NATION

PASSWORD

ENDLESS SPACE: Universal Thread (OOC/APP)

A staging-point for declarations of war and other major diplomatic events. [In character]

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Time-skip to next RP? To speed up and get a actual story arc going instead of sandbox?

Yes, time skip to next RP with Vortukian victory
12
29%
Yes, time skip to next RP with Kraut victory
20
48%
No, don't time skip
10
24%
 
Total votes : 42

User avatar
Equalsun Empire
Negotiator
 
Posts: 5394
Founded: Feb 18, 2013
Inoffensive Centrist Autocracy

Postby Equalsun Empire » Tue Nov 12, 2013 8:09 pm

Nyte wrote:
Equalsun Empire wrote: :lol:

Now I'm wishing I had been the Eldar.


Eh... I get the feeling they won't likely be accepted. Although I hope I'm wrong.

I hope they're accepted. Who can deny an app that large?
Spirit Animal of Castle Crashers

Quick link to my horrifically messy factbook.
Awarded the Honourable Epicness Award for Persuasive Nuclear Weapon Placement 2015

Dogs of War wrote:While the motto of the British SAS is "Who dares wins" the motto of Equalsun's SAS is "Who cares who wins?"

The Great and Kawaii™ Ella wrote:As much as I love Stellaris, video games are a magnet for powerwankers, and when the AI beats them too hard, they come over to II and P2TM and take their anger out on us.

So I got into am currently in a name-calling contest in a flag rating thread...

Student, Canadian, ENFP

User avatar
Neema
Senator
 
Posts: 3548
Founded: Feb 13, 2013
Ex-Nation

Postby Neema » Tue Nov 12, 2013 8:10 pm

Equalsun Empire wrote:
Nyte wrote:Here's some app... I haven't finished any character ones as of yet. They'll come later if this is accepted by Vortukia.

Species Name: The People
Appearance:
Biology and anatomy: N/A.
Height: On average males are approximately 6’0” and females are approximately 5’ 4”. This is for their base form, not their simulacra.
Weight: N/A. This is also for their base form.
Relative survivability: 9.75/10 for their base form. There are few things that can truly kill them. Their simulacra average around a 7.5/10.

Natural Defenses/Abilities: Possession, the lack of a “physical” body to actually damage. They can also phase through solid objects like walls and machinery, and bullets and such…
Unnatural abilities: Possession (primarily of simulacra).

Respiratory Gas: N/A. However, their simulacra can mimic breathing in a variety of atmospheres.
Base composite Element: N/A… We are but daemonic energy. Their simulacra however are Carbon based.

Base Form and Ethnic Variations: See appearance… They have NO ethnic variations.
=========================================================
Life Span: Unknown, in their current form none have yet to die of old age. As such, they believe themselves to be effectively immortal… They are however able to be killed although it usually isn’t easy.
Reproduction: N/A. The People are incapable of reproduction.
Intelligence Level: 09/10
Traits/Behavior/Disposition: This varies quite a bit by the individual and/or group. While some are friendly, curious, and relatively accepting of other cultures there are some that are the total opposite. Some of the more mentally damaged of The People have been known to spend their free time (of which they have an abundance) indiscriminately slaughtering anything and everything they come across simply because they can.

Type: Daemon/Sentient Energy
Aggression: -10 to 0 to 10… There are either individuals or groups of The People that could fit into all parts of the aforementioned scale.
=========================================================
Common Jobs: WIP
Uncommon Jobs: WIP
Influence: ?
Population Percentage: 100% of all known survivors of their race.
Important Characters: Samain Omeddan, Elon Mossil, Kor’Idan Makral, Zherrun Shen, Eon Cule… WIP
=========================================================
Common Diseases: WIP
Mutations: N/A



Civilization Name: The People

Government Type: N/A… The People have no centralised government at this time although there have been several attempts to change this state of affairs; as of yet, these attempts have proven to be unsuccessful. However, it should be noted that there are a few amongst the people who are regarded highly enough that they are usually given a leadership role during emergencies and other unpleasant situations when they arise.
Government Information: Currently the people function either individually or in small groups, and each functions independently of each other. These groups primarily focus on whatever it is that has currently caught their attention (something that can vary greatly depending on the individual or group).
Population: Five Billion (Seriously, they can’t do trillions without being WAAAY to OP).

Home World/Capitol: Home System: Kari’Vasa. Home World: Shumballah. Capital City: Xie’Corax.
Capital Status: The People’s capitol is like all of their worlds, a “Shrineworld.” As such, it is mostly an abandoned ruin that has been largely reclaimed by nature, and left to stand as a monument to the people’s hubris. While there is a miniscule population present, this population is only there to maintain the defences active upon the planet’s surface and functions primarily as a custodial force.
Notable locations and such: Any of The People’s “Shrineworlds” could be considered to be a notable location… In particular their capitol planet Shumballah. Halcon Airbase: The only operational facility remaining on Shumballah.
Founding Species: The People
Other Species: N/A. The People generally consider themselves to be too superior to other “lesser” races, and as such they have never allowed other races to be a part of their own.
=========================================================
Society and Cultural information:
-The People:
Once, millions of years ago the people possessed a galaxy spanning empire with several million inhabited worlds. Along with their vast empire they possessed uncountable wealth and thousands upon thousands of wonders; both natural and artificial. Having developed technologically at a higher rate they at first spent their time colonizing the stars and exploring the unknown in the pursuit of knowledge, resources, and wealth. In time however, they began to meddle with the “lesser” races they came across; manipulating their development and using them for their own myriad purposes.

Eventually, a number of these younger races came to see the people as gods and began to worship them accordingly. This state of affairs would continue for several thousand years and as time passed, the people became more corrupt and prideful of their status as gods to these younger races. It would be their belief in their supposed godhood that would eventually lead to their downfall and the destruction of nearly their entire race.

With their growing faith in their own divinity, the people began “Project Ascension” with the ultimate goal of breaching the border of their current plane of existence and entering a higher realm where they would shed their mortal form and obtain immortality and further godly powers… Fast forward another thousand years and “Project Ascension” would bare its deadly fruit. Sadly for the people, what they found upon entry into this other plane of existence was anything and everything but what they were expecting, and the locals were not inclined to sharing as it were.

And so began an era that would be termed “The Age of Strife” by the people. This five thousand year period would see the destruction of approximately 95% of all life in the galaxy and in the end, the astronomical levels of destruction inflicted would be the death knell of the people’s empire. The few battered survivors were forced to flee; taking a few of their less damaged worlds with them, they shifted the paltry remains of their civilization to an entirely new galaxy after sealing the gateway to the other realm behind them… Hopefully forever…

In one way however, as twisted as it may seem, this final endeavor would ultimately grant them a pale shadow of their original desire as the process of fleeing their old galaxy, as well as the interaction with a number of the exotic energies of that other plane that had bled into their reality succeeded in stripping them of their mortal flesh and blood bodies, and along with their bodies so too went their mortality. Unfortunately, while the idea of immortality seems great, it is a far more unpleasant prospect when you lack any real way to interact with reality. Without their physical forms, they had lost any and all ways of interacting with even the simplest of things; including each other.

Again, we fast forward, this time though it is several tens of thousands of years. It would be at this time that one of the people would learn of a way to change their broken state of existence. Samain Omeddan; who had once been a respected and highly revered military figure to the people would learn unintentionally of one skill their new esoteric forms did possess that would change them all forever. In a fit of pique, Omeddan ran berserk through the damaged remains of a number of the peoples old war automata. When he finally came to a stop, he was still inside the last of them, and with a strange jolt, and the first physical sensation he’d experienced in thousands of years he found that he had some limited control over it. Several centuries of trial and error later, Omeddan took his discovery to what remained of his people.

With “new” bodies, the people began to slowly rebuild. It would take several millennia of additional trial and error, and refinements to the process but eventually the people rebuilt enough of an infrastructure that they could experiment with, and refine the process even further. Eventually, the people developed the process to a high enough level that they have once more stepped out amongst the stars.

In present times, the people are still a broken, fractured race. They have no central government to speak of and for the vast majority of the people; well they can barely stand the sight of others of their own race let alone stand to work with them… As such, the people can usually be found only in small numbers; usually singly, as family groups, or slightly larger groups that have united for a shared purpose. It is only rarely, and almost always in the defence of their few remaining “Shrineworlds” that the people unite en-masse at all, and while they have lost much over the intervening millennia, the amount of power they can bring to bear on a foe is still shockingly high.

The vast majority of the people are most assuredly insane although most manage to conceal this fact surprisingly well. In present times, most of the people can be found in pursuit of whatever “thing” has currently caught their fancy… Music, art, random acts of violence… Generally whatever facet of their former lives that they’ve managed to cling too throughout the millennia. These pursuits are used by the people to pass the time; the one thing they have an over-abundance of.

-Simulacra -um (See also – Flesh Puppets, Meat-bags, Flesh-bags, Flesh-dolls…)
Simulacra are a form of artificial body that the people possess in order to allow them to fully interact with not only each other, but also with other races, and the environment as well. These bodies come in many different shapes and sizes as they are generally tailored to the preferences of individual members of the people. Also, military grade simulacra do exist and are noted as being far more durable than the standard run of the mill simulacra intended for day to day use. Further information concerning military grade simulacra can be found with the rest of the people’s military information.

Simulacra themselves are an odd mixture of biological and mechanical components that have been specially engineered by the people so as to be easier to possess (think of this as a process somewhat similar to demonic possession). Basically however, they are an empty, lifeless shell incapable of any type of independent action without the influence of one of the people upon their bio-circuitry. It should be noted that the vast majority of simulacra; both military and standard are not designed to emulate a true living body in any way beyond their outermost appearance. These simulacra do not breathe, they do not eat or drink, they do not bleed when you cut them, and they do not age. There is however, a more refined class of simulacra that are intended to at least mimic the biological functions of a living creature to the fullest effect. These simulacra are capable of doing everything a living, biological organism can with only one major exception… They, like all simulacra are sterile. As such, while they are capable of performing the act (sexual intercourse), they are incapable of creating or carrying offspring although the people have spent the last several millennia attempting to change this in a vain hope of somehow stopping the slow extinction of their race. At this time however, no such simulacra has proven to be even partly successful in this matter.

The possession of a simulacrum is in many ways similar to the idea of “demonic possession” in that the body itself is possessed and worked in a way similar to a puppet with the possessor being the one pulling the strings. Such a possession takes a fair amount of practice, concentration, and sheer willpower. It has been noted that after enough practice, the act of taking possession of a simulacrum becomes faster and somewhat easier; if no less painful. Attempts have been made to expand on the process by select members of the people with mixed results. It has been noted that in most cases of attempting to possess random machineries from simple robots to full size starships that such an attempt can be successful about 70% of the time. This rate drops rapidly as the size and complexity of the target increases and the presence of advanced computer technology and/or semi-sentient/sentient A.I.’s drops this even lower to about 5%-15%.

It is perhaps unsurprisingly when an attempt is made at possessing a living organism with a sufficient level of intelligence is made that the most shocking and unpleasant results are achieved. Only two dozen of such attempts have ever been made, and despite a number of differences of race, sex, and biological makeup, every one of these attempts have ended with a debilitating level of pain followed by psychosis, dementia, and a variety of other unpleasant and destabilizing mental conditions for both parties involved. All subjects of these tests were later put down via “mercy killing” and further attempts are generally considered to be banned; although there is no real enforcement of this policy due to a lack of a central government. However, the widely circulated effects and the brutal end of said experiments has thus far proven more than sufficient in dissuading further attempts by the people in this vein of experimentation.

To date, even after several thousand years of refinement the process of actually possessing ones simulacra is still a time intensive process usually taking several hours (depending on the simulacrum). While this process can be rushed to a period of only several seconds doing so leads to a number of complications and a hefty increase in the amount of pain involved in the process. The brave few of the people to attempt such a thing repeatedly in the name of science have described the sensation as feeling as though they were being flayed alive with a dull knife or a cheese grater while liberal amounts of salt were applied to the wounds. The aforementioned complications may include some or all of the following as well:
-dizziness
-nausea
-uncontrollable full body tremors
-temporary blindness
-temporary deafness
-vertigo
-temporary damage to the simulacrums bio-circuitry
-permanent damage to the simulacrums bio-circuitry
-total failure of the simulacrum in its entirety
Languages (Note we all have translators) WIP
Economy: 02/10. The People don’t have much of an economy to speak of; this is mainly due to their lack of a need for most of the things other civilizations would consider essential to living a comfortable life. Admittedly however, they do maintain a certain number of good’s, and in some cases certain technologies that they have available for trading purposes with other civilizations. The people however actually lack any type of currency or a centralized banking system… Instead, they rely on a simple barter system which focuses on trading for what one wants or needs.
Industry: In the fields that they actually bother with… 8/10. Their industrial capabilities are extremely focused on a narrow number of fields however. Currently the people are focused on producing additional simulacra, starships; mostly of the Sylph Class, and additional AI operated defensive automata to protect their remaining territory.

Strengths: Versatility, adaptability, good mobility, simulacra, advanced and extensive use of energy based weapony, advanced armor materials, extensive automated defences.
Weaknesses: Few in numbers in most cases, no centralized government or chain of command to speak of, no real unity or common cause in most cases, a high prevalence of various detrimental mental conditions, a small and finite population (they have NO reproduction whatsoever).
=========================================================
-To Come Later-

Map Claim Size: 2
Grid Coordinates: Milky Way Galaxy… Is there a map?
Map Claim Color: Amber or Tan (A light brown would also be acceptable).
=========================================================
Colonization/expansion: N/A. Not only do The People have no desire to expand, they also lack the need or even the ability to do so.
=========================================================
Foreign policy: This varies quite a bit by the individual and/or group. While some are friendly, curious, and relatively accepting of other cultures there are some that are the total opposite. Some of the more mentally damaged of The People have been known to spend their free time (of which they have an abundance) indiscriminately slaughtering anything and everything they come across simply because they can. The majority of The People also consider other races to be inferior as well…
Diplomacy: N/A for now…

=========================================================
Military Information:
-Weaponry used by The People-
Installation/Ship Weapons:
Makral-Mossil Type 709 Combination Cannon
-This weapon combines three separate weapon systems into a single Phased Array for use on large starships. It includes a variable frequency laser and a particle beam cannon in a single, shared mount so that the discharge medium can be chosen as optimum for not only the local target(s), but for environmental conditions as well. While both weapons have the same yield at the “muzzle,” the laser can also be fired in a reduced power mode directly before the particle beam; this setting is typically used to burn a vacuum path for the particle beam when firing in(to) an atmosphere. The third weapon is actually a specialized emitter designed to send an extremely powerful electrical current down either the laser or particle beam and effectively turning them into either an electro-laser, or an electro-particle cannon. Such a weapon is commonly referred to as a lightening gun, and functions by using the conducting track of ionized plasma from the laser or particle beam to deliver an effect ranging from an extremely long ranged taser or stun gun to a relatively small, localized lightning storm on a target.
-Due to the use of a Phased Array instead of a more traditional turret assembly, the maximum range of this weapon can suffer when fired at an extreme angle (the angle the beam forms in relation to the surface of the Phased Array). The more severe the angle, the greater the decrease in the maximum range of the beam. This can be limited, and even neutralized when combined with the use of the advanced gravitic fields employed by The People on their ships as these fields can be used in conjunction with the Phased Arrays to literally bend the beams around a ship.

Makral-Mossil Type 705 Plasma Burst Cannon
-This is a ship-mounted forward-facing array of heavy plasma cannons consisting of three to seven triple-barreled cannons designed to ripple fire in three to six round bursts once every five seconds. This weapon fires plasma toroids at a significant percentage of the speed of light. Each individual barrel also contains a low powered laser designed to burn a path for the plasma toroid when the weapon is fired in(to) an atmosphere to generate a tunneling effect that allows the toroid to reach its target without being stopped by atmospheric resistance and becoming little more than a glorified blowtorch.

Makral-Mossil Electro-Shield System
-This is more of a defensive measure rather than a truly offensive weapon system. The system itself consists of several dozen(s) of small automata that can be rapidly launched from specialized ports built into the ship’s hull. Once launched, these automata can form either a partial or full sphere around their mother ship; at which point they vent a field of conductive ionized plasma similar to the blooming effect found in both lasers and particle beams. Once this field is built up to a sufficient level, the drones trigger a powerful electrical current into this field effectively creating a localized electro-laser or electro-particle cannon that functions similarly to a shield (sadly the creation of this field also results in the destruction of the automata that created it). The primary uses of this system are anti-missile and anti-fighter defense although the system has been found to be somewhat effective against other types of KEW’s to varying degrees as well.

Fighter/Shuttlecraft Weaponry:
Makral-Mossil Type 209 Combination Cannon
-This weapon is a scaled down version of the Type 709 commonly found on large ships and defensive installations. Due to its smaller size this weapon is both shorter ranged, and far less powerful overall. However, it is still more than sufficient enough to deal with ground based armored units, enemy fighter craft, shuttles, landing ships, and other relatively small craft.

Makral-Mossil Type 205 Plasma Burst Cannon
-A scaled down fighter based variant of the Type 705. This weapon consists of a single triple-barreled cannon that maintains the ripple fire capability of its much larger cousin, but suffers from a decrease in its overall rate of fire. Also unlike its much larger cousin, this weapon IS specifically intended for use against enemy ships and is intended to give the average fighter simulacra a larger punch that would otherwise be possible with such a small craft.

Infantry Weapons:
Heavy Weapons
Makral-Mossil Type 99 Particle Cannon
-This weapon comes in two variants; the first is a standard hand-held version for use with standard simulacra types, and the second is an arm mounted variant intended for use with the “Angelus” pattern of simulacra. This weapon can fire a stream of either charged or neutral particles at speeds up to a significant fraction of the speed of light and is capable of functioning either within an atmosphere (endo-atmospheric) or in the vacuum of space (exo-atmospheric). This type of particle cannon fires single, long duration streams of particles designed to literally bore through a target and is incapable of rapid fire. It’s ROF is one round every five seconds.

Makral-Mossil Type 55 Plasma Cannon
-This weapon comes in two variants; the first is a standard hand-held version for use with standard simulacra types, and the second is an arm mounted variant intended for use with the “Angelus” pattern of simulacra. Both variants are designed with single fire and burst fire modes as standard and are intended for use against heavier, well armored targets with functionality similar to the other plasma weapons used by The People.

Makral-Mossil Type 666 Sonic Lance
-The Type 666 is a variable intensity extra-aural (unrelated to hearing) sonic weapon that uses cavitation to effect damage on living/organic tissue. Depending on the intensity this type of weapon can inflict increasingly high levels of damage to a number of internal organs and tissue such as the heart, lungs, the intestinal tract, and the brain as well as the targets central nervous system, and effects can range from merely disabling a target, to violently pulverizing a targets internal organs which almost always results in the targets death.

Makral-Mossil Type 333 Electro-Laser/Particle Cannon
-Much like the much larger, and vastly more powerful ship and vehicle mounted variants of this weapon, the Type 333 is a lightening gun designed for use either within an atmosphere (endo-atmospheric) or in a vacuum (exo-atmospheric). This weapon is intended for use against groups of infantry where its effects can be utilized to either stun, disable, or outright kill numerous enemies at a time. This weapon has also proven to be highly effective against power armored enemies as it is more than sufficiently powerful to fry electronics/control systems and has even been known to melt armor plating and damage servos that are commonly used in the motive systems of such armor. It its highest power setting this weapon is more than capable of electrocuting enemies to death and in several cases it has even caused enemies to simply burst into flame.

Medium Weapons
Makral-Mossil Type 10 Laser Rifle
-This is a standard hand-held variable frequency laser based weapon system that comes with multiple fire modes and a number of situation specific attachments and modifications. The Type 10 has numerous variations thanks to the designs modularity that allow it to function as everything from a single shot rifle, to a sub-machinegun, to a sniper rifle. This weapon is intended to link directly to the simulacra and provides a detailed HUD with advanced targeting information overlaid directly onto the simulacra’s visual systems.

Makral-Mossil Type 05 Plasma Rifle
-For all intents and purposes this weapon is simply a scaled down version of the Type 55 and is intended for hand-held use only.

Makral-Mossil Type 66 Sonic Rifle
-For all intents and purposes this weapon is simply a scaled down version of the Type 666 and is intended for hand-held use only.

Melee Weapons
Marral-Mossil Type 00 Repulse Blade System
-This weapon system comes in numerous varieties; the most common being either sword’s, spears/lances, and claw attachments. This weapon system is designed to give a simulacra an extremely potent melee combat ability and is characterized by being in many ways overly-violent and gratuitously messy when used effectively. These weapons consist of a powered blade(s) with a built in high frequency sonic weapon that is intended to be triggered while within a target (usually after having impaled, stabbed, hacked, sliced, etc). The result of this on a target is usually considered to be “explosive” as most targets simply rupture from the inside out while squishier targets have been known to virtually explode and paste a wide area with their internals.

Grenades
Makral-Mossil Type 15 Plasma Grenade
-The Type 15 is a fairly new weapon by the standards of The People. The weapon itself contains a highly volatile and condensed toroid of plasma. When triggered, the plasma spreads outward rapidly and has an effective area of approximately four meters. While this weapon is designed to be thrown by hand, recent additions and improvements such as proximity detection, and the addition of a timer function allows this weapon to fill several additional uses besides that of a simple hand-thrown explosive.

Makral-Mossil Type 111 Sonic Electronic Ballbreaker(s)
-The Type 111 is a prototype weapon originally intended for non-lethal use. The “Ballbreaker” functions similarly to a combination of the Electro-Shield System found commonly on The Peoples ships and installations, and an electro-laser/electro-particle cannon. The “Ballbreaker” can be thrown, triggered remotely, or activated by proximity to a target, and once activated the device springs up to just below waist height (on a human sized humanoid) via a small scale anti-gravity device built into the grenade. The resultant electrical storm unleashed by this grenade has an effective range of four to six meters, and the lethality of this device CAN be set before use; ranging from non-lethal to overkill.

NAVY
Asteroid Facilities
Background
-The People have made a habit of re-purposing mined asteroids for a number of different uses. These asteroids are generally strip-mined, and then towed by ship to the desired location where construction can begin; in many cases, the mined materials are used in the construction of these facilities making them a cost effective (in material) choice over the construction of a similarly sizes space station designed for the same purpose. Such asteroids fulfill many different purposes from shipyards and construction facilities, to defensive weapons platforms, to mobile science laboratories and so on. A number of these facilities are fully mobile and function as a fairly stealthy mode of transportation for those of The People who like to observe the greater part of the galaxy with minimal disturbances.

Specifications
Length: 100+ meters
Width: 100+ meters
Height: 100+ meters

Crew: Varies

Weapon Systems
Makral-Mossil Type 709 Combination Cannon: Varies
Makral-Mossil Type 705 Plasma Burst Cannon: Varies
Makral-Mossil Electro-Shield System: Varies

Airgroup
Sylph Class Corvettes: Varies
Predator Pattern Fighter Simulacra: Varies

Ground Compliment
Reaper Pattern Simulacra: Varies
Brawler Pattern Simulacra: Varies
Angelus Pattern Simulacra: Varies
Centurion Class Automata: Varies

Additional Notes
-N/A

Purgation Class Escort Battle-Carrier
(Image)
Background
-The Purgation Class is currently the only remaining real military vessel The People still employ. These ships were originally used for border patrol and light escort duty; usually of civilian cargo craft, and were employed extensively in anti-piracy operations as well. Having undergone extensive refit and reconstruction, these ships now function with a minimal crew, and rely heavily on automation and advanced AI to keep them functioning properly.

Specifications
Length: 429 meters
Width: 318 meters
Height: 199 meters

Crew: Varies

Weapon Systems
Makral-Mossil Type 709 Combination Cannon: 41
Makral-Mossil Type 705 Plasma Burst Cannon: 3
Makral-Mossil Electro-Shield System: 120 (drone count)

Airgroup
Sylph Class Corvettes: N/A
Predator Pattern Fighter Simulacra: 36

Ground Compliment
Reaper Pattern Simulacra: 600
Brawler Pattern Simulacra: 200
Angelus Pattern Simulacra: 200
Centurion Class Automata: Varies

Additional Notes
-The number of craft/simulacra listed for this class reflects the maximum number that is usually carried. However, these ships commonly run with crews that are FAR to small to operate the full compliment of craft/simulacra available. As such, most are kept as spares and/or used in rotation to prevent general wear and tear; a practice that extends their service life extensively.
-The most interesting design feature of this class is it's ability to separate into two separate, and fully functional craft. The bottom section of this class is designed to separate from it's mother ship; a process that takes about fifteen seconds to complete. This secondary ship was designed to fulfill several different roles; from that of a landing craft used to deploy large numbers of ground troops to a planets surface while functioning as a strongpoint/forward operating base, to that of a life boat in the event of an evacuation of the ship.

Type III Transport
(Image)
Background
-A standard transport ship used for ferrying bulk cargo and/or passengers. The Type III was never given more than a numeric designation in The People's old empire; it being the third type of civilian/merchant craft produced for general use. These vessels are fairly rugged and durable considering their small size, and carry an armament that is more than sufficient to ward off would be pirates and freebooters. These craft also sometimes functioned as a military transport for ground troops; although they were not originally intended to be used as such.

Specifications
Length: 295 meters
Width: 154 meters
Height: 89 meters

Crew: Varies

Weapon Systems
Makral-Mossil Type 709 Combination Cannon: 9
Makral-Mossil Type 705 Plasma Burst Cannon: N/A
Makral-Mossil Electro-Shield System: 48 (drone count)

Airgroup
Sylph Class Corvettes: N/A
Predator Pattern Fighter Simulacra: 6 (transport only; these ships are incapable of launching fighter craft)

Ground Compliment
Reaper Pattern Simulacra: 600
Brawler Pattern Simulacra: 200
Angelus Pattern Simulacra: 200
Centurion Class Automata: Varies

Additional Notes
-The number of craft/simulacra listed reflects the number this type of ship can carry when functioning as a military transport. Otherwise, these ships generally only carry a token presence based on it's crew size and/or current purpose.
-The Type III can be used as a military transport as well as it's main purpose of civilian/merchant vessel. When used for military purposes, these ships were usually used as a "Trojan Horse" to secretly deploy troops on the ground, and were commonly employed in numerous surprise attacks that were intended for use against enemy infrastructure and shipping while it was still on the ground or in the process of being loaded. Less scrupulous commanders would intentionally target foreign craft and their crews with this tactic to sow confusion and mistrust between races.

Sylph Class Corvette
(Image)
Background
The Sylph Class Corvette is the only new class of ship to be designed by The People since they regained access to a physical form. Small, fast, agile, and heavily armed for it's size the Sylph is the most common type of ship employed by The People today, and it's design makes extensive use of simulacra based technologies, as well as advanced automation and AI related technologies throughout.

Specifications
Length: 88 meters
Width: 57 meters
Height: 16 meters

Crew: Varies

Weapon Systems
Makral-Mossil Type 709 Combination Cannon: 5
Makral-Mossil Type 705 Plasma Burst Cannon: 1
Makral-Mossil Electro-Shield System: 12 (drone count)

Airgroup
N/A

Ground Compliment
Reaper Pattern Simulacra: 4
Brawler Pattern Simulacra: 4
Angelus Pattern Simulacra: 4
Centurion Class Automata: Varies

Additional Notes
-The "bridge" of the Sylph is actually a small empty room in the heart of the ship that can employ advanced holographic technology to display the area surrounding the ship with crystal clarity. However, this "bridge" is also totally empty of any recognizable type of interface or control scheme as the Sylph uses a process similar to the possession of a normal simulacra in order to function. As such, the pilot of the ship quite literally becomes the ship, and the above mentioned fancy holographic system is usually only employed when other members of the crew (if there are any) are also on the bridge.
-Large facilities sometimes employ entire squadrons of these craft as over-sized fighter craft... Usually with shockingly violent results.

Predator Pattern Fighter Simulacra
(Image)
(Above: A pair of Predators approaching Halcon Airbase on Shumballah)
Background
-The Predator is an advanced fighter-form simulacra usually found stationed on asteroid bases, and the few remaining ground based installations still functioning on The Peoples various Shrineworlds. However, unlike the standard simulacra employed by The People these craft are also capable of being employed in a limited fashion under AI control without one of The People possessing it; this process however has been proven to be somewhat damaging to the Predator's internal systems however, and as such doing so is generally reserved for emergencies only.

Specifications
Length: 10.5 meters
Width: 9.5 meters
Height: 5.25 meters

Crew: 1 (the Predator also possesses an advanced onboard AI as well)

Weapon Systems
Makral-Mossil Type 209 Combination Cannon: 2
Makral-Mossil Type 205 Plasma Burst Cannon: 2

Additional Notes
-The Predator is the smallest craft in service with The People that possesses a functioning Fold Drive for FTL travel; although it is rarely ever used.

ARMY
Ground Units
Angelus Pattern Simulacra
(Image)
Background
-The Angelus Pattern Simulacra was designed by Zherrun Shen; a gifted, if slightly insane scientist. Shen spent several centuries studying various ground attack aircraft used by numerous other races throughout the galaxy, as well as numerous winged predatory animals while designing the Angelus. The result of his work is a heavy simulacra with an advanced anti-gravity system integrated into it's wings. The Angelus comes standard with an interchangeable arm mounted heavy weapon as it's right arm, and is usually equipped with a lighter hand-held weapon in it's left hand as well. Surprisingly agile and graceful, the Angelus provides pinpoint accurate weapons fire while remaining a relatively small and hard to hit target.

Weapons
-Makral-Mossil Type 99 Particle Cannon
-Makral-Mossil Type 55 Plasma Cannon
-Makral-Mossil Type 666 Sonic Lance
-Makral-Mossil Type 333 Electro-Laser/Particle Cannon
-Makral-Mossil Type 10 Laser Rifle
-Makral-Mossil Type 05 Plasma Rifle
-Marral-Mossil Type 00 Repulse Blade System
-Makral-Mossil Type 15 Plasma Grenade
-Makral-Mossil Type 111 Sonic Electronic Ballbreaker(s)

Additional Notes
-N/A

Brawler Pattern Simulacra
(Image)
Background
-The Brawler was The Peoples first successful attempt at making a heavy simulacra intended to provide better protection against heavier weaponry. The Brawler was designed by over two dozen separate scientists and engineers over a period of six hundred years and features heavier armor than the standard Reaper Pattern Simulacra as well as a more advanced and robust targeting system for increased accuracy at longer range. While the Brawler is surprisingly durable even in comparison to the standard simulacra, this durability comes with a decrease to the Brawlers agility and overall movement speed. As such, the Brawler typically functions as a mixture of long range sniper and anti-armor unit.

Weapons
-Makral-Mossil Type 99 Particle Cannon
-Makral-Mossil Type 55 Plasma Cannon
-Makral-Mossil Type 666 Sonic Lance
-Makral-Mossil Type 333 Electro-Laser/Particle Cannon
-Makral-Mossil Type 10 Laser Rifle
-Makral-Mossil Type 05 Plasma Rifle
-Makral-Mossil Type 66 Sonic Rifle
-Makral-Mossil Type 00 Repulse Blade System
-Makral-Mossil Type 15 Plasma Grenade
-Makral-Mossil Type 111 Sonic Electronic Ballbreaker(s)

Additional Notes
-The "fins" on the Brawlers back are not for looks... Each one is a micronized power plant designed to be used in conjunction with heavy weaponry. As such, The power and overall range of the Brawlers weaponry is usually vastly superior to the power and maximum range of the same weapon when used by other simulacra.

Reaper Pattern Simulacra
(Image)
Background
-The Reaper is the oldest type of military purposed simulacra still in use, and while the design is old, and in some opinions outdated, the Reaper is still the most versatile type of simulacra in use. From the start, the Reaper was designed to provide the perfect blend of agility, mobility, and durability, and numerous enhancements to the design have been added on over the last several millennia to keep it that way.

Weapons
-Makral-Mossil Type 99 Particle Cannon
-Makral-Mossil Type 55 Plasma Cannon
-Makral-Mossil Type 666 Sonic Lance
-Makral-Mossil Type 333 Electro-Laser/Particle Cannon
-Makral-Mossil Type 10 Laser Rifle
-Makral-Mossil Type 05 Plasma Rifle
-Makral-Mossil Type 66 Sonic Rifle
-Makral-Mossil Type 00 Repulse Blade System
-Makral-Mossil Type 15 Plasma Grenade
-Makral-Mossil Type 111 Sonic Electronic Ballbreaker(s)

Additional Notes
-The Reaper usually mounts a small anti-gravity device in two parts; one mounted on the upper part of each leg that provide the Reaper with enhanced mobility. While incapable of true flight like the Angelus, the Reaper has an impressive ability to jump over obstructions and can survive falls from extreme heights with effective use of this system.
-When not equipped with numerous ranged weapons, the Reaper makes an extremely effective melee combatant with a mixture of power, agility, and speed. The majority of The People who prefer melee combat generally make use of the Reaper; which incidentally is where this simulacra's name actually originated.

Centurion Class Automata
(Image)
Background
-The Centurion is an advanced automata designed by Makral-Mossil primarily for military use. Operated by advanced AI these units were created as an attempted counter to The Peoples small numbers and general disregard/distaste for other members of their own race. Centurions are primarily found on Shrineworlds where they perform maintenance on the numerous automated defenses as well as forming a part of the very defensive network they work to maintain. Centurions can also be found in smaller numbers working with some of the more individualistic members of The People as well where they do everything from ship maintenance, to full combat duty. While they are AI operated, each has a personality of its own, and many Centurions end up sharing many of the tastes of the members of The People they work with.

Weapons
-Makral-Mossil Type 99 Particle Cannon
-Makral-Mossil Type 55 Plasma Cannon
-Makral-Mossil Type 666 Sonic Lance
-Makral-Mossil Type 333 Electro-Laser/Particle Cannon
-Makral-Mossil Type 10 Laser Rifle
-Makral-Mossil Type 05 Plasma Rifle
-Makral-Mossil Type 66 Sonic Rifle
-Makral-Mossil Type 00 Repulse Blade System
-Makral-Mossil Type 15 Plasma Grenade
-Makral-Mossil Type 111 Sonic Electronic Ballbreaker(s)

Additional Notes
-N/A

Strengths: Advanced and versatile weaponry, high durability, simulacra, high mobility, a distinct non-reliance on supply lines, and extensive automated defences.
Weaknesses: Few in number, no central chain of command or command structure to speak of, ground forces are purely infantry based.
=========================================================
NS activity: Frequent. I'm usually on everyday even if it's only to check on things.
Technological Bases: My sick and twisted imagination… The FTL is from Robotech/Macross however…
Requested Field: Stealth? Let me know if this is already taken.
I have read and agreed to the rules and terms: Yes

:lol:

Now I'm wishing I had been the Eldar.


I'm going to be the Legio Adeptus Astartes Tres, anything is possible.
_[' ]_
(-_Q) If you support Anarchism, Socialism or Communism post this capitalist.

http://riserevolt.wordpress.com/

E#;B

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Equalsun Empire
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Founded: Feb 18, 2013
Inoffensive Centrist Autocracy

Postby Equalsun Empire » Tue Nov 12, 2013 8:11 pm

Durmatagno, I can't wait to see your next post. If you're taking this long, it will be pretty epic. Sadly, I have all of 10 minutes left.

:(
Spirit Animal of Castle Crashers

Quick link to my horrifically messy factbook.
Awarded the Honourable Epicness Award for Persuasive Nuclear Weapon Placement 2015

Dogs of War wrote:While the motto of the British SAS is "Who dares wins" the motto of Equalsun's SAS is "Who cares who wins?"

The Great and Kawaii™ Ella wrote:As much as I love Stellaris, video games are a magnet for powerwankers, and when the AI beats them too hard, they come over to II and P2TM and take their anger out on us.

So I got into am currently in a name-calling contest in a flag rating thread...

Student, Canadian, ENFP

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Nyte
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Founded: Dec 06, 2012
Democratic Socialists

Postby Nyte » Tue Nov 12, 2013 8:11 pm

It is a giant wall of text... And I'm still working on things for it. :(

I also need to know if the 2 mandatory illnesses have to be physical as well, or if they can include mental illnesses as well.
Self censored due to concerns of Moderation Abuse and ambiguous rules enforcement.

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Equalsun Empire
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Founded: Feb 18, 2013
Inoffensive Centrist Autocracy

Postby Equalsun Empire » Tue Nov 12, 2013 8:13 pm

Nyte wrote:It is a giant wall of text... And I'm still working on things for it. :(

I also need to know if the 2 mandatory illnesses have to be physical as well, or if they can include mental illnesses as well.

I'd assume that mental illnesses count as illnesses. It was so hard to think of illnesses for myself I just said they were "The Cough" and "The Sneeze".
Spirit Animal of Castle Crashers

Quick link to my horrifically messy factbook.
Awarded the Honourable Epicness Award for Persuasive Nuclear Weapon Placement 2015

Dogs of War wrote:While the motto of the British SAS is "Who dares wins" the motto of Equalsun's SAS is "Who cares who wins?"

The Great and Kawaii™ Ella wrote:As much as I love Stellaris, video games are a magnet for powerwankers, and when the AI beats them too hard, they come over to II and P2TM and take their anger out on us.

So I got into am currently in a name-calling contest in a flag rating thread...

Student, Canadian, ENFP

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Imperia Eterna
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Posts: 237
Founded: Oct 15, 2013
Ex-Nation

Postby Imperia Eterna » Tue Nov 12, 2013 8:13 pm

Next time I'm just going to create a species of genetically modified kittens.
Quis Contra Nos?

Exports : Antimatter, barley, hops
Currency : Cred
Pro : Profits, racial and gender equality, liberal media, diversity, multiculturalism, alcoholism
Anti : Everything else
National Anthem: Pro Victoria
Political Results:
Cosmopolitan: 37%
Secular: 41%
Visionary: 14%
Anarchistic: 3%
Communistic: 11%
Militaristic: 11%
Anthropocentric: 25%

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Equalsun Empire
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Inoffensive Centrist Autocracy

Postby Equalsun Empire » Tue Nov 12, 2013 8:15 pm

Imperia Eterna wrote:Next time I'm just going to create a species of genetically modified kittens.

:hug:
Spirit Animal of Castle Crashers

Quick link to my horrifically messy factbook.
Awarded the Honourable Epicness Award for Persuasive Nuclear Weapon Placement 2015

Dogs of War wrote:While the motto of the British SAS is "Who dares wins" the motto of Equalsun's SAS is "Who cares who wins?"

The Great and Kawaii™ Ella wrote:As much as I love Stellaris, video games are a magnet for powerwankers, and when the AI beats them too hard, they come over to II and P2TM and take their anger out on us.

So I got into am currently in a name-calling contest in a flag rating thread...

Student, Canadian, ENFP

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Equalsun Empire
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Posts: 5394
Founded: Feb 18, 2013
Inoffensive Centrist Autocracy

Postby Equalsun Empire » Tue Nov 12, 2013 8:16 pm

Good night, everyone. I'll check one more time in about five minutes (for you, Durmatagno :lol: ) and then I have to go.
Spirit Animal of Castle Crashers

Quick link to my horrifically messy factbook.
Awarded the Honourable Epicness Award for Persuasive Nuclear Weapon Placement 2015

Dogs of War wrote:While the motto of the British SAS is "Who dares wins" the motto of Equalsun's SAS is "Who cares who wins?"

The Great and Kawaii™ Ella wrote:As much as I love Stellaris, video games are a magnet for powerwankers, and when the AI beats them too hard, they come over to II and P2TM and take their anger out on us.

So I got into am currently in a name-calling contest in a flag rating thread...

Student, Canadian, ENFP

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Imperia Eterna
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Posts: 237
Founded: Oct 15, 2013
Ex-Nation

Postby Imperia Eterna » Tue Nov 12, 2013 8:17 pm

Equalsun Empire wrote:
Imperia Eterna wrote:Next time I'm just going to create a species of genetically modified kittens.

:hug:

:hug: Hear me out on this. They are the size of one human adult palm. They are affectionate cuddly playful things, and the only quirk they have is when frightened, their fur puffs out - literal mewling furballs!
Quis Contra Nos?

Exports : Antimatter, barley, hops
Currency : Cred
Pro : Profits, racial and gender equality, liberal media, diversity, multiculturalism, alcoholism
Anti : Everything else
National Anthem: Pro Victoria
Political Results:
Cosmopolitan: 37%
Secular: 41%
Visionary: 14%
Anarchistic: 3%
Communistic: 11%
Militaristic: 11%
Anthropocentric: 25%

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Durmatagno
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Postby Durmatagno » Tue Nov 12, 2013 8:44 pm

Equalsun Empire wrote:Durmatagno, I can't wait to see your next post. If you're taking this long, it will be pretty epic. Sadly, I have all of 10 minutes left.

:(


Sorry, kept getting interrupted as I worked, I condensed my planned post to about half so that it would be up ASAP, still missed you :(
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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Toishima
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Posts: 4279
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Inoffensive Centrist Democracy

Postby Toishima » Wed Nov 13, 2013 5:17 am

For those who can't imagine things well...
Niigata

You see that hull shape? Most of my ships look like that, unless explicitly stated.

Now, quick overview!

Lances are basically ultra-long-range particle beams. Light Lasers are used like anti-aircraft guns on battleships were used in WW2, while the railgun cannons are analogous to the main guns of said battleships. CIWS is comprised of computer controlled laser turrets, for intercepting the incoming projectiles. VLS Missiles are all completely nuclear. The best part? No fancy energy shields whatsoever! That's not to say my ships are defenseless from non-projectile weaponry. Most ships have at least 3 meters of titanium alloy armour, including nano-crystals and manganium or haruhium alloys for maximum protection. Most of these have a layer of meshing beneath to diffuse the energy from enemy energy-based weapons, such as lasers. If all else fails, the captain is able to overload the nuclear reactor and send his entire ship into the enemy as a massive kamikaze missile.
Call me Aki. My primary RP nation is Yamatai in Ordis, a dormant RP region. (Non Ordis version of Yamatai here)
GOKIGENYOU~
East Asian. Female. Ex Military. Been on this site too long. Likes Kpop, Jpop, and everything about Korea and Japan. Physically incapable of writing posts shorter than 1,000 words.
This user supports the use of mechs, mecha and other legged machines in PMT and FT settings, and will use them as they are COOL
Record word count for a single unbroken writing session: 27,154 words
That woman is my Kami Oshi, Sato Masaki (Info here!).

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Vortukia
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Postby Vortukia » Wed Nov 13, 2013 5:44 am

Nyte wrote:It is a giant wall of text... And I'm still working on things for it. :(

I also need to know if the 2 mandatory illnesses have to be physical as well, or if they can include mental illnesses as well.

Not to big on the possession thing...

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Nyte
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Democratic Socialists

Postby Nyte » Wed Nov 13, 2013 6:42 am

Vortukia wrote:
Nyte wrote:It is a giant wall of text... And I'm still working on things for it. :(

I also need to know if the 2 mandatory illnesses have to be physical as well, or if they can include mental illnesses as well.

Not to big on the possession thing...


You do realize it's only for their simulacra, and very simple machines right? I already mentioned the nasty things that happen when they try it on living creatures and AI in the app. Basically, they won't be using it on other peoples characters. I made specific mention of that fact in the app.

EDIT: Here is the specific background from the app. concerning their possession ability. It's mostly for fluff purposes mind you, but it makes specific mention of why they won't be possessing anyones characters and such. Please read the following (of which the middle paragraph is the most important as it deals with what I think has you concerned).

It has been noted that in most cases of attempting to possess random machineries from simple robots to full size starships that such an attempt can be successful about 70% of the time. This rate drops rapidly as the size and complexity of the target increases and the presence of advanced computer technology and/or semi-sentient/sentient A.I.’s drops this even lower to about 5%-15%.

It is perhaps unsurprisingly when an attempt is made at possessing a living organism with a sufficient level of intelligence is made that the most shocking and unpleasant results are achieved. Only two dozen of such attempts have ever been made, and despite a number of differences of race, sex, and biological makeup, every one of these attempts have ended with a debilitating level of pain followed by psychosis, dementia, and a variety of other unpleasant and destabilizing mental conditions for both parties involved. All subjects of these tests were later put down via “mercy killing” and further attempts are generally considered to be banned; although there is no real enforcement of this policy due to a lack of a central government. However, the widely circulated effects and the brutal end of said experiments has thus far proven more than sufficient in dissuading further attempts by the people in this vein of experimentation.

To date, even after several thousand years of refinement the process of actually possessing ones simulacra is still a time intensive process usually taking several hours (depending on the simulacrum). While this process can be rushed to a period of only several seconds doing so leads to a number of complications and a hefty increase in the amount of pain involved in the process. The brave few of the people to attempt such a thing repeatedly in the name of science have described the sensation as feeling as though they were being flayed alive with a dull knife or a cheese grater while liberal amounts of salt were applied to the wounds. The aforementioned complications may include some or all of the following as well:
-dizziness
-nausea
-uncontrollable full body tremors
-temporary blindness
-temporary deafness
-vertigo
-temporary damage to the simulacrums bio-circuitry
-permanent damage to the simulacrums bio-circuitry
-total failure of the simulacrum in its entirety


EDIT 2: If I'm guessing wrong and you still have a problem with it, could you let me know what it (the problem) is please?
Last edited by Nyte on Wed Nov 13, 2013 7:01 am, edited 2 times in total.
Self censored due to concerns of Moderation Abuse and ambiguous rules enforcement.

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Equalsun Empire
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Founded: Feb 18, 2013
Inoffensive Centrist Autocracy

Postby Equalsun Empire » Wed Nov 13, 2013 8:21 am

Durmatagno wrote:
Equalsun Empire wrote:Durmatagno, I can't wait to see your next post. If you're taking this long, it will be pretty epic. Sadly, I have all of 10 minutes left.

:(


Sorry, kept getting interrupted as I worked, I condensed my planned post to about half so that it would be up ASAP, still missed you :(

Sorry, bedtime actually on time for Grand National Finals week :lol:

Anyway, nice post. I would respond right now , but I wouldn't do it justice, as I am on my phone.
Spirit Animal of Castle Crashers

Quick link to my horrifically messy factbook.
Awarded the Honourable Epicness Award for Persuasive Nuclear Weapon Placement 2015

Dogs of War wrote:While the motto of the British SAS is "Who dares wins" the motto of Equalsun's SAS is "Who cares who wins?"

The Great and Kawaii™ Ella wrote:As much as I love Stellaris, video games are a magnet for powerwankers, and when the AI beats them too hard, they come over to II and P2TM and take their anger out on us.

So I got into am currently in a name-calling contest in a flag rating thread...

Student, Canadian, ENFP

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Durmatagno
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Posts: 7132
Founded: Oct 10, 2011
Ex-Nation

Postby Durmatagno » Wed Nov 13, 2013 8:24 am

Equalsun Empire wrote:
Durmatagno wrote:
Sorry, kept getting interrupted as I worked, I condensed my planned post to about half so that it would be up ASAP, still missed you :(

Sorry, bedtime actually on time for Grand National Finals week :lol:

Anyway, nice post. I would respond right now , but I wouldn't do it justice, as I am on my phone.


I forgot to add size and numbers of the missiles, so I added them back in. Also, no worries, I have school work to do this side anyway.
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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New Nassrau
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Ex-Nation

Postby New Nassrau » Wed Nov 13, 2013 8:30 am

I feel like my apps got ignored
-Wombat Character
-Martina Del Sol looks like this
Sexy Nass Looks like this
I try my best RP-ing now a different character, like… this woman
-Nass adoptive parent of Aidannadia
-Friends are mostly everyone in Wombat
-Torrocca and I are not dating
-RIP, I WILL MISS THIS

I'm Jewish, AKA I killed Jesus
Lanos... where are you

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Equalsun Empire
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Founded: Feb 18, 2013
Inoffensive Centrist Autocracy

Postby Equalsun Empire » Wed Nov 13, 2013 8:41 am

New Nassrau wrote:I feel like my apps got ignored

Vortukia OPs this thread; things like that tend to happen.

My advice is to just TG your app to Imp.
Spirit Animal of Castle Crashers

Quick link to my horrifically messy factbook.
Awarded the Honourable Epicness Award for Persuasive Nuclear Weapon Placement 2015

Dogs of War wrote:While the motto of the British SAS is "Who dares wins" the motto of Equalsun's SAS is "Who cares who wins?"

The Great and Kawaii™ Ella wrote:As much as I love Stellaris, video games are a magnet for powerwankers, and when the AI beats them too hard, they come over to II and P2TM and take their anger out on us.

So I got into am currently in a name-calling contest in a flag rating thread...

Student, Canadian, ENFP

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Equalsun Empire
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Posts: 5394
Founded: Feb 18, 2013
Inoffensive Centrist Autocracy

Postby Equalsun Empire » Wed Nov 13, 2013 8:45 am

Durmatagno wrote:
Equalsun Empire wrote:Sorry, bedtime actually on time for Grand National Finals week :lol:

Anyway, nice post. I would respond right now , but I wouldn't do it justice, as I am on my phone.


I forgot to add size and numbers of the missiles, so I added them back in. Also, no worries, I have school work to do this side anyway.

Oh, I forgot to tell you; all information about my ships can be found in my Factbook.
Spirit Animal of Castle Crashers

Quick link to my horrifically messy factbook.
Awarded the Honourable Epicness Award for Persuasive Nuclear Weapon Placement 2015

Dogs of War wrote:While the motto of the British SAS is "Who dares wins" the motto of Equalsun's SAS is "Who cares who wins?"

The Great and Kawaii™ Ella wrote:As much as I love Stellaris, video games are a magnet for powerwankers, and when the AI beats them too hard, they come over to II and P2TM and take their anger out on us.

So I got into am currently in a name-calling contest in a flag rating thread...

Student, Canadian, ENFP

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Durmatagno
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Posts: 7132
Founded: Oct 10, 2011
Ex-Nation

Postby Durmatagno » Wed Nov 13, 2013 8:48 am

Equalsun Empire wrote:
Durmatagno wrote:
I forgot to add size and numbers of the missiles, so I added them back in. Also, no worries, I have school work to do this side anyway.

Oh, I forgot to tell you; all information about my ships can be found in my Factbook.


Already read, I guess my ships either have much more powerful weapons, or your secondary and tertiary weapons are extremely weak. I'm not counting anti-missile/small ship weapons in my count, those are specifically designed to attack other capital ships.
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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Equalsun Empire
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Posts: 5394
Founded: Feb 18, 2013
Inoffensive Centrist Autocracy

Postby Equalsun Empire » Wed Nov 13, 2013 8:54 am

Durmatagno wrote:
Equalsun Empire wrote:Oh, I forgot to tell you; all information about my ships can be found in my Factbook.


Already read, I guess my ships either have much more powerful weapons, or your secondary and tertiary weapons are extremely weak. I'm not counting anti-missile/small ship weapons in my count, those are specifically designed to attack other capital ships.

Okay, SRT is nearly over here, so this is my last statement; the tertiary cannons are pretty wimpy, being anti-fighter cannons, but the secondaries are far from weak.
Spirit Animal of Castle Crashers

Quick link to my horrifically messy factbook.
Awarded the Honourable Epicness Award for Persuasive Nuclear Weapon Placement 2015

Dogs of War wrote:While the motto of the British SAS is "Who dares wins" the motto of Equalsun's SAS is "Who cares who wins?"

The Great and Kawaii™ Ella wrote:As much as I love Stellaris, video games are a magnet for powerwankers, and when the AI beats them too hard, they come over to II and P2TM and take their anger out on us.

So I got into am currently in a name-calling contest in a flag rating thread...

Student, Canadian, ENFP

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Durmatagno
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Posts: 7132
Founded: Oct 10, 2011
Ex-Nation

Postby Durmatagno » Wed Nov 13, 2013 9:00 am

Equalsun Empire wrote:
Durmatagno wrote:
Already read, I guess my ships either have much more powerful weapons, or your secondary and tertiary weapons are extremely weak. I'm not counting anti-missile/small ship weapons in my count, those are specifically designed to attack other capital ships.

Okay, SRT is nearly over here, so this is my last statement; the tertiary cannons are pretty wimpy, being anti-fighter cannons, but the secondaries are far from weak.


Yeah, no. You're packing a ton of weapons onto a small space, so they're either small and wimpy, or you just have a ton of spares if ones get destroyed, there's no way you can have that many strong weapons fit into that kind of space. 200 cannons powerful enough to be effective outside of attacking buildings and fighters/bombers/anti-missiles requires a TON of power, and these weapons tend to be rather big. Your ships are to small to support that many.

*Going off of what's normally accepted, and believes you have WAY to much firepower per ship if you think those secondaries are effective against other capital ships outside of tons of them focused on one ship.*
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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New Nassrau
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Posts: 4873
Founded: Nov 28, 2009
Ex-Nation

Postby New Nassrau » Wed Nov 13, 2013 9:11 am

This is the flag
Civilization Name: Nos'lan Republic

Government Type: Representative Democracy
Population: 7 Trillion

Home World/Capitol: Pulmonata
Capital Status: Here is an image of an area of the capitol.
-Pulmonata- is the nucleus of Molluskonan society. This is the birthplace of the species, and the planet itself is a mix of swampy areas and jungle. Mixed in are rivers and highly advanced cities. As of the present, cities are extremely environmentally friendly. Forest and swamp are side by side with warped and silver buildings as shown in the picture. Underground, huge magnetic generators power the city as well as solar, geothermal, and wind power. The planet is the seat of the Nos'lan Republic's government. The planet is the most advanced planet in the Nos'lan republic as well. It is a center of science and biology as many species that are on the verge of extinction are being worked on being saved by scientists. It is not a center of the military, however.
Notable locations and such:
-Rayquaza- A Military center on Rayquaza.This planet was the third planet colonized by the Nos'lan Republic. It is a world of tall mountains and temperate forests. This is the second most important planet in the republic. It serves as the center of symbiotic robot production as well as the military center of the Nos'lan Republic. The ground forces have headquarters on the planet, and most of the Nos'lan heavy infantry is trained and modified on the planet. It is a center of military and industrial innovation. Even though it is colder that Pulmonata, there are still cities with citizens in them. Currently, the Nos'lan Navy is in the process of moving its headquarters and centers to Rayquaza from the capitol
-Demonos-This planet is very notorious in the Nos'lan and Molluskonan world. This is a small planet a fair ways away from the sun is a system. It was originally conceived as a military outpost, but something went horribly wrong. The symbiotic soldiers or, Nos'lan Standards suddenly revolted from their Molluskonan masters. All factories were shut down, and most evacuated. There have been at least 3 attempts to take back the planet, but it ended in failure. It is currently in lockdown and is blockaded by the Nos'lan Navy. It still is Nos'lan territory, and the government is trying to find ways to take it back. It is not known how the robots got the stigma to revolt, but maybe it was a failure in the factories. It gained the name Demonos due to the supposedly evil robots on it, and its rocky and cold features
-La'solin- This planet is another major planet in the Nos'lan Republic. It has another jungle climate, but unlike Pulmonata, it has volcanic activity. It is also a planet heavy in metal, but a lot of mining centers are in danger from volcanic activity. It had to be terraformed a little to make it habitable, but there are a few cities on the planet. It is very wealthy in metal and minerals.

Founding Species: Molluskono
Other Species: There are symbiotic robots, but they're not considered equal
=========================================================
Society and Cultural information: It is a society of knowledge and environmentalism. The Mulloskono are very quiet and reserved. Most of the species has gotten flabby as robots and symbiotic now do labour and war. For many years, the nation was isolationist, but outsiders who went to the nation were astounded by its advancements and urged it to officially open its borders and trade.
Languages Molluskono
Economy: Currently, the economy is doing great, and the economy is jsut now opening up to the outside world. It is a tech based economy, and exports are beginning to go through the roof
Industry: There is moderate industry, but again, few stuff is worked by Molluskonan people.

Strengths: Science, thought
Weaknesses: Quick reactions
=========================================================
-To Come Later-

Map Claim Size: 5
Grid Coordinates:
Map Claim Color:
=========================================================
Colonization/expansion: The nation is just starting to expand. They preferably want warm and jungle-like planets, they'll colonize anything, but would want the least frozen planets. They do not intend on buying, but colonizing themselves
=========================================================
Foreign policy: Only with contempt, they have no rivals nor allies. They used to be isolationist, so diplomacy is new. On the international stage, they are not brash at all.
Diplomacy: None as of now. Many human races might look upon Molluskonans as disgusting and backwards, but they're really not. They are physically large and can be imposing, but a normal Molluskonan is not.
=========================================================
Military Information:
Nos'lan Standard
-These have biotic matter on the inside and a simple artificial brain, but on the outside have many technological enhancements. These are programmed to fight, and are essentially symbiotic warriors, mixing the best of natural and artificial things. The picture shows one with a hard light sword, but there are variants or riflemen to sniper robot to even infiltration units with stealth add ons.

Nos'lan Wraith
-These soldiers are not just organic matter with a robotic shell. These are the few Molluskonans who have fit bodies as well as military training. These soldiers are strong, and are also fitted with the latest robotic enhancements. Their brute strength is a factor as well. They can hold heavy weapons, but the two robotic tentacles from their back can fire plasma and can lift objects. These are a force to be reckoned with.

Nos'lan Cruiser
-These ships are the mainstay of the fleet. Nos'lan ships are smooth with just a few rugged edges. The metal is a brow/silver color and the ships have either orange or green colors. Weaponry ranges from old fashioned rail guns to plasma weaponry.

Nos'lan Corvette
-These round ships are another mainstay of the fleet. They are versatile as they are troop transports and can be fitted with heavy weaponry as well. They are mostly round like other Nos'lan ships

Strengths: Heavy infantry, sometimes first strike, great ammunition
Weaknesses: Heavy Vehicles.
=========================================================
NS activity:I'm mostly active?
Technological Bases:A little Halo, the rest thought up
Requested Field: Mixed Robot/Organic Sciences
I have read and agreed to the rules and terms: Yes

EDIT- Here's a picture of the species if anyone forgot the species application Here is a Molluskonan!
-Wombat Character
-Martina Del Sol looks like this
Sexy Nass Looks like this
I try my best RP-ing now a different character, like… this woman
-Nass adoptive parent of Aidannadia
-Friends are mostly everyone in Wombat
-Torrocca and I are not dating
-RIP, I WILL MISS THIS

I'm Jewish, AKA I killed Jesus
Lanos... where are you

User avatar
Vortukia
Negotiator
 
Posts: 7011
Founded: Mar 30, 2012
Ex-Nation

Postby Vortukia » Wed Nov 13, 2013 9:37 am

New Nassrau wrote:
This is the flag
Civilization Name: Nos'lan Republic

Government Type: Representative Democracy
Population: 7 Trillion

Home World/Capitol: Pulmonata
Capital Status: Here is an image of an area of the capitol.
-Pulmonata- is the nucleus of Molluskonan society. This is the birthplace of the species, and the planet itself is a mix of swampy areas and jungle. Mixed in are rivers and highly advanced cities. As of the present, cities are extremely environmentally friendly. Forest and swamp are side by side with warped and silver buildings as shown in the picture. Underground, huge magnetic generators power the city as well as solar, geothermal, and wind power. The planet is the seat of the Nos'lan Republic's government. The planet is the most advanced planet in the Nos'lan republic as well. It is a center of science and biology as many species that are on the verge of extinction are being worked on being saved by scientists. It is not a center of the military, however.
Notable locations and such:
-Rayquaza- A Military center on Rayquaza.This planet was the third planet colonized by the Nos'lan Republic. It is a world of tall mountains and temperate forests. This is the second most important planet in the republic. It serves as the center of symbiotic robot production as well as the military center of the Nos'lan Republic. The ground forces have headquarters on the planet, and most of the Nos'lan heavy infantry is trained and modified on the planet. It is a center of military and industrial innovation. Even though it is colder that Pulmonata, there are still cities with citizens in them. Currently, the Nos'lan Navy is in the process of moving its headquarters and centers to Rayquaza from the capitol
-Demonos-This planet is very notorious in the Nos'lan and Molluskonan world. This is a small planet a fair ways away from the sun is a system. It was originally conceived as a military outpost, but something went horribly wrong. The symbiotic soldiers or, Nos'lan Standards suddenly revolted from their Molluskonan masters. All factories were shut down, and most evacuated. There have been at least 3 attempts to take back the planet, but it ended in failure. It is currently in lockdown and is blockaded by the Nos'lan Navy. It still is Nos'lan territory, and the government is trying to find ways to take it back. It is not known how the robots got the stigma to revolt, but maybe it was a failure in the factories. It gained the name Demonos due to the supposedly evil robots on it, and its rocky and cold features
-La'solin- This planet is another major planet in the Nos'lan Republic. It has another jungle climate, but unlike Pulmonata, it has volcanic activity. It is also a planet heavy in metal, but a lot of mining centers are in danger from volcanic activity. It had to be terraformed a little to make it habitable, but there are a few cities on the planet. It is very wealthy in metal and minerals.

Founding Species: Molluskono
Other Species: There are symbiotic robots, but they're not considered equal
=========================================================
Society and Cultural information: It is a society of knowledge and environmentalism. The Mulloskono are very quiet and reserved. Most of the species has gotten flabby as robots and symbiotic now do labour and war. For many years, the nation was isolationist, but outsiders who went to the nation were astounded by its advancements and urged it to officially open its borders and trade.
Languages Molluskono
Economy: Currently, the economy is doing great, and the economy is jsut now opening up to the outside world. It is a tech based economy, and exports are beginning to go through the roof
Industry: There is moderate industry, but again, few stuff is worked by Molluskonan people.

Strengths: Science, thought
Weaknesses: Quick reactions
=========================================================
-To Come Later-

Map Claim Size: 5
Grid Coordinates:
Map Claim Color:
=========================================================
Colonization/expansion: The nation is just starting to expand. They preferably want warm and jungle-like planets, they'll colonize anything, but would want the least frozen planets. They do not intend on buying, but colonizing themselves
=========================================================
Foreign policy: Only with contempt, they have no rivals nor allies. They used to be isolationist, so diplomacy is new. On the international stage, they are not brash at all.
Diplomacy: None as of now. Many human races might look upon Molluskonans as disgusting and backwards, but they're really not. They are physically large and can be imposing, but a normal Molluskonan is not.
=========================================================
Military Information:
Nos'lan Standard
-These have biotic matter on the inside and a simple artificial brain, but on the outside have many technological enhancements. These are programmed to fight, and are essentially symbiotic warriors, mixing the best of natural and artificial things. The picture shows one with a hard light sword, but there are variants or riflemen to sniper robot to even infiltration units with stealth add ons.

Nos'lan Wraith
-These soldiers are not just organic matter with a robotic shell. These are the few Molluskonans who have fit bodies as well as military training. These soldiers are strong, and are also fitted with the latest robotic enhancements. Their brute strength is a factor as well. They can hold heavy weapons, but the two robotic tentacles from their back can fire plasma and can lift objects. These are a force to be reckoned with.

Nos'lan Cruiser
-These ships are the mainstay of the fleet. Nos'lan ships are smooth with just a few rugged edges. The metal is a brow/silver color and the ships have either orange or green colors. Weaponry ranges from old fashioned rail guns to plasma weaponry.

Nos'lan Corvette
-These round ships are another mainstay of the fleet. They are versatile as they are troop transports and can be fitted with heavy weaponry as well. They are mostly round like other Nos'lan ships

Strengths: Heavy infantry, sometimes first strike, great ammunition
Weaknesses: Heavy Vehicles.
=========================================================
NS activity:I'm mostly active?
Technological Bases:A little Halo, the rest thought up
Requested Field: Mixed Robot/Organic Sciences
I have read and agreed to the rules and terms: Yes

EDIT- Here's a picture of the species if anyone forgot the species application Here is a Molluskonan!

Need a Civ app, then you should be good.


NOTICE TO ALL APPS THAT HAVE BEEN LOST IN THE 'FLOOD' OF POSTS, PLEASE DO NOT HESITATE TO REPOST THEM.

User avatar
New Nassrau
Senator
 
Posts: 4873
Founded: Nov 28, 2009
Ex-Nation

Postby New Nassrau » Wed Nov 13, 2013 10:25 am

Vortukia wrote:
New Nassrau wrote:
This is the flag
Civilization Name: Nos'lan Republic

Government Type: Representative Democracy
Population: 7 Trillion

Home World/Capitol: Pulmonata
Capital Status: Here is an image of an area of the capitol.
-Pulmonata- is the nucleus of Molluskonan society. This is the birthplace of the species, and the planet itself is a mix of swampy areas and jungle. Mixed in are rivers and highly advanced cities. As of the present, cities are extremely environmentally friendly. Forest and swamp are side by side with warped and silver buildings as shown in the picture. Underground, huge magnetic generators power the city as well as solar, geothermal, and wind power. The planet is the seat of the Nos'lan Republic's government. The planet is the most advanced planet in the Nos'lan republic as well. It is a center of science and biology as many species that are on the verge of extinction are being worked on being saved by scientists. It is not a center of the military, however.
Notable locations and such:
-Rayquaza- A Military center on Rayquaza.This planet was the third planet colonized by the Nos'lan Republic. It is a world of tall mountains and temperate forests. This is the second most important planet in the republic. It serves as the center of symbiotic robot production as well as the military center of the Nos'lan Republic. The ground forces have headquarters on the planet, and most of the Nos'lan heavy infantry is trained and modified on the planet. It is a center of military and industrial innovation. Even though it is colder that Pulmonata, there are still cities with citizens in them. Currently, the Nos'lan Navy is in the process of moving its headquarters and centers to Rayquaza from the capitol
-Demonos-This planet is very notorious in the Nos'lan and Molluskonan world. This is a small planet a fair ways away from the sun is a system. It was originally conceived as a military outpost, but something went horribly wrong. The symbiotic soldiers or, Nos'lan Standards suddenly revolted from their Molluskonan masters. All factories were shut down, and most evacuated. There have been at least 3 attempts to take back the planet, but it ended in failure. It is currently in lockdown and is blockaded by the Nos'lan Navy. It still is Nos'lan territory, and the government is trying to find ways to take it back. It is not known how the robots got the stigma to revolt, but maybe it was a failure in the factories. It gained the name Demonos due to the supposedly evil robots on it, and its rocky and cold features
-La'solin- This planet is another major planet in the Nos'lan Republic. It has another jungle climate, but unlike Pulmonata, it has volcanic activity. It is also a planet heavy in metal, but a lot of mining centers are in danger from volcanic activity. It had to be terraformed a little to make it habitable, but there are a few cities on the planet. It is very wealthy in metal and minerals.

Founding Species: Molluskono
Other Species: There are symbiotic robots, but they're not considered equal
=========================================================
Society and Cultural information: It is a society of knowledge and environmentalism. The Mulloskono are very quiet and reserved. Most of the species has gotten flabby as robots and symbiotic now do labour and war. For many years, the nation was isolationist, but outsiders who went to the nation were astounded by its advancements and urged it to officially open its borders and trade.
Languages Molluskono
Economy: Currently, the economy is doing great, and the economy is jsut now opening up to the outside world. It is a tech based economy, and exports are beginning to go through the roof
Industry: There is moderate industry, but again, few stuff is worked by Molluskonan people.

Strengths: Science, thought
Weaknesses: Quick reactions
=========================================================
-To Come Later-

Map Claim Size: 5
Grid Coordinates:
Map Claim Color:
=========================================================
Colonization/expansion: The nation is just starting to expand. They preferably want warm and jungle-like planets, they'll colonize anything, but would want the least frozen planets. They do not intend on buying, but colonizing themselves
=========================================================
Foreign policy: Only with contempt, they have no rivals nor allies. They used to be isolationist, so diplomacy is new. On the international stage, they are not brash at all.
Diplomacy: None as of now. Many human races might look upon Molluskonans as disgusting and backwards, but they're really not. They are physically large and can be imposing, but a normal Molluskonan is not.
=========================================================
Military Information:
Nos'lan Standard
-These have biotic matter on the inside and a simple artificial brain, but on the outside have many technological enhancements. These are programmed to fight, and are essentially symbiotic warriors, mixing the best of natural and artificial things. The picture shows one with a hard light sword, but there are variants or riflemen to sniper robot to even infiltration units with stealth add ons.

Nos'lan Wraith
-These soldiers are not just organic matter with a robotic shell. These are the few Molluskonans who have fit bodies as well as military training. These soldiers are strong, and are also fitted with the latest robotic enhancements. Their brute strength is a factor as well. They can hold heavy weapons, but the two robotic tentacles from their back can fire plasma and can lift objects. These are a force to be reckoned with.

Nos'lan Cruiser
-These ships are the mainstay of the fleet. Nos'lan ships are smooth with just a few rugged edges. The metal is a brow/silver color and the ships have either orange or green colors. Weaponry ranges from old fashioned rail guns to plasma weaponry.

Nos'lan Corvette
-These round ships are another mainstay of the fleet. They are versatile as they are troop transports and can be fitted with heavy weaponry as well. They are mostly round like other Nos'lan ships

Strengths: Heavy infantry, sometimes first strike, great ammunition
Weaknesses: Heavy Vehicles.
=========================================================
NS activity:I'm mostly active?
Technological Bases:A little Halo, the rest thought up
Requested Field: Mixed Robot/Organic Sciences
I have read and agreed to the rules and terms: Yes

EDIT- Here's a picture of the species if anyone forgot the species application Here is a Molluskonan!

Need a Civ app, then you should be good.


NOTICE TO ALL APPS THAT HAVE BEEN LOST IN THE 'FLOOD' OF POSTS, PLEASE DO NOT HESITATE TO REPOST THEM.

That is the civ app
-Wombat Character
-Martina Del Sol looks like this
Sexy Nass Looks like this
I try my best RP-ing now a different character, like… this woman
-Nass adoptive parent of Aidannadia
-Friends are mostly everyone in Wombat
-Torrocca and I are not dating
-RIP, I WILL MISS THIS

I'm Jewish, AKA I killed Jesus
Lanos... where are you

User avatar
Imperia Eterna
Envoy
 
Posts: 237
Founded: Oct 15, 2013
Ex-Nation

Postby Imperia Eterna » Wed Nov 13, 2013 10:27 am

'K.
Image Vandals hacked into the Imperial Insignia and changed it.
Civilization Name: Imperia Eterna

Government Type: A Profiteering Empire, placing capitalism and freedom over other matters. The Emperor Eternal is in control of most of the Imperial matters, while each planet is in autonomous control by governors. When the Emperor is absent, the Privy Council handle matters for him.
Population: 3 Trillion

Home World/Capitol: Imperia Prime (Your homeworld and your capitol if it's different)
Capital Status: Imperia Prime is the hub of Imperial activities; only the richest manage to stay there, and a difference of a few billion creds denote whether you live in a domed mansion, or in the slums. It's also where the Emperor Eternal makes his residence, and every ten years Imperia Prime celebrates Imperia Day, celebrating the Emperor's birth and victory in freeing Imperia Eterna. It's located just a few lightyears away from the Andromeda System. It is where the main military headquarters are, also housing the Privy Council's Meeting Hall, and the administration facilities. Currently, due to the Emperor being missing, things are being handled by the Council. This has meant that economy and warfare has been on the Imperial cards for a good couple of months. On the bright side, profits have been at their finest.
Notable locations and such: Imperia Prime, which boasts a castle a 10th of the planet's size; built to accommodate every necessary military, economic, administrative and cultural facility on the planet. Mining Planet Hephaestus - a massive ship that has been built on hundreds of times, hulks over the original planet of Hephaestus.
Founding Species: Humanity
Other Species:N/A.
=========================================================
Society and Cultural information: The Imperial culture is one that puts emphasis on profit, enjoyment, and a willingness to pack a lot of firepower. That being said, the citizens are polite, generally making friends with any offworlder who can handle a good couple of shots of Stregg. (Local alcoholic beverage, strongest thing the Imperials have made) A lot of customs had been taken straight from its mother planet, Terra.
Languages: Slightly-adapted English
Economy: Great, thanks to revitalisation by the Privy Council
Industry: Stellar Shipyards have started popping up around the handful of planets that Imperia Eterna owns. The Council says it's to facilitate extra trading, but who knows...?

Strengths: Very loyal, know how to make a profit, know their way around a gun, diverse
Weaknesses: Sees any alien as a threat to the human race, gets snappy if their hedonistic lifestyle is hijacked for too long, at the expense of the miners they employ on Hephaestus
=========================================================
-To Come Later-

Map Claim Size: (Scale 1-10 1 being small 10 being huge. WE NEED MORE LITTLE PEOPLE)
Grid Coordinates: (Where are you on the map right now? Note don't go to big.)
Map Claim Color:
=========================================================
Colonization/expansion: Colonisation has taken place in the Andromeda System, and where independent and small systems had been resisting, they had been bought out.
=========================================================
Foreign policy: If they are friendly, then try to forge an alliance. If they want war, try to bribe their soldiers. If all else fails, use military reserves.
Diplomacy: NONE

=========================================================
Military Information: Imperial Cadre (Mainstay) (70billion) Deaths Heads (Special Forces = Goon Squad) (10billion) Gurkhas (Military imports from Terra)(25million) Praetorians (Imperial Bodyguards)(300)
Strengths: Fanatic loyalty due to indoctrinated belief that the Eternal Emperor is a living God. Uses superior guerrilla tactics when in a tight spot. MASS RESERVES.
Weaknesses: Cadre tend to be conscripts, so if they don't choose to train and go straight to the field, they fight as well as you'd expect. Deaths Heads are sadistic and feared in the Empire.
=========================================================
NS activity: Not quite sure what to put here. I'll edit once I find out.
Technological Bases: Sten Chronicles(Inspiration)
Requested Field: Also, don't know what to put here. I'll edit once I know. (Only one, do not take already taken ones)
I have read and agreed to the rules and terms: YES


Full Character Name: Chief Engineer Raschid
Nickname: Raschid
Appearance: Black hair with grey streaks, dark blue eyes (IMG)
Height: 5ft 8in (feet)
Weight:158 pounds (pounds)

============================================

Homeworld: Imperia Eterna
Age: 38
Family Members: None, all presumed dead
Current Location: Spaceport in Imperia Eterna

============================================

Biography: Nobody really knows who Raschid is. He's an alcoholic with a less-than-healthy sense of humour, and he looks too old to deserve being an engineer of some ship. An enigma, somehow...
Occupation: Chief Engineer of the Cargo Trawler Cienfuegos

============================================
Armor/Shielding: None - just his overalls
Weapons: An empty bottle of Stregg, a local alcoholic drink
Equipment: Wallet containing his information, mobile communicator
Misc Items: Half-empty packet of cigarettes (Cigars, Gum, ect...)
Quis Contra Nos?

Exports : Antimatter, barley, hops
Currency : Cred
Pro : Profits, racial and gender equality, liberal media, diversity, multiculturalism, alcoholism
Anti : Everything else
National Anthem: Pro Victoria
Political Results:
Cosmopolitan: 37%
Secular: 41%
Visionary: 14%
Anarchistic: 3%
Communistic: 11%
Militaristic: 11%
Anthropocentric: 25%

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