the-interstellar-waltz-nation-t33660.html <=== Story Here
interstellar-waltz-oob-t33659.html <=== Sheets Here
The Galaxy is an interesting place. Technologies that have revolutionized industry and nearly perfected medical care have made the standard of living beyond what the modern person could image. You' think that medical nanites that can heal injuries from the inside, gravity-controlled deep space factories that churn out goods like nothing other, flying cars, and other such wonders would bring the different races of the galaxy together in harmony.
You'd be wrong. It seemed that the human traits of greed and paranoia is the rule, not the exception. Most races have tech that could benefit the whole beyond the collective races' wildest dreams, but they are hidden behind locked doors. Money is still dumped into military spending instead of poverty relief. There is poverty at all. People still get themselves blown up for stupid causes. People still are just cogs in the machine for the elite. But not all are forced into such roles.
There are a few groups that excel above the rest. Whether through research, commerce, or plain old determination, a few nations stand above all others. These groups champion their own set virtues. Some fight for independence, others for understanding. Still others strive for cold hard cash. Still others just want to survive in a galaxy of hostile aliens. Sadly for each beacon of light, there are wellsprings of evil.
There are a few nations that, like the good races and governments, hold a special place in the hearts of the races of the galaxy. The Skitarri pirate cartels, the Ssiss religious fanatics, the T'cht'ter hive-collective; these names strike fear into the hearts of many with just the name alone. They are the worst of the worse; the cutthroats, the genocidal maniacs, the unfeeling machine of pain and suffering. It is only the combined efforts of the champion-nations that keep them in check.
There is an important question in all of this. What are you? Are you the adamant republic of nations? Or are you the coalition of pirates from twenty races, drawn by money and a charismatic leader? Do you send your fleets for discovery? Trade? Or do your ships only leave their ports to sow misery among the peaceful peoples around them?
I'll ask again, if you don't mind. What are you?
I think it is time for anther sci-fi nation rp! Tatersandtots here with a story. I'm looking for a few good men to help me weave a story worthy of the archives. If you think you are interested, please send me a message right here. The sheets will be rather ridgid, with much information to write down, but the rp itself will be a creation of your, the rper''s, reactions towards each other. I encourage espoinage, drama, wayward emperors' daughters who get stuck with pirates and have a fantastic adventure through five nations' borders, and the like.
Me? Well i will be playing a pair of nations. One is the Tchtter, the race talked about in the intro. The other? It will be called the "Big Bad". You won't know what it is, but you will soon enough. You will need to forge alliances beforehand, for the Bid Bad cannot be taken by one nation alone. United you will stand, but divided you will be eaten/vaporized/enslaved, depending on what the Big Bad actually is.
I WILL BE ADDING THINGS TO THIS, SO COME BACK HERE. (i'll tell ya when i add something)
Preliminary Character sheet:
Nation name:
Race(s):
Nation size: There are four levels.
One- tiny, usually stuck in between one to three systems. Weak, but can react to outside threats rather quickly. I suggest you make alliances with the other class Ones and Twos. Gets the 'Who Cares About Ubekistan?' trait. Your nation is simply to small to be bothered by the big nations (class Fours) unless you really screw up and bother it. Class Three's and Fours cannot attack you without a damn good reason, which they gotta run by me.
Two- Twice to three times as large as class Ones. Up to eight systems usually. BIgger, with more ships, but reacts somewhat slower to threats, with more government red tape to wade through.
Three- between 10-25 systems. A rather large nation, usually with more than one race in its limits. Very large navy, very productive. Can take many Class Ones with ease, and groups of Twos if it plays it smart. You need a machete to chop through the tape if you want things done fast. Effected by Who Cares About Ubekistan.
Four- The big one. 30-60 systems of industrial might and military power. When a class Four goes to war, the whole sector feels it. Can smash whole alliances of smaller nations with ease. They are slow to move, but once they do they don't stop. Are affected by Who Cares About Ubekistan, as well as Sea of Red Tape. It ma- sorry, your request cannot be filled out at this time. Please fill out the required forms and place them with your local government agent. We will get back to you soon.
Government type: durr communism, democary, republic, coaltion, oligarchy...
Important Government Figures: who runs your nation?
Economy: explain it. Free market? government run? Socialized?
Important Economic Leaders: If you got em, who are the important Ceo's and merchants that are useful to your nation?
Religions: list em and explain em
Points of interest: name systems, planets, sections, etc that are important and worth mentioning.
History: How did your nation start out? How did it come to be what it is today?
Strengths (Non-Militarily): Take this too broad, and I'll smack you. What does your nation do good? You can have as many as you want, but there should be Weaknesses to a 1:1 ratio. A huge military could mean a shaky economic sector, hard workers could mean an unhappy population that is vulnerable to insurrection. Get creative.
Weaknesses (Non-Militarily): What does your nation do wrong? The more you have, the more strengths i'd allow, so get creative.
Hyper Tech: You get FOUR. Explain in detail how your race uses each tech, and exactly how their tech represents it. (for example, if you pick Adv Biotech, what things are replaced by biology?)
MILITARY:
Doctrine: How do you fight? Go into detail.
Ships: Name your equipment anything you want, but they all will still be on a ration of 1-10 either way. This number is to compare your ships to each other and to your own ships. Everyone will use 1-10, but the people with Adv Biotech will have a 3x strength reduction by default. It is assumed that a 10 would be a 3.33, a 5 would be about 1.6 and so one... You can go over 10 to represent special equipment like Superweapons.
NOTE: Each nation gets a single Superweapon. It is a fleet stomper, a system burner, a civilization smasher, something that can take on pretty much anything besides another Superweapon or a very large opposing force.
Ship Class Name:
Hull Size: (Dreadnought, Battlecruiser, Destroyer, Cruiser, Frigate, Gunboat)
Combat Designation: what is it's roles in combat
Weapons: what are they and how many are there
Engines: how many and their power source
Defenses: armor, shields, point defense goes under Weapons
Other: special abilities or traits such as a carrier module or troop carrier, for either ground assault or ship boarding
Ground Armies:
Ground Troops: List the kinds and their gear. Numbers would be helpful too. No sheet needed here; pics encouraged but descriptions are nice too.
General Technologies and Their Descriptions
Shields: Come in two types: Ray and Particle. Ray stops energy forms like thermal or radiation, and Particle stops matter and kinetic energy. For example you would use Ray to stop the heat and radiation energy from a missile explosion but you would need Particle shields to stop the actual blast wave of plasma that was made from it.
Hull: Armor and structure of a ship. Armor isn't very thick, it is measured in cm only, but very heavy and tough. Armor-specialized tech can do weird things, like extrude armor or use energy cells to kinetically hold the atoms of the armor in place. Levels of armor are Titanuim, Duranium, Neutronium (rare, only on capital ships or special-use ships), Adamanium (Only with Hyper Tech)
Sublight Engines: Gravity wells stop FTL usage within a few AU of the star (distance from Earth to the sun is one AU), so sublight engines move ships around within the well. Inertial compensators allow for high acceleration without pulping the crew. Usually a plasma-jet of some kind, but Field Control allows for a gravity-based engine without any emissions.
Inertial Dampeners: Keeps crazy accel from smooshing your crews. Bigger ships have less, for they go slower, but it is vital for fighters. Inertia-less Flight Hyper Tech allows for fighters with moves that are impossible for those without it.
Gravity Control: All ships should have some form of artificial gravity for their ships. Hovering cars and military vehicles as well, but only Field Control allows things like tractor beams and field-based weapons like Disrupters, which can mess with shields or sensors.
DEW (Directed Energy Weapons)- Invisible beam weapons. Fire pure energy, unlike Particle beams. Optical is the weakest, only good for immobilizing civilian ships or ship targeting systems. X-ray is better, which can burn armor and bombard with lethal radiation. Gamma is the best, and only usable with the Beams! Hyper Technology. Can boil a crew alive in their own ship or melt right through armor. Superior in the weapons square (DEW, SSEW, Mass Drivers, Missiles) for their firing speed and light weight of ammunition. Best for point defense.
SSEW: Solid State Emitter Weapon: DEWs with a punch. Fire beams of ions or plasma much like a DEW, but much more destructive. Can be seen as searing beams of light in a cliche scifi manner. Can directly impart thermal and kinetic energy to the enemy's hull, hitting both shield types at once. More useful as anti-ship weapons. Ion beams wreck havoc with delicate components and move almost as fast as DEW's. Plasma weapons move and fire slower, still faster than Mass Drivers or Missiles, than Ion, but are more destructive by an order of magnitude. The ultimate SSEW is the Plaser, a solid beam of concentrated plasma. Fired like a DEW, and as fast as an Ion beam but it can eat through Duranium armor like tissue paper. Suffers from a crippling firing rate and equipment that is prone to failure. Plasers are only allowed with the Beams!(SSEW) trait.
Mass Drivers: Gauss guns, MAC guns, and other scifi slug throwers. Shoots a solid mass of metal really fast that goes boom when it hits. Can fire using magnetics, aka MAC guns, or other methods. Obsolete tech uses chemical propellent, but modern ones use other forms. Magnetic rails can fire very fast, or charge very slow for strong blasts than can split ships in two. Good for PD, with a high firing rate, or main guns, with massive slugs. This is the safest ammunition to have, no volatile gases or warheads to blow up, just a bunch of metal. Suffers for being the heaviest ammo type. An offshoot is the shaped charge, a metal slug with an explosive on the inside, usually fusion or nuclear. Think an unguided missile, with a smaller warhead for its size. The advanced Mass Driver is the Relativistic Driver. Through many methods, a slug is fired so fast that Newton has to make way for Einstein to describe how much damage it does on impact. Can only be used with the Relativistic Drivers trait.
Missiles: The final type of weapon. The slowest, but the most powerful and longest ranged. They can track, which makes them hardest to dodge at range, and can pack huge damage in their warheads. Warhead types vary greatly; some use fusion, others antimatter, others pure EMP to disable systems, and still others release pulses of hard radiation. Antimatter warheads and drives are the ultimate systems for missiles. They move faster and make a huge bang when they hit. Only usable with the Antimatter trait.
Power Source: Usually Fusion. Cheap and efficient, and used by most races. A few can use Antimatter instead. It is beyond powerful, and much more efficient than Fusion. Antimatter engines allow ships to move faster, field more weapons, and power more systems. Antimatter makes for the best missile warheads around. There is a third, much more mysterious power source. It is Darkmatter, nicknamed Enerjax when used as a power source. Only a handful of races understand it, and they refuse to tell anyone else their math. It makes a pathetic warhead, for it releases its energy slowly, over time, but it makes an excellent power source for this same reason, somewhat better than Antimatter. It also has the odd effect of boosting SSEW weapons to a ludicrous level of power, somehow amplifying it. (The Tchtter will use Enerjax, as will the Big Bad)
FTL Travel: Can vary. All use the same idea of Hyperspace, a semi-different dimension that does not follow the same laws as our own. Movement within it is much faster than in realspace. Trips of centuries take days in Hyperspace. All are effected by gravity in that a huge gravity source warps space too much to allow reentry into realspace. Then there are the space-sollapsing Reaper Drives. They can effect Hyperspace, collapsing it, making short trips instantaneous. Centuries turn to weeks which now turn to hours. The same collapsing effect also allows ships to leave Hyperspace much closer to a gravity well, even withing the obits of the outer planets. Only usable with the Reaper Drive trait.
Cloaking Devices: Your ships can dissapear from sensors on command with the flick of a switch. They are gone from all conventional sensors as long as they move slow and do not power weapons or active sensors (lidar, radar). Great for ambushes, but are defeated by Gravity Sensors.
Gravitonic Sensors: Uber sensors. Gravity sensors can both send out pings of gravity, like sonar, and passively detect changes in gravity. The system is FTL, because gravity effects move faster than light, with immense range. Can defeat Cloaking systems at close to medium range, depending on original strength of the sensor array.
List of Example Traits (You can make your own which then will be reviewed by yours truly)
TRAITS CANNOT STACK! YOU MUST MATCH YOUR TRAITS WITH APPROPRIATE WEAKNESSES!
National Traits:
GETTING HUGE!: Your nation has a serious skyscraper, monument and battleship fetish and likes to build big. BIG. BIG.
The Mossad: What you know, I know.
Komitet Gosudarstvennoy Bezopasnosti: We have not managed to gather any information on this trait. (KGB)
Implausibly Efficient Government: Your bureaucrats cut through red tape with machetes.
Fair Dinkum: Your state has a rep as a straight shooter (metaphorically) and an honest dealer (literally).
The only Party in town: The government controls everything. Including you. Especially you.
Free Market Boomtown: The nice thing about a corporate state is there's profits for everyone. The not so nice thing is that you have to go back to your cubicle now.
Industrial Heartland: Tank factories stretch to the horizon and shipyards fill the night sky with waste light. (Each Industrial Worlds capacity goes up by 25%.
New Hollywood: A cultural centre of the galaxy. Everyone who's anyone has made their fame here.
Who Cares About Uzbekistan: Your polity is simply not on the galactic radar and thus avoids a lot of the Bad Shit that can go down. . . (Can only be taken by Lvl1 Population Nations.)
Party Please: Your diplomats are just so good-natured or know so many skeleton-filled closets that they can get into strategically useful alliances much easier than others. Of course, then you need to live up to what you signed . . .
Cargo Cultist: If freighters were warships, you'd blot out the stars with your fleet. You still do, but there's less gunfire involved.
Load-Bearing State: You remember all those times you beat up a boss and suddenly the castle collapsed? Well, you're kind of like that to the galactic economy.
Population Traits:
Loyalty: A populace that through some reason or another is loyal to its government, through fear or "cookie day" it doesn't matter, these people are loyal.
Man-Machine Interface: Thought the looking glass of circuitry and neurons into the uncharted territories of bioelectronic convergence.
Newtypes: The next stage in human evolution; the peak of human mental performance and acuity. (Larger Psionics Population)
SPACE MARINES!: Your people are physically superior specimens, with buff bodies and quick hands.
Cyberize!: Physical cybernetic modifications are rampant in your population. Not limited by mere biology like SPACE MARINES! but likewise not inherent just by being born. Sucks to be a copper.
Heroic Age: Your people see themselves as Spartan Heroes, not Persian Generals. Shame the Spartans made poor civilians . . .
Flag-Wavers: It doesn't matter what you do, you'll always win the elections. You must choose something particularly dear to your population that they wave flags about.
Eureka!: The desire to take things apart and figure out how they work runs deep in your people's blood.
Hard Workers: Your people really roll up their sleeves and work. (Each Industrial Worlds capacity goes up by 25% is cumulative with Industrial Heartland)
Stupidly Brave: Nobody would think of calling your people cowards.
Not One Step Back!: You hold your ground no matter what, militarily OR politically.
Tough as a Coffin Nail: Your people are just ridiculously tough and can survive true environmental extremes. Requires SPACE MARINES!, Cyberize
Military Traits: (Benefits under the military section.)
High Speed, Low Drag: Hit and Run. Really quickly.
Tortoise and the Hare: Slow, steady and durable wins the race.
Network-Paradigm Processor: Communism in warfare? Unheard of!
Battleships!: You've got a lot more battleships than most people. Also comes in other variants. (You could take is "Carriers!" or "Destroyers!" or "Super-Capitals!" potentially)
Armament De-Regulation: Who puts 16" guns on freighters? You do!
Army General Staff: Your focus is mostly on taking and holding ground with troops, be that planets, space stations or hostile warships.
Awesome Training: This trait is only worth one, but costs two because people are munchkins.
Death Spiraller: Why buy ten fighters when you can buy one five times as good?
Knife in the Back: You prefer the silence of a SPF strike to the brutishness of a battle line bombardment.
Ninja Space pirate: Arr matey! You'll never escape our pirate U-Boats!
Dispersed Operations: All spaceships can go quite a while without resupply and operate without fleets. Yours are optimized for this.
Space Trenches: If it was possible to dig holes in space-time to provide cover for your battleships, you'd do so.
A Penny Saved: Just because a cruiser is two generations behind the state of the art doesn't mean its useless!
Main Guns!: The age of the battleship is back with a vengeance, this time with spinally-mounted cannons for all.
Technical Traits:
Mechanical Monstrosities: Who needs fighters when you can have giant robots!
Biowanker: Instead of heavy metal, your engineers have gone down the path of biotechnology.
Nanowanker: You have access to economically useful amounts of nanotechnology.
On The Run!: Most people don't strap engines to factories and cram them into carriers. Most people.
Stealth Obsessed: Most people engineer a bit of stealth cladding into their warships. You use it for internal decking.
Flash: Your stuff just has that extra polish that makes it look cooler than everyone else's inferior-looking, blockily-functional equipment.
Plug'n'Play: Modularity is a virtue, so your engineers claim.
Ghost in the Machine: People are a hindrance, so you use machinery as much as possible.
Nazi Superscience: A role for every machine and a machine for every role.
Better Than Your {Keyword}: Don't apply this too broadly or I'll smack you, otherwise it's exactly what it implies.
Hangerize!: Fighters and Mecha are cool (or just an overly important part of your doctrines) so you stick them in everything you can. This provides strike/superiority ability in addition to the usual utility-craft hangars.
Historical Traits: (MUST take ONE ONLY) Every nation MUST take one.
Warlike: Your History is filled with bloodshed, violence and the genocide of millions, at your own hands or against you. The point is you won’t back down if you don’t have to.
Diplomatic: You have more skill with diplomacy than most species and consider war to be a final option after all others have been exhausted. Fortunately you’ve kept your records better than others and suffer no diplomatic penalties with different species.
Commercial: A long history of commercial profit and trade fills your peoples lessons as children. Your people don’t learn how Aravais defeated the Chonomeri in a great battle but how Elan robbed Geddas of every last coin in exchange for a drink of water in the desert to survive.
Exodites: You people have been persecuted and hated and they have adapted and learnt to move quickly in short spans of time. If you were to ever evacuate a world it would take a tenth the time of a non-exodite.
In Armour Clad: Your people value defense, shields and Armour above diplomacy, strategic weapons and other minor concerns. After all what good are their weapons if they cannot harm you?
Hyper-technology:
Shields!: One's Nation's shields are advanced enough to be far above the shields of other races. Can allow weird things like miniature personal shields or shield projection from a ship's basic shielding units to cover surrounding ships.
Focoused Emitters: Some leap in research have made DEW or SSEW weapons of higher quality than used by most races. Can use either Plaser SSEW's or Gamma DEW's.
Gravity-Wave Weapons: With a wave of compressed space, one can penetrate standard shielding. Size, complexity and cost ensures that these weapons are rarely seen .
Reaper Drive: A modified and downscaled wormhole drive, Reaper drives allow the equipped vehicle to make a linear “Spacetime Reap” between two points by folding space between the start and end points.
PSI Lens: With better understanding of psionic abilities it eventually became possible to construct amplifiers for said abilities. These allowed mental abilities to be massively upscaled.
Cloaking Devices: Varying degrees of stealth are commonly built into most warships, but true cloaking devices are much less common. Fairly delicate and temperamental they need to be properly integrated into whatever is meant to be cloaked, adding to cost significantly.
Advanced Biotechnology: Some polities have taken the sciences of life to its endpoints and gained the ability to breed living structures and starships. While not as efficient as more conventional ships they do have their advantages.
Antimatter: Relatively easy to produce Anti-matter is usually extremely unstable and hard to store and use, as such they are utterly forbidden to anyone without Advanced A-matter tech. This allows it to be manufactured, stored and used relatively safely. Just hope someone doesn’t shoot containment.
Relativistic Weapons: Projectile weaponry fired past 15% of lightspeed. Incredible levels of damage and destruction are capable.
Field Control: The Manipulation of energy fields to achieve unique and hard to replicate results. (Disruption Fields, gravity fluxes, personal "gravity chutes" etc)
Energy Pulsar: A pulse of energy so massive most fail to understand it.
Omega: Omega is the “ultimate” explosive. A fragment of creation itself detonated in a micro-simulation of the very beginning of the universe. (MUST HAVE ANTIMATTER AND ENERJAX!)
Neutronium: An excellent armour. Neutronium is alloyed against all known science into one of the densest materials in the universe making an excellent armour.
Adamantium: And advanced form of Neutronium armour. Five times as hard for only twice the weight. (MUST HAVE NEUTRONIUM HYPERTECHNOLOGY)
Distort Shields: Holographic forcefields that register as “solid” on sensors making targeting you harder.
Dampening Shields: Advanced shields designed to reduce the incoming damage severely.
Displacer Shields: Completely teleports the ship 50 metres from a significant threat. No use against blast weapons. Only works 70% of the time. (MUST HAVE DAMPENING SHIELDS AND DISTORT SHIELDS)
Energjax: A unique trans-dimensional energy excellent for reactors, beam weapons, Omega weapons and engines.
Gravitational Sensors: Senses targets by gravity waves defeating most cloaking devices.
High Power Sensors: Also known as “high detail” while they operate on the same ranges as normal sensors and the like the HP sensors provide much more detail.
Faults/Weaknesses:
Honourable to a fault: Your strategies will never rely on surprise or deception, your ships are painted bright shiny silver and your admirals will always give a speech to the enemy before battle.
Creaky Military: The military is under-budgeted, under-equipped and underfed. Kind of like the Russian fleet circa 1995. You simply don't have much in the way of a military.
There Is No Internet: Your computers and electronics are like 2000s vintage. This sucks.
Third World: Even in the future, the third world is not known for technological superiority. While not as horrible as There Is No Internet, it's far more broad-based. Kiss your shields and artificial gravity good-bye for everything but the flagship.
Soylent Green Is People!: You have a giant elephant-sized skeleton in your closet. (You must describe this big nasty secret. Though only your nation knows it and even the best spies would have difficulty finding it.
Government Red Tape: This request cannot be processed at this time. Please take a number.
Cult Of {Keyword}: All Hail Xenu!
Hilariously Fail: Someone - a lot of someones - doesn't have much going on upstairs. Unfortunately they're disproportionately represented in your government and military.
Public Outcry: Your people have deep and strong opinions on some issues you'd really rather they didn't.
Wimpy: Maybe they're a low-gravity race or just didn't drink milk when growing up. No matter the cause, your people are short, skinny and weak. This is a bigger disadvantage than it sounds, as your fighter pilots will not be able to handle nearly as many Gs and your ships will likewise be relatively sluggish.
Paranoia!: In a universe full of planet-destroying aliens, a healthy dose of paranoia is only natural. It might make diplomacy difficult but at least they won't sneak up on you!
Trade Dependent: Exactly what it says. A good example is a Mars-like world that must import significant food to feed its populace.
Psychic Nulls: Something in the (recent?) past has eliminated any trace of psychic ability from your population, probably botched genetic tinkering. While this doesn't affect their quality of life, it does mean that you're an open book to any telepath and probably find neural interfaces difficult to use.
SPECIAL TRAIT!:
Each person may create one special trait for themselves to represent their people as a whole. As such it cannot be a technologically oriented trait.
Example would include “Corruptor”: The *species name* has a knack for infiltrating and corrupting other species populace bringing them into the *empire name*s fold via subversive means often using Religious or Philosophical methods.. NOTE: Special Traits are to be totally unique NOT as a method of going “I’m better than you are” at something. It is to reflect your peoples methods and ways of doing things.
Welcome to my thread! Once I can get five people, I will start. So hurry!
NOTE: I will pick your sheets to pieces to keep godmodding away, so expect it. I encourage you to pick each other's apart, as well as mine too, just no flame wars. I am the Threadmaster, so all decisions are ultimately mine, so if you cannot reach a comprise, i'll settle it myself as fairly as possible.
ANOTHER NOTE: To cut down on everyone being a Class Four Uber-nation, I will be a dick with the Big Bad. The bigger your nation, the higher chance the Big Bad will take a visit in your systems. Expect many, many systems to be gone before the Big Bad goes down...