Confederacy of Allied States; Hyperion’s Gates Canon RP
The Precursors are a race long gone, a race once noted for over engineering all aspects of their society. They built planet spanning metropolises, star encompassing power spheres, and at the apex of their empire, the Hyperion system.
The Hyperion system is located in an isolated pocket of space between two galaxies, entirely alone in the intergalactic void and home to more than four hundred planets in mathematically improbable orbits. The cluster is an enigma in an otherwise uninteresting patch of space.
Connected to other isolated systems by Precursor gateways, the planets within the Hyperion system were seeded with life from both galaxies and left in isolation.
That was millennia ago.
A millennia of isolation which allowed fledgling civilisations to rise on the various seed worlds, unaware of their curious predicament until the advent of radio technology.
Your species, at the pinnacle of its space age, now finds itself surrounded by other alien civilisations. The stars are open to you, as they are open to others, how will you push your species into the final frontier?
How will you navigate Hyperion’s Gates?
Overarching premise: The broad, general focus of the RP is to build your civilization, starting from one isolated planet and beginning to explore both the system around you and interaction with your neighbors.
IC Page Link: viewtopic.php?f=31&t=446453
Habitable Zone Map: https://imgur.com/a/lNiLdQT
Rules:
- No Godmodding, Metagaming, Spamming, or Flaming
- The OP and Canon Staffs Word is Law (Link to current mod/staff members: https://www.nationstates.net/page=dispatch/id=623520)
- Respect other RPers
- Hyperion Standard Minute (HSM) - 60 seconds, Hyperion Standard Hour (HSH) - 90 HSM, Hyperion Standard Day (HSD) - 20 HSH, Hyperion Standard Year (HSY) - 450 HSDs, exact days in a week up to player.
Species Traits: List and Descriptions
Species Tree List:
Sentience – Hive/Mixed/Individual
Technology – Biological/Mixed/Technological
Unity – Unitary/Mixed/Exclusive
Violence – Docile/Neutral/Belligerent
Species – Beauty/Balanced/Functional
Descriptions
Sentience rankings:
O Hive mind has one overlord and all drones. (Borg from Star Trek)
o Centrist has an overlord with varying degrees of control over autonomous lieutenants, with a base layer of drones down the chain. (Zerg from Starcraft)
o Individualist beings are all sentient, down to the least of their species. (The Federation from Star Trek)
Technology rankings:
O Biological purists have advanced biotech. Strengths include can quickly grow and multiply even without infrastructure, can easily adapt and make new versions, etc. Limitations include inability or slow to adapt existing bioforms, likely less durability than tech, vulnerable to bio warfare. (Zerg from Starcraft)
o Centrists use both biotech and robotics. Underwhelming both technologically and biologically compared to purists, but are extremely capable of adapting to fit all situations. (Humans from Starcraft)
o Techno purists have advanced tech, slowly but surely producing new and better machines to fit their needs. Strengths include easy retoolment to deal with specific threats, extremely effective specialized units, mass production with a large industrial base. Limitations include need for raw materials to be processed by specialized equipment, slower output rates than biologicals, vulnerable to viruses and AI. (Protoss from Starcraft)
Unity rankings:
O Unitary civs seek to eventually convert all citizens to one species, homogenous populations. Strength is less likelihood to revolt once converted, weaknesses include less willingness of opposition to surrender and additional vulnerability to bio warfare. (Borg, you will be part of the Collective)
O Centrist civs seek to create a coalition of the willing, so to speak. Those who merge into a single species are encouraged to do so, but those who prefer the company of their own without alteration are allowed to keep to their base form without issue. (Benevolent AI, think voluntary synthetic enhancement)
O Exclusive civs maintain the original form of all species, maintaining a tapestry. Strength is easier diplomacy, weakness is a far greater likelihood of internal strife in various forms. Can be offset by a Hive Mind. (The Federation from Star Trek)
Violence rankings:
O Docile will have a far lower internal strife rating, and less violent impact when internal strife occurs, but a limited military effectiveness due to lack of a conflict-oriented mindset. Can be partially offset by foreign commanders from a combo of Exclusive and Individualist. (The Priminae from Odyssey 1)
O Balanced receives no bonuses to either internal strife or warfare. (The Republic from Star Wars)
o Warlike will have far greater internal strife, most of which is violent, but a greatly increased military effectiveness due to centuries of military thinking and eagerness to fight rather than run. Can be partially offset by Hive Mind. (The Klingons from Star Trek)
Species rankings:
o Beautiful races will be far less efficient, consuming far more resources than a similar Functional species. Natural abilities are limited, but said species are fair to gaze upon, leading to a natural tendency for other races to react positively.
O Balanced races are both beautiful and ruthless, their soft and charming exteriors hiding a complex biological circuitry capable of feats unthinkable from looking at them. Available to only Biological races.
o Functional races will be ruthlessly efficient with their biology, a complex mass of tissue housing killing machines. Preferring a utilitarian outlook on their own biology, they value advances to their own speed and strength, caring little for how they are seen by other species.
Planet Choices: Pick a point on the grid of the map and then make your planet accordingly.
Habitable Planet Types:
Hot & Wet Planets
1. Continental – Earth-like.
2. Tropical – Think Scarif from Star Wars
3. Ocean – Think Manaan from KOTOR.
4. Mangrove – Space Florida
5. Atoll – Think Risa from Star Trek
6. Storm – An Earth-like planet dominated by huge storm systems.
Cold & Wet Planets
1. Arctic – Think Andoria from Star Trek
2. Cascadian – A mountainous planet dominated by a northeastern Pacific climate.
3. Swamp – Think Dagobah from Star Wars.
4. Crag – A cold, mountainous planet covered in steep, uneven cliffs.
5. Glacial – A highly eroded mountainous planet covered in slow moving glaciers.
6. Geothermal – An oxygen-rich, arctic planet with an active geosphere, volcanoes are widespread.
Hot & Dry Planets
1. Desert – Think Tatooine from Star Wars.
2. Arid – An Earth-like planet with little surface water.
3. Savannah – A planet dominated by wide, dry grasslands and open spaces.
4. Mesa – A hot, mountainous planet dominated by mesa-like rock formations.
5. Oasis – A planet covered in vast deserts separated by isolated pockets of surface water.
6. Dune - A planet covered by massive sand dunes with a sizable subterranean cave system.
Cold & Dry Planets
1. Tundra – A planet covered with cold, Siberian-esque plains. Typically mountainous and prone to heavy snowfall.
2. Alpine - A planet covered with cold mountain ranges. Planet’s climate becomes considerably warmer during the planetary summer.
3. Katpana – A cold planet dominated by white sand dunes, wind blasted mountains and moderate snowfall.
4. Steppe – These planets are dry and cold, with most of their surface water being isolated by mountain barriers.
5. Atacama – Incredibly dry planets with low surface air pressure. They are dominated by mountains.
6. Antarctic – Think Hoth from Star Wars.
Rare Planets
These planets make up less than 2% of the system and have equal habitability for every class.
1. Floating Planet - A planet with islands that float in the sky, bonus to research and energy.
2. Crystal Planet - A planet with large building sized crystal pillars, bonus to research and food. What causes such mysterious powers of the crystals?
3. Tidally Locked Planet - A planet which is tidally locked around its star, bonus to energy and food production.
4. Abandoned Ecumenopolis - A planet with upwards of ninety percent of its surface covered by cities, now fallen into disuse. Bonus to energy and material production, heavy penalties to food production.
5. Precursor World - A world once used by the Precursors to study the development of the star system. Contain advanced technology, but are also incredibly risky to explore and settle.
6. Gas Dwarf - Unlike gas giants like Jupiter and Saturn, gas dwarfs are gaseous planets much closer to the size of terrestrial planets. Floating cities may be constructed here at great cost and return a bonus to energy production.
Exotic Planets
These planets have strange or incredibly unorthodox biospheres but can still support some form of life.
1. Ammonia – Black oceans, dark green vegetation.
2. Methane – Brown/orange and hazy (Think of Titan).
Planet Type: Choose from all EXCEPT rare and exotic planet classes. Only two planets of the same type per orbital lane.
All planets have a mass of 0.5 Earths, and a radius of 0.7 Earths.
Detailed Description of Home Planet (must match answer given):
Planet location: (Orbital Lane - A [inner]-B-C-D-E-F-G-H [outer]), (Planetary Section - Number between 1 and 52, numbers increasing in the clockwise direction)
Lane A orbits clockwise, B orbits counterclockwise, C orbits clockwise and so on.
Colonizing: Can colonize as much as you can afford. Otherwise, the more you go beyond that, the faster your empire’s stability deteriorates. You may only start with one planet when signing up.
- Code: Select all
App:
[b]Species:[/b]
Species Traits:
Species Name and Description:
Note: Can be humanoid but not human.
[b]Homeworld:[/b]
Homeworld Name:
Description:
Planet Type:
Geography - Brief description of continents and notable landmarks:
Homeworld Location:
[b]Government/Society:[/b]
Name:
Prominent government officials:
Government Type:
Example app:
NOTICE: A sufficient general factbook or any additional factbooks to look at either during or after your app to give an idea of what you species/society/planet is necessary. So please have such on hand or do make plans to have such written done and for the mods to see.
Combat: Combat will be more hard sci-fi like the Expanse, rather than sci-fantasy like Star Wars
Very long range - hundreds of thousands of kilometres
Most weapons save high power laser are ineffective. Nearly all railgun shots can be avoided. All but the most high-powered of lasers are ineffective at this distance.
Long range - tens of thousands of kilometres
Missiles and torpedoes dominate. Most railgun shots can be avoided. Many high power laser impacts deal merely superficial damage.
Medium range - thousands of kilometres
Railguns and missiles dominate. Torpedoes can miss their mark roughly fifty percent of the time. Lasers deal considerable damage.
Close range - hundreds of kilometres
CIWS systems come into play. Railguns and lasers are most effective. Torpedoes and missiles miss frequently. Suicide for most sub-capital ship sized vessels.
Battles which appear to be tied are settled via an unmodified d100 role.
Difference from roll is the margin of victory.
- ATTENTION: If you are inactive for more than 18 days you will be kicked for inactivity, exceptions notwithstanding. If you have IRL complications TG one of the Mods or this account to sort it out.