diseases: (Akin to things like Lupus, Down's Syndrome, Cancer.)
Intelligence (scale of 1-10 10 being like the [url=http://halo.wikia.com/wiki/Precursor]Precursors[/url] and 1 being akin to a Neanderthal):
Natural defenses/abilities:
Aggression:
Information:
Last edited by Transoxthraxia on Fri Jan 17, 2014 6:09 pm, edited 1 time in total.
Where must we go, we who wander this wasteland, in search for our better selves?
In Egypt's sandy silence, all alone,
Stands a gigantic Leg, which far off throws
The only shadow that the Desert knows:—
"I am great OZYMANDIAS," saith the stone,
"The King of Kings; this mighty City shows
"The wonders of my hand." The City's gone,
Nought but the Leg remaining to disclose
The site of this forgotten Babylon.

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

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

Postby Transoxthraxia » Fri Jan 17, 2014 5:19 pm

Civilization Name: The Arkhadyan Empire/Arkhadya

Civilization Age: From the current date, the Arkhadyan civilization has been around for 7,736 years, the first sign of civilization being the founding of Ars-Makhourah, the first urban center that emerges from Arkhadyan prehistory.

Government type, and description: The Arkhadyan governance is officially an absolute monarchy, with the empress being hereditary and the monarch having the power to pass any sort of law through to the entire empire via the advanced, non-divine bureaucracy that is control of all the planets outside of Kurigalzu and Arkhadya, the former being controlled by the Cleansers, and the latter being directly controlled by the empress herself. This bureaucracy, which is often corrupt and focused on expansion, not civil rights nor comfort, is disliked by the citizenry due to their questionable methods of getting things done, but is liked by the upper tiers of society for the very reason.

Current Leader(s): Empress Tiohloe IX Arkhadya.

Home/Capital planet and description: Arkhadya is frequently admired as the "Jewel of the empire" in the Arkhadyan dominion. Much like Rome of the Earthly old, Arkhadya is renowned throughout the empire as the most beautiful planet to have ever existed. Arkhadya is a lush, mostly tropical world that has an average temperature of twenty eight degrees celsius, and usually more in the rural or desert areas of the planet. The planet itself is usually subdivided into two sections, Urbanized Arkhadya, and Natural Arkhadya. The Urbanized part is extremely beautiful in a different way than the natural part of Arkhadya. Many parts of the urban sprawl are either dedicated to certain historical landmarks that show the tenacity of the Arkhadyan culture, as well as many other entertainment facilities, ranging from museums to nightclubs. In the rural, or natural parts of Arkhadya, the planet is even more beautiful. Much of the planet was formed from intensive volcanic action, meaning that much of it is formed in beautiful rock or mineral formations, with impressive, towering flora that is often centuries old. Tall, white, green, and blue grass-like weeds grow most everywhere, and massive, warped trees and their millennia-old roots spread themselves haphazardly throughout the landscape, often meters thick.

Other important sites in your Civilization:
    Kurigalzu - Kurigalzu is the empire's military capital. Home to both the Arkhadyan Marines and the Arkhadyan Cleansers, Kurigalzu was the first fortressworld, and remains the ultimate fortress world. A relatively small planet, especially in comparison to Arkhadya, Kurigalzu is entirely covered, with the exception of the small ocean, in a mock "urban sprawl", which is really just planned living, traning quarters, and factories for the production of war-time weapons. While much of the food consumed in Kurigalzu is grown locally, more of it is imported through other farm worlds which are exclusively made for the production of food. Kurigalzu also sports impressive land and spatial defences, including Mass Drivers and Polarized Inti Cannons, fired from planetside and aboard space stations.

    Axtartah - Axtartah is a world in the core region of the Arkhadyan empire. Axtartah is a world that is mostly made up of oceans - meaning that around ninety percent of the planet is covered in water, and another two percent of the world is covered in the ice. Axtartah, which is relatively close to the capital, Arkhadya, is considered a paradise world, which is, in other words, where the Arkhadyan empire, as well as their allied states, go to enjoy their holidays. The permanent population of the planet is relatively small, and the revenue is directly exported to the royal treasury, as it is considered the residence of the Empress, while she technically operates in Arkhadya.

    Deep Space - Deep Space is the station in the far reaches of Arkhadyan territory. A massive military installation, it is twice as big as the largest ship in the Arkhadyan fleet, and has double the armaments. It is used as a fortification against any imposing threat towards the empire, and also acts as a refuelling station for any military or royal Arkhadyan vessel which passes through it. Often, Arkhadyan diplomatic meetings are also held upon Deep Space, as it acts as the entry point to the Arkhadyan Empire.

    Myith - Myith is a giant, desert planet that is orbited by immense rings akin to those that orbit Saturn. The massive planet has sixty small moons, thirteen large ones, and one that has an atmosphere and can support life. However, upon Myith, deep within the sands of the planet, is what the Arkhadyans call The Husk of Civilization. An immense, underground complex that was discovered by Arkhadyan miners originally looking for Hyperium and other elements like Tungsten on the surface, it was later discovered, after some exploring and geothermal readings, that The Husk is basically a massive tunnel complex that runs through the entire world, which is, at the center, powered by an artificial core. Myith is an artificial planet. While there are no technological secrets to be told within the ancient ruins of The Husk, the Arkhadyians have turned the entire complex into an Industro-Military fortress, similar to a smaller Kurigalzu under the surface of the immense planet. Much weapons testing occurs here, and the Naathen Weapons Testing Branch is based out of Myith.

    Khuat - Above Myith, orbiting the massive planet, are the aforementioned moons. On the single one with an atmosphere, lays the colony of Khuat. Originally colonized by a group of scientists wanting a semi-permanent residence to be able to study Myith. Soon enough, however, the crown realized the potential of the moon. Khuat's two closest counterparts are Yakh and Yukh, two of the seventy four other moons that orbit Myith, both of which are rich in materials ranging from Aluminum to Tungsten, allowing for quick mining. Soon after, the crown forced colonists to move to Khuat, where they found a relatively livable environment, and a large possibility for population expansion. And expand they did. Soon enough, Khuat was one of the largest colonies before they realized the moon's surface could no longer hold more people. However, due to the rich minerals nearby, Khuat was then transformed into the largest shipyar in the entire empire, producing warship after warship in the massive orbital facilities.



Military Information: The Arkhadyan Empire's military, on land and in air, use a variety of different weapons to get the job done. The primary infantry employ what the Arkhadyans call Glass Guns, which are essentially massive cannons that shoot shards of artificially produced crystal, that, when embedded in a biological organism, will explode, spreading crystalline shards throughout the impact wound, causing great damage to the biological organism affected by the wound, and making it nearly inoperable. The average combatant is often defended by a relatively weak personal shield generator which is emplaced on their backs. While the shield does technically protect the infantry, it will go down, or "flare" as the infantry often call it, due to the pulse of energy it gives off when it gives out, after only a few well placed shots. When the enemy is either mechanized or non-biological for whatever reason, the Arkhadyan military employs superheated Plasma, as it is much more efficient than the alternative ballistic weapons kept by the Honor Guard for ceremonial purposes.

When the Arkhadyan military or marines are not enough, or if the enemy is a xenobiotic, however, the Cleansers will be brought in. The Cleansers are essentially the Arkhadyan Inquisitors. They employ anything in the Arkhadyan arsenal, ranging from Plasma, to Railguns, to Glass Guns, to Rockets, but their favourite weapon is generally considered to be flame. The flame helps the branch feel like they're literally "cleansing" the terrain of the enemy, burning anything in their path. While flame is rather ineffective, the Cleansers still employ it due to tradition and semi-religious beliefs about the fire and the Cleansers. The Cleansers employ heavy shielding and more effective body armour than the army or marines, but are few in number, and tend to get the dirtiest jobs in land combat.

Military Doctrine: The Arkhadyan military doctrine is one frequently called The Grand Battle Plan. Basically, in normal Arkhadyan military tactics, the Arkhadyan military takes to a slow advance, backed up by mobile shield generators which protect the lines, for the most part, unless too much strain is put upon them. While this is happening, in the rear, Super-Heavy Artillery is firing on the enemy positions, using everything from giant glass, to superheated plasma, to even old-fashioned ballistic shells. Once the enemy is within range of the marine's weapons, the shields are abandoned, and in a full-out charge at the (theoretically) shaken enemy lines, the mass assault by the well organized and fresh Arkhadyans is designed to completely overwhelm and break the enemy's morale and organization, forcing them to retreat and take heavy casualties in the process.

Spatial Combat Information: Arkhadyan Spatial combat is much different from its planetside counterpart. The Arkhadyan Divinated Spatial Navy consists of a large core of middling ships, and a few smaller and larger capital and screening ships as well. Most of the Arkhadyan navy either employs plasma, mass drivers, or both in defensive or offensive maneuvers during battles. Shields are rarely used, due to the immense power required to actually employ them in battle, and instead, foot-thick armor is used in the narrowest places, excepting the bridge.

Spatial Combat Doctrine: The doctrine of the Arkhadyan Divinated Spatial Navy differs depending on the situation and the admiral that is commanding the fleet. Often enough, in large battles, screening ships are used to take fire for the larger ships to allow for their massive firepower to get into range of the enemy targets. In smaller, more decentralized skirmishes, however, Arkhadyan ships will endeavor to split up, and pull what they often coin as the Mata Maneuver, which is performed by forcing the enemies to fire upon them, and accelerating, banking on the fact that the enemies will encircle them and fire upon them again, and then breaking the encirclement once again, ensuring that the enemies' projectiles will hit their own ships.

Foreign Policy: Generally isolationist, however, the Arkhadyan Empire is willing to establish diplomatic contact and embassorial relations with most nations so long as they are non-hostile towards the Arkhadyan empire. Furthermore, the Arkhadyan Empire often looks for a singular, or two specific allies that they can rely on in times of war.

Technological Age: It would be hard to judge, exactly. But a fair amount.

FTL Age: The nine hundred and eighty seventh year of FTL technology's anniversary has just been celebrated throughout the empire.



Population: 193.44 Billion spread across their worlds. Most of them are in the core worlds, so Khuat, Kurigalzu, and Arkhadya.
Founding Species: The Arkhadyans.
Other Species: None other recognized. Many have been hunted to extinction by the Cleansers, but there is always a certain amount of foreign population amongst the Arkhadyan population due to tourism and the strength of trade throughout the nation.
Sphere of Influence Size: Within the "Core Worlds", very high. However, after that, the Arkhadyan sphere drops off sharply due to the relatively inefficient administration having relatively little authority and actual control among the outer provinces of the Empire.
Major Civilian industries/Services: Mining, Shipbuilding, and Arms Manufacturing are massive industries within the empire, but so is tourism and entertainment, which bring in as much revenue as the other three of the industries combined.
Society and Cultural information: WIP



Economic Information:
Primary Export(s):
Primary Import(s):
Strength of the (General) Industry:
Policy on Colonization/Expansion:



NS activity: High usually. Now, not so much.
Technological Bases: I've gotten a bit from Halo, used pictures from most. That's about it.
Prior RP links: I'm the OP.



Species name: Arkhadyan(s).
Respiratory Gas: Oxygen.
Base Form: Carbon.
Life span:Males live up to eighty years maximum, and females can live up to one hundred and thirty.
General Traits/Behavior: WIP.
Genetic Diseases: WIP
Intelligence: 7.
Natural defenses/abilities: WIP.
Aggression: Not towards others, usually, unless aggressed first.
Information: WIP.
Last edited by Transoxthraxia on Fri Jan 17, 2014 9:57 pm, edited 1 time in total.
Where must we go, we who wander this wasteland, in search for our better selves?
In Egypt's sandy silence, all alone,
Stands a gigantic Leg, which far off throws
The only shadow that the Desert knows:—
"I am great OZYMANDIAS," saith the stone,
"The King of Kings; this mighty City shows
"The wonders of my hand." The City's gone,
Nought but the Leg remaining to disclose
The site of this forgotten Babylon.

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

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Bredtonia
Ambassador
 
Posts: 1529
Founded: Oct 08, 2012
Ex-Nation

Postby Bredtonia » Fri Jan 17, 2014 5:40 pm

Civilization Name: Mentak Coalition
Civilization Age: 300 years as Mentak, ~600 years on Mull Prime, ~5,000 years for Zaren in total, ~8,000 year for Laxx
Government type, and description: The Mentak Coaltion is primarily an Aristocratic Demarchy & Republic. All Captains in good standing (see society, below) are members of a senate known as the Table of Captains. Although all governmental power theoretically arises from the senate, its size means that in reality it’s only real function is as an elective body. From among the Captains, a number of legislative and judicial subcommittees are assembled, some by election, some by lottery and others by combinations thereof. For non-Mentak, the most important body is the Foreign Counsel, a group of eleven individuals (five elected, five selected, and the Hand of Erwin), who decide matters of international relations and warfare. The most important single election from the Senate is that of the Hand of Erwin, the Commander in Chief and Head of State who serves in that capacity for life (barring censer by the Senate).

Current Leader(s): Juliana Morgan, the 14th Hand of Erwin. At 41 year old, Juliana is the youngest Hand of Erwin yet, having been elected four years ago. She comes from a very promenade family, a direct descendant of one of the original ten families who aided Erwin Mentak in liberating Mull Prime from the Laxx and defending it from the Darek raiders that followed. Her father died young exploring a derelict alien vessel, leaving her as the head of the family. She has already made quite a name for herself both as a statesman and a military leader, and much is expected of her reign.

Capital planet and description: Mull Prime
Mull Prime is a young planet that is predominantly covered by extensive plains of orange and green grasses sprinkled with a million lakes. Sharp youthful mountains pierce the heart of many of its continents, their icy mountain streams giving life to steep lush mountain valleys, where green fruitful trees and flowers grow in colorful contrast to the orange plains. Many of these plains and valleys have been carefully cultivated, providing a continuous source of food and culinary luxuries to the society in the stars. Despite the growing population and industry, the planet remains beautiful and intact, primarily due to a lack of “bootstrap” industrialization and the establishment of factories on its three tiny moons.

In interstellar terms, the System of Mull is found at the edge of the Mahact Plateau, which once housed the Laxx Empire and still houses the Zaren homeworld. The planet sits on the convergence of two major, easily navigated interstellar trade routes, as well as a route known only as the Trail of Tears, which leads back into the ruins of the fallen empire.

Other important sites in your Civilization:
Fourth Moon: A massive space station that acts as the capital of Mull Prime and the center for all Mentak space activity. It's shipyard the Arsenal is perhaps one of the largest ship building conglomerates in the galaxy. Virtually every Mentak ship had its keel set in the Fourth Moon's shipyard.

Hope's End: An old penal work colony for offenders who deserved worse than those sent to Mull Prime, Hope's End is a deadly world filled with thick veins of precious metals and rare earth elements. Although the liberation of Mentak means it no longer uses forced labor, it's still seen as a last refuge of the truly desperate. Liberated in the same revolution that freed Mull Prime, it is a major feeder for the Arsenal, and the Mentak Coalitions only other completely controlled world. Note, the official designation for Hope's End is Mull Quatra

Mull Secundus A large gas giant, Mull Secundus is home to a number of small space stations and research outposts. The most important of these orbitals, however, are the various gas refineries, which extract tritium from the planet's atmosphere.

History
Prior to the Mentak, the Zaren were a client and almost slave species of the Laxx, who controlled a small empire within Mahact Plateau star cluster. As a species, they served the Laxx for nearly eight hundred and fifty years, but an oppressive rule lead to opposition. Those who could would organize mutinies aboard Laxx starships, claiming the ship for themselves before becoming pirates and freedom fighters. Those that were caught were sent to the far reaches of the Empire as criminals to work as slaves on the vast plantations of Mull prime or mines of Hope’s End. The expected war of independence never came, the Darek Migratory Fleet happened first. The numerically superior Darek Fleet swept through the Laxx Empire, destroying infrastructure and pillaging planets as they went. The Laxx and their client races attempted to resist, but to no avail. Even as the Zaren home world was coming under siege a small group of Zaren rebels came to realize the Darek’s FTL was clumsier then their own, and the raiders would be unable to travel the difficult path through the Trail of Tears to Mull Prime.

Keeping this secret from their Laxx masters, the pirate captain Erwin Mentak brought together ten other renowned pirate captains and came up with a desperate plan. The eleven of them would run the blockade of the Zaren home world, load up with as many civilians as possible, and then fight their way to the Mull Prime, where they would drop off the civilians. With the element of surprise, the first attempt went perfectly, so they made a second attempt, this time with additional pirate support. In the end dozens of trips were made and more than a hundred million Zaren were rescued from the home world, colonies, space stations, derelicts or escape pods. The recused almost doubled the population of Mull Prime.

By this time the Darek navy had traced them to their escape route. They guarded the exit of the Trail and sent a fleet of specially modified frigates captained by their best navigators through the Trail of Tears to finally eliminate the pirate coalition. In the Mull System, the ragtag space fleet rallied once again behind Erwin Mentak, destroying the Darek fleet.

In the chaos of battle, its unsure what happened to Erwin’s ship. Some say he chased the Darek back through the Trail of Tears, others that his ship was destroyed in the fighting. Either way by the end of the battle the Coalition was under the command of his friend Captain Santiago, who Erwin had affectionately referred to as “my right hand”. That was three hundred years ago.

Military Information: The Mentak Coalition does not have a standing military, per se. Instead it operates on a continuous merchant marine/reserve system, where every Captain is provided a particular level of governmental support, and in return provides a particular level of military service to the Coalition. In addition, during a state of emergency, the Coalition can recall and press in to service any of its Captains. This could, in theory, provide the Coalition with a truly impressive navy if its government was ever truly threatened with annihilation.

As a result of its Independent Captain based reserve structure, the Mentak Coalition has no static flag officers. Instead, when the Coalition gathers a fleet of Captains together, the most senior or renowned of them will be designated as an Admiral for the duration of the battle or fleet's existence. Particularly large battles or campaigns will see the temporary assignment of increasingly higher ranks of Admirals.
Infantry and other Ground forces also fall under this "Captain's own" system. These forces are commanded, deployed and supported by their own captain's ship. (Where they are often stored in stasis pods between missions.) Due to these particular arrangements, Mentak ground forces are quite small. For minor engagements, these are more than adequate. However, on the rare occasion when need arises these forces are freely and extensively augmented with mercenaries.

A note on ranks: Captain refers to an aristocratic senior officer. If a citizen the senior officer of a spaceship, they are refered to as Commander. If the ship is wholy owned by a Captain who is not serving onboard, the ship's senior officer official rank is Leutanant-Commander. (ie. Captain's Leutanant in the position of a commander.)

Military Doctrine:
Mentak military doctrine calls for heavy harassment techniques enacted by multiple independent small units. These are typically followed up by swift, highly mobile assaults focused on enemy supply and logistics lines. If this is insufficient to force capitulation, it will be followed up by a heavy assault, often spearheaded by mercenaries to generate overwhelming force.

Spatial Combat Information:
The Mentak essentially have two types of weaponry for their starships, the laser cannon and hydrogen missile. Defensively, the ships rely primarily on their plasma-steel armor, strengthened by compression fields that increase their effective tensile strength. As a secondary defense, all ships are equipped with deflector shields, as well as standard electronic countermeasures.

The laser cannon is more than a simple laser. Instead the mono-wavelength photons are captured within a condensed gravitational "bottle". The package is than launched, where the space folding nature of its gravitational bottle allows it to travel at near-light speeds, until the field eventually disintegrates and releases the photons in a burst. It’s worth noting there is no propulsion period, and consequently no barrel required for laser cannons. Controlled studies have demonstrated higher then average armor penetration when compared to common galactic weaponry, however, as the containment bottle prevents effective spreading of damage, creating only localized penetrations.

Ship to ship missiles also use gravity fields for their critical functions. Like the ships, the missiles are propelled by space-folding hetch drives. When the missile's onboard targeting computers detect proximity to a target, the drive's field collapses and it used for it's second purpose. The gravity field compresses a small quantity of tritium until it spontaneously undergoes nuclear fusion, and keeps the fuel at critical stages until it is almost completely consumed. Finally (a few milliseconds later), the missile collapses one section of the gravity field, creating a focused thermonuclear blast.

Plasma-Steel, a common construction element in the Mentak Coalition, is a simple ferrous alloy formed by heating all of the component materials to their plasma state, then cooling them back down under controlled conditions. This creates an extremely strong and thermally resistant material. When used as ship armor, plasma-steel's toughness is further augmented by a compression field, which uses a combination of gravitational and electromagnetic fields to hold the armor together, increasing it's thermal resistance and tensile strength.

Mentak deflector shields, the only kind of military shielding they use, does not serve to actively stop attacking projectiles. Instead the shield generator creates a tangential gravity field that warps an incoming projectile's trajectory away from the protected craft. As it is gravitationally based, the strength of the shield is proportional to the target's mass, and as such is most effective on large, slow moving projectiles like missile, and least effective on energy weapons, like photons. Controlled studies have demonstrated approximately a 20% success rate at deflection of energy weaponry, with a further 15% being turned to "glancing hits". Studies with kinetic weaponry show 5% to 20% increases in effectiveness of complete deflection depending on the size and speed of the round, though the "glancing" buffer remains unchanged. Deflection of unguided missile style weaponry near 90%, though this can become nearly 0% depending on strength and mobility of guidance systems.

The standard Mentak ship, and the basis of its fleet, is the Merchant Cruiser. These vessels are designed with the ability to operate in complete independence. Every cruiser mounts laser cannons, missile tubes and launch bays for attack craft. The amounts of each are always relatively balanced, although specifics differ depending on the Captain's preferences and designs. It should also be noted that because these ships serve as merchant flagships as well as ships of war, they less powerful then dedicated warships of their same tonnage and tech level.

In addition to cruisers, the Mentak fleet recognizes two other classes of vessel, based more on usage then tonnage. The Destroyer is a specialized, military focused vessel that forgoes a large portion of it's cargo capacity and some weapon systems for a strong focus on a particular weapon type. Although a destroyer could be any size, the cost of operation means they are typically on the smaller end. The Galleon on the other hand, is a focused merchant vessel, trading structure reinforcement and weapon systems for additional cargo space. Naturally, these tend to be found plying the safer space lanes, though it's not unheard of for risky captains to take their ship a little farther afield.

Example Ships: Standard Cruiser, Smaller Cruiser, Destroyer, Large Galleon, Small Galleon, Attack Craft

Spatial Combat Doctrine: In single or paired ship combat, the Mentak simply attempt to emphasize the use of the weapon system the enemy is least well equipped to defend against. When fighting enemies without specific weaknesses, Mentak captains will typically attempt to use attack craft to target enemy weapon systems, leaving them with a reduced ability to counter-attack when the ship moves into gun range.

Large fleet actions generally require more mobility, and focus on wide, multi-vector assaults that attempt to break up enemy formations and take advantage of the Mentak's lack of need to maintain tight formations for mutual support. Mentak rarely commit to holding actions or decisive battles, and captains are expected to withdraw their ship prior to its destruction.

Ground Combat Information: With few exceptions, Mentak ground forces are considered part of crew of the ship they hail from. They hold naval ranks and follow their ship's chain of command, ultimately answering to its captain. The majority are also inevitably stored in stasis pods between engagements to save on costs. As would be expected from a series of units each independently raised and outfitted, the exact composition of such forces differs dramatically. There are, however, at least a few consistent points.

Mentak Infantry can essentially be divided into three types. Armsmen are continuously active onboard a the ship in question, acting as a garrisoning police force during the ships normal operations. The number of Armsmen tends to depend on the discipline requirements of the ship in question, but typically isn’t many. Commandos, by comparison, are the general term for the Mentak’s Special Forces personnel. They are few in number, around a half-dozen per cruiser, but exceptionally well equipped and very well trained. Lastly, Solders comprise the rest of the ground forces. Reasonably well trained and equipped, soldiers are the line infantry of the Coalition, with their training particularly focused on CQB for cityfights and boarding actions. Unlike the others, Soldiers are almost always kept in stasis between deployments, to save resources, boredom, and increase the number a ship can carry.

Regardless of type, all the Mentak infantry use the same general types of equipment. Armor is made from the leather hide of a thick skinned animal originally native to the Zaren homeworld. It’s natural toughness and shock absorbing quality makes it comparable to ballistic weave. It has also been found, when treated with the correct chemicals, to be highly energy resistant. In addition to armor, commandos and other well equipped individuals will use the expensive but effective personal deflector shields.

Infantry (pulse) weapons are available in a stunning variety of sizes, strengths, ranges and rate of fire. They all, however, utilize the same basic principles. Chakan oil (a refined bioproduct) is released along with hydrogen and oxygen into a small gravio-magnetic containment sphere. An electric spark ignites the oil, which quickly shifts to the plasma state. The contained plasma is then projected out the barrel of the weapon using magnetic induction (similar to a coilgun). The resulting pellet burns a hole through the intended target. They are not particularly deadly weapon compared to kenetics, but make up for it in armor penetration and clip size. In addition to direct fire weapons, Mentak infantry utilize a variety of specialist weapons and grenades.

The other half of the ground battle equation, Mentak Armored Units, are very rare but they do exist. They use powerful and reliable gravity-canceling drives to provide a hover capability and motive power, though without full hetch drives, they remain much slower than the Mentak's aerospacecraft. They have thin vertical profiles and turreted main cannons. They are almost never deployed as collected armored companies, but rather as infantry support vehicles. They can be found as light and heavy variants.

Defensively, all Mentak armored units are constructed from plasma-steel, though armor thickness will depend on the weight allowances of the vehicle in question. All but the lightest units will utilize density enhancers to strengthen the armor during combat. Particularly high end vehicles will also be equipped with deflector shields.

Offensively, Mentak vehicles are in the position to use a variety of weaponry. Some are equipped with heavy caliber pulse weaponry, topping out the size the plasma can be effectively created and contained. Others utilize starfighter sized laser cannons instead as their primary weapon. Secondary weapons may include any number of pulse, missile or other variations.

Example Ground Personnel/Vehicles Infantryman, Armor

Ground Combat Doctrine: Large scale planetary conflicts (planetary invasions, for example) are fought almost entirely with mercenary forces. The Mentak themselves are unable and unwilling to maintain a ground army large enough to fight those wars on a continuous basis. While they will be fully supported by their Mentak employers, they are left to fight according to their own doctrine and methods.

The Mentak do, however, maintain sufficient ground forces for small, theater scale conflicts and special military operations. In the cases where these are deployed, the first order of business is always to establish aerospace superiority over the area in question. Once this is established, the Mentak will attempt to perform a series of rapid engagements that send overwhelming force against isolated or vulnerable positions, as per standard military doctrine. Withdrawal and redeployment is (almost) always considered the better option over protracted fights or fighting over holding ground. Naval air support is considered critical by Mentak ground doctrine, and even isolated soldier units can expect regular airstrikes.

Foreign Policy: The Mentak are aggressive in exploration, seeking and initiating first contact with any civilized planet in search of new products and new markets. Although not overly aggressive and with no interest in conquering
Technological Age: At least several hundred.
FTL Age: 1,151 years, though all but 300 of that were as a client race of a now collapsed interstellar empire.


Population: 2.3 Billion
Founding Species: Zaren
Other Species: Smattering of emigrants/traders from other wealthy nations. Protectorate planets often have indigenous populations of other species.
Sphere of Influence Size: Despite only having one planet to its name, the Mentak Coalition has a large sphere of influence because of its wide ranging fleets and economic policies. There are many minor planets and civilizations across the galaxy that relies on the Mentak for most, if not all, of their interstellar trade and/or spaceship protection.
Major Civilian industries/Services: Shipping, Intersteller Trade, Luxuries
Society and Cultural information:
Mentak society is stratified between two groups, the aristocracy known as the Captains, and everyone else (citizens). Becoming a Captain requires one of two circumstances. One must either be born to a Captain, or one must provide exceptional service to the Coalition in a time of need. Typically this means providing exceptionally large amounts of money and service in war. Captain families are not eternal, however. If a Captain is unable or unwilling to provide their required dues to the coalition, they fall into censure. From this point they lose their governing rights, but may recover their position, provided they pay off their debt to the state within one generation. As a result of their position and of these requirements, Captains are both wealthy and powerful.

Citizens of the Mentak Coalition have all the same rights as Captains, except for a seat at the Captain’s Table. (There are, however, numerous high level government bureaucratic positions only citizens can fill) As is the nature of their species, nearly all citizens find a passion in their teenage years and focus the majority of their energy on it, becoming an expert in the field. The general wealth and extensive use of semi-AI drones for unskilled labor provides the backbone for nearly all Mentak Citizens to do as they desire, rather than working an undesired occupation for their livelihood.

The Mentak are, in general, very nationalistic and regard their leaders with a certain amount of hero worship based on their renown. In return, of course, this means that Captains are nearly always out seeking great exploits to display back home, creating a highly dynamic society that tends to stick its nose in anything it can find.

Economic Information: Interstellar trade is the lifeblood of the Mentak economy, without it they would be little more than a minor outpost for a ragtag group of pirates and ex-criminals. However, although Mull Prime was remote and difficult for the old Laxx Empire that used it as a prison colony, it is centrally located and very well positioned for travel all across the rest of the galaxy. With an extremely large space fleet (given it's population) and a network of space stations and warehouses, the Mentak have become an economic powerhouse.

Primary Export(s): Other planet's trade goods, starships.
Primary Import(s): Foodstuffs, Raw industrial materials, Luxuries, Trade Goods
Strength of the (General) Industry: Low-Moderate. Mull prime, in addition to being a good agricultural world, has a diversified industry that goes far in supporting the Mentak Coalition's many requirements. However, it simply isn't big or industrialized enough to supply everything the world and its galaxy spanning ships require. Besides a handful of high technology and luxuries, the only industrial product the Mentak produce a surplus in is starships from the Arsenal

Policy on Colonization/Expansion: The Mentak are aggressively pushing for expansion of trade routes and shipping rights, but have little interest in acquiring additional land. Wars may be fought to establish or maintain rights or favorable conditions for their economic effects. The Mentak Coalition does not have the population to colonize new planets, and doesn't seek out to do so. They are, however, glad to help other, more populous species colonize their neighboring planets in return for concessions.

NS activity: Moderate
Technological Bases: Farscape, Twilight Imperium, Venice, Rogue Trader (W40k)
Prior RP links: As a Steel Legion Company, As the Mentak (not quite identical) and lastly As Sarah Kerrigan

Summary of your nation: Rich in wealth but not in land, the Mentak Coalition is reminiscent of the great Maritime republics of Earth's past. Strongly individual and nationalistic captains lead their ships on voyages of trade and exploration across the known galaxy in search of profit and adventure while the wide mercantile networks they establish feed the wealth and shipbuilding industry that is quickly blooming over a former penal colony. Those that cross the Mentak, however, quickly learn they have not entirely given up their piratical and criminal past.

Species name: Zaren
Respiratory Gas: Oxygen
Base Form: Carbon
Life span: 100 years. Modern medicine allows them to say in near perfect health until the end.
General Traits/Behavior: Zaren are a passionate, obsessive species. They often seem unable to put less then 100% into any activity they perform, pouring their heart and soul into what ever they choose (or find) as their life's passion. As a result their society has evolved into a society of specialists. Zaren have a hard time sitting still or doing nothing.
Genetic Diseases: Dabbler's Disease (ADD), Consumption (body metabolizes itself), Cancer
Intelligence: 6 (Normal)
Natural defenses/abilities: Minor physiological bonuses and penalties, no exceptional abilities, see Information.
Aggression: 4. Zaren are not particularly naturally aggressive. If pushed, they often resort to indirect aggression. If pushed to far, however, an individual Zaren's attention can shift to destruction, leaving them obsessed with a targets complete and udder destruction. These individuals are usually hospitalized.
Information: externally, Zaren appear like athletic, well built humans. Compared to the human baseline (and indeed most species in the galaxy) Zaren have extremely rapid metabolisms. This lends to a natural athleticism to the species, averaging on the upper end of human normal. It also adjusts the comfortable temperature range the species can handle to the colder side. Zaren liver & kidney equivalents are highly effective and efficient, rendering them less vulnerable to minor poisonings. They heal very quickly and (with the help of modern medicine) effectively, though not enough to be considered true regeneration. The trade off for their high metabolism is a large diet, the average Zaren requires three times the calories as a normal human, which has been known to put a strain on supply lines.
Last edited by Bredtonia on Mon Feb 03, 2014 8:15 pm, edited 4 times in total.
"[F]or those in the know there is a slick and highly efficient black market in Tourism."

Off Board RPG: USCM RPG

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Durmatagno
Negotiator
 
Posts: 7132
Founded: Oct 10, 2011
Left-Leaning College State

Postby Durmatagno » Fri Jan 17, 2014 6:05 pm

Civilization Name: U.T.S.D (United Technocratic States of Durmatagno)
Civilization Age: 2,250 (As the U.T.S.D, a previous, pre-FTL version of the same name stretches back another 700 years)
Government type, and description: Technocratic Democracy: A corrupt, but functional democracy focusing its efforts on the advancement of science and technology.
Current Leader(s): Eli Pilgrim (Current president) Dante Eldon (Vice-President)
Home/Capital planet and description: Heridon is the homeworld of the Blood-Folk, and the center of its growing empire. Slightly larger than Earth, it is one of two garden worlds in the system. Further away and cooler then the other, it is a literal garden world. Its climate is moderate, and humid. Its plants use a blue-black pigment in replacement of chlorophyll, making the planet look incredibly dark from orbit. Mammals and Reptiles dominate the world, with amphibians a rare sight on the planet, the kingdom nearly wiped out from an ancient disease of unknown origin. The planet has five major continents, four clustered in the northern hemisphere, starting to join into a super-continent once more. THe fifth continent, about the size of North America, is drifting ever closer to the south pole. Most of the planets older cities are clustered on this southern continent. The northern continents are covered in industrial complexes, and research labs, with one continent devoid of any industry, though hunter-gather tribes of Blood-Folk live here, this, the largest continent, is now mainly used as a massive national park. All forms of life on the planet that breath air metabolize both nitrogen and oxygen.
Other important sites in your Civilization:
    Maxima (Millitary)
    Dante (Industry)
    Mist (research)
    Rexiam (Agriculture)
    Delta-2 (Trade center, over Dante)
    EGI-12 (Largest shipyard, over Maxima)
    Bravo-16 (Research station in a trinary star system, over the newest of the UTSD’s colonies)
    Maxiumus (Defense prototype over Heriodon)


Military Information: Planetary warfare is the specialty of the U.T.S.D. Their troops are trained under brutal conditions, with whippings, beatings, and fasting common as punishment. The soldiers are tough, hardened, and don't back down. With a heavy focus on plasma based explosives and ballistic weapons, this combination leaves them well equipped with most foes. The ground forces is broken down into two categories, Infantry and Fleet. Infantry deals with planetary, offensive boarding, and station combat. Fleet primarily serves as a defense against those invading a station or ship. Both groups have a top class. The Infantries "TITANS", heavily trained and well equipped soldiers, with two subbranches, Shock and Spec-Ops. Fleet has their Hoplite soldiers. The polar opposite of the TITANS, these Fleet soldiers have training specifically to defend against shock troops, and a second to defend against Spec-Ops operations. When assaulting a planet, dummy ships are dropped into the atmosphere to see the AA firing arcs and where its weakest or non-existent. Once the best landing zone is pinpointed, a forward command center and alpha teams are dropped to set up. Once the forward command center is established, the surface assault begins.
Military Doctrine: I don't write these as I change them far to often
Spatial Combat Information: Speed, numbers, and shields. With weak armor, the U.T.S.D relies on their powerful shields and anti-missile defenses to keep them protected, preferring to snake around the opponent and be hard to hit. One of the most common defensive tactics is to form a wall of smaller, cheaper ships in front of the larger, more important targets, syncing up the fleets firing computers so it would be able to tell the precise moment for a salvo from all ships that didn't cause friendly fire. Offensivly, focus firepower on larger ships first, and destroy the,.
Spatial Combat Doctrine: See above
Foreign Policy: Don't trust anyone, no foreign ships can power weapons and shields in U.T.S.D space.
Technological Age (Years beyond RL earth): Yeah, that's impossible to tell, with how the Earth can shoot from first flight to the moon in less then a century, the rate at which out technology evolves is unpredictable, so there's no solid timeframe for how far ahead you are.
FTL Age (Years civilization has had FTL): 2,250 (Several times they were beaten back to but a fraction of their population, so they're really old, but not massive because of it)


Population: 125.5 billion
Founding Species: Blood-Folk (75% 94.125)
Other Species: Fulonu (25% 31.375)
Sphere of Influence Size: Moderate (Most of their territory is clustered right where on of the arms meets the center of the galaxy.
Major Civilian industries/Services: Computers, Software, Robotics, Arms Manufacturing.
Society and Cultural information: A mistrusting, hard society, they tend to be focused only on themselves and their family. Futurism, fauvism, and expressionism domniate the art scene, while rock and metal dominate music. They prefer slim, sleek designs, in just about everything, and love black and dark green. Entertainers, and patrons of the arts are some of the highest held in society. Blood sports, and MLG dominates the "sports" scene, with blood sport members being volunteers or criminals sentenced to death. (Overview, more details mainly to be developed IC)

Economic Information:
Primary Export(s): Computers, Games, Unarmed Ships, general luxury items, robots, and weapons.
Primary Import(s): Raw goods, spices.
Strength of the (General) Industry: Weaponry and Ships
Policy on Colonization/Expansion: Take what's unclaimed, terraform after bubble colony. If at war, capturing systems is top priority, relinquish only if needed.


NS activity:
Technological Bases: Many
Prior RP links: viewtopic.php?f=4&t=177032
viewtopic.php?f=5&t=279726
viewtopic.php?f=31&t=241436
viewtopic.php?f=5&t=269983
Summary of your nation: I can't summarize things <-<;


Species Name: Blood-Folk
Appearance: The Blood-Folk are a rather odd race, near human in appearance, but completely unrelated. On the surface, they appear human, except for their more angular, and sharp faces. Their skin is usually a near golden tan, with blood red eyes to match them, another influence on their name. Their mouth is full of sharp, serrated teeth they can easily grow back, hints a a carnivorous nature, though they do in fact eat plants and nuts, they do prefer meat. Very few members of the race have hair thats not on their heads, or facial hair. They tend to wear their hair long, and the most common color is a black, or dark brown. Their ears are also slightly tapered, but this is rarely able to be seen through their long hair.

Biology and anatomy: Unlike most “standard” races, the sex a Blood-Folk is born with does not matter, the race can change sex quite easily, now at will thanks to medical trickery. The race was born with the ability to change sex when a member of the opposite sex aren't present. Using a trick they discovered later on regarding pheromones unique to each sex, someone can be any sex they want by tricking their body into thinking there’s none of the sex they wish to be, thus tricking it into changing to that sex. They are called The Blood-Folk because of a talent the race has, they can enter states of adrenaline rushes that make them terrifying in combat when they ingest blood, namely blood containing hemoglobin, though other varieties have varying effects. When in the blood rages that earned them their names, they are remarkably hard to kill, their bones become hard enough to survive barrages from most standard small arms for short periods, but heavier weapons, specifically armor piercing ones, have only a slightly reduced effect on them. Blood loss and pain rarely affect them in this state. The blood rage lasts longer when more blood is ingested, a constant source can keep them in this state for days before their bodies give in. Depending on the time, muscles will be torn, organs damaged, and bones even splintered from the pressure put on them in this state, though they are quick to heal when proper supplements are provided. Copper based blood dulls their sense, and pacifies them, nickel accelerates growth, increasing speed, strength, and intellect of the subject, but cuts their lifespan by 60-75%. Zinc based blood is a hallucinogenic that eats away at the drinkers bone marrow. Silver based blood is the last known blood the species has ingested, it slows the aging process down by upwards of 15%, increasing lifespan, but dulls the mind and atrophies muscles. Have about 20% more bones than humans.
Height: 5’7-6’10’
Weight: 180-250 pounds
Relative survivability: Variable

Natural Defenses/Abilities: Blood explained above (Unencountered blood types I’ll discuss with you when/if they’re encountered, as its obvious that not all kinds are beneficial, most having and up and downside) Sharp Teeth, enhanced sight, smell, and hearing.
Unnatural abilities: Enhanced Healing

Respiratory Gas: Oxygen, Nitrogen (In that order, they can survive so long as breathable amounts of one are in the atmosphere, but function best when both are present)
Base composite Element: Carbon

Base Form and Ethnic Variations: Base form described above. Ethnic variations refer to eye color, ranging from black, to incredibly rare silver. Skin color is near uniform across the species, with very little variation outside of time exposed to sun.
=========================================================
Life Span: 120 years
Reproduction: Gestation period: 8 Months, fraternal twins common.
Intelligence Level: 8
Traits/Behavior/Disposition: Variable, most are distrusting of everyone.

Type: Mammal
Aggression: 6 (There have been several attempts at genocide from now extinct races native to the same planet, they are very distrusting and wary of other species)
=========================================================
Common Diseases: AIDS - Virus that attacks the bodies immune system, breaking it down and allowing for other diseases to attack in severity levels not found with working immune systems. Treatable, but expensive.
Malaria - Parasitic infection that (in Blood-Folk) mainly appears in the lungs and throat. Deadly in later stages by suffocating its victim, it is found in rare cases to have spread in other parts of the body, namely the heart or brain.
Typhoid Fever - A infection of the digestive track which causes high fever and swelling. Not usually deadly thanks to medicine, but can cause complications which lead to more infections.
Tick Fever - Similar to typhoid fever, it instead attacks the lungs, causing them to swell and rupture. Deadly and hard to treat, but gaining ground.
Mutations: Sixth finger on each hand, tail, and body hair.


Species Name: Fulonu
Appearance: Large , cat like mammals that stand on average at about 5'10
for females, 6'0" for males. Covered from head to toe in soft fur, they appear to be a peaceful race, relaxed bodies, soft eyes and hands, but are infact a warrior culture. Their hands hide sharp claws designed to rip open throats and teeth to tear apart flesh. Their fur hides rippling muscle and their eyes are built to also see body heat. Eyes are usually a deep blue, and fur black. Males tend to have small tufts on their tails, but otherwise its hard to tell what gender is what unless your one of them.

Biology and anatomy:(What is the body of the species like? Do they have less bones? Many bones? Purple blood?) Their bodies have a astounding ability to heal from anything that comes their way, whether its natural or created is no longer known, but it makes them incredibly hard to keep down. Red blood, glows faintly in the dark due to higher levels of phosphorous than normal.

Height: (Feet) 5'5"-6'8"
Weight: (Pounds) 230
Relative survivability: High

Natural Defenses/Abilities: (Psionics, Claws, Ect) Claws, Teeth
Unnatural abilities: Rapid Healing, minor psionics (both are unknown whether natural or not, so just putting them here)

Respiratory Gas: Oxygen
Base composite Element: (Example: Humans: Carbon) Carbon

Base Form and Ethnic Variations: Ethnic variations include fur color and patterns therein, black and gold are the most common, with face and tail stripes.
=========================================================
Life Span: 125 years
Reproduction: Sexual, gestation 9 months, litters of 2-8, monogamous
Intelligence Level: 5
Traits/Behavior/Disposition: Aggressive, but know restraint and that fighting doesn't solve everyhing.

Type: (Insect, Mammal, Avian, sentient energy, etc.) Mammal
Aggression: (-10 to 0 to 10, with 10 being automatically attempting to commit genocide, 0 being utterly neutral, and -10 being ridiculously benevolent and giving planets away or something) 4

Common Diseases: (Must have two) Tooth Rot - A common viral infection that attacks and rots the teeth. Hard to cure at moderate stages, if left untouched it will start to rot other bones in the victims body.
Head Cold - Basically a more severe version of Earth's Common Cold, it causes migraines, visual hallucinations, and weakens the immune system. Not usually deadly, but can kill if the victim has a weakened immune system.
Mutations: Manes


Only problem I have, Neanderthal were as smart if not smarter than humans, their bigger brains needed more energy, and they couldn't survive with our competition and the scarce food of the last Ice Age.
Last edited by Durmatagno on Sat Jan 18, 2014 6:58 am, edited 2 times in total.
When we lose one we love, our bitterest tears are called forth by the memory of hours when we loved not enough. - Maurice Maeterlinck

There is a sacredness in tears. They are not the mark of weakness, but of power. They speak more eloquently than ten thousand tongues. They are the messengers of overwhelming grief, of deep contrition, and of unspeakable love. - Washington Irving

It is easy to hate and it is difficult to love. This is how the whole scheme of things works. All good things are difficult to achieve; and bad things are very easy to get. - Confucius

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Segmentia
Powerbroker
 
Posts: 8643
Founded: Jan 16, 2010
Mother Knows Best State

Postby Segmentia » Fri Jan 17, 2014 6:09 pm

Invited by Legital, will work on the app when I'm done playing Skyrim.
Proud super-heavy tank enthusiast of the Imperium of Man

"We've lost control! Now for the love of Earth...and the Sovereign Colonies, we've got to do what's right."

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

Postby Transoxthraxia » Fri Jan 17, 2014 6:16 pm

Durmatagno wrote:
Civilization Name: U.T.S.D (United Technocratic States of Durmatagno)
Civilization Age: 2,250 (As the U.T.S.D, a previous, pre-FTL version of the same name stretches back another 700 years)
Government type, and description: Technocratic Democracy: A corrupt, but functional democracy focusing its efforts on the advancement of science and technology.
Current Leader(s): Eli Pilgrim (Current president) Dante Eldon (Vice-President)
Home/Capital planet and description: Heridon is the homeworld of the Blood-Folk, and the center of its growing empire. Slightly larger than Earth, it is one of two garden worlds in the system. Further away and cooler then the other, it is a literal garden world. Its climate is moderate, and humid. Its plants use a blue-black pigment in replacement of chlorophyll, making the planet look incredibly dark from orbit. Mammals and Reptiles dominate the world, with amphibians a rare sight on the planet, the kingdom nearly wiped out from an ancient disease of unknown origin. The planet has five major continents, four clustered in the northern hemisphere, starting to join into a super-continent once more. THe fifth continent, about the size of North America, is drifting ever closer to the south pole. Most of the planets older cities are clustered on this southern continent. The northern continents are covered in industrial complexes, and research labs, with one continent devoid of any industry, though hunter-gather tribes of Blood-Folk live here, this, the largest continent, is now mainly used as a massive national park. All forms of life on the planet that breath air metabolize both nitrogen and oxygen.
Other important sites in your Civilization:
    Maxima (Millitary)
    Dante (Industry)
    Mist (research)
    Rexiam (Agriculture)
    Delta-2 (Trade center, over Dante)
    EGI-12 (Largest shipyard, over Maxima)
    Bravo-16 (Research station in a trinary star system, over the newest of the UTSD’s colonies)
    Maxiumus (Defense prototype over Heriodon)


Military Information: Planetary warfare is the specialty of the U.T.S.D. Their troops are trained under brutal conditions, with whippings, beatings, and fasting common as punishment. The soldiers are tough, hardened, and don't back down. With a heavy focus on plasma based explosives and ballistic weapons, this combination leaves them well equipped with most foes.
Military Doctrine: I don't write these as I change them far to often
Spatial Combat Information: Speed, numbers, and shields. With weak armor, the U.T.S.D relies on their powerful shields and anti-missile defenses to keep them protected, preferring to snake around the oppenent and be hard to hit.
Spatial Combat Doctrine: See above
Foreign Policy: Don't trust anyone, no foreign ships can power weapons and shields in U.T.S.D space.
Technological Age (Years beyond RL earth): Yeah, that's impossible to tell, with how the Earth can shoot from first flight to the moon in less then a century, the rate at which out technology evolves is unpredictable, so there's no solid timeframe for how far ahead you are.
FTL Age (Years civilization has had FTL): 2,250 (Several times they were beaten back to but a fraction of their population, so they're really old, but not massive because of it)


Population: 125.5 billion
Founding Species: Blood-Folk (75% 94.125)
Other Species: Fulonu (25% 31.375)
Sphere of Influence Size: Moderate (Most of their territory is clustered right where on of the arms meets the center of the galaxy.
Major Civilian industries/Services: Computers, Software, Robotics, Arms Manufacturing.
Society and Cultural information: A mistrusting, hard society, they tend to be focused only on themselves and their family. Futurism, fauvism, and expressionism domniate the art scene, while rock and metal dominate music. They prefer slim, sleek designs, in just about everything, and love black and dark green. Entertainers, and patrons of the arts are some of the highest held in society. Blood sports, and MLG dominates the "sports" scene, with blood sport members being volunteers or criminals sentenced to death. (Overview, more details mainly to be developed IC)

Economic Information:
Primary Export(s): Computers, Games, Unarmed Ships, general luxury items, robots, and weapons.
Primary Import(s): Raw goods, spices.
Strength of the (General) Industry: Weaponry and Ships
Policy on Colonization/Expansion: Take what's unclaimed, terraform after bubble colony. If at war, capturing systems is top priority, relinquish only if needed.


NS activity:
Technological Bases: Many
Prior RP links: viewtopic.php?f=4&t=177032
viewtopic.php?f=5&t=279726
viewtopic.php?f=31&t=241436
viewtopic.php?f=5&t=269983
Summary of your nation: I can't summarize things <-<;


Species Name: Blood-Folk
Appearance: The Blood-Folk are a rather odd race, near human in appearance, but completely unrelated. On the surface, they appear human, except for their more angular, and sharp faces. Their skin is usually a near golden tan, with blood red eyes to match them, another influence on their name. Their mouth is full of sharp, serrated teeth they can easily grow back, hints a a carnivorous nature, though they do in fact eat plants and nuts, they do prefer meat. Very few members of the race have hair thats not on their heads, or facial hair. They tend to wear their hair long, and the most common color is a black, or dark brown. Their ears are also slightly tapered, but this is rarely able to be seen through their long hair.

Biology and anatomy: Unlike most “standard” races, the sex a Blood-Folk is born with does not matter, the race can change sex quite easily, now at will thanks to medical trickery. The race was born with the ability to change sex when a member of the opposite sex aren't present. Using a trick they discovered later on regarding pheromones unique to each sex, someone can be any sex they want by tricking their body into thinking there’s none of the sex they wish to be, thus tricking it into changing to that sex. They are called The Blood-Folk because of a talent the race has, they can enter states of adrenaline rushes that make them terrifying in combat when they ingest blood, namely blood containing hemoglobin, though other varieties have varying effects. When in the blood rages that earned them their names, they are remarkably hard to kill, their bones become hard enough to survive barrages from most standard small arms for short periods, but heavier weapons, specifically armor piercing ones, have only a slightly reduced effect on them. Blood loss and pain rarely affect them in this state. The blood rage lasts longer when more blood is ingested, a constant source can keep them in this state for days before their bodies give in. Depending on the time, muscles will be torn, organs damaged, and bones even splintered from the pressure put on them in this state, though they are quick to heal when proper supplements are provided. Copper based blood dulls their sense, and pacifies them, nickel accelerates growth, increasing speed, strength, and intellect of the subject, but cuts their lifespan by 60-75%. Zinc based blood is a hallucinogenic that eats away at the drinkers bone marrow. Silver based blood is the last known blood the species has ingested, it slows the aging process down by upwards of 15%, increasing lifespan, but dulls the mind and atrophies muscles. Have about 20% more bones than humans.
Height: 5’7-6’10’
Weight: 180-250 pounds
Relative survivability: Variable

Natural Defenses/Abilities: Blood explained above (Unencountered blood types I’ll discuss with you when/if they’re encountered, as its obvious that not all kinds are beneficial, most having and up and downside) Sharp Teeth, enhanced sight, smell, and hearing.
Unnatural abilities: Enhanced Healing

Respiratory Gas: Oxygen, Nitrogen (In that order, they can survive so long as breathable amounts of one are in the atmosphere, but function best when both are present)
Base composite Element: Carbon

Base Form and Ethnic Variations: Base form described above. Ethnic variations refer to eye color, ranging from black, to incredibly rare silver. Skin color is near uniform across the species, with very little variation outside of time exposed to sun.
=========================================================
Life Span: 120 years
Reproduction: Gestation period: 8 Months, fraternal twins common.
Intelligence Level: 8
Traits/Behavior/Disposition: Variable, most are distrusting of everyone.

Type: Mammal
Aggression: 6 (There have been several attempts at genocide from now extinct races native to the same planet, they are very distrusting and wary of other species)
=========================================================
Common Diseases: AIDS, Malaria, Typhoid Fever, and Tick Fever
Mutations: Sixth finger on each hand, tail, and body hair.


Species Name: Fulonu
Appearance: Large , cat like mammals that stand on average at about 5'10
for females, 6'0" for males. Covered from head to toe in soft fur, they appear to be a peaceful race, relaxed bodies, soft eyes and hands, but are infact a warrior culture. Their hands hide sharp claws designed to rip open throats and teeth to tear apart flesh. Their fur hides rippling muscle and their eyes are built to also see body heat. Eyes are usually a deep blue, and fur black. Males tend to have small tufts on their tails, but otherwise its hard to tell what gender is what unless your one of them.

Biology and anatomy:(What is the body of the species like? Do they have less bones? Many bones? Purple blood?) Their bodies have a astounding ability to heal from anything that comes their way, whether its natural or created is no longer known, but it makes them incredibly hard to keep down. Red blood, glows faintly in the dark due to higher levels of phosphorous than normal.

Height: (Feet) 5'5"-6'8"
Weight: (Pounds) 230
Relative survivability: High

Natural Defenses/Abilities: (Psionics, Claws, Ect) Claws, Teeth
Unnatural abilities: Rapid Healing, minor psionics (both are unknown whether natural or not, so just putting them here)

Respiratory Gas: Oxygen
Base composite Element: (Example: Humans: Carbon) Carbon

Base Form and Ethnic Variations: Ethnic variations include fur color and patterns therein, black and gold are the most common, with face and tail stripes.
=========================================================
Life Span: 125 years
Reproduction: Sexual, gestation 9 months, litters of 2-8, monogamous
Intelligence Level: 5
Traits/Behavior/Disposition: Aggressive, but know restraint and that fighting doesn't solve everyhing.

Type: (Insect, Mammal, Avian, sentient energy, etc.) Mammal
Aggression: (-10 to 0 to 10, with 10 being automatically attempting to commit genocide, 0 being utterly neutral, and -10 being ridiculously benevolent and giving planets away or something) 4

Common Diseases: (Must have two) Tooth Rot, Head Cold
Mutations: Manes


Only problem I have, Neanderthal were as smart if not smarter than humans, their bigger brains needed more energy, and they couldn't survive with our competition and the scarce food of the last Ice Age.

Eh. The thing isn't supposed to be super accurate. When you think of a Neanderthal, you think of a guy squatting in a cave, banging to rocks together, or something along those lines. Either way, you think of a primitive society, which is what the whole analogy is supposed to convey. The application is pending while I read it.

Segmentia wrote:Invited by Legital, will work on the app when I'm done playing Skyrim.

Yay, good to see you here.
Where must we go, we who wander this wasteland, in search for our better selves?
In Egypt's sandy silence, all alone,
Stands a gigantic Leg, which far off throws
The only shadow that the Desert knows:—
"I am great OZYMANDIAS," saith the stone,
"The King of Kings; this mighty City shows
"The wonders of my hand." The City's gone,
Nought but the Leg remaining to disclose
The site of this forgotten Babylon.

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

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Bredtonia
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Postby Bredtonia » Fri Jan 17, 2014 7:18 pm

Perhaps replace it with "Barely Scentiant"

Anyway, I was goint to just repost the Mentak Coalition, but I'm starting to reconsider some of the finer point, particularly species. That and a little bit of outlook. Funny how ideas evolve. I suppose, the first thing is if to have one or several. Second is if I should use "humans".
"[F]or those in the know there is a slick and highly efficient black market in Tourism."

Off Board RPG: USCM RPG

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Transoxthraxia
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Postby Transoxthraxia » Fri Jan 17, 2014 7:28 pm

Bredtonia wrote:Perhaps replace it with "Barely Scentiant"

Anyway, I was goint to just repost the Mentak Coalition, but I'm starting to reconsider some of the finer point, particularly species. That and a little bit of outlook. Funny how ideas evolve. I suppose, the first thing is if to have one or several. Second is if I should use "humans".

It would be cool either way. I think that would be just personal preference, to be honest. You'll still need a species app, though, since you're the first human nation, if you go down that path.
Last edited by Transoxthraxia on Fri Jan 17, 2014 7:28 pm, edited 1 time in total.
Where must we go, we who wander this wasteland, in search for our better selves?
In Egypt's sandy silence, all alone,
Stands a gigantic Leg, which far off throws
The only shadow that the Desert knows:—
"I am great OZYMANDIAS," saith the stone,
"The King of Kings; this mighty City shows
"The wonders of my hand." The City's gone,
Nought but the Leg remaining to disclose
The site of this forgotten Babylon.

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

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Segmentia
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Postby Segmentia » Fri Jan 17, 2014 7:30 pm

Hm, debating what to use.
Proud super-heavy tank enthusiast of the Imperium of Man

"We've lost control! Now for the love of Earth...and the Sovereign Colonies, we've got to do what's right."

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Transoxthraxia
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Postby Transoxthraxia » Fri Jan 17, 2014 7:41 pm

Segmentia wrote:Hm, debating what to use.

What are the options?
Where must we go, we who wander this wasteland, in search for our better selves?
In Egypt's sandy silence, all alone,
Stands a gigantic Leg, which far off throws
The only shadow that the Desert knows:—
"I am great OZYMANDIAS," saith the stone,
"The King of Kings; this mighty City shows
"The wonders of my hand." The City's gone,
Nought but the Leg remaining to disclose
The site of this forgotten Babylon.

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

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Segmentia
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Postby Segmentia » Fri Jan 17, 2014 7:43 pm

Transoxthraxia wrote:
Segmentia wrote:Hm, debating what to use.

What are the options?


Either a rather crazy mix of the Victorian Era and World War One in space, or something /influenced/ by the COG in Gears of War. Influenced, mind you, not copied.
Proud super-heavy tank enthusiast of the Imperium of Man

"We've lost control! Now for the love of Earth...and the Sovereign Colonies, we've got to do what's right."

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Transoxthraxia
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Postby Transoxthraxia » Fri Jan 17, 2014 7:47 pm

Segmentia wrote:
Transoxthraxia wrote:What are the options?


Either a rather crazy mix of the Victorian Era and World War One in space, or something /influenced/ by the COG in Gears of War. Influenced, mind you, not copied.

Obviously. I would really like to see the first one, because I'd love to participate in a war with/against that. The second would be cool simply because I love the artwork and style the COG employs.
Where must we go, we who wander this wasteland, in search for our better selves?
In Egypt's sandy silence, all alone,
Stands a gigantic Leg, which far off throws
The only shadow that the Desert knows:—
"I am great OZYMANDIAS," saith the stone,
"The King of Kings; this mighty City shows
"The wonders of my hand." The City's gone,
Nought but the Leg remaining to disclose
The site of this forgotten Babylon.

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

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Segmentia
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Postby Segmentia » Fri Jan 17, 2014 7:49 pm

Transoxthraxia wrote:
Segmentia wrote:
Either a rather crazy mix of the Victorian Era and World War One in space, or something /influenced/ by the COG in Gears of War. Influenced, mind you, not copied.

Obviously. I would really like to see the first one, because I'd love to participate in a war with/against that. The second would be cool simply because I love the artwork and style the COG employs.


Could even do a mix. Start off with WW1 in Space, then as time goes, evolve into looking more like the COG as we realize bolt-action laser rifles and no body armor is a /bad/ thing.
Proud super-heavy tank enthusiast of the Imperium of Man

"We've lost control! Now for the love of Earth...and the Sovereign Colonies, we've got to do what's right."

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Transoxthraxia
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Postby Transoxthraxia » Fri Jan 17, 2014 7:52 pm

Segmentia wrote:
Transoxthraxia wrote:Obviously. I would really like to see the first one, because I'd love to participate in a war with/against that. The second would be cool simply because I love the artwork and style the COG employs.


Could even do a mix. Start off with WW1 in Space, then as time goes, evolve into looking more like the COG as we realize bolt-action laser rifles and no body armor is a /bad/ thing.

That would be cool. If you were to do that, I'd assume that you'd start off as a new civilization which has just come of "age" and has met the rest of us, and through really poor combat experiences, the evolution occurs.
Where must we go, we who wander this wasteland, in search for our better selves?
In Egypt's sandy silence, all alone,
Stands a gigantic Leg, which far off throws
The only shadow that the Desert knows:—
"I am great OZYMANDIAS," saith the stone,
"The King of Kings; this mighty City shows
"The wonders of my hand." The City's gone,
Nought but the Leg remaining to disclose
The site of this forgotten Babylon.

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

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Segmentia
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Founded: Jan 16, 2010
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Postby Segmentia » Fri Jan 17, 2014 7:54 pm

Transoxthraxia wrote:That would be cool. If you were to do that, I'd assume that you'd start off as a new civilization which has just come of "age" and has met the rest of us, and through really poor combat experiences, the evolution occurs.


That, or have been around for a little bit, but never found an enemy that was ever really a challenge. Like how the British were still somewhat training in line tactics when the First World War broke out, because most of their enemies were rather primitive,
Proud super-heavy tank enthusiast of the Imperium of Man

"We've lost control! Now for the love of Earth...and the Sovereign Colonies, we've got to do what's right."

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Transoxthraxia
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Postby Transoxthraxia » Fri Jan 17, 2014 7:56 pm

Segmentia wrote:
Transoxthraxia wrote:That would be cool. If you were to do that, I'd assume that you'd start off as a new civilization which has just come of "age" and has met the rest of us, and through really poor combat experiences, the evolution occurs.


That, or have been around for a little bit, but never found an enemy that was ever really a challenge. Like how the British were still somewhat training in line tactics when the First World War broke out, because most of their enemies were rather primitive,

I didn't know that about the British. But yeah, that.
Where must we go, we who wander this wasteland, in search for our better selves?
In Egypt's sandy silence, all alone,
Stands a gigantic Leg, which far off throws
The only shadow that the Desert knows:—
"I am great OZYMANDIAS," saith the stone,
"The King of Kings; this mighty City shows
"The wonders of my hand." The City's gone,
Nought but the Leg remaining to disclose
The site of this forgotten Babylon.

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

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Segmentia
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Founded: Jan 16, 2010
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Postby Segmentia » Fri Jan 17, 2014 7:57 pm

Transoxthraxia wrote:
Segmentia wrote:
That, or have been around for a little bit, but never found an enemy that was ever really a challenge. Like how the British were still somewhat training in line tactics when the First World War broke out, because most of their enemies were rather primitive,

I didn't know that about the British. But yeah, that.


At least in Africa they were, iirc.
Proud super-heavy tank enthusiast of the Imperium of Man

"We've lost control! Now for the love of Earth...and the Sovereign Colonies, we've got to do what's right."

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Transoxthraxia
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Postby Transoxthraxia » Fri Jan 17, 2014 7:58 pm

Segmentia wrote:
Transoxthraxia wrote:I didn't know that about the British. But yeah, that.


At least in Africa they were, iirc.

That would partially explain how they got beaten silly by that German fellow.
Where must we go, we who wander this wasteland, in search for our better selves?
In Egypt's sandy silence, all alone,
Stands a gigantic Leg, which far off throws
The only shadow that the Desert knows:—
"I am great OZYMANDIAS," saith the stone,
"The King of Kings; this mighty City shows
"The wonders of my hand." The City's gone,
Nought but the Leg remaining to disclose
The site of this forgotten Babylon.

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

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Legital
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Postby Legital » Fri Jan 17, 2014 8:26 pm

Ha, looks like Seg might go with the ol' Victorian Era English influence while I go with my Victorian Era Germanic influence. Just like old times.
"Imagination will often carry us to worlds that never were. But without it we go nowhere."- Carl Sagan
"The Emperor Protects."
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Zeinbrad
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Postby Zeinbrad » Fri Jan 17, 2014 9:06 pm

Legital wrote:Ha, looks like Seg might go with the ol' Victorian Era English influence while I go with my Victorian Era Germanic influence. Just like old times.

And I am going for my not even unified planet (Gaia) that's only hope to defeat Aliens is a Project doesn't even exist.
“There are three ways to ultimate success:
The first way is to be kind.
The second way is to be kind.
The third way is to be kind.”
― Fred Rogers
Currently looking for an artist for a Star Wars fan comic I want to make.

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Transoxthraxia
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Postby Transoxthraxia » Fri Jan 17, 2014 9:07 pm

Zeinbrad wrote:
Legital wrote:Ha, looks like Seg might go with the ol' Victorian Era English influence while I go with my Victorian Era Germanic influence. Just like old times.

And I am going for my not even unified planet (Gaia) that's only hope to defeat Aliens is a Project doesn't even exist.

I'm telling you straight up, what I've heard from your Sci-Fi universe will be denied here if it surfaces.
Where must we go, we who wander this wasteland, in search for our better selves?
In Egypt's sandy silence, all alone,
Stands a gigantic Leg, which far off throws
The only shadow that the Desert knows:—
"I am great OZYMANDIAS," saith the stone,
"The King of Kings; this mighty City shows
"The wonders of my hand." The City's gone,
Nought but the Leg remaining to disclose
The site of this forgotten Babylon.

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

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Zeinbrad
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Founded: Jun 04, 2012
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Postby Zeinbrad » Fri Jan 17, 2014 9:12 pm

Transoxthraxia wrote:
Zeinbrad wrote:And I am going for my not even unified planet (Gaia) that's only hope to defeat Aliens is a Project doesn't even exist.

I'm telling you straight up, what I've heard from your Sci-Fi universe will be denied here if it surfaces.

Meh, this is before Humans discovered they where psychic (Well, more they where activated) and psyguns where invented.

Also,the Ragon aren't that OP, I just like to make them seem unstoppable. Partly because their my most developed and favorite race.

Just not smart them and they lose.
Last edited by Zeinbrad on Fri Jan 17, 2014 9:15 pm, edited 1 time in total.
“There are three ways to ultimate success:
The first way is to be kind.
The second way is to be kind.
The third way is to be kind.”
― Fred Rogers
Currently looking for an artist for a Star Wars fan comic I want to make.

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Zeinbrad
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Postby Zeinbrad » Fri Jan 17, 2014 9:22 pm

Hmm.... Fuck it I'm being Space nazi's, if the Nazi's won the Second Grand war in the Gaiaverse.

Prepare thy asshole for blitzkriegs and fanaticism.
“There are three ways to ultimate success:
The first way is to be kind.
The second way is to be kind.
The third way is to be kind.”
― Fred Rogers
Currently looking for an artist for a Star Wars fan comic I want to make.

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Legital
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Postby Legital » Fri Jan 17, 2014 9:26 pm

Civilization Name: The Higaran (Hi-gar-an) Empire
Civilization Age: Exactly 1,426 years since the Higarans unified their home planet under a single government.
Government type, and description: The government is very much an authoritarian Empire with a minor oligarchic undertone. The Emperor is the head of the entire empire, naturally, and has a council which he uses as advisement. Planetary Governors and Sector Governors lay beneath the Emperor on the grand scale of things, with Planetary Governors having their own administrations under them. Planetary and Sector Governors are part of the Prime Ruling System, which also details what positions are and are not allowed to be created under each governor. It is often vague enough to better suit each planet as positions are needed to look over various things, but the system is very much the same everywhere, with some minor variations across the Empire.
Current Leader(s): Emperor Ibram Hess and Empress Elizabeth Hess (She, however, does not have the same power as the Emperor.)
Home/Capital planet and description: Higara is the home and capital planet to the Higarans. The capital city on Higara is simply called Imperial Center(Outskirts of the capital), which is the largest city in the Empire and is where the government is located.

Higara itself is quite a large Terran style planet with only a single large ocean and several small seas. The planet is rather cool, with the poles being cold enough to stay iced and snowed over all year, however, most of the planet has a rather continental like climate. Ancient worn down and sloping mountains snake across the land, along with thick forests. A quarter of the planet is also gently rolling grassy plains. While the mountains no longer reach very high into the sky as they once did in ancient times, several mountain ranges are large enough to cause two distinct climate types to dominate two halves of the planet. On one end, near the ocean, it is often cloudy and rainy with cool temperatures. Fog is often very common here. The other climate is also generally cool, though is less extreme and often experiences cool winters and warm summers. The skies in this area is often clear, unlike the constant overcast which dominates much of the globe. This climate is located in the grassy plains area, which not surprisingly is where the planet gets the majority of its agriculture from.

Other important sites in your Civilization: (Use the list, include a brief description of each.)
    Furron: The second planet that the Higarans colonized centuries ago. The planet is quite warm and arid, though several small seas exist. However, during the Second Atomic War the planet was very much ravaged with atomic weaponry which rendered much of the planet uninhabitable save for several mega-cities which are also massive areas of industry as the atmosphere is already severely polluted. Most ships and weapons are manufactured here.

    Reyn: Reyn is very similar to Higara and is often referred to as being its twin. The planet is also Terran, however, is less dreary as Higara as there is no extreme weather variation between rainy and clear, and the climate is generally quite mild. This makes the planet very suitable for agriculture and as such its primary export are foodstuffs which are sent across the Empire.




Military Information: The Higaran military consists of the Imperial Army, the ground forces and largest make up of the military, and the Imperial Navy, the branch which consists of warships and other spacecraft. There is also a third branch which holds a non-combat role, which is the Imperial Munitions Department. The IMDs job is to supply both the Army and Navy with all types of surplus for the two main branches, be it food and uniforms to fuel and weaponry; anything and everything is handled by this branch and its mass of officials and clerks who organize the process of distributing supplies and having them ordered.

The Imperial Army is the largest military make up in terms of personnel. Imperial infantrymen are held to high standards, though with such a high number of infantrymen it is difficult to have a very high grade of training. Since this is the case, those who exceed training in various criteria are given the option of joining various Imperial Army subgroups, mainly the Stormtrooper Corps. which is considered the elite of the Army. Stormtroopers are trained to advanced levels and are given better equipment which is tailored better to each individual than a standard kit with some variations across the board for the regular Army Infantrymen, and as thus make excellent shock troopers. Despite this, the average Imperial Infantryman is very well disciplined and capable of fighting in whatever theater he or she is assigned to. All infantrymen are equipped with blaster rifles (laser guns) and are given full armor which protect against laser based and ballistic weaponry well enough. Infantryman, Officer, and Commissar uniforms. Infantry Dress uniform.

The Imperial Navy also has a very large amount of personnel, rivaling that of the Army, though many of these positions are non-combatant unlike the Army. Which the Imperial Navy has many fleets, the ships of the Navy are often of medium size all around, with not many exceptionally large ships nor small ships. One ship is supposed to be capable enough to hold its own, while fleets of them are supposed to be very well capable of defeating even some of the more stalwart enemies out there. The average Naval ship is rather slow, but well armored and armed. Various ship classes mark out what ships are better at what, with frigates being good 'light' vessels while battleships are excellent ships of the line which are often in the thick of it, while carriers are often in a support role utilizing large complements of small fighters and bombers.

Military Doctrine: The main military doctrine for the Imperial Military is to handle wars of attrition. In short, they are in it for the long run and can be compared to as a hammer rather than a sword, with the special organizations within the military (such as the Stormtrooper Corps.) can be considered scalpels. Equipment is durable, plentiful, and standardized allowing for easy replacements and replenishment for both Infantry supplies and parts for vehicles and ships. Discipline is very important, as while a single trooper is rather weak in the big picture alone, when working together is the key to victory. As such, cowardice is often an executable offense as Commissars, who act as both disciplinarians and upholders of moral and military order (they are part of a branch of the military police) carry out the military judicial system.
Spatial Combat Information: Low ship numbers, but ships are powerful in both armor and armament. Made to take and dish out a lot of damage alone, but when in fleets ships have designated roles which enhance their ability tenfold. Refer to Military Information for the rest.
Spatial Combat Doctrine: See the above.
Foreign Policy: Democratic governments are often looked down upon for being inefficient and those that have similar government style to the Higaran Empire are often better tolerated and looked better upon. Despite this, all non-Higarans are generally looked down upon as being inferior.
Technological Age: Hard to say. Technology is unpredictable, but my technology is also a mix of advanced and not so advanced. Imagine Warhammer 40,000 in terms or technology scale range, with both crude technology and very powerful and advanced technology.
FTL Age: Roughly 400 years or so. The Second Atomic War (fought over the empire when it was still 'small' and only contained a few planets) caused a brief period (two decades) of economic downturn and a time of disarray. This, however, was many centuries ago from the present standing and since then the Empire is stronger than ever.



Population: 219.7 Billion Higarans throughout the entire Empire, living on planets, space stations, and ships.
Founding Species: Higarans.
Other Species: There are no other sentient species within the Higaran Empire beside those from other nations which are often discriminated against and looked down upon.
Sphere of Influence Size: Somewhat large, though with only several systems being very solid areas of Higaran influence. Everything else in between are mostly fringe worlds where the highest immediate authority are the members of the Adeptus Arbites, stalwart upholders of the Imperial Law.
Major Civilian industries/Services: Mining, civilian/industrial material manufacturing, and military material manufacturing.
Society and Cultural information: The Higarans have a rather rigid societal structure. The Aristocracy consists of most of the political leaders and wealthy. The middle class which consists of most of the population, being made up of educated workers, merchants, shop keepers, military members, etc. Then there is the working class, the generally less educated who work in factories and other menial labor positions. A somewhat sub-class between the Aristocracy and the Middle Class is the Ecclesiarchy, which consists of the priests and clergymen who are devoted to full service to the first Emperor of the Empire, who is widely seen as a supreme being.

Following that statement, most of the population is under the sway of an Imperial Cult, meaning the Emperors are often seen as demi-god beings, while the first Emperor is more or less considered a god for founding the empire. Nearly the entire population is brought up believing this, and those who don't accept the religion are either outcasts or are imprisoned or even executed.

The Higaran Empire can also be considered to sort of be in the 'Victorian Era'. Family and moral values are important, and fashion (corsets and dresses for women, waistcoats and frock coats for men, etc.) is similar to that of the time. However, unlike that time, prostitution and homosexuality are not considered breaches of any moral code. Music is very much similar to that of the late and early 19th and 20th century, but other genres of music exist, naturally. Despite this, the capital city can be considered from an OOC perspective quite futuristic. Just refer to the image at the top of the app for the capital.

A small additional thing I must add is that almost all men have handlebar like mustaches. It's considered right and proper for a man to have a mustache, even in the military. Beards and sideburns are acceptable replacements, or a combo of such is fine as well.



Economic Information:
Primary Export(s): See the above.
Primary Import(s): Agriculture products
Strength of the (General) Industry: Very powerful. Industry is key and is, quite literally, a powerhouse. The main items here would be war materials, followed by tools and machinery.
Policy on Colonization/Expansion: Planets are usually claimed when discovered or come across, even without a colony or one nearby. After some time of surveying, the proposition of creating a colony is set forth. When it comes to already inhabited planets, if war is acceptable, and the planets in question happened to have desired resources, then there is little issue when it comes to taking such planet.



NS activity: I'm here pretty much all the time.
Technological Bases: Warhammer 40,000, Star Wars
Prior RP links: Do I really need to? I was invited and you do know me, after all.
Summary of your nation: Legital is a large sized planet not too far away from the Sol System (our real life Solar System), along with seven other planets (Felcast, Reyn, White Sands, Ultanshi, Yrvesse, Elondris, Kuwati) in the same system (the Rai system) under control of the Rims. Legital is the homeland of the Rims, the indigenous species. They appear like Humans, but have pointed ears and different biological make-up. Legital is mainly covered in thick forests and mountains, with some rivers and plains scattered about. The form of government is an Empire. The Rims live un-oppressed and relatively happy. Although, the planet Felcast under Rim control has tried to declare its independence and is currently locked in war with the loyalists. (Courtesy of my factbook)



Species name: Higaran(s).
Respiratory Gas: Oxygen and other minor gas make ups (Earth's atmosphere pretty much.)
Base Form: Carbon.
Life span: Generally around 112-122 years.
General Traits/Behavior: Higarans are very similar to humans in the form of a physical appearance and make up. Higarans are generally quite pale, with the majority of the population having black or dark brown hair. Facial features are somewhat sharp, with high cheekbones being a common trait, and somewhat gaunt. Higarans do not often have exceptionally tall or short heights, with the average hovering around 5'9-6'1. Males often have rather broad frames, while females are often slim and petite in form.

Behavior wise, Higarans are similar the mannerisms of people from the later 19th century and early 20th century. Naturally speaking, Higarans are similar to the behavior of humans. One notable quirk, however, is that Higarans prefer darker locations to lighter locations as their homeworld is usually rather cloudy and bright worlds instill a bit of discomfort in them.
Genetic Diseases: Pretty much the same as humans. Cancerous cells don't grow as well, though.
Intelligence: 7
Natural defenses/abilities: None, really. Higarans have slightly enhanced vision which allows them to see better in low-light areas.
Aggression: Not very aggressive when unprovoked, but acts against them that they consider to be acts of war will see large public outcries. On the battlefield, Higarans will cling to whatever chance of survival they can get, but will use their lives in service to the Empire and there Emperor if they must gladly as they are rather quite fanatical to their Imperial Cult.
Information: Not much to say, really. The above covers it I think.
Last edited by Legital on Fri Jan 17, 2014 10:57 pm, edited 2 times in total.
"Imagination will often carry us to worlds that never were. But without it we go nowhere."- Carl Sagan
"The Emperor Protects."
Male, Agnostic, Transhumanist, Independent (USA, politics)

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

Postby Transoxthraxia » Fri Jan 17, 2014 10:02 pm

Durmatagno wrote:
Civilization Name: U.T.S.D (United Technocratic States of Durmatagno)
Civilization Age: 2,250 (As the U.T.S.D, a previous, pre-FTL version of the same name stretches back another 700 years)
Government type, and description: Technocratic Democracy: A corrupt, but functional democracy focusing its efforts on the advancement of science and technology.
Current Leader(s): Eli Pilgrim (Current president) Dante Eldon (Vice-President)
Home/Capital planet and description: Heridon is the homeworld of the Blood-Folk, and the center of its growing empire. Slightly larger than Earth, it is one of two garden worlds in the system. Further away and cooler then the other, it is a literal garden world. Its climate is moderate, and humid. Its plants use a blue-black pigment in replacement of chlorophyll, making the planet look incredibly dark from orbit. Mammals and Reptiles dominate the world, with amphibians a rare sight on the planet, the kingdom nearly wiped out from an ancient disease of unknown origin. The planet has five major continents, four clustered in the northern hemisphere, starting to join into a super-continent once more. THe fifth continent, about the size of North America, is drifting ever closer to the south pole. Most of the planets older cities are clustered on this southern continent. The northern continents are covered in industrial complexes, and research labs, with one continent devoid of any industry, though hunter-gather tribes of Blood-Folk live here, this, the largest continent, is now mainly used as a massive national park. All forms of life on the planet that breath air metabolize both nitrogen and oxygen.
Other important sites in your Civilization:
    Maxima (Millitary)
    Dante (Industry)
    Mist (research)
    Rexiam (Agriculture)
    Delta-2 (Trade center, over Dante)
    EGI-12 (Largest shipyard, over Maxima)
    Bravo-16 (Research station in a trinary star system, over the newest of the UTSD’s colonies)
    Maxiumus (Defense prototype over Heriodon)


Military Information: Planetary warfare is the specialty of the U.T.S.D. Their troops are trained under brutal conditions, with whippings, beatings, and fasting common as punishment. The soldiers are tough, hardened, and don't back down. With a heavy focus on plasma based explosives and ballistic weapons, this combination leaves them well equipped with most foes.
Military Doctrine: I don't write these as I change them far to often
Spatial Combat Information: Speed, numbers, and shields. With weak armor, the U.T.S.D relies on their powerful shields and anti-missile defenses to keep them protected, preferring to snake around the oppenent and be hard to hit.
Spatial Combat Doctrine: See above
Foreign Policy: Don't trust anyone, no foreign ships can power weapons and shields in U.T.S.D space.
Technological Age (Years beyond RL earth): Yeah, that's impossible to tell, with how the Earth can shoot from first flight to the moon in less then a century, the rate at which out technology evolves is unpredictable, so there's no solid timeframe for how far ahead you are.
FTL Age (Years civilization has had FTL): 2,250 (Several times they were beaten back to but a fraction of their population, so they're really old, but not massive because of it)


Population: 125.5 billion
Founding Species: Blood-Folk (75% 94.125)
Other Species: Fulonu (25% 31.375)
Sphere of Influence Size: Moderate (Most of their territory is clustered right where on of the arms meets the center of the galaxy.
Major Civilian industries/Services: Computers, Software, Robotics, Arms Manufacturing.
Society and Cultural information: A mistrusting, hard society, they tend to be focused only on themselves and their family. Futurism, fauvism, and expressionism domniate the art scene, while rock and metal dominate music. They prefer slim, sleek designs, in just about everything, and love black and dark green. Entertainers, and patrons of the arts are some of the highest held in society. Blood sports, and MLG dominates the "sports" scene, with blood sport members being volunteers or criminals sentenced to death. (Overview, more details mainly to be developed IC)

Economic Information:
Primary Export(s): Computers, Games, Unarmed Ships, general luxury items, robots, and weapons.
Primary Import(s): Raw goods, spices.
Strength of the (General) Industry: Weaponry and Ships
Policy on Colonization/Expansion: Take what's unclaimed, terraform after bubble colony. If at war, capturing systems is top priority, relinquish only if needed.


NS activity:
Technological Bases: Many
Prior RP links: viewtopic.php?f=4&t=177032
viewtopic.php?f=5&t=279726
viewtopic.php?f=31&t=241436
viewtopic.php?f=5&t=269983
Summary of your nation: I can't summarize things <-<;


Species Name: Blood-Folk
Appearance: The Blood-Folk are a rather odd race, near human in appearance, but completely unrelated. On the surface, they appear human, except for their more angular, and sharp faces. Their skin is usually a near golden tan, with blood red eyes to match them, another influence on their name. Their mouth is full of sharp, serrated teeth they can easily grow back, hints a a carnivorous nature, though they do in fact eat plants and nuts, they do prefer meat. Very few members of the race have hair thats not on their heads, or facial hair. They tend to wear their hair long, and the most common color is a black, or dark brown. Their ears are also slightly tapered, but this is rarely able to be seen through their long hair.

Biology and anatomy: Unlike most “standard” races, the sex a Blood-Folk is born with does not matter, the race can change sex quite easily, now at will thanks to medical trickery. The race was born with the ability to change sex when a member of the opposite sex aren't present. Using a trick they discovered later on regarding pheromones unique to each sex, someone can be any sex they want by tricking their body into thinking there’s none of the sex they wish to be, thus tricking it into changing to that sex. They are called The Blood-Folk because of a talent the race has, they can enter states of adrenaline rushes that make them terrifying in combat when they ingest blood, namely blood containing hemoglobin, though other varieties have varying effects. When in the blood rages that earned them their names, they are remarkably hard to kill, their bones become hard enough to survive barrages from most standard small arms for short periods, but heavier weapons, specifically armor piercing ones, have only a slightly reduced effect on them. Blood loss and pain rarely affect them in this state. The blood rage lasts longer when more blood is ingested, a constant source can keep them in this state for days before their bodies give in. Depending on the time, muscles will be torn, organs damaged, and bones even splintered from the pressure put on them in this state, though they are quick to heal when proper supplements are provided. Copper based blood dulls their sense, and pacifies them, nickel accelerates growth, increasing speed, strength, and intellect of the subject, but cuts their lifespan by 60-75%. Zinc based blood is a hallucinogenic that eats away at the drinkers bone marrow. Silver based blood is the last known blood the species has ingested, it slows the aging process down by upwards of 15%, increasing lifespan, but dulls the mind and atrophies muscles. Have about 20% more bones than humans.
Height: 5’7-6’10’
Weight: 180-250 pounds
Relative survivability: Variable

Natural Defenses/Abilities: Blood explained above (Unencountered blood types I’ll discuss with you when/if they’re encountered, as its obvious that not all kinds are beneficial, most having and up and downside) Sharp Teeth, enhanced sight, smell, and hearing.
Unnatural abilities: Enhanced Healing

Respiratory Gas: Oxygen, Nitrogen (In that order, they can survive so long as breathable amounts of one are in the atmosphere, but function best when both are present)
Base composite Element: Carbon

Base Form and Ethnic Variations: Base form described above. Ethnic variations refer to eye color, ranging from black, to incredibly rare silver. Skin color is near uniform across the species, with very little variation outside of time exposed to sun.
=========================================================
Life Span: 120 years
Reproduction: Gestation period: 8 Months, fraternal twins common.
Intelligence Level: 8
Traits/Behavior/Disposition: Variable, most are distrusting of everyone.

Type: Mammal
Aggression: 6 (There have been several attempts at genocide from now extinct races native to the same planet, they are very distrusting and wary of other species)
=========================================================
Common Diseases: AIDS, Malaria, Typhoid Fever, and Tick Fever
Mutations: Sixth finger on each hand, tail, and body hair.


Species Name: Fulonu
Appearance: Large , cat like mammals that stand on average at about 5'10
for females, 6'0" for males. Covered from head to toe in soft fur, they appear to be a peaceful race, relaxed bodies, soft eyes and hands, but are infact a warrior culture. Their hands hide sharp claws designed to rip open throats and teeth to tear apart flesh. Their fur hides rippling muscle and their eyes are built to also see body heat. Eyes are usually a deep blue, and fur black. Males tend to have small tufts on their tails, but otherwise its hard to tell what gender is what unless your one of them.

Biology and anatomy:(What is the body of the species like? Do they have less bones? Many bones? Purple blood?) Their bodies have a astounding ability to heal from anything that comes their way, whether its natural or created is no longer known, but it makes them incredibly hard to keep down. Red blood, glows faintly in the dark due to higher levels of phosphorous than normal.

Height: (Feet) 5'5"-6'8"
Weight: (Pounds) 230
Relative survivability: High

Natural Defenses/Abilities: (Psionics, Claws, Ect) Claws, Teeth
Unnatural abilities: Rapid Healing, minor psionics (both are unknown whether natural or not, so just putting them here)

Respiratory Gas: Oxygen
Base composite Element: (Example: Humans: Carbon) Carbon

Base Form and Ethnic Variations: Ethnic variations include fur color and patterns therein, black and gold are the most common, with face and tail stripes.
=========================================================
Life Span: 125 years
Reproduction: Sexual, gestation 9 months, litters of 2-8, monogamous
Intelligence Level: 5
Traits/Behavior/Disposition: Aggressive, but know restraint and that fighting doesn't solve everyhing.

Type: (Insect, Mammal, Avian, sentient energy, etc.) Mammal
Aggression: (-10 to 0 to 10, with 10 being automatically attempting to commit genocide, 0 being utterly neutral, and -10 being ridiculously benevolent and giving planets away or something) 4

Common Diseases: (Must have two) Tooth Rot, Head Cold
Mutations: Manes


Only problem I have, Neanderthal were as smart if not smarter than humans, their bigger brains needed more energy, and they couldn't survive with our competition and the scarce food of the last Ice Age.


Regarding this applications, there's a few things that we need to get out of the way. You've literally told me nothing about your military, and only rudimentary things about your spatial corps. Your "common diseases" are kind of silly, and you haven't elaborated on them, nor your mutations. Make the entire application beefier - tell me things that you think I'd want to know, and then tell me stuff you think I wouldn't want to know. If you beef up your application in most categories (your species apps look okay), then I'd be glad to accept you.
Where must we go, we who wander this wasteland, in search for our better selves?
In Egypt's sandy silence, all alone,
Stands a gigantic Leg, which far off throws
The only shadow that the Desert knows:—
"I am great OZYMANDIAS," saith the stone,
"The King of Kings; this mighty City shows
"The wonders of my hand." The City's gone,
Nought but the Leg remaining to disclose
The site of this forgotten Babylon.

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

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