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Galactic Adventures (SciFi/Char/Mechanic/OOC SemiOpen)

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The National Dominion of Hungary
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Founded: May 31, 2012
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Galactic Adventures (SciFi/Char/Mechanic/OOC SemiOpen)

Postby The National Dominion of Hungary » Fri Nov 08, 2019 1:56 pm

Galactic Adventures

There, I see the waiting dark, I see the fire of distant stars and faces of pale moons. I see the void unwalked and splendid in it's mysteries, I see the void that is my home and to which I return with hope and fear.



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Premise


The Milky Way Galaxy is such a vast place, home countless civilizations and species carving out an existence for themselves among cold, uncaring stars. Humanity has been among these for a long, long time, ever since we left the Sol System in the year 2362 with the Fleet of Resurrection dispersed by the faulty Warp Gate discovered on the edge of our old Home System. We were hurled into a universe of infinite danger, but also infinite possibility as we laid claim to our portion of the stars. Soon, we discovered that we were not alone in our little corner of the galaxy, a great and terrible machine intelligence stalked the heavens and it did find us, but in humanity, the machines met their match. The war unified the thirteen star-nations of humanity under the banner of the Empire of Great Nova led by Emperor Maxilian III Ahusteler, who became the first person to rule a unified human species rising as the first Emperor of the Imperium Galaxis.

This heralded a new age of conquest, the power of the human species would soar to previously unimaginable heights as it stood united under the Empire and firm in it's faith in the Great Unity. With reverse-engineered technologies from the terrible machines, humanity expanded across the void colonizing new worlds and conquering the local alien star-nations at an astonishing pace. As centuries turned to millennia, the Imperium Galaxis expanded further and further across the Galaxy and humanity came upon many well-developed and powerful alien star-nations with long, often bloody histories and bitter rivalries. The Imperium went forth, utterly annihilating many and more, opening their worlds to human colonization. Indeed, aliens were distrusted, hated, slaughtered or enslaved. It was after all an alien race who created the terrible machines that had ravaged and annihilated dozens of organic civilizations. In their carelessness aliens could not be allowed to develop and advance such technologies and many abandoned their artificial intelligence research hoping to the spared the wrath of humanity and some were, for a time at least.

As the millennia turned, humanity grew to rule a vast swathe of the Milky Way Galaxy. By the year 6200 however, the Imperial administration, once known for it's efficiency in governing the vast domains of humanity had grown bloated, convoluted and corrupt. As decades turned into centuries, ever more power slipped from the ineffectual Senate and increasingly lax monarchs and flowed into the hands of powerful regional nobles. The prevalence of piracy, crime and warlordism grew across the Imperium and this decay finally led to the stagnation and regression of human civilization. As the Imperium weakened it still decided to make war upon the "lesser" xeno races of the galaxy until coming upon a mighty alien power ruling a significant portion of the Galaxy. The internal decay and divisions in the Imperium came to a head during the wars between the Imperium Galaxis and the Hemoh Unity. Hundreds and hundreds of worlds burned as the warfronts passed through them. Ambitious nobles and priests took their chance to topple the ruling Emperor of Man and the weakened, stagnant, war-torn Imperium Galaxis finally collapsed.

Seventeen years after the fall of humanity's empire, hundreds of splinter factions and successor states have arisen in the vacuum of power all in near-constant conflict. Aliens once enslaved have taken this opportunity to cast off their shackles, reform their lost star-nations and exact their vengeance upon former oppressors all while alien star-nations beyond Imperial borders rise to claim their place in a once human-dominated galaxy, aiming to surpass the carrion-empire of mankind whose place in the sun has reached it's end. In the chaos that grips the galaxy there are many opportunities, bold nations, bold groups and bold men and women willing to seize them.




Scenario

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The year is 6581 and the Milky Way galaxy is yours to explore as you adventure across the stars. The galaxy is a place of immense danger and dark secrets from a distant past. These stars are a realm of fearsome aliens coming from the unbeholden depths of Galactic Darkspace, treasures beyond imagining and the echoes of ancient doom, indeed, especially it's uncharted regions have long been the doom of many explorers and adventurers as they have attempted to brave it's depths, the dead hulks of their ships still littering the voids of the region.

You can explore virgin planets, you can hunt down pirates, slavers and smugglers, you can become a starfaring criminal, you can be a peaceful trader, you can try to colonize a new planet, you can join one of the various factions present in the galaxy or even gain a following and start your own faction. There are countless possibilities in the Galaxy and it's up to you to play your strengths to make the most out of any situation. There will be dice mechanics in this RP, and the only big limiting factor is your own imagination. Be warned however that dropping in and trying to assassinate a head of state will most likely end in abysmal failure, use common sense and think about your situation and your actions. Victory will not be handed to you on a silver platter with a side of cheese and grapes. Keep that in mind and play your strengths. Depending on how high you set your goal, you'll have to work all the harder for it, and maybe even die trying.

Mostly inspired by Warhammer 40k, Star Wars, Eve online, Mass Effect and Halo. (No I am not sponsored)



Rules, Guidelines and Mechanics

Rules

1. I am the OP whose word is law.
2. Possible future Co-Op's are my prophets.
3. Thou shalt not Godmod, people who don't know what this means don't belong in this thread.
4. Thou shalt not flamebait, troll or otherwise be a douche.
5. Thou shalt recognize that I'd appreciate it if you're planning to be around for the long haul. Check your schedule before applying.
6. Also, thou shalt not sit around waiting for things to happen, in this RP it is up to you to also be active in creating an interesting story for your character.
7. Thou shalt give me friendship, intrigue, drama, romance and character stories, this is a character RP with dice mechanics after all.
8. Yes this is a Sci-fi Space Opera but do utilize some common sense.
9. Rule of Cool Applies, within reason.
10. If you want to fight and argue with someone, take it to TG.
11. Yes this is the internet, however, lets keep any rage we may have IC with our characters.

Established Facets of the Universe

- Warp Gates left behind by the Builders for travel between star clusters.
- Ship-mounted FTL-engines for travel between stars systems in a cluster.
- Faster than light communication through FTL comm-bouys.
- Universal translation cybernetic implants.
- May add more as I think of them.

Banned Stuff

-Star Trek replicators and transporters. Any kind of teleportation in general.
-Eve Online jump clones, medical clones and capsules.
-Resurrecting the dead.
-Synthetic Player Characters.
-Overuse of automated systems, droids, robots, AI, VI. (Should all be supplementary)
-Time Travel.
-Precognition.
-Wormhole technology.
-May add more as I think of it.




Application, Stats and Items




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Criminal: Take what you want, give nothing back. You are part of the galaxy's criminal underworld, unconstrained by law and petty morality you did as you liked to make money, survive and crush any idiot with a deathwish that got in your way. Only you know what you've done, were you a smuggler? A killer? A robber? A hacker? In any case, you have a bounty on your head and the Galaxy wants you dead or alive.

Starts at Port Dusk - Starting Stats: Brawn 20/Brain 10/Heart 10/Guile 35 - Starting Gear: 250 Credits/T25-DEP/Personal Shield - Starting Ship: Pinnace.




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Trader: You prowl the stars buying and selling, determined to make your own luck and staying unaffiliated with any of the large merchant fleets and interstellar shipping corporations. This meant living on a knife-edge between fortune and ruin. Yet, a galaxy caught in such a cycle of violent upheaval like the one currently ongoing brings many opportunities for the enterprising merchant.

Starts at Qharlaq - Starting Stats: Brawn 5/Brain 25/Heart 25/Guile 20 - Starting Gear: 800 Credits/5 Crew - Starting Ship: Light Freighter.




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Explorer: Yours were far, lonely journeys to the edges of mapped space. You roved across the mournful and marvelous void of the frontier and when you lean back you can remember the glimmer of distant stars, the smells of distant worlds half the galaxy away. You've endured nameless hardships. You've seen unnameable things and rallied your crew in the face of the most terrible uncertainty.

Starts at Sathas - Starting Stats: Brawn 10/Brain 30/Heart 25/Guile 10 - Starting Gear: 350 Credits/10 Crew/Senemarys C32/Space Suit/Light Armor - Starting Ship: Brigantine.



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Cultist: Hymns and hymnals, ceremonies and sermons. A multitude of faiths exist across the Galaxy, indeed, no wonder when it is often such a grim and unforgiving place. You preached the word of your faith and saw that the spiritual needs of your little flock were fulfilled. While some fools stare themselves blind at matter, you instead found what matters to the soul even if it forced you out into the void.

Starts at Port Dusk - Starting Stats: Brawn 10/Brain 10/Heart 35/Guile 20 - Starting Gear: 300 Credits/25 Crew - Starting Ship: Old Sloop.



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Mercenary: The Galaxy is dangerous, especially so after so much of it has been ravaged in the fires of an empire ripping itself apart. Among these haunted suns there is never a shortage of work for a sellgun, you are one of them, offering your own brand of private security solutions. Only your own scruples define what these "solutions" are, with some mercenaries being little more than criminals and pirates.

Starts at Noctis Station - Starting Stats: Brawn 35/Brain 10/Heart 10/Guile 20 - Starting Gear: 350 Credits/5 Crew/Medium Armor/Accatran Mark 7 DMR/Mod-5 Foehammer - Starting Ship: Cutter.



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Rogue Psionic: Those who can connect with the mysterious dimensions of Paracasual Space can wield great power and so, most are inducted into units, groups, orders and castes at an early age to serve the interest of their nation. Some however travel the galaxy alone, these Rouge Pisonics are few and rarely remain in one place, crossing systems and clusters to study ancient secrets and commune with strange forces beyond the comprehension of most beings in the Galaxy.

Starts at Rakodan - Starting Stats: Brawn 10/Brain 30/Heart 15/Guile 25 - Starting Gear: 120 Credits - Starting Ship: Pinnace - Starting Trait: Psionic




Brawn: A catch-all term for your skill of confronting and overcoming your problems head-on. Generally governs your combat ability and raw physical strength. How good are you fighting in melee and at range? How good are you at prying open a damaged door? Your success-rate in such situations is governed by your Brawn-ranking.

Brain: Your mental acuity and skill in deduction and observation. Brain governs your ability to tackle problems in a more intellectual manner than Brawn. It allows you to hack into systems, it allows you to use your accumulated knowledge to overcome certain situations, to treat wounded and sick companions and crew and it allows you to recognize various items of a strange and esoteric nature among other useful things.

Heart: Your charisma and ability to speak, convince, intimidate and inspire. Your Heart-level determines your success when it comes to rallying your faltering crew in the face of adversity, to rile up the masses and to smooth-talk your way out of problems and issues and how to intimidate someone into submission. Heart also decreases the effects from general morale loss among the crew.

Guile: Your ability to sneak, deceive and work in the shadows. It governs everything from your ability to hide yourself to your ability to hide contraband from customs officers. It governs how adept you are at observing someone from the shadows, moving unseen or hiding in plain sight. It also affects things such as pick-pocketing should you be in need of such and similar actions.

Health: Speaks for itself, nearly everyone will start with 10 health points. Wearing armor reduces incoming damage and there will be opportunities to increase base health in certain situations. You can heal damage you've sustained by visiting a clinic, a hospital, your own ship's med-bay if you have one or by using medical supplies.

Morale: The resolve and loyalty of your crew, not a "stat" in strict terms but it will rise and fall depending on situations and actions. If you lose a fight badly, can't pay your crew or make a choice they see as morally dubious or against their convictions, the morale will fall. If you win fights, gain valuable items and credits, pay them well, give them shore leave, undertake actions they approve of and give an inspiring speech every now and then, morale will rise. Be warned, if morale drops to a very low level, you may face a mutiny.

Fame: Also not a stat in the strictest terms. Fame is a representation of how famous you are across the Galaxy. Doing great feats can help you earn Fame which also gives you Claims later on if you wish to start a faction of your own and want the other factions and your future subjects to see you as anything but a new pirate gang or petty Outer Rim warlord.


Pinnace: The Kelerah Sunburst 90 is a small and fast ship type once used by racers and now, after becoming obsolete has found it's way into the hands of many spacers. The criminal element running rampant in the war-torn galaxy has taken a liking to the vessel, while it's too small to carry any significant weapon-systems and an FTL-drive at the same time, it's great speed allows it to outrun most pursuers handily. Few ships are more fitting for smugglers as they have some cargo-space and are hard to detect and have thus become a favorite among criminals across the Galaxy.

Cargo space: 20 units
Weapons: Heavy prow-mounted Chain-Gun
Utilities: Smugglers Compartment (10 units of extra cargo)
Utility Slots Available: None
Crew Capacity: 5.

Light Freighter: Used mostly by Outer Rim traders to haul goods back and forth across the regions dangerous space-lanes, the Suvura 3300 Light Freighter has decent cargo capacity for a vessel of it's small size. It is easy to maintain far away from any significant ports and costs very little to keep in operation, a perfect choice for independent frontier merchants. It carries very little in the way of weapons but is relatively quick and nippy, though sadly, so are many pirate ships.

Cargo Space: 250 units
Weapons: Light turreted Laser Gun
Utilities: Med-Bay.
Utility Slots Available: 2
Crew Capacity: 25.

Brigantine: The Yodos-Class Brigantine is an old type of starship but it is still favored by explorers and long-haul traders down on their luck, and is thus ubiquitous in the far reaches of the galaxy where such individuals are commonplace. It has decent amount of storage space for goods and supplies and it comes with a small arsenal of weapons to defend itself from pirates or other scum that explorers may often run afoul of. Be warned, a vast majority of more modern vessels of similar size and tonnage are both faster and more heavily armed.

Cargo space: 100 units
Weapons: 4 Retractable Point Defense Guns - 2 Turreted Light Mass Accelerators
Utilities: Med-Bay - Deployable Rover
Utility Slots Available: 2
Crew Capacity: 30.

OId Sloop: These rattletrap old ships have never been popular, indeed, the Renyran A44 Sloop quickly fell out of mainstream use in the civilized galaxy and thus ended up in shipbreaking yards or being sold by second-hand starship vendors for next to nothing. It's only redeemable quality is said low price and decent cargo space for it's size, becoming the preferred way that outcasts and undesirables from the civilized galaxy end up in the Outer Rim or vanish further into the voids of Galactic Darkspace.

Cargo space: 180 units
Weapons: 4 Turreted Light Laser Guns - 3 Retractable Point Defense Lasers.
Utilities: Med-Bay.
Utility Slots Available: 3
Crew Capacity: 50.

Cutter: The Nenzu Al'Thir Type 19 Cutter is a sturdy vessel that packs a remarkable punch for it's size. This has made it a favorite for small bounty hunter, mercenary and pirate gangs across the whole galaxy due to it's low cost, good speed and heavy arsenal, it does have somewhat poor shielding and armor. These vessels are often used to raid lone traders traveling far away and dangerous space-lanes, but they equally often also find use as escorts and while they are small they are also reliable.

Cargo space: 50 units
Weapons: 2 Missile Launch Systems - 3 Turreted Plasma Carronades - 5 Point Defense Lasers
Utilities: Deployable Tether-Suit.
Utility Slots Available: 2
Crew Capacity: 25.


Badger: The IntraKor T-9 Badger is a small combat ship that has been in production for hundreds of years. It has great armor, carries a decent amount of cargo, and it's weapon systems are interchangeable and reliable. Many pilots return from fights with very damaged Badgers and yet they still work like a charm. It lacks all of the latest bells and whistles, but it's a great deal for a retro model. Overall, the Badger is reliable, gets you home no matter what, and is a solid, affordable choice. It has become popular with small star-states who can't afford a better vessel to fill the role of patrol boat or customs enforcement ship. It has become such a hit that there is a rumor that a MkII and MkIII are in the works.

Cargo: 80 units
Weapons: 2 homing missile launchers - 2 Medium Plasma Cannons - 1 Manually-operated Railgun Turret
Utilities: Shield Generator
Utility Slots Available: 5
Crew Capacity: 20
Price: 25,000 Credits

Pike: The Kelerah K-100 Pike is Kelerah's attempt at making an affordable speed platform with a higher cargo capacity for it's size. It is a mid-level single-crew smuggling and combat ship that is an updated version of the Kelerah Sunburst 90. This ship is slightly slower than the Sunburst, but has more cargo space and a more powerful weapons system than it's predecessor. It is popular with mercenaries and pirates for it's agility in combat. The armor is very light and can't take more than a few blasts, but any opponent will have a hard time hitting this vessel due to it being a small target and it's agility. It is suitable for carrying small amounts of goods from point A to point B in a timely fashion. They are very well built and don't require too much maintenance, and as an added bonus, the ship is cheap at a mere 15,000 Credits. Smugglers and dealers often use it's hard-to-detect cargo hold to smuggle illegal weapons and narcotics. Overall, a solid choice for those who favor speed and cargo above all else.

Cargo: 35 units
Weapons: 1 Prow-mounted High-watt Laser Lance - 1 Homing missile launcher
Utilities: Smuggling compartment (10 additional cargo units)
No available utility customization
Crew Capacity: 8
Price: 15,000 Credits

Kasaar: The Suvura Kasaar Freighter is a timeless classic, hitting the mid-size freighter market about 80 years ago and beloved by merchants, traders, and dealers alike. This vessel was a near-perfect balance of cargo space and armor plating and armed with enough guns to keep pirates at bay. The massive cargo size for a mid-size freighter allowed for transportation of more goods. Along with that, the ship features a fully enclosed docking bay amidships carrying a small shuttle. The ship is very open for customization and militaries on a budget have adapted these dependable vessels for combat, sacrificing cargo space for armor plating and weapons capacity. However, the ship has one major flaw: engine efficiency. Suvura isn't exactly known for their engine quality, and fuel costs can quickly eat into your budget if you don't have engines besides the base ones installed. Overall, a very good choice for Captains who want protection and cargo space on one platform.

Cargo: 600
Weapons: 6 automatic, manual, or a mix of (buyer's choice) homing missile turret ports - 4 Multi-barreled Point-Defense Guns.
Utilities: Mining laser, Shuttlebay.
Utility Slots Available: 8
Crew Capacity: 60
Price: 60,000 Credits

Credit to Mercatus for the ships above.

NMPES: The Nasledniki Mass-Producible Expeditionary Ship (NMPES) as a class is hailed as the single deciding economic decision of the Kopernik-Naslednik War. Naslednik was so successful in its production that millions of the variant were sold off, keeping the Nasledniki economy afloat for decades. The NMPES will hold out against a few ships its size, and most smaller. It fires a large payload and hopes to survive long enough to fire another. That’s what the crew are for, eh? Smaller ships usually can’t survive two volleys, but the ship is maneuverable and repairable enough to get out if needed. It’s large, it’s cheap, it’s got a great first salvo.

Cargo: 40 units
Weapons: 2 Medium Railgun Turrets - 2 Large Gunpowder Turrets - 2 Missile Launch Systems
Utilities: Med-Bay.
Utility Slots Available: 1
Crew Capacity: 30
Price: 45,000 Credits

AAAG: The A'aru-aru'u Asymmetric Gunship (AAAG) was the result of millions of computer simulations by Welkworp. Using their surplus of resources, in set ratios as mandated by supply and demand, they tried to figure out the design with the best maneuverability and strength in combat. It was by no means the best ship on the market; the surplus materials (not to mention mildly hazardous waste) left over by Welkworp were by no means mainstream combat material. However, given enough computer simulations, they found a tanky, medium-weapon variant to surpass all others they tried. Early responders found the tank too slow for their liking, so Welkworp tacked on an additional engine. Publicly, it has a reputation of being adequate, but the use of hazardous materials makes it a turn-off for most in the inner worlds. Slow? Maybe. Reliable? Occasionally. But it's the best bang for Welkworp's buck, and they can prove it!

Cargo: 50 units
Weapons: 1 Missile Launch System - 2 Medium Cannon Turrets - 2 Autocannons
Utilities: EMP, Cloaking Device, Deflector
Utility Slots Available: 1
Crew Capacity: 15
Price: 35,000 Credits

Credit to Zjaum for the ships above


Crew are essential unless you want to do everything yourself, they'll help handle the various systems on your ship, get more guns on the bad guys in a fight, and you can send them to preform various tasks that a brave starcaptain such as yourself can't be bothered with. If you don't appreciate all that then they can at least catch bullets which would otherwise have had your name on them. ((Crewmen unarmed, then they need to use the equipment aboard the ship, which you can either buy, scav, loot, steal, or somehow else acquire.)) Across your travels you may come across special crewmen that are named officers! These are unique crewmembers who you can recruit and they will give some static buffs to your stats. Mascots work in similar ways, though give smaller buffs.


M22B Defender: The Defender is a simple handgun manufactured by the Human weapons manufacturer Kau-Lung. It is a cheap and efficient slug-thrower type weapon, but it does little damage to both shields and armor, so better hope you won't have to deal with anything but unarmored street thugs. Low damage, low range, high rate of fire. Price - 15 Credits.

Irinur Combine T25-DEP: The T25 DEP, or Directed Energy Pistol is a cheap and readily available plasma pistol found across the galaxy. Rare in military use but popular among certain law enforcement agencies and often among criminal organizations. As a plasma weapon it does more damage to shields and armor while remaining dangerous to lightly armored foes. High damage, low range, medium rate of fire. Price - 20 Credits.

Mod-5 Foehammer: The Foehammer is an Raegia Munitions laser pistol most popular among first-in colonists for being cheap, rugged, solid, and precise. It can be used to club an opponent without much risk of damage to the weapon and it requires very little maintenance. As a laser weapon is has very long range and high accuracy while trading some damage output. Low damage, high range, high rate of fire. Price - 25 Credits.

Senemarys C32: The Senemarys C32 is a rugged hand-railgun made by Tearvuris Limited. As a mass-accelerator weapon, it is popular for it's long range and has good stopping power. It is relatively popular on Outer Rim worlds on which colonists have to deal with dangerous wildlife and either cannot afford, legally own, or have no room for a full-powered rifle. Medium damage, long range, medium rate of fire. Price - 30 Credits.

EDI M6 Storm: Produced by Erana Defense Initiative, the M6 Storm was made for armies on a budget but few armies ended up adopting the weapon due to it's low accuracy. Instead the slug-throwing SMG found its way into mostly the criminal underworld and have become almost standard among many of the pirate and corsair gangs of the Sepherus Systems and Outer-Rim. Low damage, low range, very high rate of fire- Price - 65 Credits.

Khirost M51 Carbine: A short plasma carbine that used to be the main service rifle of the Zorvishi Janissaries serving the Imperium. Since the foundation of the Freehold it remained in the hands of the rebel Janissaries who formed the core of the new Zorvishi military. It is currently being replaced by the M55. Some of these older rifles have in various ways found themselves in the hands of mercenaries who were once ZSMC servicemembers, or among pirates who took them in battle. It is capable of semi-automatic and full automatic fire, and it's short length makes it easy to use in confined spaces where it's high rate of fire excels. High damage, short range, high rate of fire. Price 80 Credits.

Zavras 222-AR: A fully automatic combat rifle developed by human corporation Styyer-Bisli. Instead of firing bullets, the 222 fires flechettes, namely .303 caliber fin-stabilized discarding sabot flechettes which in addition to travel faster than a chemically launched projectile, also does more damage to unarmored targets as the munitions fired fracture into shards upon impact. It has over the last century become a favorite among corporate security divisions across half the galaxy. Medium damage, medium range, high rate of fire. Price - 90 Credits.

Loxatl U90: A common, versatile, military-grade mass-accelerator assault rifle. Accurate when fired in short bursts at range, and deadly when fired on full auto at close quarters. The modular design and inexpensive components of the U90 make it a favorite of rebels and paramilitaries all across the Galaxy. It has a reputation for being tough, reliable, easy to use, and easy to upgrade. Medium damage, high range, high rate of fire. Price - 125 Credits.

Accatran Mark 7 DMR: This weapon is steadily gaining popularity among PMC's and law enforcement agencies Galaxy-wide. This designated marksman's rifle is a mass-accelerator based design firing in a three-round burst, equally effecting at taking down shields as it is at penetrating armor. Lethal at any range and easy to use. Medium damage, very high range, medium rate of fire. Price - 160 Credits.

Sollex Pattern 7: A rare weapon that proves that plasma weapons can be effective at long range. The Sollex Pattern 7 is a sniper rifle extremely well suited for its role, it produces negligible sound and muzzle signature while firing, becoming a favorite among silent hitmen and assassins. It also excels at both shield and armor penetration, maximizing its lethality. High damage, very high range, very low rate of fire. Price - 300 Credits.

Powerblades: A term used for a wide variety of melee energy weapons found in the Galaxy from advanced hardlight swords to plasmablades. These weapons function in a similar fashion as laser or plasma weapons but instead of launching an energy projectile at range the emitt a static outward energy field. Absolutely deadly if the wielder can get close enough. Very high damage, melee range. Price - 250 credits.

Personal Shield: A simple, unintegrated personal generator. Contains a sensor-array scanning for objects incoming at projectile speeds and generates a localized energy barrier at the pre-calculated point of impact. It is a simple way of gaining protection from ranged weapons but won't do anything against a melee attack. Basic Energy Shielding. Price - 30 Credits.

Space Suit: General term for the wide variety of sealed suits allowing the wearer to preform EVA. Price - 25 Credits.

Light Armor: Armor, battleskin, combat hardsuit. Armor carries many names in the galaxy. Light armor provides the wearer with basic protection from incoming fire and melee attacks sacrificing as little mobility as possible. Like all even vaguely contemporary armor, it comes with integrated shielding. Basic Energy Shielding, Light Armor. Price - 50 Credits.

Armored Space Suit: Some space suits are made for hazardous combat scenarios and are basically sealed suits of armor. Like all even vaguely contemporary armor, it comes with integrated shielding. Basic Energy Shielding, Light Armor. Price - 75 Credits.

Medium Armor: Heavier than light armor. Medium armor strikes as good of a balance as it can between not hindering the user's movements all while maintaining a strong level of physical protection from incoming attacks. Like all even vaguely contemporary armor, it comes Good Energy Shielding, Medium Armor. Price - 180 Credits.

Heavy Armor: These combat harduits provide the wearer with a powerful defense against attacks. Combining a strong energy shield generator with strong layers of ceramic and metallic plating across most of the body. This does however impede the users mobility. Strong Energy Shielding, Heavy Armor. Requires Brawn level 75. Price - 350 Credits.

Powered Armor: These suit of armor are more than simply defensive equipment. Powered armor is built to vastly improve the strength, speed, agility, reflexes and durability of the wearer. Often worn by elite special operations forces of various militaries. The most cutting-edge military-grade powered armor suits cost almost as much as a small civilian starship. Very Strong Energy Shielding, Powerful Armor, Powered Armor. Requires powered armor operation training. Price - 1000 Credits.


Missiles: Highest Accuracy, High Range, Highest Damage Per Impact, Very Long Reload Time, Low Rate of Fire, High Energy Efficiency, Cramped Ships
Lasers: High Accuracy, Highest Range, High Damage Per Impact, No need for reloads, lowest rate of fire, Very Low Energy Efficiency, ships tend to be the slowest
Plasma: Moderate Accuracy, Low Range, High Damage per Impact, Moderate Reload Speed, Moderate Rate of Fire, Moderate Energy Efficiency
Railguns: High Accuracy, Moderate Range, Moderate Damage Per Impact, Fast Reload Speed, Moderate Rate of Fire, Moderate Energy Efficiency
Gunpowder Weapons: Low Accuracy, Low Range, Low Damage Per Impact, Fast Reload Speed, Highest Rate of Fire, Excellent Energy Efficiency, Requires Faster Ships


Character Application

Remove everything in paranthesis
Code: Select all
[b]Name:[/b] (Pretty self-explanatory)
[b]Gender:[/b] (Pretty self-explanatory too)
[b]Species:[/b] (See the lore for examples or make your own by writing it up under the "Other"-section)
[b]Background:[/b] (Choose one from the list)
[b]Bio:[/b] (At least two paragraphs) 
[b]Equipment:[/b] (See background)
[b]Crew:[/b] (See background)
[b]Ship:[/b] (See background)
[b]Stat Rankings:[/b] (See background)
[b]Traits:[/b] (You start with none unless you're Psionic but you gain some later on)
[b]Other:[/b] (Anything else you want to add? If you want to make up a species for your char write it's description here)




Accepted Starcaptains

Captain Keith Maxwell - Mercatus
Captain Sam Bridge Iron - The Empire of Tau
Captain Lyzzy Lyndsay - The Black Sheep
Chieftess Kyr Mirhorn Van - Ralnis
Captain Leon Tchaikovsky - Elerian
Captain Lucjan Vrana - Rodez
Captain T'kra Tyawerai - Zjaum
Captain Gurku Töodö - Kodoonr
Captain Siamatus Tadosia - Gerdon Laughis
Captain Sakol Linyako - Ness Alquam
Captain Me'lek Tsualn - Ormata


Last edited by The National Dominion of Hungary on Thu Nov 14, 2019 1:16 pm, edited 32 times in total.

Plotek i medialnych bredni nie daj sobie wmówić,
Codziennie się rozwijaj i nie daj się ogłupić,
Atakowi propagandy stawiaj czoło dzielnie,
Nie daj sobą sterować i myśl samodzielnie.


Mass Effect Andromeda is a solid 7/10. Deal with it.

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The National Dominion of Hungary
Ambassador
 
Posts: 1535
Founded: May 31, 2012
Iron Fist Consumerists

Postby The National Dominion of Hungary » Fri Nov 08, 2019 1:57 pm

Lore of the Galaxy



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The Builders, also sometimes called the Firstborn or the Makers were an ancient species of technologically advanced beings whose empire once encompassed millions of fertile colony worlds across the length and breadth of the Milky Way Galaxy. The Builders reigned for millennia as the ascendant civilization in the galaxy until the Great Fall, an unknown sequence of events that ultimately resulted in the collapse of Builder civilization and the extinction of their species around two billion years ago. Although very little is known about this alien civilization or its disappearance, it is known that they were a humanoid-anthropoidal species who rose after the extinction of the First and the collapse of their civilization. The First were an even more ancient and powerful race of insectoids who existed as a form of hive mind or collective consciousness, they are believed to have been the first spacefaring species in the Milky Way and nearly nothing is known about the First by the species of the modern-day Galaxy and almost all that is known about the them is what little has been gleaned from recovered Builder vaults and data-stores, these are often highly mythologized, suggesting that the Builders regarded the First with god-like reverence.

Although the Builders themselves are extinct evidence of their existence remains spread across the galaxy in the form of numerous creations, ruins, installations and artifacts. These artifacts indicate a level of technological sophistication far beyond the greatest achievements of modern science. Many devices left by the Builders, most notably the Warp Gates exhibit abilities that seem to manipulate fundamental physical properties, for example gravity, through the manipulation of Dark Energy. Working Builder technology is relatively rare and despite the efforts of various scientists and engineers, very little is known about how it functions. Some of their devices, such as their Gate network, are based on science so advanced that even the greatest savants of the modern age cannot even begin to estimate exactly how it functions. The mystery surrounding the Builders and their technology would later become a source of inspiration, worship, legend, advanced technology, or combination thereof for the various modern civilizations of the current-day galaxy.


Humanity and the Imperial Remnants: The fall and fracturing of the Imperium Galaxis has brought a torrent of war and violent upheaval to the galaxy, the massive star-empire that once controlled thousands of clusters with a population that numbered in the trillions is gone. Countless Lords, Generals and Cardinals now had an opportunity to put their latent ambitions to the test as every day hundreds of new little statelets and factions rose from the decayed carcass of humanity's vast Empire. Once, the Imperium Galaxis was the industrial titan of the known galaxy with a war machine that while unsophisticated and based around grinding wars of attrition served humanity well in it's many conflicts across the stars. Now, the murderous intent of mankind sees millions and billions dying as the Imperium ravishes itself, all while ambitious alien star-states make inroads into former Imperial space while long repressed slaves rise against their former masters. Monopolization of scientific and technological development by the Church of Unity has long since led to a very, very long period of stagnation and even technological regression with much of the former Imperium's growth powered simply by the weight of it's own immensity. The mightiest of the successor states are the Blessed Empire Solaris, a state ruled by the most fanatical clergy of the Church of Unity. Control of Centrum, the former Imperium's capital planet grants them a powerful advantage and many military leaders and lords saw them as the rightful heirs to the Imperium, the Blessed Empire has vast armies and fleets driven by religious fervor and consider most aliens not even fit for slavery, believing firmly in the Divinity of Man to such a degree that even humans who have undergone large degrees of cybernetic and genetic augmentation are regularly hunted and purged by the Inquisitorial Constabulary. Another major force is the Imperial Commonwealth, a highly decentralized Elective Monarchy that remains truest to the Imperium of old. It is more accepting and tolerant of aliens, offering a way out of slavery. However, it's decentralization has led to significant losses as many Houses actively put more effort into undermining rivals than to eliminate threats to the state. Hundreds of small kingdoms, lordships, military dictatorships, planetary states and cults have sprung up as well, each refusing to back down, each convinced they are in the right.

Hemoh Purity: A name for the vast expanse ruled by the Hemoh, a eugenocracy ruled by a Senate made up of 2000 representatives from the "purest" Hemoh lineages. The Hemoh believe that they are the rightful masters of the stars and it is their duty to bring sacred harmonization to the worthy. Their Empire has expanded for thousands of years, seeking new species to harmonize and new worlds to make their own until the size and scope of their empire could almost come close to rival that of the Imperium Galaxis. While not much more innovative than humanity in the field of technology, the Hemoh still advance and improve slowly but steadily thanks to incrementally taking features and designs from other species' technology and integrating them into their own, much as they do with any genetic traits they find desirable. Their star-clusters are ruled by so-called Archons who have significant local autonomy, but not as much as an Imperial Lord or Commander used to have in the Imperium Galaxis and the Hemoh state is significantly more centralized, for good or ill. The Hemoh are known for their positions as a leading civilization when it comes to technologies such as genetic tailoring and biotechnology. As their race underwent significant genetic degradation to the point of being unable to reproduce naturally any longer, they turned to genetic engineering, cloning and harmonization to preserve themselves and further their species, remaining unable to reproduce naturally. Harmonization has over the course of centuries and millennia risen to a status of being considered holy and an integral part of Hemoh religion and culture as they believe that lesser races are graced as if by divinity when they are harmonized into new forms of Hemoh. They believe that the species selected to undergo harmonization are ascending to greatness while at the same time helping the Hemoh do the same. These subjugated species are initially called "Chosen", and may later advance to higher tiers with the Hemoh hierarchy. The rising power of the Hemoh and the collapse of the Imperium has made the Hemoh a contender for the position of mightiest state in the known galaxy. Their wars with humanity in many ways brought about the ailing Imperium's collapse, this has, despite the terrible losses and great devastation the Hemoh suffered at the hands of humanity to look to the future with a sense of great confidence, firmly convinced that it is now their time to rule the galaxy.

Ellirean Accordance: Another great and old galactic power, the Ellirean Accordance is a vast federation of semi-independent worlds and systems unified in a vast e-democracy ruled by the largest elected parliament in the Galaxy with one representative from each planet. Commerce, science and industry flourishes in the Accordance at the head of which sits the Chancellor, elected by popular vote. In the Accordance, civil liberties and individualism reign supreme which has served them well. While seemingly benevolent, the Ellireans use their cry of democracy and freedom to mask their expansionist efforts of bringing more worlds into the Accordance, but otherwise the Ellireans are seen as the greatest bastion of liberty in the galaxy. Their hated enemy, the humans whose ideologies are so anathema to their own have long kept the Ellireans in check as the two have fought great wars in the past. Now they are taking advantage of the fall of the Imperium to bring human worlds into the Accordance, showing their inhabitants, many of whom lived in abject poverty under the Imperium the benefits of their society which has caused the masses on many frontier worlds to rise against their former lords and clerical masters and later pledge themselves to the Accordance. Militarily, the Ellireans field a large fleet of very advanced warships with the best electronic warfare suites which also serves as a weakness, as their elegant warships need frequent maintenance as well as being difficult and expensive to repair or replace. Their technological superiority has been demonstrated on battlefields across the galaxy many times, though have not fought a major conventional war in over a hundred years. Ellireans are a mono-gendered humanoid species able to reproduce through a process of psionic linking. This has allowed Ellireans to reproduce with any member of any sentient species regardless of gender. They generally appear to most species as "female", though this word hold no meaning for them. Their unique physiology, expressed in a millennia-long lifespans and the ability to reproduce with a partner of any gender or species, gives them a conservative yet convivial attitude toward other races. Favoring compromise and cooperation over conflict but proven more than willing to defend their rights and freedoms by force if these are threatened. Over the thousands of years of Ellirean expansion, they have integrated dozens of species into the Accordance as their worlds joined the grand federation, often persuaded by the high standard of living in the Accord, often considered the highest in the known galaxy.

Pythean Star-Kingdom: An intensely curious species, the Pytheans are among the most advanced civilizations of the galaxy. Long having done away with petty superstitions, their society and culture is devoted to learning, understanding and discovering. They view the universe not only with awe, but also as an intellectual challenge for them to accept and overcome. Ruled under a monarchy with the Royal House of Laedrahn having been in power for over 1000 years, this line of learned philosopher-queens is highly respected among the Pytheans. The powers of the monarch are kept in check by the House of Minds, formed from the uppermost intellectual elites of Pythean society. The House of Minds holds amongst it's powers the power of the purse, so even if the monarch can make laws and declare edicts, she needs to convince the House that their measures are wise in order to raise the taxes to pay for it all. The monarchy is matriarchal, a holdover from old tradition and males from the royal family are excluded from inheritance. Their economy is one of the most dynamic and competitive in the galaxy, with Pythean corporations counted among the leaders of many fields and their citizens enjoy a high standard of living. As a people, the Pytheans have no interest in conquest and see war as a wasteful undertaking pursued by people inferior in sophistication and intelligence. However, they are very much aware that others don't share this view and so they maintain a relatively small volunteer military that relies on their bleeding-edge technology to fight wars of movement and battles of encirclement. Their special operations units are among the finest in the galaxy and their view that wars should be won before they begin often see these elite units deployed to take out supply centers and marshaling yards if a conflict seems imminent. Their ships are heavily automated thanks to advanced technology and require only small crews. The Pythean Crown has managed to keep their people independent of both the Imperium Galaxis and Ellirean Accordance, carefully maneuvering their state through the landscape of galactic politics.

Yaaric Union: A relatively young, small, ambitious and rapidly expanding star-nation, the Yaaric Union has quickly exploded into the galactic stage in a relatively short time when compared to what it took some of the other established civilizations, with a small but dynamic economy providing funds for rapid technological progress, territorial expansion, military expeditions and a mostly decent standard of living. The Emyaar are a near-human species with exceptional eyesight and sense of hearing, with ears that can be slightly articulated. Their society is divided into a caste system containing five distinct castes from the ruling psionic Celestials at the top to the Casteless at the bottom. All castes have inner tiers and while it is rare to move between castes, citizens often gain and lose caste tiers many times throughout life. One's caste and tier determines many aspects of a persons life, from what employment they are allowed to seek to if restrictions are made on their freedom of movement down to how much water is allotted to one's shower every week. It is a system designed to promote duty to the state and to the Emyaar species as a whole and is used to combat wastefulness albeit at the expense of the people's social and political freedoms. The principles of the Great Society permeate the Yaaric state and the culture of the Emyaar people. The Great Society is a highly spiritual, almost quasi-religious, socio-political philosophy that promotes striving for inner harmony as well as harmony between the citizens of the state and service to the Emyaar people as a whole, combining the particular strengths of each caste to counter the many weaknesses and divisions their culture once possessed when it almost ruined their homeworld of Thaelin with over-industrialization and bloody resource-wars. It dictates that people dedicate themselves to a role in a caste and that they shall through their work rise in station and better themselves. In bettering themselves as individuals, they will also better the Emyaar species and civilization as a whole. Their expansions are oftentimes spearheaded by the Steel Caste, the warriors of the Union who exclusively make up it's military. Like the Pytheans the Emyaar fight wars of movement using long range weaponry and fast, hard-hitting grav-vehicles while their warships are known and feared for their heavy spinal mass accelerators and ion guns.

United Freeholds: The Freeholds were born in the fires of the crumbling dominions of humanity. Once conquered and pacified alien star-nations that served as pools of cheap slave labor saw their oppressed populations rise up and expel their former masters, often in orgies of terrible violence. These new, unstable states reformed after often what was centuries, even millennia of subjugation and are in many cases still going through a period of internal unrest and transition as the apparatus of native-ruled states is being reformed. The Freeholds are not a unified state, it is a fractious coalition of over a dozen species whose newly reborn nations are attempting to wrest what they believe is their rightful space and soil from former occupiers. Bloody brushfire wars against human warlords and successors holding such claimed clusters is far from uncommon, though these offensive actions are often undertaken by smaller coalitions within the coalition, as the Freeholder's Charter only stipulates a mandatory defensive pact. Anti-humanism is often rife in the Freehold, though there are those nations, foremost the Zovash who believe that reconciliation, and even cooperation with human rulers whose interests are aligned with the Freehold is more than warranted. Culturally, the Freehold is home to many distinct species and cultures, the capital-world which holds the seat of the Freeholder's Council is a hub of cultural exchange and a great cultural renaissance as once subjugated people's rediscover their old heritages. Economically, these stars are largely poor, with many citizens of the Freeholds living in abject poverty. Ellirean corporations have quickly moved in with vast finances, buying resource extraction rights and making use of cheap labor on such a level that it is causing some to call it colonization by other means. The Accordance is actively courting the Freeholds, providing military advisers, discount surplus equipment and low interest loans to finance infrastructural programs and economic recovery plans. Of the species in the Freehold there are three who make up a precarious balance, having the largest populations, economies and armed forces when compared to other members. None of these three is strong enough to defy the other two, and all have a vested interest in cooperation. These three are the saurian Zovash, who provide a large portion of the Freehold's best troops. Then there are the Salunri, a near-human race whose many populous worlds straddle important trade lanes and who provide many, if not very fine troops. Most of the reasonably successful corporations in Freehold are Salunri-owned and operated. The Tarmassians are a reptilian species who are known for their skill in battle, endurance and hardy physique. Before their star-states were conquered by humanity they lived in a patchwork of warring states ruled by clan-patriarchs. They served as alien janissaries during Imperial rule and are now rediscovering their old cultures, many however embark on careers of selling their guns or turning to piracy.

Greater Kharrash Combine: The Ulthar and their Combine are rather disreputable in the wider galaxy, a nation that has largely chosen to isolate itself from the rest of galactic society. The whole galaxy, especially the Outer Rim and Sepherus Systems are infested with Ulthar pirate gangs and slaving rings, fueling the stereotype of the ulthar thug. It should however be noted that these criminals do not represent the vast bulk of average ulthars, who are forbidden to leave Combine space by their ubiquitous and paranoid government, being resigned to harsh lives working vast factories and mines while living in poverty, inhabiting smog-choked, overcrowded slums. Those that manage to leave Combine space largely have a reputation for being shrewd businessmen and merchants, though in more lawless regions of the galaxy negotiations with a Ulthar are likely to be conducted at gunpoint. The rest of the galaxy views the stagnant, isolated and totalitarian Kharrash Combine as little more than an ignorable problem whose military power has declined so over the recent centuries that it now fights it's galactic rivals with deniable terror attacks rather than the wars of it's heyday centuries ago. The state claims that the Ulthar homeworld of Kharrash has an economy and standard of living that rivals that of the homeworld of the Ellireans and a teeming population of 450 billion living in vast, interconnected cities powered by great fusion reactors and renewable power plants. In reality they rely heavily on faroythe throughout the whole state, only worsening the problems of pollution and poor air quality in the congested cities. Ulthars are a humanoid species, a flat stripe of ridged cartilage runs along the tops of their skulls and down the backs of their necks. They have ears pointy at the upper end and the part of their faces commonly associated with the nose among humans is instead an inverted flat triangle. Their most distinctive physical feature however is their four eyes, an uncommon trait among other humanoid races. One pair is set wide in prominent bony sockets protruding from the corners of their face. The second set of eyes is smaller and closer together, set higher on the face, just beneath the middle of the forehead. The unlthars place an extremely high value on social caste and rankings, overstepping one's place is deeply frowned upon. Official social status can however be bought on an ongoing basis like a subscription service, allowing those wealthy and successful enough to buy their way into the elite circles of Ulthar society given enough funds. Slavery stands as an integral part of their caste system.

Farassaq Kingdoms: Known colloquially as the catman realms among the humans, the realms of the Farassaq are a number of highly autonomous states tentatively unified by a High King of all the Farassaqui. These Farassaqui are a felinoid mammalian species who hail from the arid planet of Sarqon. Millennia ago as it seemed ecological degradation and over-industrialization might doom them all, they sent dozens of sleeper-ships into the void to find new habitable worlds, giving their species and civilization and second chance. As it happened, those who remained in the home-system managed to avert the ecological disaster and after inventint faster-than-light travel, they reestablished contact with the sleeper colonies that had survived and in many cases thrived. Several wars followed but after many decades bloodshed a compromise was struck, giving rise to the Farassaq Kingdoms of today. The Farassaq Kingdoms are ruled as constitutional monarchies, and their kings and queens need to take the accounts of Common Houses, made up of elected representatives into account as they make their rulings for the Common Houses can if they so choose overrule the monarchs on most matters of law. In turn, the monarchs vote on who among them shall succeed to the position of High King after the former's passing. The Farassaqui are known to cultivate a culture of great extravagance. Their often flamboyant fashions are often ridiculed but then almost invariably copied by the rich and powerful across half the galaxy. Art is particularly prized in the kingdoms and has been a focus of High Queen Wrrwain's reign, who has inspired something of a cultural renaissance after lifting several bans on artistic expression once put into place after significant lobbying by the clergy of the Trinity of Cats. The aristocratic circles of Farassaq is vicious and marked by fawning envy to those richer and more powerful than oneself. Each of the Kingdoms maintains it's own armed forces, varying in their doctrines and organizational structures but all beholden to answer the call of the High King in times of war. This gives the Farassaq Kingdoms a diverse assortment of military specializations to call for when they are needed in specific types of theaters. Their warships tend to be small and nimble but relatively cramped, and the Farassaqui are known to have some of the most skilled if not most experienced starfighter pilots in the known galaxy.

Qharlaquan Republic: A star-nation no larger than those ruled many petty Outer-Rim warlords, the Qharlaquan Republic encompasses only a handful of star-clusters in it's domain, however, it sits in a vital junction of many of the galaxy's most important space-lanes which allowed Qharlaq, homeworld of the Gharryn species to flourish and prosper. The Republic has been able to maintain their independence through becoming one of the galaxy's most important trade hubs and it's capital world has grown into one of only two ecumenopolises in the known galaxy, where millions upon millions from thousands of planets come to seek their fortune. Qharlaquan is one of the most populated planet in the galaxy and among it's most important financial centers. Their banks are heavily involved with the finances of all the states, corporations and more wealthy individuals of the Milky Way. Its economic position is so great despite little military strength and strategic depth to speak of, that even the Imperium Galaxis at the height of it's power left them well alone. The Qharlaquan Republic is governed by the Grand Directorate, a panel consisting of representatives from their largest gigacorporations. Qharlaquan-built warships are large, bulky, slow and are poor at travelling long range. Although their offensive and defensive capabilities are stellar. Gharryn and Qharlaquan culture is highly individualistic and based on the pursuit of profit, the "self-made man" is the highest ideal many aspire to and a high degree of separation exist between private and professional life, individuals are free to engage in almost any activity outside the workplace. This is done with no repercussions to their professional reputation as long as it does not affect their productivity and social conduct in the workplace. Due to this Qharlaquans engage in many activities that aliens might consider hedonistic. Qharlaq is one of the jewels of the galaxy, rarely, if ever touched by it's war, trials and tribulations. It is a place where almost anything is possible and where nearly anything can be found and bought if the price is right.

The Outer Rim Worlds: The semi-explored Outer Rim of the galaxy is home to many independent colony worlds, small star-nations and rampant criminality. As long as there has been space-faring civilization, the dissenters, undesirables, pioneers, cultists and pariahs of a hundred species and societies have all drifted out into the Outer Rim. The technology of the modern era is sparse in this part of space as they are still developing and distance from the core is great. For most of these worlds, nature is their greatest enemy. Most inhabitants of the Outer Rim live hard, poor and often short lives, but these worlds are not without value as many raw materials come from the outer-rim to industrial centers in the core and mining colonies are especially prevalent. The independence of these many free colonies, local species and small nations comes with a price as the Outer Rim is rife with conflict, warlordism is endemic and the region is a veritable haven for illegal activities, particularly piracy and the slave trade. Terrorist organizations also often build bases and hideouts among the stars of Rim. The heart of the Outer Rim is Noctis Station, built in the mined out husk of a large planetoid. The station is home to over 250 million inhabitants and hosts the Outlaw Council, the only tenuous authority present in the region and is the home of the bearer of the Renegade Crown, a figurehead whose main task is to serve as a unifier if any of the greater powers in the more civilized parts of the galaxy start spreading a bit too far into the Rim. Despite a significant sentient presence there are many secrets and mysteries to uncover in the Outer Rim, and thus the region draws explorers and pioneers in equal measure to criminals and terrorists to it's many diverse worlds. Many mysteries remain in the Outer Rim, ancient ruins, strange happenings, appearances made by fearsome aliens coming from the depths of Galactic Darkspace and echoes of ancient doom ring out across these stars which shine far from the light of civilization. In many places the stars align and dark paracasual forces, being and magics bled into realspace, causing many psionics hoping to learn the dark arts to come to those haunted suns. A good number of native species in the Outer Rim have been "uplifted" by the warlords, who use their worlds as staging grounds and them as slaves and soldiers, and many planets inhabited by the native species of the Outer Rim remain in largely medieval societies with the technologies of the modern galaxy very rare indeed, and mostly in the hands of wicked men who come to exploit them.


Centrum: Former throneworld of the Imperium Galaxis, this vast ecumenopolis is now under the control of the fanatical clergy at the head of the Blessed Empire. While never friendly to non-human, the world has since the takeover of the Blessed seen bloody purges of both non-humans and humans deemed impure in the eyes of the madly radical clerics. Billions of Unitarian pilgrims flock to the planet every day, eager for a glimpse of one of the untold number of gargantuan Imperial cathedrals and holy places on the planet. In spite of the fact that millions of pilgrims are accepted daily, many more are kept waiting. These pilgrims are a significant source of income for the locals, many of whom rent rooms at immense prices. Indeed, even today with wars raging across the former domain of the Imperium, nothing has slowed the throneworld and it has seen very little fighting and remains an industrial powerhouse of great magnitude, it's wealth and production capacity a great boon to the Blessed Empire. Inhabited by trillions, the planet is divided between the immensely rich upper-class composed of the Blessed Empire's higher clergy, nobles and state functionaries and a largely impoverished underclass living in the vast hives of the ecumenopolis.

Qharlaq: The second of only two ecumenopolises in the galaxy, Qharlaq is one of the most important financial, trading, cultural and industrial hubs in the galaxy, rivaled only by Illeon in the Ellirean Accordance. If you can make it here you can make it anywhere they say. Galactic City as it is often called is a glamorous, dazzling spectacle that draws the imagination of a whole galaxy, far removed the drudge and dreary nature of Centrum whose very streets seem intent to break the will of those who walk them. Home to three trillion beings who together make up a great and diverse menagerie of alien species. The largest melting pot of the galaxy, on this great city-world a thousand species and cultures mish and mash and an immense amount of wealth flows through it. The vast conurbation that spans the whole planet is one of great contrast, vast spires and skyscrapers reach above the clouds, the only thing keeping some of the more outlandish designs from collapsing are localized A-Grav generators. The further below one goes descending the many hundreds of levels into the planet's crust, the worse the conditions get and the lowermost deepslums are as dangerous and crime-ridden, if not even more so than a thousand Outer-Rim worlds.

Illeon: Often referred to as the "beating heart of galactic democracy" and as the "planet of romance", the planet of Illeon is the home of the Ellirean species and is often seen as the true capital of the Accordance where the powerful Ellirean matriarch pass their judgement on one of the galaxy's greatest powers. Center of a vast economy and important nexus of many trade routes, the planet's great deposits of Mictharium, abnormally large for a warm, lush garden world has been an immense boon to the Ellireans throughout their history as a spacefaring species, it has allowed them to have access to a vast amount of fuel, powering early exploration missions from their home system. The planet is home to a great population, mostly concentrated in a number of vast gigacity-conurbations interconnected by dense networks of infrastructures. Much of the planet remains covered in teeming vegetation where animals flourish in the beautiful woodlands, valleys, hills and jungles and many small towns and communities fill the planet. The great cities are clean and emit little pollution when compared to those of many other civilizations as the Ellireans greatly value the beauty of nature, with advanced arcology, transit and city-planning technologies allowing for this small environmental footprint.

Sathas: An Outer-Rim world where the banner of the Yaaric Union is, this has however allowed it to flourish, and colonies populated by increasing numbers of Emyaar settlers are springing up all over the savannas, canyons and jungles that cover the world, clustering around it's misty, winding rivers. The local Sathanni, a primate-like sentient species with a primitive, copper-age civilization are seeing ever greater numbers of "skymen" on their world, and now, strange skyman priests are coming to their villages preaching of a creed they call the Great Society. Not all Sathanni welcome these developments, and raids on outlying colonies and homesteads has led to a large Steel Caste presence. Still, the main colony town of Fiyarro is a bustling port where many explorers from the inner regions of the galaxy stop by before venturing further into the Outer Rim. Opportunities for enterprising explorers can often be found here visiting captains in Fiyarro are eager to sell star-charts and maps leading to supposedly great discoveries of verdant worlds, valuable minerals and strange, exotic place with equally exotic treasures.

Port Dusk: The edge of civilization, or at least what passes for it at the end of the Outer Rim. This old space station was constructed out of an old star-fort lefe behind by a now extinct species thousands and thousands of years ago. It has since been haphazardly expanded, with new blocks added, even an entire ship has been welded into the station. Port Dusk attracts the outcasts of a thousand clusters, here they all come, one last port of call before continuing into the unknown voids of Galactic Darkspace. Structurally, the station is a maze of passageways, halls and great chambers. Within the station there bustles a changing population of diverse, strange and exotic individuals, persons from every species in the civilized galaxy can be found here. Exploring captains often spend many weeks in port while their ships are refueled and repaired. Cultists burning with zeal to spread their faiths to the lost souls of the station pontificate in tiny shrines. Traders and smugglers whisper deals behind curtains in the station’s drinking dens. Port Dusk is ruled by an Outer Rim warlord named Kudrem Zodubam, an Innux man of dour disposition. His fleet of ramshackle warships dock here when not on patrol through his territories or out raiding the worlds and outposts of rival warlords.

Noctis Station: At the confluence of many of the Outer Rim's important trade lanes, built in the mined-out husk of a metallic asteroid, Noctis has been a haven for criminals, terrorists, and malcontents for thousands of years. At times, the station has lain idle and abandoned for centuries, only to be reactivated by a new group of outlaws seeking a fresh start. The space station's original elegant design has given way to haphazard expansion by scrabbling factions of every species. The station is home to the Renegade King, a heroic figure of the Rim chose to act as a ceremonial figurehead who should in theory unite the warlords if any of the major powers start pushing a bit too far into the Rim for their liking. The station's population of around 250 million are housed in everything from elaborate homes in the spires to doss spaces near the outer hull all are available and all cost an appropriate number of credits. Here also are many items for sale which would normally not be found anywhere else, and better still, no questions are asked. Strange artifacts brought from the depths of space, exotic narcotics from worlds yet unnamed, illegal gene-mods all this and more is traded throughout the dim, ruddy hallways of the station.

Rakodan: A strange place in the Outer-Rim, where a weirdly tinged sky casts above a red deserts, crags, mountains and antediluvian ruins left behind by an ancient species whose very name has been lost to time. Whoever the inhabitants were, they are long gone, only dark tombs and crumbled temples give silent testimony to their presence. On this world, the veil between realspace and paracasual space is thin, even as one approaches the planet, strange sensor readings and data-surges affect the ships of those who come. But they still come in number, mostly psionics hoping to glean knowledge of the Beyond in the ancient ruins or scavengers picking through them. Due to the planet's harsh terrain, and the strange warping powers of the beyond seeping into realspace, Rakodan's native fauna was both vicious and cunning, it has been the doom of many an unwary visitor who has come to the planet seeking wealth and knowledge coveted by many. Even if these dangers are avoided, spirits and demons from the beyond are all said to dwell in the dark ruins and haunted tombs.

Aleemu: This Outer Rim world was filled to the brim with freshwater, with only a few islands (that would pass for mountains and ranges on other worlds) preventing the world from displaying a perfect glossy blue color. It lacked the essential elements for life, however, and so remained a virgin world for billions of years, only recently having been discovered and explored. The absent need for purification has drawn a lot of merchants towards the planet in the hopes of sucking it dry, bringing the bounty of the oceans to desert colonies at a premium, and turning a large profit. As the waters lowered, colonists jumped at the opportunity to establish their own little principalities. The settlements remain quite sparse and heavily divided, but the ones that can plant themselves on dry ground find themselves to be quite successful. They're eager for construction materials, mechanics, and anything that will help them turn a marsh into a paradise. On the shadier side, some individual colonies also want to cut their distant brothers off at the root. Once the land emerges, the land would be then be theirs, and they wouldn't have to worry about powerful, bothersome neighbors. It's a growing, thriving planet, one of the few notable ones at least.

Taiuqua: Billions of years ago, a larger planet crashed into it and sent it spiraling out of its orbit. It now wanders alone through the galaxy, its old core of iron and nickel cooled and exposed for all the galaxy to see. It lies closer to the Inner part of the galaxy, and many factions claim it, but few colonize its bleak soil, and no faction cares to war over it. Many shadier characters, not to mention subterranean and light-sensitive creatures, have burrowed into the non-metallic continents, taking refuge outside the light of a sun behind heavy bulkheads separating them from the void. It bustles, much like you would expect an average Inner World planet to do, and the people there have a much more ho-hum attitude with life than one would expect. Because of a sequence of good economic decisions, the average citizen can survive and even thrive by working there. Despite being literally a shady planet, its outlook is quite bright. You can make a good living by working with these gents- just bring your own lights.


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Warp Gates are massive FTL transit devices scattered throughout the Milky Way and usually located within star systems. They form an enormous network allowing interstellar travel. Hailed as one of the greatest achievements of the long extinct aliens known as the Builders, a Warp Gate can transport starships near-instantaneously to another directly linked gate within the network, allowing for journeys that would otherwise take years or even centuries with even the most modern conventional FTL-drives. Warp Gates are massive, irregular crescent-like structures that are either gravitationally anchored or just float alone in the edge of a system. They have been crafted from an unknown alloy that is shot through with bizarre geometric patterns in tarnished golden and pearlescent metal. They shimmer slightly when viewed with human eyes, almost as if they were a mirage of no substance. This is an optical illusion that may be produced by the continuous and paradoxical gravitic and electromagnetic stresses encountered within the gate’s vicinity. Warp Gates are believed to be indestructible by galactic society but no known attempts have been made to actually damage or destroy a gate because they are the only means of long distance space travel and thus too vital to risk.


Mictharium, is a rare material that when subjected to an electrical current is capable of projecting directional gravito-electromagnetic fields which can then be manipulated. This phenomenon is used in several ways by modern galactic civilizations, from generating artificial gravity on starships to manufacturing high-strength construction materials. It is most prominently used to enable faster-than-light space travel without causing time dilation. The material is common in the asteroid debris that orbit neutron stars and pulsars. These are dangerous places to mine, requiring extensive use of robotics and shielding to survive the intense radiation from the dead star but it is also vital to the survival of modern societies. Some planets also have Mictharium deposits or coalesced around a larger deposit during their formation. While these secondary sources are more common and safer to mine the yield from the ore is not as large. As a naturally occurring chemical element, Mictharium can be found everywhere and in anything but in non-extractable quantities. For example, an ancient geological survey on Centrum showed that Mictharium exists in a quantity of less than 0.003 parts per trillion.

FTL-drives or "Warp-drives" in common parlance are devices which allow ships to travel at FTL speeds through space. FTL drivecores work by exposing refined Mictharium to electric currents, creating fields in which gravity can be manipulated to a point where velocities faster than the speed of light are possible without bending space-time and causing time dilation. The precise maximum speed and the time this acceleration can be maintained varies depending on the exact type of FTL-drive being used. In general, the larger and costlier the drive, the longer the ship can run at FTL-speed. FTL-drives do not provide any motive power on their own and a ship still needs to use it's regular engines to go anywhere at faster-than-light speed.


Image

The Material Plane, mostly called Realspace or simply Space in common parlance is the four-dimensional "region" of space-time where the Galaxy and material world exists. Realspace abides by all the laws of physics and the natural world known to the Galaxy. Then there is the hyperdimensional, non-Euclidean, psychically-reactive region of space-time that underlies the physical universe. Officially referred to as Paracasual Space, the Beyond is both a twisted mirror of Realspace while at the same time permeating all of it as if it were an invisible, undetectable mist. It is infinite and it is nowhere, ever-changing and perpetual all at the same time. The "energy" that makes up the Beyond is believed to be the direct result of the existence of sentience in the universe, in particular the intelligent species of the Milky Way Galaxy. The Beyond is an ocean of chaotic psychic energy, the raw emotions, both positive and negative of trillions of sentient beings given physical form and constantly stirred by shifting emotions and actions. The mind of every sentient being in the material universe leaves an imprint within the Beyond and although the signature of one single person is insignificant in the energy or influence it generates, when the imprints of an entire intelligent species of billions upon billions of individuals are combined they have a huge impact on the very nature of Paracasual Space.

The Paracasual Space is the source of so-called supernatural phenomena that have turned into legends and stories by the species and cultures of the Galaxy. The barrier between Reality and the Beyond is not equally strong across the galaxy. In some places, the veil is thin, allowing the influence of the Beyond to bleed through. Such areas might be permanent or temporary, and could be of nearly any size, the result of random chance or the intentional acts of strange cults or empyreological experiments. Such places tend to often be considered "haunted" or "ill-omened" in common folklore, people might hear voices, glimpse movement out of the corners of their eyes, or experience nightmares or even waking visions. Temperatures might plummet or fluctuate and individuals might feel a sense of wrongness that they cannot describe, or strange and disturbing sensations they cannot quite explain. This "Veil" between the realities is mostly believed by empyreologists to be the very laws of physics that govern Realspace.

Sentient creatures with a abnormally strong signature in the Beyond have long been able to use the power of the Beyond. Magicians, witches, mediums, shamans and exorcists have all trapped into its power across the breadth of both human and alien history, albeit often unwittingly. These people are officially called Psionic and in a simple, concise sentence, working psionics is the manipulation of energies drawn from paracasual space in order to directly alter or impact the natural world beyond the limitations imposed by the laws of nature. Using psionics will always drain the paracasual energies present within the psionic but drinks containing ground up Travus Crystals can be used by psionics to heighten their levels of paracasual force and allow for the use of more powerful and numerous incants. If one draws on more power than one has access to, it is not unknown for the great and mystical forces of paracasual space to hurt or even kill the overly ambitious incanter as the raw power coursing through body and mind burns through them like a fire. A greater personal willpower and gradual bodily adaption to slowly incrementing levels of paracasual forces allows the caster to "draw in" more power from the Beyond and thus allows them to cast more powerful incants with greater safety.


The galaxy's starfleets operate a wide variety of combat vessels but these come under a number of general categories depending on their tonnage, armament and crew size.

Strike Craft: Smallest are the many kinds of fighters, interceptors and bombers. Too small to mount an onboard FTL-drive, they must be carried into battle by larger starships or be launched from planetside bases. Many are constructed as "spaceplanes" in order to seamlessly transition from operating in space to operating in atmosphere. Bombers are highly useful in targeting exposed sections of enemy ship and can thus be a nail in the eye for even heavier vessels. Strike craft rarely have a crew larger than two.

Attack Boats: Often referred to as cutters, picket-frigates, gunships or torpedo boats, these vessels are officially known as Patrol Craft. Clue in the name, are used to mostly police more stable sections of the space under the banners of the galaxy's greater powers. Used for customs enforcement and in-system patrol, they do however find much use in anti-piracy operations closer to the Outer-Rim. Often armed with a missile launch bay and some point defense guns. They often follow and support Frigate wolfpacks in full scale fleet battles. Rarely more than 100 meters long and with crews above 40.

Corvettes: Mostly measuring between 150 to 200 meters, corvettes are mostly used in a fast attack and recon capacity, especially adept at commerce raiding, comparable ships are often in the hands of privateers, pirates and successful mercenaries. Corvettes are often used by the Special Forces branches of various star-nations in such cases often equipped with stealth systems making them hard to detect across the vastness of space. They rarely carry a crew larger than 200.

Frigates: Alongside destroyers, frigates are the "poor bloody infantry" of most navies. Versatile and used in every role from long-range patrol to convoy escort, groundside support and full-scale fleet battles, where they usually form into screening squadrons escorting larger ship or wolfpack squadrons prowling the engagement zone. Greatly varying in size from 300-meter light frigates to over 500-meter heavy frigates. They rarely carry crews higher than around 850 and not lower than 400, often with significant marine complements.

Destroyers: Rarely measuring greater lengths than 650 meters, destroyers are heavily armed and armored for their size, often twice the tonnage of a frigate without being significantly larger. Destroyers often have little in the way of omnidirectional firing arcs but have terrifyingly deadly forward-facing weaponry as their main purpose is going on the offensive, often against enemy ships larger and heavier than themselves. They rarely carry crews numbering any more than around 800 individuals.

Cruisers: These ships, like frigates come in many varieties, shapes and sizes. From 800-meter light cruisers optimized for anti-air duties mounting extensive point-defense grids to 1.5 kilometer vessels with heavy ship-to-ship firepower. All cruisers are foremost main-line combat ships and are often the largest ships present in smaller scale engagements, leading squadrons of frigates and destroyers into action. In larger fleet battles they focus on their special roles, light cruisers often providing cover from strike craft while their heavier counterparts trade fire with enemy capital ships. Cruisers can carry complements of between 1000 and 3000 crew.

Battlecruisers: Blurring the lines between heavy cruisers and fully-fledged battleships. The battlecruiser is a hard-hitting capital ship often surprisingly fast and agile for their great size and mass. They are mainly intended to hunt down slower, older cruisers and battleships and then destroy them with heavy gunfire while avoiding combat with the more powerful but slower more modern battleships. Often commonly (and erroneously) called "fast battleships", these vessels often measure up to 3.5 kilometers in length and can often have crews numbering near 6000 souls.

Battleships: Heavy attack ships bristling with deadly long-range firepower, only brought out to large-scale fleet-battles involving hundreds of vessels and the stakes being control of a strategically important planet or warp gate. They are simply too large and too slow to be brought out to anything smaller than such massive engagements and too expensive to risk losing to a lucky critical hit or two from a squadron of prowling Battlecruisers. Some battleships carry significant complements of strike fighters and some even have internal docking berths that can hold full squadrons of attack boats or even a few corvettes, turning what looked like a lone ship cruising the stars into a small but deadly flotilla at a moment's notice. Battleships can reach a length of up to 6 kilometers and their crews often reach up to 10000 individuals.

Carriers: These vessels can come in many sizes, from vast fleet carriers the size of battleships able to launch hundreds of strike-craft to smaller escort carriers no larger than a destroyer carrying only two or three squadrons on board.

Dreadnoughts:



Last edited by The National Dominion of Hungary on Thu Nov 14, 2019 11:25 am, edited 6 times in total.

Plotek i medialnych bredni nie daj sobie wmówić,
Codziennie się rozwijaj i nie daj się ogłupić,
Atakowi propagandy stawiaj czoło dzielnie,
Nie daj sobą sterować i myśl samodzielnie.


Mass Effect Andromeda is a solid 7/10. Deal with it.

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Postby Ralnis » Fri Nov 08, 2019 2:06 pm

Can I be a person who was cryogenically frozen person from like 2015 and gets thawed out from a company that would use his body for science but went bankrupt and he is thrown into a galaxy that he barely even knowns and just goes around figuring out his past or try to make a new life?

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Postby The National Dominion of Hungary » Fri Nov 08, 2019 2:17 pm

Ralnis wrote:Can I be a person who was cryogenically frozen person from like 2015 and gets thawed out from a company that would use his body for science but went bankrupt and he is thrown into a galaxy that he barely even knowns and just goes around figuring out his past or try to make a new life?


Not really, Earth is cut off from the Galaxy behind a broken Gate, at least for now. You can however be a cryogenically frozen person from like 6000 or so during the heyday of the Imperium.

Plotek i medialnych bredni nie daj sobie wmówić,
Codziennie się rozwijaj i nie daj się ogłupić,
Atakowi propagandy stawiaj czoło dzielnie,
Nie daj sobą sterować i myśl samodzielnie.


Mass Effect Andromeda is a solid 7/10. Deal with it.

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The Empire of Tau
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Postby The Empire of Tau » Fri Nov 08, 2019 2:30 pm

This is Starsector, but in roleplay form?

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Postby Ralnis » Fri Nov 08, 2019 2:31 pm

The National Dominion of Hungary wrote:
Ralnis wrote:Can I be a person who was cryogenically frozen person from like 2015 and gets thawed out from a company that would use his body for science but went bankrupt and he is thrown into a galaxy that he barely even knowns and just goes around figuring out his past or try to make a new life?


Not really, Earth is cut off from the Galaxy behind a broken Gate, at least for now. You can however be a cryogenically frozen person from like 6000 or so during the heyday of the Imperium.

Oh no, I don't mean on Earth but somewhere else in the galaxy where they were to wake up and be used for science.

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Postby The National Dominion of Hungary » Fri Nov 08, 2019 2:35 pm

The Empire of Tau wrote:This is Starsector, but in roleplay form?


Hmm never heard of that game actually :blush:

Plotek i medialnych bredni nie daj sobie wmówić,
Codziennie się rozwijaj i nie daj się ogłupić,
Atakowi propagandy stawiaj czoło dzielnie,
Nie daj sobą sterować i myśl samodzielnie.


Mass Effect Andromeda is a solid 7/10. Deal with it.

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Postby The National Dominion of Hungary » Fri Nov 08, 2019 2:41 pm

Ralnis wrote:Oh no, I don't mean on Earth but somewhere else in the galaxy where they were to wake up and be used for science.


Sorry, but contact with Old Earth, and knowledge of it will be kept to a minimum. At least in the beginning. It's more a legend by now than anything else.

Plotek i medialnych bredni nie daj sobie wmówić,
Codziennie się rozwijaj i nie daj się ogłupić,
Atakowi propagandy stawiaj czoło dzielnie,
Nie daj sobą sterować i myśl samodzielnie.


Mass Effect Andromeda is a solid 7/10. Deal with it.

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Postby Ralnis » Fri Nov 08, 2019 2:50 pm

The National Dominion of Hungary wrote:
Ralnis wrote:Oh no, I don't mean on Earth but somewhere else in the galaxy where they were to wake up and be used for science.


Sorry, but contact with Old Earth, and knowledge of it will be kept to a minimum. At least in the beginning. It's more a legend by now than anything else.

Ok, just wanted to know myself. I'll play as an alien species. My duck Vikings are coming back for round 4 this time around.

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The Empire of Tau
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Postby The Empire of Tau » Fri Nov 08, 2019 2:53 pm

Ralnis, you know the drill. Monster-girls research time. I guess you're providing the muscle?

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Postby Ralnis » Fri Nov 08, 2019 2:59 pm

The Empire of Tau wrote:Ralnis, you know the drill. Monster-girls research time. I guess you're providing the muscle?

Why not just make an entire ship based off monster girls? I'm guessing mutants and abhumans are cannon in this universe. :p
But that's up to the OP's discretion.

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Postby The Empire of Tau » Fri Nov 08, 2019 3:12 pm

Ralnis wrote:
The Empire of Tau wrote:Ralnis, you know the drill. Monster-girls research time. I guess you're providing the muscle?

Why not just make an entire ship based off monster girls? I'm guessing mutants and abhumans are cannon in this universe. :p
But that's up to the OP's discretion.

Either way, I need muscle to protect my trader out in the deep void. What do you say?

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The National Dominion of Hungary
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Postby The National Dominion of Hungary » Fri Nov 08, 2019 3:19 pm

Ralnis wrote:
The National Dominion of Hungary wrote:
Sorry, but contact with Old Earth, and knowledge of it will be kept to a minimum. At least in the beginning. It's more a legend by now than anything else.

Ok, just wanted to know myself. I'll play as an alien species. My duck Vikings are coming back for round 4 this time around.


Hahah, duck vikings? Inspired by Dragon Pass are we?

Plotek i medialnych bredni nie daj sobie wmówić,
Codziennie się rozwijaj i nie daj się ogłupić,
Atakowi propagandy stawiaj czoło dzielnie,
Nie daj sobą sterować i myśl samodzielnie.


Mass Effect Andromeda is a solid 7/10. Deal with it.

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Ralnis
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Postby Ralnis » Fri Nov 08, 2019 3:28 pm

The Empire of Tau wrote:
Ralnis wrote:Why not just make an entire ship based off monster girls? I'm guessing mutants and abhumans are cannon in this universe. :p
But that's up to the OP's discretion.

Either way, I need muscle to protect my trader out in the deep void. What do you say?

Sure, as long as you provide credits and hardware. I will also be doing criminal activities on top of it to make more extra dosh.

The National Dominion of Hungary wrote:
Ralnis wrote:Ok, just wanted to know myself. I'll play as an alien species. My duck Vikings are coming back for round 4 this time around.


Hahah, duck vikings? Inspired by Dragon Pass are we?

Someone finally gets it? Wow! You are the first person to actually get the reference.
Last edited by Ralnis on Fri Nov 08, 2019 3:28 pm, edited 1 time in total.

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Postby The National Dominion of Hungary » Fri Nov 08, 2019 3:33 pm

Ralnis wrote:Someone finally gets it? Wow! You are the first person to actually get the reference.


Hahah, Dragon Pass is good stuff, shame Six Ages is only for Win10.

So you'll be playing a the Mercenary class captain then?
Last edited by The National Dominion of Hungary on Fri Nov 08, 2019 3:39 pm, edited 1 time in total.

Plotek i medialnych bredni nie daj sobie wmówić,
Codziennie się rozwijaj i nie daj się ogłupić,
Atakowi propagandy stawiaj czoło dzielnie,
Nie daj sobą sterować i myśl samodzielnie.


Mass Effect Andromeda is a solid 7/10. Deal with it.

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Ralnis
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Postby Ralnis » Fri Nov 08, 2019 3:45 pm

The National Dominion of Hungary wrote:
Ralnis wrote:Someone finally gets it? Wow! You are the first person to actually get the reference.


Hahah, Dragon Pass is good stuff, shame Six Ages is only for Win10.

So you'll be playing the Mercenary class then?

Between that or the criminal class.

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Postby Danceria » Fri Nov 08, 2019 5:28 pm

Ooo
One true Patron Saint of Sinners and Satire
It is my sole purpose in life to offend you and get you to think about your convictions due to this
“You have enemies? Good. That means you've stood up for something, sometime in your life.” - Sir Winston Churchill, Prime Minister of Great Britain.
Obligatory Quotes below
“Love looks not with the eyes, but with the mind; and therefore is winged Cupid painted blind.” - William Shakespeare.

“Always do right. This will gratify some people and astonish the rest.” - Mark Twain

“In matters of style, swim with the current; in matters of principle, stand like a rock.” - Thomas Jefferson

“The real man smiles in trouble, gathers strength from distress, and grows brave by reflection.” - Thomas Paine
-{(~CO-FOUNDER OF NS AXIS POWERS~)}-

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The Empire of Tau
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Postby The Empire of Tau » Fri Nov 08, 2019 5:47 pm

Hungary, question. How many players you were looking for this rp?

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Mercatus
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Postby Mercatus » Fri Nov 08, 2019 9:15 pm

AYYYYYYYY who be makin' and open world space RP?

Name: Cpt. Keith Maxwell
Gender: Male
Species: Human
Background: Mercenary
Bio: Captain Keith Maxwell was a fighter pilot before he was a captain, and was one of the most skilled and widely known pilots in the galaxy. When he was honorably discharged from the military, he became a gun-for-hire. He was a wing commander when he was discharged, and his 5 wingmen were discharged with him. He and his crew began to etch a living in the outer reaches of the galaxy, taking both legal and illegal jobs.

Keith is generally considered a fun guy to have at the bar, but alongside friends, he has made numerous enemies. Many dealers, loan sharks, crime syndicates, and even bartenders want Keith dead for a number of reasons. He is also used to being betrayed on a weekly basis by employers or colleagues, and doesn't trust anyone besides his crew. Most of his shopping for weapons is done through legal means, however, the black market holds a certain appeal to him with it's high-end weapons, ships, and ship equipment.

Equipment: 150 Credits, Medium Armor, Accatran Mk7 DMR, Mod-5 Foehammer
Crew: 5
Ship: Cutter
Stat Rankings: Brawn 35, Brain 10, Heart 10, Guile 20
Traits: Not currently available
Other: Almost always seen wearing a brick-red flight suit and black boots. Hair is jet black and he has green eyes. His voice has the slightest hint of a british accent.

I have a few ship, equipment, and weapon ideas. Will you allow me to share them? These would be mid-level to high-end ships, equipment, and weapons, all interchangeable and able to be added on to ships and characters.

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The Empire of Tau
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Postby The Empire of Tau » Sat Nov 09, 2019 12:31 am

Name: Sam Bridge Iron
Gender: Male
Species: Human
Background: Trader
Bio: Sam Bridge Iron, better known as Sam for short, was born within the lower-slums of Qharlaq. Sam’s only mother taught everything that the boy needed to survive within the cruel world that was the slums of Qharlaq. Given the slim and quick nature of Sam, the boy was able to steal and get away with petty theft. Sam’s mother always told her boy that some things could be sold at a good margin at the local market. Taking his mother’s advice, Sam commonly went to the black market to see if what he took from people sold for. Soon, Sam figured how gauge the value of items and then how to barter for prices. Sam then noticed that some items, like decent food and medical supplies, were sold and bought at different price points at other local markets. Maybe, as the young boy thought to himself, he could use his credits to buy lower price and go back to sell it off for a higher price. Genius, a young Sam thought of himself at the time. Of course, that is harder said than done, with the slums of Qharlaq hosting bandits and thieves willing to take and steal with force of arms. Thankfully, Sams took his time to carefully plan and route out his runs from market to market. One day while running through the filth-filled tunnels, Sam wondered if he could get out of this shithole...Maybe one day.

Well, that one day did come. Sam heard of a junk-shipyard, filled with old run down ships that may or may not start. Who knows, he might get lucky to find a functioning ship. Luckily, Sam did found a light freighter in decent enough condition to fly. All he needed was a crew to man it, but where to find them was the question. Manning a ship was no easy job. You had to have some form of experience in operating the interfaces of the ship. Plus, you had to have a single technician at least to fix the various machinery that broke down. Sam then realized that this was the slums of Qharlaq, where the poor and downtrodden live. So, finding a person willing to escape was the easy part. The hard part was finding the right people.

Weeks passed and Sam, by careful selection, founded a five-man crew that he could trust. Now, Sam just had to find a pathway out of the deep-levels of Qharlaq. Unknown to Sam, costs would mount fast. Originally, he had 1,500 credits to spare. Day by day, Sam had to fix issues that required the exchange of credits. This mainly came in the form of bribes, guides, and supplies. The likes of police, bandits, and else-wise, needed a handful of credits in order to look the other way or else Sam and his crew would be dead or in jail by now. The complex pathways of the deep-lows of Qharlaq are not easy to follow. A guide, who always asked for a high price, was a necessity to find a way out. Lastly were supplies. Spare parts, repairs, food, water, medical, etc, were not cheap down in Qharlaq.

In the end, Sam did manage to get out of the slums of Qharlaq and into the higher and safer levels of Qharlaq. Sam just had to figure out what to do next in his quest to find success. Obviously, Sam’s best bet was trading. After sending his lot, Sam only had 500 credits. Well, Sam thounght to himself - “What the fuck do I do now?”

Equipment: 500 Credits
Crew: 5
Ship: Light Freighter
Stat Rankings: Brawn 5, Brain 25, Heart 25, Guile 20
Traits: N/A
Other: N/A

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The National Dominion of Hungary
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Postby The National Dominion of Hungary » Sat Nov 09, 2019 4:19 am

The Empire of Tau wrote:Hungary, question. How many players you were looking for this rp?


Hmm, around 10/12 or so. Gonna be a ton of work to manage much more and I wanna keep the pace of full updates at like once every two days at least.

Though I'd launch the IC at like 5/6 accepted.

Plotek i medialnych bredni nie daj sobie wmówić,
Codziennie się rozwijaj i nie daj się ogłupić,
Atakowi propagandy stawiaj czoło dzielnie,
Nie daj sobą sterować i myśl samodzielnie.


Mass Effect Andromeda is a solid 7/10. Deal with it.

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The National Dominion of Hungary
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Postby The National Dominion of Hungary » Sat Nov 09, 2019 4:29 am

Mercatus wrote:AYYYYYYYY who be makin' and open world space RP?

Name: Cpt. Keith Maxwell
Gender: Male
Species: Human
Background: Mercenary
Bio: Captain Keith Maxwell was a fighter pilot before he was a captain, and was one of the most skilled and widely known pilots in the galaxy. When he was honorably discharged from the military, he became a gun-for-hire. He was a wing commander when he was discharged, and his 5 wingmen were discharged with him. He and his crew began to etch a living in the outer reaches of the galaxy, taking both legal and illegal jobs.

Keith is generally considered a fun guy to have at the bar, but alongside friends, he has made numerous enemies. Many dealers, loan sharks, crime syndicates, and even bartenders want Keith dead for a number of reasons. He is also used to being betrayed on a weekly basis by employers or colleagues, and doesn't trust anyone besides his crew. Most of his shopping for weapons is done through legal means, however, the black market holds a certain appeal to him with it's high-end weapons, ships, and ship equipment.

Equipment: 150 Credits, Medium Armor, Accatran Mk7 DMR, Mod-5 Foehammer
Crew: 5
Ship: Cutter
Stat Rankings: Brawn 35, Brain 10, Heart 10, Guile 20
Traits: Not currently available
Other: Almost always seen wearing a brick-red flight suit and black boots. Hair is jet black and he has green eyes. His voice has the slightest hint of a british accent.

I have a few ship, equipment, and weapon ideas. Will you allow me to share them? These would be mid-level to high-end ships, equipment, and weapons, all interchangeable and able to be added on to ships and characters.


Glad you're excited! Good app, though I'd appreciate it if you'd change up the name a tad bit. Language and naming would have changed some over the last 4000 years. He can still be named something along the lines that you gave but handled in the way GoT handles real-life names. (Like for example Trystane instead of Tristan) Not a hard requirement though so up to you. Other than this remark, accepted!

I'd be glad to hear your ideas for ships, gear etc, let's hear it. :)
Last edited by The National Dominion of Hungary on Sat Nov 09, 2019 4:31 am, edited 1 time in total.

Plotek i medialnych bredni nie daj sobie wmówić,
Codziennie się rozwijaj i nie daj się ogłupić,
Atakowi propagandy stawiaj czoło dzielnie,
Nie daj sobą sterować i myśl samodzielnie.


Mass Effect Andromeda is a solid 7/10. Deal with it.

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The National Dominion of Hungary
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Postby The National Dominion of Hungary » Sat Nov 09, 2019 4:38 am

The Empire of Tau wrote:Name: Sam Bridge Iron
Gender: Male
Species: Human
Background: Trader
Bio: Sam Bridge Iron, better known as Sam for short, was born within the lower-slums of Qharlaq. Sam’s only mother taught everything that the boy needed to survive within the cruel world that was the slums of Qharlaq. Given the slim and quick nature of Sam, the boy was able to steal and get away with petty theft. Sam’s mother always told her boy that some things could be sold at a good margin at the local market. Taking his mother’s advice, Sam commonly went to the black market to see if what he took from people sold for. Soon, Sam figured how gauge the value of items and then how to barter for prices. Sam then noticed that some items, like decent food and medical supplies, were sold and bought at different price points at other local markets. Maybe, as the young boy thought to himself, he could use his credits to buy lower price and go back to sell it off for a higher price. Genius, a young Sam thought of himself at the time. Of course, that is harder said than done, with the slums of Qharlaq hosting bandits and thieves willing to take and steal with force of arms. Thankfully, Sams took his time to carefully plan and route out his runs from market to market. One day while running through the filth-filled tunnels, Sam wondered if he could get out of this shithole...Maybe one day.

Well, that one day did come. Sam heard of a junk-shipyard, filled with old run down ships that may or may not start. Who knows, he might get lucky to find a functioning ship. Luckily, Sam did found a light freighter in decent enough condition to fly. All he needed was a crew to man it, but where to find them was the question. Manning a ship was no easy job. You had to have some form of experience in operating the interfaces of the ship. Plus, you had to have a single technician at least to fix the various machinery that broke down. Sam then realized that this was the slums of Qharlaq, where the poor and downtrodden live. So, finding a person willing to escape was the easy part. The hard part was finding the right people.

Weeks passed and Sam, by careful selection, founded a five-man crew that he could trust. Now, Sam just had to find a pathway out of the deep-levels of Qharlaq. Unknown to Sam, costs would mount fast. Originally, he had 1,500 credits to spare. Day by day, Sam had to fix issues that required the exchange of credits. This mainly came in the form of bribes, guides, and supplies. The likes of police, bandits, and else-wise, needed a handful of credits in order to look the other way or else Sam and his crew would be dead or in jail by now. The complex pathways of the deep-lows of Qharlaq are not easy to follow. A guide, who always asked for a high price, was a necessity to find a way out. Lastly were supplies. Spare parts, repairs, food, water, medical, etc, were not cheap down in Qharlaq.

In the end, Sam did manage to get out of the slums of Qharlaq and into the higher and safer levels of Qharlaq. Sam just had to figure out what to do next in his quest to find success. Obviously, Sam’s best bet was trading. After sending his lot, Sam only had 500 credits. Well, Sam thounght to himself - “What the fuck do I do now?”

Equipment: 500 Credits
Crew: 5
Ship: Light Freighter
Stat Rankings: Brawn 5, Brain 25, Heart 25, Guile 20
Traits: N/A
Other: N/A


Great work on the bio Tau. Only remark is on the naming but that's optional, see the above post. Other than that, accepted!

Plotek i medialnych bredni nie daj sobie wmówić,
Codziennie się rozwijaj i nie daj się ogłupić,
Atakowi propagandy stawiaj czoło dzielnie,
Nie daj sobą sterować i myśl samodzielnie.


Mass Effect Andromeda is a solid 7/10. Deal with it.

User avatar
Mercatus
Spokesperson
 
Posts: 145
Founded: Mar 27, 2019
Corporate Police State

Postby Mercatus » Sat Nov 09, 2019 2:20 pm

Below are some ship ideas:

These ideas add spots for utilities that you can purchase to customize your ship, and all weapons are interchangeable. Crew capacity of the ship determines wether or not multiple ships must be purchased to accommodate crew amount.

Badger

Description: The IntraKor T-9 Badger is a mid-level combat ship that has been in production for hundreds of years. It has great armor, carries a decent amount of cargo, and it's weapon systems are interchangeable and reliable. Many pilots return from fights with very damaged Badgers and yet they still work like a charm. It lacks all of the latest bells and whistles, but it's a great deal for a retro model. Overall, the Badger is reliable, gets you home no matter what, and is a solid, affordable choice. It has become popular with small star-states who can't afford a better standard fighting vessel, and it has become such a hit that there is a rumor that a MkII and MkIII are in the works.

Cargo: 80
Weapons: 2 homing missile launchers, 2 Plasma Repeater cannons, 1 manually operated rail turret
Utilities (Inbuilt): Shield Generator
Utility Slots Available: 5
Crew Capacity: 2
Price: 25,000 Credits

Pike

Description: The Kelerah K-100 Pike is Kelerah's attempt at making an affordable speed platform with a higher cargo capacity for it's size. It is a mid-level single-crew smuggling and combat ship that is an updated version of the Kelerah Sunburst 90. This ship is slightly slower than the Sunburst, but has more cargo space and a more powerful weapons system than it's predecessor, and unlike the Sunburst, can have an FTL drive mounted. It is popular with mercenaries and pirates for it's agility in combat. The armor is very light and can't take more than a few blasts, but any opponent will have a hard time hitting this vessel due to it being a small target and it's agility. It is suitable for carrying small amounts of goods from point A to point B in a timely fashion. They are very well built and don't require too much maintenance, and as an added bonus, the ship is cheap at a mere 15,000 Credits. Smugglers and dealers often use it's hard-to-detect cargo hold to smuggle illegal weapons and narcotics. Overall, a solid choice for those who favor speed and cargo above all else.

Cargo: 30
Weapons: 1 10 Megawatt laser repeater and 1 homing missile launcher
Utilities (Inbuilt): Smuggling compartment
No available utility customization
Crew Capacity: 1
Price: 15,000 Credits

Kasaar

Description: The Suvura Kasaar Freighter is a timeless classic, hitting the mid-size freighter market about 70 years ago and beloved by merchants, traders, and dealers alike. This vessel was a near-perfect balance of cargo space and armor plating and armed with enough guns to keep pirates at bay. The massive cargo size for a mid-size freighter allowed for transportation of smaller ships and more goods. Along with that, the ship featured external docking ports on the sides, allowing transport of large amounts of raw ore or at most 4 other ships. The ship is very open for customization and militaries on a budget have adapted these dependable vessels for combat, sacrificing cargo space for armor plating and weapons capacity. However, the ship has one major flaw: engine efficiency. Suvura isn't exactly known for their engine quality, and fuel costs can quickly eat into your budget if you don't have engines besides the base ones installed. Overall, a very good choice for Captains who want protection and cargo space on one platform.

Cargo: 500
Weapons: 6 automatic, manual, or a mix of (buyer's choice) homing missile turret ports.
Utilities (Inbuilt): Mining laser, escape pod
Utility Slots Available: 8
Crew Capacity: 10
Price: 50,000 Credits

I'm still working on high-tier ships, more weapons, and equipment pieces. Meanwhile, tell me what you think of these.

User avatar
The National Dominion of Hungary
Ambassador
 
Posts: 1535
Founded: May 31, 2012
Iron Fist Consumerists

Postby The National Dominion of Hungary » Sat Nov 09, 2019 3:41 pm

Nice work, generally I like them. I'd change a few things in the stats and descriptions though. Nothing too major but I'll work it over and then tell me what you think.

Edit: So, what do you think? Also, updated the old starter ships with the new stats.

Badger

Description: The IntraKor T-9 Badger is a small combat ship that has been in production for hundreds of years. It has great armor, carries a decent amount of cargo, and it's weapon systems are interchangeable and reliable. Many pilots return from fights with very damaged Badgers and yet they still work like a charm. It lacks all of the latest bells and whistles, but it's a great deal for a retro model. Overall, the Badger is reliable, gets you home no matter what, and is a solid, affordable choice. It has become popular with small star-states who can't afford a better vessel to fill the role of patrol boat or customs enforcement ship. It has become such a hit that there is a rumor that a MkII and MkIII are in the works.

Cargo: 80 units
Weapons: 2 homing missile launchers - 2 Medium Plasma Cannons - 1 Manually-operated Railgun Turret
Utilities: Shield Generator
Utility Slots Available: 5
Crew Capacity: 12
Price: 25,000 Credits

Pike

Description: The Kelerah K-100 Pike is Kelerah's attempt at making an affordable speed platform with a higher cargo capacity for it's size. It is a mid-level single-crew smuggling and combat ship that is an updated version of the Kelerah Sunburst 90. This ship is slightly slower than the Sunburst, but has more cargo space and a more powerful weapons system than it's predecessor. It is popular with mercenaries and pirates for it's agility in combat. The armor is very light and can't take more than a few blasts, but any opponent will have a hard time hitting this vessel due to it being a small target and it's agility. It is suitable for carrying small amounts of goods from point A to point B in a timely fashion. They are very well built and don't require too much maintenance, and as an added bonus, the ship is cheap at a mere 15,000 Credits. Smugglers and dealers often use it's hard-to-detect cargo hold to smuggle illegal weapons and narcotics. Overall, a solid choice for those who favor speed and cargo above all else.

Cargo: 35 units
Weapons: 1 Prow-mounted High-watt Laser Lance - 1 Homing missile launcher
Utilities: Smuggling compartment (10 additional cargo units)
No available utility customization
Crew Capacity: 5
Price: 15,000 Credits

Kasaar

Description: The Suvura Kasaar Freighter is a timeless classic, hitting the mid-size freighter market about 70 years ago and beloved by merchants, traders, and dealers alike. This vessel was a near-perfect balance of cargo space and armor plating and armed with enough guns to keep pirates at bay. The massive cargo size for a mid-size freighter allowed for transportation of more goods. Along with that, the ship features a fully enclosed docking bay amidships carrying a small shuttle. The ship is very open for customization and militaries on a budget have adapted these dependable vessels for combat, sacrificing cargo space for armor plating and weapons capacity. However, the ship has one major flaw: engine efficiency. Suvura isn't exactly known for their engine quality, and fuel costs can quickly eat into your budget if you don't have engines besides the base ones installed. Overall, a very good choice for Captains who want protection and cargo space on one platform.

Cargo: 500
Weapons: 6 automatic, manual, or a mix of (buyer's choice) homing missile turret ports.
Utilities: Mining laser, Shuttlebay.
Utility Slots Available: 8
Crew Capacity: 50
Price: 50,000 Credits
Last edited by The National Dominion of Hungary on Sat Nov 09, 2019 3:55 pm, edited 1 time in total.

Plotek i medialnych bredni nie daj sobie wmówić,
Codziennie się rozwijaj i nie daj się ogłupić,
Atakowi propagandy stawiaj czoło dzielnie,
Nie daj sobą sterować i myśl samodzielnie.


Mass Effect Andromeda is a solid 7/10. Deal with it.

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