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The Interstellar Waltz (Sci-Fi Nation RP)

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The Interstellar Waltz (Sci-Fi Nation RP)

Tips: 0.00 INK Postby TatersAndTots on Tue Nov 24, 2009 7:51 pm

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...
Last edited by TatersAndTots on Sun Nov 29, 2009 11:00 am, edited 7 times in total.

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TatersAndTots
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Re: The Interstellar Waltz (Sci-Fi Nation RP)

Tips: 0.00 INK Postby Nyxeth on Tue Nov 24, 2009 8:23 pm

Sticking my foot in the door on this - I'll be writing it up tomorrow when I get home, slapping a reserve label on the Field Control HyperTech.

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Re: The Interstellar Waltz (Sci-Fi Nation RP)

Tips: 0.00 INK Postby TatersAndTots on Tue Nov 24, 2009 8:53 pm

just to be nice, each race gets Three Hyper-Techs to choose from. Pick and choose em to match your battle doctrine.

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Re: The Interstellar Waltz (Sci-Fi Nation RP)

Tips: 0.00 INK Postby Kronos on Tue Nov 24, 2009 9:06 pm

I love you. My nation will be up soon enough.

Have fun dealing with the military envisioned by a DARPA-fanboy and futurist.

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Re: The Interstellar Waltz (Sci-Fi Nation RP)

Tips: 0.00 INK Postby TatersAndTots on Tue Nov 24, 2009 9:50 pm

SHEET DONE

Nation Name: The Tchtter

Race: Hive. The Tchtter are an insectoid race, similar to rottwieler-sized beetles. They move on four legs, with two sets of arms. Think big-ass black beetles that walk with only their hind legs. Their heads are raised, with their neck-area moved back, to allow upright movement. They are covered in chitinous plates, but they are without the bulbous back parts. Actually, they look more like armored grubs with legs, then beetles. But hey, how can you tell when so many of them are scurrying around?

Nation Size: 60 Systems inhabited, many more surveyed by picket forces. It keeps the riff-raff out...

Government: Communist hive-mind. The t'cht'ter are one, and as such money is useless. Money is simply a way of making sure no one can lie on how much their work is worth. Seeing as the T'cht'ter cannot lie at all, there is no money. Possessions of any kind are useless as well. The T'cht'ter work for the greater good of the whole species.

Economy: None. The Collective is a single entity, so it does not need to trade. All transfers of wealth are carefully weighed and compared to be mos effective to the whole. It only trades with other races and nations, and then not very well. Trillions of dollars of medication for a few freighters of sawdust and crops is a good deal for the Collective. No one really understands why a being so smart deals in such a detrimental way, and the Collective isn't telling.

Religion: None.

History: In the beginning, there were many Collectives. The Tchtter as a race were always joined in a hive mind, but each group was its own. They could connect their minds together to speak, but each Collective was separate. A thousand years ago the Collectives decided to join. They all knew that fighting among themselves was stupid when they each only wanted the Tchtter to prosper. They merged their minds totally and created a single Collective. Thus the modern Tchtter race was created.

People of Importance(Non-Militarily):
The Collective: All the Tchtter are connected into one mental entity called the Collective. Instead of many minds linked with a few powerful ones (queens), it is one mind split between trillions of bodies. It is only one, and refers to itself as a single entity. All Tchtter are the Collective. It is also all of their biological constructs as well. Anything Tchtter has a brain, which gives its mental capacity to the Collective. What makes the T'cht'ter so dangerous is that the Collective gets smarter and faster as it gets larger, not the other way around. Each brain is larger than it needs, which means the extra brain power begins to form an extra space, unused in day-to-day running of things. This is used for extra things: military, science, diplomacy.

Strengths:
Industrial Heartland: The Collective does not understand the term 'break time'. They work till they collapse, then sleep and do it again the next day.

United. They all are connected by telepathy, obviously. No dissidence, no infiltration. No hiding... well, no hiding anything.

Tough. The Tchtter are extremely robust. Their armor can take hits that would smear most other squishy life forms, and they have redundant organs. Three hearts, an extra set of lungs, etc, as well as a stupidly-efficient immune system. And hell, they eat EVERYTHING. They'd eat tin cans if there was no food around. They also can secrete a rather potent acid/toxin from their claws/mandibles that can rapidly eat through most types of personal and vehicle armor.

Is The Ground Moving? There are lots of Tchtter. LOTS.

Cybernize! (Err i mean BIOIZE!): The Tchtter integrate their bio-tech like cybernetic implants, to the same effect as well.

Tough As A Coffin Nail: THEY SPIT ACID. Seriously, these things breed like space-cockroaches, and harder to kill to boot. They can live on so many worlds in one system because of their terraforming, which is too crude to support any life other than those as tough as the Tchtter.

Man-Machine Interface: Organic constructs can be controlled mentally, just like Queens control the rest of the Tchtter. They are used throughout the Tchtter's space. There are no keyboards or interfaces of any kind, so custom-splicing units must be made to allow other races to use Tchtter tech.

Network-Paradigm Processor: derp hive-mind "we all are legion" and all that fun stuff. T'cht'ter fleets act like one organism, all in perfect synch. Every ship knows exactly what every other ship knows.

Hangarize!: The Tchtter use lots of easily-grown fighters and dropships in their engagements. They hurl them like missiles, missiles that shoot and deposit hordes of ravenous Marine-forms into enemy hulls.

Better Than Your Strikecraft: The Tchtter grow their fighters with it's brain already armored and cushioned inside. Since the brain never moves, it is held in a way that allows Tchtter fighters to endure moves that would kill a pilot easily. They can hit accelerations that boggle conventional pilots, and can out-maneuver regular pilots. They are not very cunning, but that is another story.

Ghost In The Machine: The Tchtter use biological constructs extensively. Their fighters and their combat vehicles are autonomous. Some of their infantry is even artificial, namely their Shock Troopers.

History Trait: Warlike. The T'ch'ter leave most races alone, but the one time they had to kill a neighboring species, they devoured them all in a matter of months, down to the last infant.

Hyper-Technology Traits:
Field control: The Tchtter have the only organic gravity-control systems in the galaxy. Every ship can influence gravity to a degree, shunting debris away and messing with enemy projectiles. A fleet exerting its power together can lead to interesting results (can you say rip an asteroid base apart?).

Enerjax: The Tchtter can create and use Enerjax with their biotech, and use it extensively.

Advanced Biotechnology: The T'cht'ter have turned growing weapons of war from primordial goo into an art form. They can do it quickly and efficiently. They have an annoying habit of NEVER running out of missiles/fighters to hurl at their enemies. They can heal damage in the middle of the fight as well.

Gravity Sensors: The same organs that give Field Control can also sense gravity around the T'cht'ter ships. They will not hide, and neither can you.

Weaknesses:

Biotech: For all the self-healing, massive numbers, and low operating costs, biological ships are weak. Their armor is thinner and they are less efficient with defensive technologies. In open fights their numbers can be an advantage, but against entrenched opponents they fare badly. They suffer from a simple density of power. They may have four times the strength of the enemy, but if they cannot hit the enemy with all of it, they can be slaughtered in detail.

Sneak Around? Poppycock!: The Tchtter aren't dumb, but they have no idea about cunning. They don't really understand the concept that well, except on an intellectual level. But emotionally, they have no clue HOW to be stealthy.

Vulnerable To Bombardment. Tunnels don't fare well against missiles n shit. Extreme damage against orbital bombardments.

Green Soylent is People?!: They eat their prisoners, and chuck their remains into the growing vats if they do not need them. Humanoids are the best tasting, it is rumored, and they will be spared the least by the Tchtter.

Paranioa: The Tchtter do not understand lying very well, and react badly to it. Since almost all diplomacy is lies and half-truths, this can lead to rather tense negotiations, usually backed by a panicky hive fleet.

Not Diplomatic: The Collective does not lie. It can for extreme circumstances, but these times are rare. It cannot find a reason to change hard facts most of the time, which makes it painfully blunt during negotiations. It tends to insult diplomats when it doesn't intend to and to speak calculations that are confusing. It has a small number of allies it can call on as a result.

Dense: The Tchtter do not react well to radically different strategy changes. It uses the time-honored tradition of 'throw bodies at it until it breaks' when dealing with something it has not seen before. Tchtter forces tend to take higher casualties in engagements as a result.

Death Screams. Tchtter speak to each other all the time through their minds. When one dies violently, it reverts to an animal state and gives a single psychic scream before it perishes. All Tchtter do this and the Collective ignores it all the time. When millions die at once, say during an orbital bombardment, the screams drown out the Collective's control. Troops become animalistic and hysterical while ships and turrets are sluggish and erratic. Military constructs are modified to not do this scream, but Tchtter do it as a base mental function which makes the Collective unable to remove it. This mental jamming only works with civilian deaths.

Fighter-Dependent: Their military doctrine requires

Navy: Ship Classes and Numbers: (Make up details like the armour and shields, keep in mind the tech, what Hyper-tech you have etc.)

Class Name:
Ships in class:
Category:
Combat Designation:
Armor:
Shields:
Reactor:
Sensors:
Jump Drive or Reaper Drive: Which is it. (If the latter you MUST have the Hyper-Advanced trait to use it!)
Sublight Motors: (Engines)
Armament:
Hangar Complement: (If any)
Special Equipment: (If any)



Ground Armies:
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Re: The Interstellar Waltz (Sci-Fi Nation RP)

Tips: 0.00 INK Postby Kronos on Tue Nov 24, 2009 10:19 pm

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Re: The Interstellar Waltz (Sci-Fi Nation RP)

Tips: 0.00 INK Postby TatersAndTots on Tue Nov 24, 2009 10:24 pm

Sadly no, I didn't have the huge trait list before the whole site crashed. I wanna get the sheet up now before I go to bed to let you guys look it over and stuff. Doesn't my sheet say that we get four Hyper-Techs? I don't mind criticism because I always forget things anyways. The other traits are just extra stuff I'm going to cut away before my sheet is done. Now? Sleepy time again

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Re: The Interstellar Waltz (Sci-Fi Nation RP)

Tips: 0.00 INK Postby Kronos on Tue Nov 24, 2009 10:28 pm

It does say we get four traits.

Goodnight.

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Re: The Interstellar Waltz (Sci-Fi Nation RP)

Tips: 0.00 INK Postby Conquerer_Man on Wed Nov 25, 2009 1:28 pm

Reserve post, and to mark this thread in "view you posts" section.

Since you don't have those traits listed, and by the sound of it as I read you exchange, can we make up our own traits if you okay them?
Practioner of the Free Market

Sometimes, all you'll ever going to find is a spoon.

"Nationalism is the destroyer of nations; patriotism the preserver"

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Re: The Interstellar Waltz (Sci-Fi Nation RP)

Tips: 0.00 INK Postby TatersAndTots on Thu Nov 26, 2009 1:12 am

I can redesign my character sheet and add the traits if you guys want. The site is back up so i can get to em

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Re: The Interstellar Waltz (Sci-Fi Nation RP)

Tips: 0.00 INK Postby Conquerer_Man on Thu Nov 26, 2009 11:00 am

Well, okay, but can I still use the traits I came up with if you okay them?

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Re: The Interstellar Waltz (Sci-Fi Nation RP)

Tips: 0.00 INK Postby TatersAndTots on Thu Nov 26, 2009 10:44 pm

yes, and an already defined trait list is up

EDIT: You should notice the extra "Special" trait at the bottom of the trait list. This is a super trait that each person can make for their nation. Each nation gets their own for it must be totally unique for each nation. Like the info says, it is a trait that represents how your nation functions or what makes it special.

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Re: The Interstellar Waltz (Sci-Fi Nation RP)

Tips: 0.00 INK Postby Conquerer_Man on Fri Nov 27, 2009 12:55 am

And alas, it's ready for posting. Please note that most of the traits are creations of my own, since I didn't have the list. I hope you approve and I've balanced them with weakness of my own creation that I hope are satifactory enough for you standards.


******


Nation name: InterGalactic Commerce Consortium
Race(s): Human,
Nation size: Class 4, 64 systems

Government type: Federalist Republic, Various Member-States who have varying government types
Important Government Figures: Commanding Executive Officer Dryson H. Folly

Economy: Free Market at it’s finest.
Important Economic Leaders: Too many to list

Points of interest:

- InterSystems Capitol and Administration (Selkuth System)

- Drakor Cluster: A cluster of about ten systems. It serves as the main entry point into IGCC space. Many of the IGCC military instillation are located with in this cluster


History The IGCC came about when several systems and corporate entities sought to form a single enity to represent their best interests and to form protection against intergalactic threats. Over the centuries the IGCC grew exponentially when system after system, state after state, corporation after corporation became member states. The member state vary from libertarian free states to fascist dictator states. Because of this, the IGCC has a diversity of resources unseen any where else, making them the leading economy of the galaxy.


Strengths (Non-Militarily):
- Selling Heaters to Lava people: Corporations with in the IGCC dominate most of the intergalactic markets.

- Caring Hand: Private charities help those less fortunate, even outside of the IGCC, a generally positive opinion of the IGCC to the populations of worlds outside the IGCC.

- Mass, Mass, Mass Production: Henry Ford would be proud, production of peace time goods is unsurpassed by any other.

- Load-Bearing State: If the IGCC was to go kaput, there is not enough WWIIs in the universe to pull you out of the depression that would follow

- Cargo Cultist: Every one screams for ice cream, and all the little systems line up when the massive Consortium cargo fleets come to town, selling their wears at a unreasonably low prices. Hmm, that’s a good widget.

- Free Market Boomtown: Free market compitetion, it’s what make the IGCC great. Dispite the might that corporations wield, they still fall to their knees when a man in his garage begins selling his wears cheaper than they can.

-Magna Carta: Dicators and despots beware, the Universial Charter will keep you in line. The government
has check and balance, keeping it from becoming too big and too tyranty.

- Eureka!: Innovation is the cornerstone of keeping prices low.

Weaknesses (Non-Militarily):
- Hey! That’s my planet!: Prone to internal disputes between member-states. Higher level restrictions on government action.

- Moneymoneymoney!!: Greed can be a problem with certain Member-states, especialy the corporate entities.

- You can go F*** your self!: Puts the good of the citizens and the IGCC above all else, alienates allies to some extent.

- Mormons?! In Space?: As long as it doesn’t cause direct harm to others, it’s legal.

-Magna Carta: I can’t help you ma’am, my hands are tied. The federal government is restricted, leaving the individual member-states to deal with certain problems, like local piracy.

Hyper Tech:


- Nanowanker!: Workers of the world unite? Hardly when your workers are mindless machines. The goods of the IGCC are produced by nanobots, while humans are relegated to services and craftsmen positions

- Field Control: You ever see a battleship fly, well the IGCC uses field control to allow their gargantuan cargo ships to land directly on the surface of the planet, eliminating the need for shuttles and costly overhead.

- Reaper Drives: Corporations of the IGCC are known for their “12-Parsec” guarantee. Regardless the a parsec is a measure of distance, they get their fast and on time thanks of Reaper Drives.

- Focused Emitters: Pew!Pew!Pew! What wlse would you expect the IGCC military to use Plasers and Gamma DEWs for?

MILITARY:
Doctrine:

- Target Specific Attacks: These TSA’s are the main stay of military tactics through out the IGCC. Whether it’s the Bureau or some other force, the goal is to capture the target capital (that’s capital in reference to aids of production and resources, not capitol), which leaves getting it out of the hands of defenders. To do this, the IGCC relies heavily on weapons that do damage to specific targets, such as Neutron Bombs, chemical weapons, nanite war heads, and precision weapons. Sometimes referred to as “Prying the Clam from the shell”.

- Utility Warfare: The IGCC engages in wars and conflicts in which it can benefit from the outcome of the war. If the cost out weighs the benefits, then it’s not worth fighting. The IGCC is also known to just stop a war if it means the cost has exceeded the benefits. Do not think they are cowards though, if the war threatens the existence of the IGCC and it’s members, when the cost of defeat is too great that it out weighs any cost, the forces of the IGCC have been known to defend their homes and property with fanaticism.

- Economic Tactics and Protocols: The forces of the IGCC are taught that if you can’t take it down with one shot, don’t shoot at all. This “one shot, one kill” ideology has lead to weapons and tactics that usually finish the fight with in one shot. This doesn’t mean they don’t prefer large numbers, since the more guns you have the more shots you can get off at any given time, but if it takes only one bullet, they won’t empty the magazine so to speak.

Strengths (Military):

- Sleeping Giant: World factories, and massive tax revenues allow a slow but powerful build up of non-peace time military forces

- The Drums of War, Slow to Beat: Reactive military measures are met by large popular support.

- Liberty or DEATH!!: Negates the “It Costs How Much!?” trait if the IGCC is at war with another empire that wants to enslave or destroy the IGCC.

- Death Spiraler: Cost effectiveness, it’s all about the cost verse the benefit.

- High Speed, Low Drag: Blitzkrieg, when the Consortium counter-attacks, you better not blink because they’ll be in your base, eating you burgers before you know it.

- Network-Paradigm Processor: When you build massive fleets, something’s got to keep them from colliding, and that also helps them focus their fire power as well.

- Destroyers!: The fleets of the IGCC are made up mainly of Destroyers, ships smaller than Dreadnauts and Battleships but larger than Cruisers. They may not be the ones to win the battle, but they do all the work to get to that point.

Weaknesses (Military)

-It Costs How Much!?: The longer the war, the more it costs, and the less popular it becomes.

-Don’t Start What You Can’t Finish: Preemptive wars are met with low popular support, and if the conflict goes bad, can cause public outcries for a ceasing of the war.

-Butter Sells Better: The size of the military is proportionate to the time spent in peace. The longer the peace time, the smaller the military.

- I Can’t Sell To Them If They’re Dead!: IGCC doesn’t destroy people, it crushes them, then rebuilds them, and then sells to them. Some times you have to destroy an enemy completely, or they’ll come back and bite you in the ass.

Ships:

Ground Troops: List the kinds and their gear. Numbers would be helpful too. No sheet needed here; pics encouraged but descriptions are nice too.
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Re: The Interstellar Waltz (Sci-Fi Nation RP)

Tips: 0.00 INK Postby Saxious on Fri Nov 27, 2009 9:38 am

Image

Nation name: The Republic of Deutchlieg
Race(s):
  • Deuthliegs.
    • This race has the same ‘color races’ as humans, and same body shape, however, organically, they are a lot more different.
    • Where humans have kidneys, the Deuthliegs doesn’t, their stomach are a lot more smaller and their stomach acid is very powerful, making them able to eat a lot, however their body doesn’t require more than half of what an average Earth Human eats, and even that is enough for them to go for weeks (earth weeks) without any more food, however they are so unused to alcohol (as the entire civilization has never tasted it), that one quarter of a light beer would knock an average Deutchlieg out.
    • They breathe carbon dioxide (not oxygen), and therefore the soldiers wears specially designed gas masks that separates the carbon dioxide from the oxygen, and the ambassadors has devices alike which helps them breathe and talk.
      • For the Deuthliegs, oxygen causes their throats to get dry quicker, they become slightly sick (nothing serious, just fever and can't focus much).
    • Their eyes are sensitive to the light, thus on all other planets they wear sunglasses, and that explains why the soldier’s gas mask's eye holes are both bullet proof and like black sunglasses.

  • Hons
    • These reptilian-like race has aligned themselves with the Deuthliegs, in return for their participation of their politics and war, they have been given permission to keep their planet, untouched by the Deuthliegs, and every second tropical planet they conquer is given to them
    • They are natural scouts and are experts in camouflage, all by nature.
    • Due to their fear for machines, they would never dream of picking up a gun, and uses their stone age weapons instead

Nation size: Class One. Controls two systems.

Government type: Communistic, though economy is separated from the political policies. (In other words, like China)
Important Government Figures: The Communist Republic of Deutchlieg’s government members are:
  • Chairman, Leo Markius
  • High-Ambassador, Alex Burg
  • Cultus Mechanicus Pope, Pius
  • High-General, Valdimir van Smolka
  • High-Commissar, Cedric Kluuker
  • High-Admiral, Simona Berkers
  • Minor Governors who governs planets

Economy: Mixed Market
The Government allows businesses to be run by private owners, however, it is the government that can decide if a business is worthy to be started, and it also supports certain form of businesses.

The government owns and runs every form of business that exists through the many planets. The payment is set and the food rationed so that everyone is given ‘fair’ amounts of Deuths (the currentcy) to pay for the food that is to be bought explain it. Free market? government run? Socialized?
Important Economic Leaders:
  • Lars Forgaard ~ Head of Foreign Trade
  • Giara Cunta ~ CEO of Mechanicus Spunta (the largest manufacturing company within the nation, who produces every day goods).
  • Kenta Slemmerman ~ CEO of Mechanicus Wartimus (the largest war product producer)

Religion & Secret Organizations:
Cultus Mechanicus – The belief that machines has a spirit within it, and that they have a will of their own, which has to be appeased in order to work. The priests of this religion are much like highly experienced engineers, who knows almost every kind of machine that is produced throughout the planet. Their ability to fix, built and invent new machines has helped The Republic of Deutchlieg to move forward in technology, and since it also believes in ‘mass production’, so that suits the government, and with the progression in technology that they also benefits from it.

Religion structure: (From highest ranked to lowest ranked)
  • Cultus Mechanicus Pope, Pius
    • Eversors
      • These are the bodyguards of the Pope, and they will stop at nothing to do what he orders.
      • These men and women are few but dangerously trained and armed, prepared to throw away their own life if needed, and the slightest hint of blasphemy (believer or not) and they will be begging the Pope for permission to throw themselves at the heretic.
      • The Pope himself chooses these lucky people, who then undergo painful surgeries to make their bodies adapt to the stress that they will have to endure to keep the Pope safe.
      • They are armed with light weaponry, such as machine guns that can be held in a single hand, and in the other hand they have syringes with tubes connected to them which allows powerful poison to be send into them, and then stab their victims, killing any creature from a human size to the size of an elephant within a matter of minutes.
          This is thanks to the nation's advancement in chemical technology.
  • The Four Magos
    • These men are below the Pope, as they each have either repaired, or helped to built, a Bane-Blade, they have demonstrated amazing skills and are given the rank to one day become the next Pope
  • Electro-priest
    • These priests are usually found on the planets which are dedicated to production (Kranus, Goburn, Joruni’Zky & Lilitorith).
    • They are usually the governors of these planets, working together and ensuring that production is done and the chemical created food is created for the workers.
  • Enginseer
    • These men are responsible for that the quantity, quality, and deadline is met.
    • They are like leaders who boss he Tech Priests around.
  • Tech Priest
    • These men and women are the hardworking and strongly devoted believers of the Cultus Mechanicus. They are the one who works day and night to built the daily goods and the weapons and ammunition needed.
    • When there are larger projects, such as building space ships, hundreds of Tech Priests are banded together to built these things (usually resulting in the promotion of a few tech Priests).
  • Battle-Tech Priests
    • These Tech Priests are like the normal working Tech Priests however, they are trained to be on the field as pilots, operators of war machines, builders, medics, and the list goes on for what they are trained to do, all at once.

Commissars - Although it isn't as secret as it used to be, this organization is a group of specially chosen people who are to keep the public order, maintain the beliefs of the Communistic Philosophies within the government, and slightly within the Cultus Mechanicus religion.
They are feared and hated throughout the systems, however none dares to publicly speak out against them, in fear that they may come for them. They use ruthless measures which ensures political stability and social rest, and so far, they have killed millions of Deutchliegs without being punished, only when they went too far and attacked the Cultus Mechanicus did the Chairman, and the Pope step in to stop them.
Thier numbers are restricted now and so are their methods.
Result: Civilians killed: millions
Commissars killed: ten.

Commissars' Structures (From highest ranked to lowest ranked.)
  • High-Commissar, Cedric Kluuker
    • Appointed by the Chairman, Cedric is to make sure that the newly set rules of the Commissars are followed by the letter. So far, so good.
    • He is responsible for all social activity, therefore he knows more about the economy and the needs of the people than anyone else.
  • Eradicator Commissar
    • The Eradicator Commissars are specialized policemen who are to focus on the social problems and unrest there may be through the systems and they are to make sure that the laws of the government are followed, and traitors executed, but publicly and secretly.
  • Battle Commissar
    • These Commissars follow the soldiers into battle and inspire courage against their foes.
    • They use any weapon of their choice, and are often the advisers of the captains/generals that are invading.
  • Shadow Assassins
    • These men are the assassins, both against alien invaders and for the internal people and traitors. They serve as the unseen hand of the Republic and the will of the Commissars.
    • They are feared by the few gangsters who are left, as they are experts in hunting down their prey in cities (as long as it is their own cities).
    • They are good at infiltrating and sabotaging (especially when it comes to sabotaging machines or factories), and their methods are usually simple. A bullet to the head is good, a bullet to the head and heart is even better.


Points of interest:
  • Planet Kranus, Goburn, Joruni’Zky & Lilitorith
    • These planets are completely dedicated to producing machines, both daily life machines and war machines, and therefore they are considered with much importance to the The Republic of Deutchlieg.
  • The Maranian Subsector
    • This is a subsystem, populated with Deutchliegs, or rather…over populated with them. Thus it is a recruiting subsystem, where many of the planets are either massive training camps, where hundreds of millions of Deutchliegs and Hons are trained.
  • Deutchlieg
    • The capital of all the systems, and the center where all the high leaders are, and make their decisions.
  • Mechanicus
    • This planet is dedicated to the Cultus Mechanicus, where millions of Tech Priests, and Battle-Tech Priests are trained.
    • Also, it is where the Pope is usually, and it is the only world where the technology is advanced enough to built Bane-Blades and Space Ships.




History:
Deutchlieg used to be like planet Earth. Divided, warring and hated each other for centuries. Time passed and the population then slowly began to get together under a common government, and it was through a combination of politician and war that they were united.

The new world government became a communists government, as it wanted to move forward, and all religions were replaced with Cultus Mechanicus as it suited the communist’s ways of leading, and since the entire planet was united there was no inflation, for it was all controlled by the government, and production and movement forward began.

Centuries passed, and the Deutchliegs slowly began to unlock the secrets to come out to space, and from there it all became common history, the Deutchliegs began to invade defenseless planets and began to populate the planets and began to built machines that were to help them to live in these planets (due to their biological difference to normal humans).
Their belief to the Cultus Mechanicus became stronger and stronger as the sound of every victory was heard in the conquered, and populated planets, for as they believed that the Spirit of the Machine was pleased with their work, and thus it cooperated with their cause.

When the Deuthliegs came to the planet ‘Mars’Juzul’, where they saw that the population was still in what was the stone age compared to their technology, so they landed troops to establish a base…however, it was within the first day that these men were killed by the natives, which just angered the Deuthliegs, and they began to send even larger armies to destroy the natives…though it proved that it was like the Vietnam War for them.
Their soldiers were killed, one by one, as these reptilian people snuck into their camps, killed the soldiers, and dug large holes, which they then covered, made their tanks get stuck, and the list for how creative these primitive creatures were against the Deuthliegs was amazing. In the end, Chairman Papal van Gruber, declared a truce between the two nations, apologized to the natives for his rudeness and offered them not only to repair the damages but also to give them new worlds to populate. The Hons accepted these terms, under the conditions that they weren’t to be touched by the Deuthliegs’ ideas, having to use their weapons, or forced to belief their religion, as they had their own pagan belief. Chairman Leo accepted these conditions and ever since the two races has cooperated, and the soldiers work together well…the civilians rarely meet as both races has their own preferences for how to live (one prefers Carbon Dioxide to breathe, the other oxygen).

The Republic of Deutchlieg was a successful little empire. They began to expand their power and came in control of five star systems (not counting their home system), which was heaven for the Chairman was overjoyed by these news, and since they had billions of soldiers at their deployment, they thought they were ready to take the war up a slight bit, and attacked what looked like an average developed planet...this proved to be their great doom.
This small planet turned out to be an outpost of a much larger, and light-year advanced in technology and weaponry, and this attack was seen as a declaration of war, and war there came out between the great empire, and The Republic of Deutchlieg.

The systems of that The Republic of Deutchlieg controlled were overrun, bombarded with orbital fire, and their defenses were useless against the invaders. Planet after planet, the Death Korps of Deutchlieg (the name of their army) stood their grounds, fighting bravely, but hopelessly. Defeat after defeat, planets were purged, and the Deutchliegs who inhabited it were slaughtered, their bodies piling up in large mountains, after all...they hadn't even unlocked the secret for laser weapons, and still depended on gun powder bullets, which was like raindrops to the enemy's armor, who fired laser guns back at them, cutting through their bullet proof vests like it was out of paper.

After having loss of four systems, he fifth system was to be invaded before the Deutchlieg system would be the ultimate loss, it seemed as if a miracle happened. The invaders didn't know where to head off after they had invaded half of the fifth system, and though they searched for where the final system was, they couldn't find it...all they found was overly polluted planets which they couldn't use, and the planet's thick clouds blocked their view of the land itself, and those few planets where they did find Deutchliegs inhabiting them, they didn't see any militarily usages of them, and the invaders then left, taking over the planets that they did find usage of, and destroying those planets that the Deutchliegs had over polluted with their machines and industries.

This left the The Republic of Deutchlieg with a massive blow, and an unacceptable slap in the face. They had always believed themselves superior to all other races, save for the Hons. As a form of punishment for this, the chairman was executed for his actions, and a new chairman took his place.
The Republic of Deutchlieg then began on recovering from the war, conquering a few other planets, but they didn't feel the same glory as they had when they had controlled five star systems. They conquered half a star system, but then couldn't find anymore planets to expand to, which was alright for the current chairman, as the nation was now focusing on making sure that they were still unnoticed by their dangerous neighbors.

After the 379th chairman passed away, the new chairman came to power, and there happened a great event in The Republic of Deutchlieg's history, which would forever effect the people, politicians, and military...the Rise of the Commissars. This group of ruthless Deutchliegs were trained to find those who had corrupted the system and execute them, they were to ensure that the military were loyal to the chairman, and not the general (whom they were just to take orders from).
When they began their work, it was slow at the start, for they didn't know who or what to look after at the first, but when they got organized and began to divide their group into different branches, they ruthlessly executed millions of Deutchliegs, accused for corruption, heresy against the main religion, or for treason against either the local government or their superiors (such as captains and generals).

Once, a High-Tech Priest was arrested for Heresy and was to be burned publicly, however, the evidence were vague and the Commissars who did the accusation were Deutchliegs who had been denied to become Tech Priests by him, and thus the Chairman stepped in and save the High-Tech Priest, and sentenced the Commissars to be burned publicly...and they were burned, with the usage of flame throwers.
This satisfied the public, and hinted the Chairman that he needed to talk with the commissars, so he assigned the best Commissar, who was also the most respected and seen as a fair Deutchlieg citizen. He become the High-Commissar, and from then on, there were to be trails against all the accused, in order to prevent needless genocide of their own race.
However the marks were already laid, and the fear had spread itself through out the The Republic of Deutchlieg, now every Deutchlieg would rather commit suicide than to be captured by the Commissars (metaphorically).




Strengths (Non-Militarily):
  • Mass productivity.
    • With their many forge, and production planets, the Deutchliegs can produce millions, if not billions, of same good quality goods for its nation's people, and the planets are filled with Carbon Dioxide, making it a perfect place for the Deutchliegs to live in without the usage of gas masks or form of breathing systems.
  • Chemical Advancement
    • Thanks for the Deutchliegs' advancement in chemical technology, they can create methods, allowing them to breathe on other planets (such as their gas masks, or air conditioners). It allows them to have substitutes for fuel, however they are temporarily, and won't last for as long as the government needs it to.
  • Strong Public Moral
    • Due to the Commissars' actions, the public doesn't dare to oppose the government's actions or new laws. There is little corruption through the land, and gang war is almost unheard of (for when it does happen, the Commissars line up to find them).
  • Social Indifference.
    • It doesn't matter where you were born, it doesn't where you got your education, and so on. You are a Deutchlieg, a brother and sister to everyone who lives in the The Republic of Deutchlieg.
  • Equal Welfare State Support
    • The Deutchliegs gets good support from the government when they become old, or if they suffer casualties from war, social or economical disasters.
  • Communication Advancement
    • The Deutchlieg government is much more advanced in their ability to communicate with other planets, and there fore, they are able to be so closely linked that any Deutchlieg can pick up the phone, dial a number and call a friend on the other side of system.
  • Technical Medical Advancement.
    • This is because the Deutchliegs have invented a way of replacing limps with mechanical ones, making some of the people and soldiers look a bit like cyborgs.
    • Though they depend on electricity, they move like a normal arm/leg/finger, etc.

Weaknesses (Non-Militarily):
  • Lack of Fuel
    • Since the Deutchliegs depends on fossil fuel, chemical fuels, and any sort of energy that they can get (they haven't discovered solar power, or nature friendly energies, and can't be bothered to research them).
    • Due to this, they have a substitute fuel called "Bio-Carmica", which is a rare element found on few planets. It works well, and can provide large areas of planets with power, however it is unstabe, and too much of this concentrated fuel can send untold large areas of a world back to the stone age, as it will explode, sooner or later.
  • Lack of Soldiers.
    • Since the Deutchlieg government lost a great war, their soldiers are limited, and they can't make their factories be focused on war productivity when they can't find planets to invade, and their defense system is also very weak
  • Lack of Technology.
    • The Deutchliegs still depend on gun powder weapons, and although they have been able to unlock the ability to explore space, they are still in the middle ages compared to other civilazations.
    • The social lifestyle of the Deutchliegs are strict and many must improvise in order to
  • Lack of Food
    • The Deutchlieg government is having a very, very tough time providing all the systems with food. Although the average Deutchlieg doesn't require a lot of food, it is still hard for the Deutchliegs to turn planets into agricultural planets, as their philosophical beliefs are mass production and their religion tells them to please the Machine Spirit.
  • The Curse of the Machine Spirit
    • The average Deutchlieg fears, above death and the capture and torture of the Commissars...the Curse of the Machine Spirit. This fear is that one day the machines will stop working, leaving the Deutchliegs workless, hungry, defenseless.
    • It is viewed as a form of Doom Day for the Deutchliegs, a Doom Day that can happen any second, minute, month or year. When Tech Priests predicts such a date, wide spread terror and fear spreads through the systems, and thus the Commissars are ordered to silence any Tech Priest who says such a date...for even the Chairman fears that the date may come true.
    • Due to this belief, machines are constantly being built, destroyed and rebuilt, in order to please the Spirit of the Machine
    • A spy dressed as a Tech Priest can therefore take advantage of this and cause untold panic through the systems, if the message is spread quickly enough.
  • Communication Problems
      Though the Deutchlieg are closely linked, the satellites who link them together can still malfunction, which can cause minor communication problems, though the tech Priests can easily fix the satellites, there are times when dozens of satellites went down at once, causing the government to believe that an invasion was happening.
  • Technical Medical Advancement
    • Although the replacement of lost limps is great, it does however have its negative parts:
      • They cannot replace organs.
      • Anything to do with the head is impossible.
      • The robot parts can rust if the wrong form of metals are used, and they need to be charged, and if damaged at the cables, the entire arm will robot limp will break.
      • It cannot feel anything, therefore the user must look closely to make sure that he/she doesn't exert too much force and breaks the object.

Hyper Tech:
  • Good communication
    • As explained, the Deutchliegs are closely linked, and able to communicate with each other through space and from planet to planet, making video conferences possible for the many leaders to talk at the same time.
  • Lightening Mobility.
    • The military, when invading, is trained to be able to land quickly, scout the surrounding area (which is the job of the Hons), and then set up a base. All of that is done within one and a half day due to the mobility and quick communications between the infantry and the space ships.
    • The Tech Priests, skilled as they are, can quickly built houses, barriers and defenses for a firm foot hold of an invasion, and their knowledge of almost every kind of machine built by the Deutchlieg government is enough for them to do it in their sleep.
  • Bane-Blade
    • This massive tank is the ultimate weapon of the Deutchliegs. It is their pride, and their greatest weapon.
    • Few times has this legendary titan failed to accomplish its ultimate purpose (which is usually to break the line)
      • Those times were when they were invaded, as the Bane-Blade was on the other end of the Systems and couldn't be moved quickly enough.
      • the battle against the Hons. They managed to dig a hole big enough for it to fall in it.
    • There are limited amounts of these.
      • only four to be precise
  • (Pending)
    • The Deutchliegs has still to invent a new hyper technology




MILITARY:

Doctrine:
Land

The Death Korps of Deutchlieg, the name of The Republic of Deutchlieg's army has a slightly complex, yet somehow simple way of battling.

The army, when invading, depends on four factors which are taken into consideration before a battle is commenced. One, Surprise; that they get the enemy with surprise, for if they do they will be able to push them back and then gain time to establish a strong foothold on the planet. Two, Lightening Mobility; if they can get a base quickly set up, they will be able to send more soldiers to the land and slowly make their way across the planet. Three, Weather; The Death Korps of Deutchlieg uses chemical weapons, and although they have weapons to send these chemical weapons far behind the enemy's line, wind can quickly send them back, and there has been situations when massive retreats had been called because of these chemicals gasses coming towards their army. Four, Reinforcement & Supplies; Any Deutchlieg can go to war, but if they aren't trained, armed, and has no reinforcements or extra supplies, then it is rare that any commander is willing to go to battle.

The Death Korps of Deutchlieg uses lightening warfare when they battle, using diamond hard attacks and steel strong defenses, meaning that when they attack, they attack with everything they have, sending missiles across the land to bombard the enemy, thousands of soldiers ahead to meet the enemy head on along with:
  • tanks
    • (to break the defense lines for the infantry).
  • basilisks
    • To provide with bombardment from afar.
      • These weapons have shells called Grounders, which are bombardment shells which are created to destroy buildings, concrete and metal. (Flesh is ripped apart easily with such a shell shot at it)

Often for when the invasion begins, Battle-Tech Priests are send as well. Like any Tech Priest, they know almost every single piece of weapon that the Deutchlieg has built, and like a soldier, they are trained to be able to defend themselves if it does come to the situation (which is rare).
These Battle-Tech Priests are to ensure that even under the harshest and deadliest cercumstances, the buildings are to be built and the weapons to be fixed, no matter what. "Death is no excuse" ~Cultus Mechanicus Pope, Pius.

For moving quickly across large landscape, the Korps use Speeders, which can contain 28 soldiers, and can cover ground quickly, despite its heavy size and weight.

The Death Korps of Deutchlieg , although being one of the weaker armies in the universe, takes any method into usage, right from poisoning drinkable waters, to doing aerial bombing , all the way over to dropping Napalm bombs onto their food supply areas.

Also, if they need to pass great bodies of water, they use space ships to travel the distances, bombing planes to destroy any island where the enemy may be hiding, and satellites to locate the enemy

Space

In Space, however, the Deutchlieg navy isn't as useful as it may be hoped to be, as it relies heavily on the rare-and-hard-to-produce battle ships and cruisers, along with the massive transport ships, who are actually a danger for the nearby planets.
The battles often depends on the nimble Jet Fighters to do a lot of the work, and since they are quick and cheap to produce, there are often hordes of them in the space battles, along with that, the Space Navy depends on the ability and effectiveness of their Lightening Mobility, the Space Navy focuses on pushing the enemy as far back as possible and then lets the ground troopers invade/bombard the planets

Ship Class Name: Titanicus Metallicus
Hull Size: Battle Cruiser/Destroyer (6.7/10)
Combat Designation: To open as much fire as possible on one or two spaceships. It contains thousands of Space Sailors which operates the massive ship.
Weapons:
  • Roughly 40 guns. (20 on each side.)
  • 5 Orbital Bombardment Guns.
  • 230 Fighting Jets
  • About 90 Minor Defense Guns
  • 5 Space Missiles launchers
  • One Death Gun (like a normal canon, just much bigger!)
Engines:
  • Eight Engines.
    • Their sources are the rare Bio-Carmica, along with nuclear energy engines, which together produces massive amount of energy for the ship, allowing it to travel through space.
Defenses: The armor of the Titanicus Mecanicus is several meters thick, making it able to take powerful hits from opponent ships. It has a complex computer system of Minor Defense Guns, which shoots after any flying non-identified objects that comes within a certain distance of the ship, creating a rain of fire that the attacking ships has to get past. This defense is especially enforced near the hankers where the Fighting Jets takes off, for if an enemy ship gets in there, it can wreck havoc within the spaceship itself.
Other: It is a very endurable spaceship, it can take powerful hits and still be able to continue the fight. It can be used in both space fights and in orbital attacks on planets, which makes it a highly favorable, and rare piece of weapon that the Republic of Deutchlieg has within their possession.

Ship Class Name: Navy of Pride
Hull Size: Dreadnought, Battlecruiser and Destroyer all combined. (10/10)
Combat Designation: To destroy entire navies, lay planets in wastes and to break the front lines into pieces.
Weapons:
  • 400 guns (200 on each side).
  • Fifteen Orbital Planetary Bombardment Guns
  • Two Death Guns
  • It needs at least 250'000 Tech Priests to control it, and additional hundred of thousands of soldiers to make the weapons work (including Battle-Tech Priests).
  • 5'000 Jet Fighters on board.
Engines:
  • Only the Pope knows how the engines works, as they work on full automatic, all the Tech Priests has to do is monitor the pressure of the Engine (which is huge by the way).
  • The Pope has stressed it so many times, that is the pressure of the Engine gets higher than a certain level, one of the direst actions can happen, which could mean the end of the Republic of Deutchlieg.
Defenses:
  • Almost unbreakable armor is attached to this spaceship, which the High-Admiral leads herself into combat.
  • Almost perfect Minor Defense Gun systems are to fend off the opponents.
  • The hangar has large Defense Guns, and there are shields to prevent enemy ships to enter, and if the shield is breached, then a thick gate will close, thick like the rest of the armor, and it closes fast!
Other:
  • This is the pride of the Republic of Deutchlieg, and it is often accompanied by two or three other Titanicus Metallicus.
  • Despite it's massive size, its engine can get this monster running like a beast towards its prey, making it a horrifying weapon during the Lightening Mobility.
  • There is only one of these kind of ships, and that has inspired fear in many nations hearts, and any admiral would think twice before attacking this destructive dreadnought.

Ship Class Name: Jet Fighter
Hull Size: Small fighter (3/10)
Combat Designation: Jet Fighters are small one man vessels that can fly with high speed through space. They are designed to combat other close-to spaceships, and are considered to be the 'acrobats of space' as they are able to make sharp turns, make sudden tricks and can quickly avoid space missiles.
Weapons:
  • Two Guns.
  • Four space missiles
Engines: One, uses fossil fuels and other chemicals that the Deutchliegs has invented.
Defenses:
  • They have amazing reflexes and highly sensitive controlling, making them the Acrobats of Space, as they out maneuver, out run and does quick hit and run attacks on the larger spaceship's attack and defense systems.
  • It has radars that picks up movement all around it within a certain distance (such as missiles and opponent spaceships)
Other:
  • Try to catch them.

Ship Class Name: Speeder II
Hull Size: Transport (2/10)
Combat Designation: It is meant to transport soldiers from space to the planet, it does have limited combat abilities, such as making quick fights.
Weapons:
  • Guns and a few missiles.
Engines:
  • One. Fossil Fuel and other chemical fuels.
Defenses:
  • Maneuvering.
Other:
  • Can carry up to 50 soldiers and any vehicle at the size of a tank (only 1)
  • The larger versions can carry several vehicles and no soldiers.
  • The Bane-Blades has their own ships for transport.

Ship Class Name: Arm of Deutchlieg
Hull Size: Transport (4/10)
Combat Designation: Few, has a few guns to defend itself and two Orbital Planetary Bombardment Guns.
Weapons:
  • a few guns to defend itself
  • two Orbital Planetary Bombardment Guns
Engines:
  • Ten Engines.
  • Bio-Carmica, and Nuclear energy are used for fuel.
    • If this ship explodes....fly for your lives! The radiation will diffidently destroy large areas of planets.
Defenses:
  • Minor Defense Guns in their thousands.
Other:
  • This ship can carry between 200'000 to 400'000 soldiers, 2'000 vehicles of every size and shape, and it has a few satellites it can send out to hold contact with other systems and the ground forces.


Ground Armies:

Ground Troops:
Ground troops consists of air forces, infantry, and vehicles.

Air Forces

  • RAF Typhoon
    • This is the main form of assault air forces that the Deutchliegs have. It is mostly used for battling other air planes, and for the Lightening War strategies that the Deutchlieg commanders uses.
  • B-2 Spirit
    • This air craft is made purely upon night raids and shock attacks. Attacking and destroying targets using stealth and surprise to attack the enemy.
    • It is also using for scouting, getting needed information about the enemy as
  • Harrier GR7
    • these planes are used for quick bombing attacks against the enemy, and they support the RAF Typhoon.
  • B-1 Lancer
    • These air planes are designed for aerial bombing, and loosening at least half a ton of bombs down.
    • They can have up to 28 x 500 lb bombs per unit to 10 x 1,000 lb cluster bombs per bomb rack. Thus many of them are send in at once.
  • Black Hawk Helicopter
    • These helicopter is for quickly transporting the soldiers across impossible terrain
    • Bring reinforcement, and take the wounded to and away from the front line.
    • Can carry supplies to the front line.
  • Tiger Helicopter
    • This is a helicopter created for fighting in the front line.
    • It is armed with 4 medium ranged missiles.
    • 22 short ranged missiles
    • A machine gun.

Infantry

  • Commander/General
    • These men are armed with any weapon of their choice.
    • They are usually behind the front lines and watches everything that is happening over a Holographic Projector.
    • Their Advisers are usually Battle-Commissars and the General/Commander's Lieutenant.
  • Luitenant (ignore the bolter at his right arm).
    • They usually look better than the generals, as they are to represent their army, and are the ones who will do the negotiation between factions when a truce is declared.
    • They carry any weapon of their choice.
    • They always have 'Wolverine' like claws that can come out of their claws.
      • Sometimes they even have missing limps which are replaced with robotic ones.
    • Few of them participates in the attacks, and usually when they do participate, they do so when victory is inevitable.
  • Major
    • The mouth between the General, Lieutenants and Battle-Commissars.
    • Considered the elite soldiers.
    • Well armored against many forms of attack.
    • Well disciplined.
      • They will stand their ground, no matter what.
    • Well respected amongst the soldiers.
      • The soldiers respects them, and are inspired by their bravery.
    • Uses standardized weapons
      • They are armed with AJ-24 (see Seargent picture; the machine gun).
      • 5 Grenades.
        • 2 Explosive
        • 2 Gas.
          • Enhanced Chlorine.
          • It is faster than normal Chlorine Gas.
          • Kills faster.
        • 1 Flash Grenade
        • 1 Pistol.
        • Extra Ammunition.
        • C22
          • Dangerous explosive, which is four times stronger than C4
  • Captain
    • They are commanding a series squads during the field.
    • Are responsible for the plan going accordingly.
    • Like the Majors, they are respected and well disciplined.
    • They can have any weapon of their choice.
    • 1 Military Knife
  • Sergeant
    • Leader of a squad (between 5-15 soldiers)
    • Can be specialized in certain aspects of warfare.
      • Such as anti-vehicle
      • Anti aircraft.
      • Specialized in demolition.
      • So on.
    • They are armed with AJ-24 (see picture; the machine gun).
    • 1 Military Knife
    • 5 Grenades.
      • 2 Explosive
      • 2 Gas.
        • Enhanced Chlorine.
        • It is faster than normal Chlorine Gas.
        • Kills faster.
      • 1 Flash Grenade
      • 1 Pistol.
      • Extra Ammunition.
  • Soldier
    • They are armed with AJ-24 (see Sergeant picture; the machine gun).
    • 5 Grenades.
      • 2 Explosive
      • 2 Gas.
        • Enhanced Chlorine.
        • It is faster than normal Chlorine Gas.
        • Kills faster.
      • 1 Flash Grenade
      • 1 Military Knife
      • 1 Pistol.
      • Extra Ammunition.

Vehicles:

  • Tanks
    • (to break the defense lines for the infantry).
  • basilisks
    • To provide with bombardment from afar.
      • These weapons have shells called Grounders, which are bombardment shells which are created to destroy buildings, concrete and metal. (Flesh is ripped apart easily with such a shell shot at it)
  • Bane-Blade
    • This massive tank is the ultimate weapon of the Deutchliegs. It is their pride, and their greatest weapon.
    • Few times has this legendary titan failed to accomplish its ultimate purpose (which is usually to break the line)
      • Those times were when they were invaded, as the Bane-Blade was on the other end of the Systems and couldn't be moved quickly enough.
      • the battle against the Hons. They managed to dig a hole big enough for it to fall in it.
    • There are limited amounts of these.
      • only four to be precise
  • Speeders
    • Can contain 28 soldiers, and can cover ground quickly, despite its heavy size and weight.
    • It's shell is thick and can take strong blows and still continue driving.
    • Has a few machine guns which it can use to fend off opponents, though the angles of these weapons are limited.
  • Anti-Orbital Tank
    • This vehicle is armed with bullets which are designed to shoot high into the air and shoot down low orbiting aircraft.
    • It is equipped with great detections, making even stealth aircraft fear this weapon.
    • Sometimes it isn't equipped with bullets, but missiles instead, making the weapon designed to fire off against targets far away from its current location.
  • Anti-Aircraft Attacks.
    • These weapons are to keep away aircraft bombers, fighters, or any other kind of air crafts that could attack the bases from the skies.
  • Missile Launcher.
    • This vehicle is purely made to send powerful missiles deep into enemy planetary territory, and it is easy to reload and very mobile.
Last edited by Saxious on Sun Nov 29, 2009 8:43 am, edited 13 times in total.
"Do not dwell in the past, do not dream of the future, concentrate the mind on the present moment."
~Buddha

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Saxious
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Re: The Interstellar Waltz (Sci-Fi Nation RP)

Tips: 0.00 INK Postby Kronos on Fri Nov 27, 2009 1:13 pm

Err, Saxious, how exactly do they breath CO2? Is their entire respiration process somehow centered around that extra carbon molecule? Mind you that humans can't breath CO2 because biologically splitting simple molecules is a bitch.

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Re: The Interstellar Waltz (Sci-Fi Nation RP)

Tips: 0.00 INK Postby Typhon13 on Fri Nov 27, 2009 2:29 pm

This is a marker for later

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Re: The Interstellar Waltz (Sci-Fi Nation RP)

Tips: 0.00 INK Postby Typhon13 on Fri Nov 27, 2009 2:42 pm

Oops..double post :(

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Re: The Interstellar Waltz (Sci-Fi Nation RP)

Tips: 0.00 INK Postby Anderan on Fri Nov 27, 2009 3:57 pm

Well this looks pretty cool, so here i go

Nation name:
Long: The Grand Republic of the Federated Planets
Short: Federal Republic Planets or FRP
Race(s): Humans
Nation size: Class One - Controls 3 systems

Government type: Federal Republic
Important Government Figures:
President Grelvin Huril
Vice President Yerket Obson
Board of Directors - A group of twelve people who serve as a kind of senate

Economy: The economy of the FRP is a mixture of capitalism and government control. Competition between companies is good but too much causes price wars and hurts the economy, to little causes monopolies and drives prices up, thus businesses are lightly regulated by the government, but are for the most part free to do as they wish

Religions: the FRP is largely secular, though there is an emerging faction of technology worshipers

Points of interest:
Planet Eden: The first artificial planet, still under construction, once finished it will serve as a massive resort and tourist hot spot, though center of the planet will house a small war factory that will launch small scale ships from the poles

Alpha sector: the primary sector of the FRP, houses the capital and most "civilian" planets

Planet Dreg: Capital planet of the FRP, is virtually deforested and is covered in massive cities and commercial centers, life is sustained on the planet through the use of oxygen factories.

Beta sector: contains a mix of "civilian" planets and industrial planets

Planet Athena: A planet in the Beta sector, devoted entirely to research and development, its entire population assists the R&D process in some way, whether it be research or just maintaining the facilities.

Gamma sector: almost all the planets in this sector are devoted to either the military or industry

History: The FRP did not come about through conquest, revolution, or even politics, it came about due to one thing and one thing only. Money. Originally a company located on Planet Dreg called Conquest Unlimited, it was a company specializing in military tech. Eventually a war broke out between the three neighboring sector. Naturally Conquest Unlimited was out to make the highest profit, and that they did. Selling to all three factions they were able to gain tremendous influence and massive wealth, buying out several companies to the point where they owned entire planets. Eventually the war ended but by that point the three factions were completely devastated by the conflict. At this point Conquest Unlimited simply stepped in and bought what little they already did not own or influence. This did not bring about the current iteration of the FRP though. The people running Conquest Unlimited were used to running a company, not a government, and though they tried at first to run it like they would their company, them having a monopoly over every industry drove prices insanely high and eventually the people revolted. Obviously, a revolting population is bad for business so the executives of Conquest Unlimited were forced to give up their monopoly over all of the industries, though they were allowed to remain in power because the previous governments had only brought destruction upon the systems, though they were force to go from an appointee based system to an electoral based system, with the citizens electing their leaders.

Strengths:
-Technologically minded: the people of the FRP love their tiny music players that are built right into their ears as well as a variety of other gadgets and gizmos, though not all of the research being done is on civilian products...
-Economically minded: its all about profit, if the FRP cannot make a profit out of a conflict then they are not interested, so long as it does not threaten them directly of course
-Cypercitizens: having mastered both cybernetics and cyberspace, it is a daily activity to go home and plug your head right into the computer.
-Industrial Might!: to be able to sell things, you have to be able to make things, and a factory that is making kitchenware one day may be pumping out guns the next.
-Sneaky: whether it is spying on their neighbor or catching a internal spy, the FRP makes sure to always has spot on intelligence thanks to a extensively developed spy community.
-HAXXX!: The FRP makes sure to keep a good number of well trained computer hackers around, after all, it can do anything from gain you information about your enemies battle plan, to bring down an entire ship's systems while your ships blow it to hell.
-Bounty of Asteroids: Thanks to the presence of an asteroid belt within Beta and Gamma sector, the FRP has access to a wealth of raw materials.
-Stealth Obsessed: If your enemy has a bigger gun, why not just sneak around it?
-Free Market Boomtown: What good would the FRP as a corporate society be if they couldn't attract new businesses?
-Entrenched: the sectors under the FRP's control are heavily entrenched, with everything from mines to defense platforms, any attack on any FRP sector would be costly.
-Diplomatic: You could walk into a room with a FRP diplomat expecting to declare war, only for the whole thing to end with you signing a nonaggression pact.
-Independent: the FRP is largely independent in terms of food, raw materials, and well... pretty much everything they need.

Weaknesses:
-Picky about allies: in warfare and politics you can't be to picky about your allies, but the FRP has a tendency to not want to have anything to do with someone who will bring them into a war that they will not make money off of.
-Greedy: three words, MONEY MONEY MONEY! its all about the cash, if you can pay off the FRP then you may find yourself able to attack someone who was their ally only moments before your credit card was authorized...
-I Like it Big and I like it expensive!: Being advanced means being expensive, and some times quantity overwhelms quality
-Its all about your name: When it comes to the military officers are born into it, if you want to be a high ranking officer, you had better either have a lot of money, or your father is a high ranking officer. Generally not a major issue but some times you get the stupid ones giving good soldiers orders.
-Paranoid: good allies use their spies to gather intel on an enemy and share it with their allies, the FRP gathers intel on their enemies, shares it with their allies, and then steals documents out of their allies pockets while they are busy receiving the intel you are sharing with them.
-Underground: There is an extensive black market and underground operating in FRP territory, trading anything from tech to people, and the FRP's enemies aren't exactly the enemies of the underground...
-Black Friday: If the FRP's stocks were ever to crash, the FRP would be in some serious need of money.
-Young: The FRP is relatively young and as such, the older and more massive empires tend to not take it as seriously as the FRP would like.
-Materialistic: for the FRP its all about the stuff, this makes its people not very spiritual which kinda pisses off the religious nuts.
-Gaps: Despite being heavily entrenched there are still gaps that trade ships travel through that an enemy could exploit.
-Mediocre Ground forces: The FRP focuses most of its military research on its space ships, and as such its ground forces lag behind a bit.
-Ambitious: The leaders of the FRP have plans... big ones. The problem being they may be a bit too big for such a small empire to deal with, especially if something were to go wrong.

Historical Trait:
-Commercial: For as long as the FRP has existed it has been about making the most money possible.

Hyper Tech:
-Reaper Drive: its always handy to be able to hop into a system, cause some destruction then instantly return home for repairs and rearming so you can repeat it all again.
-Cloaking: the FRP deploys a variety of stealth units, ranging from special forces snipers with stealth cloaks, to mine layers, complete with their own stealthed mines.
-Relativistic Weapons: mass diver weapons are the backbone of the FRP's weaponry, so much so that it has become a specialty of theirs.
-Neutronium: not having a mass amount of ships means the ones you do have need to be well protected.

Super Weapon:
-The Planet Cracker: A super massive Relativistic rail gun, capable of shooting straight through a planet 40 systems away. It is equipped with 10 Reaper Drives and several engines, allowing it to have a certain amount of mobility and can be deployed in systems closer to enemies important planets if necessary, though it is generally used defensively against invading fleets and is in itself a fortress capable of taking on a small enemy fleet. Its defenses range from smaller Relativistic guns to squadrons of Hornet fighters and Wasp Bombers.

MILITARY:
Doctrine:
-Special Forces: the FRP makes heavy use of special forces to preform surgical strikes against high priority targets. Its easier to prevent a war by taking out a particularly aggressive leader with a sniper bullet than it is to fight an entire war.

Cyberwarefare: Disrupt enemy communication, steal intel, disable factories, anything that can be done with a computer to hurt you the FRP does it. Entire platoons of people work to attempt to hack into enemy networks, what they do once they are there depends on the situation. It may be something quiet, so as to keep the enemy from knowing they have been compromised, or it may be crashing the entire network, if this does happen, it probably means that a massive all out, enemy destroying attack is coming.

Ship to Ship: most of the FRP's military effort is devoted to space warfare. If you can stop them from ever landing on the planet, why bother bulking up your ground forces? Of course this does not mean that the FRP's ground forces are weak, but in the event that the enemy does land on a planet, expect orbital bombardment to commence.

Surgical Bombing: Why send in droves of soldiers to do for a planet? Why bomb the living hell out of it and make it completely unusable? When the FRP tries to take over a planet, expect important facilities and other priority targets to get blown out of existence. If that doesn't work, send in the troops and have ships stationed ready to blow away any resistance they meet.


Class Name: Chronos (9.5/10)
Category: Dreadnought
Combat Designation: Capital Ship, command and control
Engines: Tisen Class MkII Reaper Drive, 6 Kirin Class Plasma jet engines, 2 MkIII Culin Class Fusion Reactors
Weapons: A variety of small lasers used for point defense, over 100 Relativistic guns on each side of the ship, they are able to swivel and can cover a wide area. 5 missile bays that come with a different variety of ammo, ranging from atomic weapons to guided missiles.
Defences: Has 3 layers of shields, first to are Ray and the last one is Particle, MkII Neutronium Armor
Other: Houses 30 Hornet class fighters and 20 Wasp Class Bombers, Has a built in target designator that gives this ship good accuracy at all but the longest ranges.

Ship Class Name: Chimera (8/10)
Hull Size: Battlecruiser
Combat Designation: Front line Combat
Weapons: A total of 120 Relativistic guns on each side of the ship, 10 missile bays, 20 DEWs on the front and rear of the ship all equipped to be able to swivel and can cover all sides of the ship.
Engines: Tisen Class MkII Reaper Drive, 4 Daedalus Class Plasma jet engines, 3 MkII Culin Class Fusion Reactors.
Defenses: 2 layers of Ray shielding and 2 layers of Particle shielding, MkII Neutronium Armor
Other: Carries a unique type of "cluster missile" that when fired splits into 10 individual seeking HE missiles.

Ship Class Name: Valkyrie
Hull Size: Frigate
Combat Designation: Stealth mine layer
Weapons: Is equipped with 20 DEWs total and 10 Mass Drivers, carries a compliment of 50 Mjöllnir stealthed mines
Engines: Icarus Class MkI Reaper Drive, 2 Helios Class Plasma jet engines, 1 Artemis Class Fusion Reactor
Defenses: MkI Neutronium armor, 1 Ray shield, Stealth Generator
Other: is stealthed, designed to slip around attacking enemies and lay mines in their retreat path, or lay them right in front of them.

Ship Class Name: Pandora
Hull Size: Destroyer
Combat Designation: Carrier
Weapons: 40 DEWs and 20 Mass Drivers
Engines: Icarus Class MkI Reaper Drive, 4 Helios Class Plasma jet engines, 2 Artemis Class Fusion Reactors
Defenses: MkII Neutronium armor, 1 layer of Ray shielding and one layer of Particle shielding
Other: carries compliments of 75 Hornet Fighters and 25 Wasp Bombers



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.

I'll do the ground armies later.
Last edited by Anderan on Sat Nov 28, 2009 4:25 pm, edited 4 times in total.
Orly?

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Anderan
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Re: The Interstellar Waltz (Sci-Fi Nation RP)

Tips: 0.00 INK Postby Conquerer_Man on Fri Nov 27, 2009 4:02 pm

How does a small empire of only three systesm qualify as a "load-bearing state"?

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Re: The Interstellar Waltz (Sci-Fi Nation RP)

Tips: 0.00 INK Postby chexmix5 on Fri Nov 27, 2009 4:08 pm

This definitely has my attention. I would like to reserve a spot here, and when I finish this beast-of-a sheet, i'll post it here.

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