[quote=@ActRaiserTheReturned] [b]Faction Name[/b]: Cyrodil Empire [b]Origin[/b]: The Elder Scrolls [b]Faction Type[/b]: An Empire [b]Faction Rank[/b]: (work in progress, the GM will give you this) [b]Color[/b]: Red [b]Assigned GM[/b]: (Which GM is governing you and controlling the surrounding NPCs?) Starting Area: To the Southwest. [b]Faction Introduction:[/b] Cyrodil's Empire spread across all provinces at one time on Tamriel. Now, Cyrodil encompasses Cyrodil, Skyrim, High Rock, and Hammerfell.They were busy investigating the disappearance of the Dwemer with Synod mages and then the entire country disappeared. The Synod claimed to have discovered a giant floating metallic sphere. [b]Faction Strengths[/b]: Tech Level : IV Although they aren't gun powder based at all, they have a variety of magic to help them in wars, and all racial strengths such as Nord, Redguard, Breton and Imperial talents. They have Ebony, Skyforge Steel, Orcish smithing, Elven smithing, Advanced smithing (Plate mail, Nordic Carved armor), Glass smithing, Daedric Smithing, etcetera. [b]Faction Weaknesses:[/b] They just reforged an Empire worthy of competing with the Aldmeri Dominion. They can be vulnerable to infighting when they let down their guard. [/quote]Elder Scrolls magic is much more convenient, powerful and widespread to be. AoE spells are practically like explosive artillery. With sufficient prep and/or desperation TES setting offers people to do some rather massive things. Somehow they could hold up the meteor above Vivec City even after the Tribunal disappeared. So I think they might be more between Tier 4 and 5. If you don't abuse godly articrafts, special heritages and divine support then perhaps Cyrodil is indeed Tier 4, somewhat around the high end of that. Otherwise I have to discuss this with my friends first. My knowledge on Elder Scrolls is kind of rusty. [quote=@6slyboy6] [@Willy Vereb] So I made a quick NS. I am not sure about the GM stuff, so I left it blank. Faction Name: The Flame Dawn Origin: Infinity Wars (TCG) Faction Type: Empire Faction Rank: Color: Orange Assigned GM: Starting Area: Q3 Tech level: (I know this is not required, but just to make sure.) The Flame dawn has acces to modern day weapons, and an exo-skeletal armor that server as an armor, and has only as much mechanical help, to make it possible to move itself. They are allied with the Genesis, who provide them with futuristic technology, but keep most of the advances to themselves. They also use swords with guns, making them feraful up.close and personal. This makes The Flame Dawn stay at a level of technology a bit ahead of our time. Eg: Jet planes and tanks still, but better ballistics, armor, and equipment. Faction Introduction: The Empire of The Flame Dawn, is a fierce fighting force, led by an Emperor. Their goal is conquer the world by any means. When the rifts opened, and they started to conquer the Untames wilderness, many scientists started to research the fenomenons. After months they made a device that could open a rift to Adaebis. After a major force entered the rift, accompanied by workdrones from Genesis to help build up an outpost, an attack from the Horde rendered the device unusuable, without serious repair. The force has now setup an outpost, and started to work on manufacturing drones, and training soldiers. The enviroment is a lot like the Untamed Wildernbess, and therofore they are somewhat used to it. Faction Strengths: - Fierce warriors - Veteran warriors went through the rift - Has access to light mechanized forces - Has drones to work, faster building - Quick research due to Genesis Faction Weaknesses: - Unusual enviroment - Scanners go haywire after a travel through the rift - Not so good at diplomacy (It is a legion of soldiers after all) - Lack of High rank officals - Low morale due to being stuck in this world [/quote]Alright, from what I see they appear to be Tier 7 to Tier 8. Albeit given it's a card game with likely limited role it may be better if you tell me more about the enemies they fight. What are the other factions? On the other hand Genesis seems more like they supress technology rather than they'd help the flame Dawn to develop things faster. Fact their technology is "borrowed" also problematic. [quote=@datadogie] Faction Name: Ghost-Faction Origin: Ghost Recon (Basing this off of GR: Future Soldier, however it will have changes made to suit the RP) Faction Type: Militaristic state (Though turned into a country since 'The Event') Faction Rank: TBD (work in progress, the GM will give you this) Color: Light Blue Assigned GM: TBD (Which GM is governing you and controlling the surrounding NPCs?) Starting Area: I2 Faction Introduction: The Ghosts, formerly known as Delta Company, 1st Battalion, 5th Special Forces Group, are a Tier 1 Special Operations Force of the United States Army, that partake in many operations ranging from special reconnaissance to direct assault. Their technology ranges from standard rifles with many customizations, depending on the situation, all the way up to unmanned drones, however the troopers themselves are very well trained and able to adapt to many situations. Delta company were transported to Ardessen by the way of a chemical reaction that disrupted space and time beyond anything any scientist could even begin to comprehend. The entire company was locked down, loosely suspected of mutiny as they had defied orders in order to rescue a team trapped and captured. The entire company was set up in a military base in England, in the middle of some newly formed town, with the head men being lectured to. The gangup of such a vast amount of equipment and special forces men was a massive target for terrorists, so it was of little surprise that they were attacked by a bomb of some kind. It was made up of a chemical compound and mix that was meant to blow up everything within a few kilometers, however it instead made a disruption in space. In England, where the town once was, there was instead a massive crater. However, on Ardessen, there was now a large amount of men and women, as well as vehicles and supplies that had seemingly appeared out of nowhere. Once realizing they were not on Earth, Delta company reformed and massed the civilians from the town. With the supplies and equipment they had, they built a small, wooden settlement, which they walled off, and expanded slightly to include hangars and warehouses for the vehicles. The company was cut down to one hundred men and women, the rest being put off as they were required to be a part of the general population. They renamed themselves Ghost-Faction, as they were no longer a part of a military but a military themselves. (What are you and how did you end up in the world of Ardessen?) Faction Strengths: -Experienced special operations troops -Has troops in the general population, meaning that if the Ghost-Faction were taken over, the new rulers would have to deal with some very serious organised rebellion. -Has access to some VTOL (Vertical Take Off and Landing) aircraft, and light mechanized. -Can be diplomatic -The faction is able to call up at least fifty reserves of special forces that were integrated into the population. Faction Weaknesses: -Military skill is high, but numbers are few -Though all previous knowledge was retained, as well as equipment required to do so, Ghost-Faction will not be able to manufacture modern day weapons and vehicles until they obtain the materials required to do so. -Threats to the civilians can [i]sometimes[/i] sway the mind of Ghost-Faction, as without the civilians the population would not grow. -Is unable to replace lost equipment until proper manufacturing can be set up. Ammunition is able to be hand-crafted, but is very poor, sometimes resulting in damage to equipment when being used. [/quote]Why can't you just make it the future USA from Ghost Recon? This seems a bit overcomplicated there. Anyways, I make further comments and additions some hours later. Bye!